Can you give a brief on the rules mechanisms?
Of course. The rules are company-level at 1:1 and follow standard Lardy practice so have certain key elements:
Blinds – troops enter, or are deployed on, the table on blinds or which some may be dummies to represent the 'fog of war'.
Cards – platoons are activated by the drawing of a their card from a customised deck. There are also cards providing bonus moves, bonus shots and other events as well as a card to end the turn. This means provides a degree of uncertainty as to when and if a unit will act in the turn representing what von Clausewitz termed 'friction'.
Big Men – these are the important officers and senior NCOs who get the men to do the fighting. They each have a card in the deck and can activate units out of turn, improve morale, spot, communicate etc.
Actions – troops and big men have a number of actions that they use to move, shoot, spot etc. Usually there are not enough necessitating the player to make decisions and prioritise.
Actions are undertaken by infantry sections, weapons teams and AFVs, with the number – typically 3 in a turn – being dependent on the strength and quality of the unit. Shooting results in kills and shock (negative morale effects that inhibit actions) being suffered by troops who can also be suppressed or pinned. This means morale is factored into the result removing the need to take lengthy reaction tests. Big Men can remove shock on their turn. A unit may reserve all or some of its actions to use in reaction to enemy moves allowing for overwatch and opportunity fire.
The player represents a company commander and has limited control over supporting arms such as off-table artillery and anti-tank helicopters.