History: This bit will probably not be of too much interest so I'll try to keep it short. The development of this rule set started just after Salute 2012 which I had the privilege to attend. My main aim was to create an Epic style of big battle game that was streamlined and simplified enough so I could teach it to my non-wargaming friends in less than 10 minutes. Writing the rules in such a way that I could share it online has proven to be far more arduous.
Scale: I originally wrote the rules with 3mm pico armor in mind but my friends preferred using my 6mm miniatures (from Steel crown, Dark Realm and Brigade). In the original draft I had a whole section on basing and miniatures which I have subsequently removed. You can use whatever you want and base as you wish.
Concepts: the game uses the traditional IgoUgo system for movement only, but not for the fighting. When the game starts one player is assigned the role of attacker and the other is the defender. The attacker (or attackers in a 4 or more player game) always moves first and the defender (defenders) second. We have found that the game plays best with scenarios rather than a straight fight to the death. One of the key concepts that players need to understand is that a unit will return fire as many times as it is attacked in the same turn by different enemies, but a unit only receives orders once per turn. The defender will often have to issue orders to his units during the attacker's turn, and depending on those orders, some defender units will not be able to do anything when it is the defenders turn. Similarly all units held back for support can fire as many times as they receive successful support calls, but they don't need orders to respond to these support calls. They remain "blank" and ready to receive orders. This might seem like it would over-power the support function, and to be honest I had hoped that it would, but in practice we have found that support can be fickle, difficult to set up and maintain, and it requires a sharp eye else you easily miss a good support opportunity.
Problems: I've tried to keep the game basic so it accommodates huge battles and many players, but this means that I've left some features from previous versions of the game out (like artillery dropped smoke, land mines, etc.) while not yet adding things like air units. I don't mention pre-measuring and haven't made my mind up about it. Maybe not allowing it is a bit too restrictive. The game plays fairly fast mostly because it is very brutal. I have yet to create a sample army sheet, but in our games so far we used 6 stands for infantry and infantry fighting vehicles, and 4 stands for everything else. In short, there are still much work and I don't have as much time and motivation as I used to have 2 years ago. But getting some feed-back from the community would help a lot.
The current version can be found here: PDF link
Please email me for the password if you would like to help review the rules at perseverius-at-gmail-dot-com.