Mako11,
I'm in the SF East Bay about 90 minutes from Sac. Used to live in Citrus Heights. I know a few of the hardcore gamers in your area and I'm sure I could get something scheduled. I'll be at SacCon next month.
This game is not for everyone. It's not based on any previous "To Hit with die roll modifier" traditional games so it's a little hard for some people to wrap their head around and you have to "unlearn" the mechanics of other games.
The gunnery system uses a trajectory based horizontal and vertical movement of the round from the aim point over a scaled image of the target in the correct aspect to determine where the round hits or how close it missed. Measured in .1 meter increments it gives a potential 100 hit locations per square meter of target area with no charts or die roll to determine hit location or systems damaged. It may sound confusing but in practice it's easier and more accurate than traditional games. The best way to get up to speed is to understand the basic concepts of tank gunnery and the duties of the gunner and commander. Things like the differences, advantages and disadvantages of Ranging and Bracketing compared to Battle Sight and Burst on Target. This is found real tank manuals.
The game also tries to represent the nuances of tank armor configurations and the compound angle generated by armor slope and horizontal angle of the gun to the target. Fortunately there is a nomograph the army research dept put out that makes that an easy one step process with no math or charts. This can make a huge difference in the armor protection and you really need to include this if a tank game is going to be accurate. Compound angles can be great enough to get a round to ricochet.
Some people have remarked the charts are "overwhelming" because of so much info. However, the charts are basically composed values that are modified base values in 100 meter increments. You only need concern yourself with the range column. That will give you values without hunting around for range band modifiers, ammo modifiers, etc. The accuracy of each gun is figured on it's inherent accuracy, ranging error and aiming error but this is all transparent to the player.
Rather than traditional spotting rules we use the concept of "Situational Awareness" in 360 degrees with the greatest awareness to the front and least to the rear. One D20 die roll takes care of what the commander and crew are aware of out to the max detectable range of the target and what they can engage. However, when engaging they have a large area they are blind. Good situational awareness will allow you to respond to threats. Poor SA will allow the enemy to sneak up on your flanks.
If you search TMP there is other info I've posted.
Here is a short (very) amateur video I did to give an idea of the booklet that will be used for each vehicle in the game. You'll have in your hand everything you need, including charts, to play the game tailored for that specific vehicle. This is a prototype and just gives an overview.
Video link: YouTube link
I can let you know about my schedule for Sacramento. I'll post some PDF's later.
Wolfhag