Stated goal: Armour Battles Design Goals Armour Battles grew out of my desire to play a fast-moving World War Two miniatures game that not only required players to make decisions as army commanders, but also contained sufficient detail to capture the intricacies and complexities of World War Two
armoured combat in a tense but fun game.
It's a platoon based game. Based on activations and the player control over platoons it appears the layer is the Company Commander and does not know exactly where and what each platoon does. It uses alternate command impulses and generally not enough C&C for all units to perform.
It uses command phases and impulses with "dice chains" (dice laid out in view sequentially). The number of dice chains you have determines how many orders you can issue. Players alternate activation.
If you like dice mechanics and options this game has them and some appear to be unique to me. "Wild Dice" can be used for other actions and activations creating uncertainty and gives players more options in the game. Rolling multiple 6's can allow Staff Orders. Multiple 1's can end your turn. The enemy can use your Command dice against you.
Units do not have to be in a formation but the enemy must engage the closest units. You can "protect" valuable units by placing them behind other units. "Cover Dice" can obscure targets.
Opportunity Fire: The rules for this seem a little too involved (like most games). Hidden units can use opportunity fire for an ambush.
Combat: Results can be suppressions, kills and withdraws. Options include shoot & scoot and break contact. Things like sloped armor and low profile gain additional "Reaction Dice" in combat. Don't expect the traditional to hit + DRM shooting.
Reaction: When a unit is hit, it makes a Reaction Check. The more armour a vehicle has, the more Reaction Dice it has.
Movement length is uncertain needing a die roll added to base movement. The game does not state a time frame but based on a scale of 1" = 50 meters and an average of 8" movement in a turn each turn represents about 60 seconds of real time.
It appears one of the tasks for players will be to manage the "Dice Chains" as there are many options available to use them and you can see what your opponent has too. There is a 2-page QRS to help you along.
If you like playing a level of command where your subunits do not perform exactly as you desire and have variable activations with mony options you should probably look into the game. The "Dice Chains" do have an interesting level of strategy and tactics in the game.
I hope I got all of this right.
Wolfhag