Simon took the GI’s and I the Germans and after a few turns we seemed to have the hang of the system. To cut a long story short I massacred his squad with the MG34 in the loft of the building.
After this we stopped and took stock. Had we handled the reaction tests correctly? The grouping rules? The results at a man or at a group level? We chewed over these questions, consulted the rules, and decided on where we failed: test for whole groups. And where we had it right: number of dice to roll and how to determine the effect.
Then we reached in to the figure drawer and got a few more men. This time we had two squads each. Simon’s were still small: only four man. Mine were larger, and I still had the machinegun. Despite this numerical and firepower advantage I was soon suppressed and outflanked as I rolled four 1’s while firing, meaning the machinegun needed to be reloaded. Pressing the advantage Simon rushed the house while putting down suppressing fire, then finished off the knocked back defenders with grenades. A darkly humorous moment occurred when one of his men failed to get a grenade through a window and he and his mate had to hit the dirt to avoid blowing themselves up. But they recovered before my men, and so my brave defenders of Western civilisation were vanquished.
Ultimately, though, the rules provided a satisfactory feel of WWII squad action: fire and move. Nuts! delivered what it promised. Both games wrapped up in under two hours. Much as I hate to admit it, I felt I needed more table space to get more men out there to enable more outflanking activity – and that has to be a great evocation of the feel of WWII tactical combat.
The photos show the set up, roughly the same as that described in the rules. For the second game we changed the orientation of the road, but the rest remained the same.
The forest stands are from Bold Frontiers. The house is a wooden treasure box covered with a skin taken from some card buildings available from Wizards of the Coast. The road is from Lord Zsezse.