Although I have not yet played this rules set I have read over it thoroughly enough to make some observations about it.
First off, if you are familiar with any of the previous Micro Armor games from GHQ then you are already familiar with this rules set. It is essentially a modification of the Micro Armour rules to accommodate the 1:1 unit scale. Much of the core rules are directly copy/pasted from the other rules set. This means if you are familiar with those rules you should probably just jump right to the designers notes to get a complete overview of the changes to look out for as you are looking over the rules. Otherwise, you should be able to start playing right away. I was only somewhat familiar with those rules and I even noticed the similarities right away.
For everybody else...
Micro Squad is a nice, simple 6mm WWII rules set. It definitely comes from a more grognard school of thought that, say, Flames of War. The rules are very straight forward with little in the way of gamey flourishes. The writing is a bit stodgy and does little to try to inject fun or excitement into the text - nor does it hold your hand through the process. For example, all of the actual mechanics for shooting, etc. are on the QRS in the back of the book, but NOT in the rules text itself. So you have to do some flipping back and forth when you're first reading through the rules - and if you missed the mention that this was the case to begin with (as I did) then you may spend some time confused as to how things actually work. Still, the rules appear solid and should provide an interesting tactical game.
My previous WWII miniatures gaming experience includes Flames of War, a little 28mm skirmish, and PBI. This rules set is certainly easier to pick up and play than FoW and PBI, and while I will miss some of the style and personality of those two games I expect that this rules set will provides its own unique flavor of gaming realism.
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