Just read through the 20150731 draft and liking what's going on!
Here are some random feedback thoughts.
Those 50x50mm bases will allow for good modelling opportunities, especially with infantry bases!
What is your idea of an ideal amount of regular sized infantry miniatures per base?
The suppression/damage mechanic feels unique without being cumbersome. Correct me if i am wrong, but basically every base got 18 hit points a.k.a. suppression points before it gets destroyed?
Assault rules sound very bloody (if no counter-charge takes place), which i personally like. Also like that both shooting and CC attacks follow the same rules which should make for a nice balance between them two.
However, 'Suppress Area' feels quite clunky. Add up die, half it, roll, substract SR+1 individually for each base and each die, ad up again, apply result... *head scratch
There's no turn limit, right?
With the current victory condition of destroying 50% of your opponent, it might lead to drawn out games if both players are very defensive. Maybe something to look into.
Army building also feels unique (kinda reminds me of deck building in the current Star Wars LCG) and should make for an interesting list building challenge if for example a very strong base gets balanced by being part of a platoon that has lots of weaker elements.
A big YAY to unit cards. Like that in every game, just makes life so much easier then big lists print outs or flipping through army books. Is it correct that there are no point costs for individual platoons yet?
Straight dice off for initiative could end up 'winning a game', if one player runs into a bad luck streak and doesn't go first for several turns.
What total points value would you see as a 'standard, full sized' game, like for example in tournaments?
Additionally, how would it be decided who's attacker and defender in a regular game? Dice off?
Terrain coverage is listed as 25-50%. I wonder if the current terrain set-up rules are open to abuse by the defender?
Lets say the defender plays a very shooty army and decided to place only 25% terrain on the board, all more or less smaller terrain pieces that don't provide much cover like Viridian Fields. A cunning defender then places them all in his half or at both flanks... Even if the attacker then rolls a 6 to move terrain around, it won't do him much good.
How can sneaky tactics like that be prevented in a competitive game?
Sorry for the question mark spam On a personal note, and that might just be me, i find the terminology of 'personnel' and 'materiel' doesn't come of easy of the tongue.