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(+1)

Thankyou for the feedback!

Force composition - I didn't really intend for the game to be particularly balanced, just a fun game to be played with whatever miniatures you have. Maybe even research WW2 platoon organisations to better structure the game. 

Synergy - Yeah there really isn't a lot of synergy, I kind of just wrote the game and then tried to add a bit of synergy afterwards.

Retreat - If your force retreats then that's it, you've lost. 

Vehicles - I didn't really playtest this, so it's actually no surprise that vehicles are a bit too good. I think I tried to make anti-tank guns the counter to vehicles.

Spotting - Essentially a unit can spot indefinitely but cannot do anything else. 

To Hit - Yeah, I wanted to keep things simple and remove the roll to hit, roll to wound, then roll to save and just have one roll decides everything. 

Activations - I completely forgot to put in stuff about multiple activations, but I don't consider it too much of a problem, if you keep activating the same unit then the rest of the force is ignored.   

I've never really liked weapon ranges in the wargames I play. They never fit the scale, like in WH40k a bolter is 24" and a tank cannon might be 36". Especially with how small the scale of the battle can be, it feels wrong that an elite super human soldier just has no chance of hitting a massive alien beast at 25". 

I suppose removing weapon ranges without adding in an incentive to move was a mistake. Maybe some kind of objective system instead of just shooting at the enemy. In regards to all the "rolling to" I tried to recreate the uncertainty of war. Trying to move a group of soldiers might end up with them sprinting towards the enemy or just kind of trudging along hoping they don't get shot at. 

Again thankyou for your feedback. You've given me a lot of stuff to think about and maybe one day I'll get around to writing an updated version. 

(+1)

"I've never really liked weapon ranges in the wargames I play. They never fit the scale, like in WH40k a bolter is 24" and a tank cannon might be 36". Especially with how small the scale of the battle can be, it feels wrong that an elite super human soldier just has no chance of hitting a massive alien beast at 25"." 

I'm 100% with you, there. To be clear, I don't think the issue is that the ranges are infinite, only that there's no mitigation outside of cover, and no reason to move.  I think the idea to remove ranges is an excellent design choice and could probably be pursued to a great effect.