G’day,
I recently played my first game, (other than the demo at gencon) & thought I’d post some of what we discovered. It was a 5v5 CCC vs. USCR match up.
-As Brian mentioned read the cards. I missed the crack shot ability on the UCSR booster that could have made a real difference to the outcome.
-We got down to a situation where a sniper was looking like ending up in H2H and were puzzled by a lack of melee stat. It wasn’t until after game I realised that the sniper doesn’t have a melee stat because the pistol does the same job only better.
-The FN bonus to rear attacks only applies to a 90 not a 180 degree arc. I miss interpreted this on first reading.
-Firing numbers while initially high can become very achievable if combined with the right situational modifiers. Leadership, lack of cover etc..
-Armour failure is very bad thing. Especially if it is coupled with being caught in the out in the open.
-The individual initiative system encourages you keep your battle plan flexible. It also provided an almost “proxy” over watch situation, (we used the basic rules). We tended to avoid placing troops in fire lanes in case the initiative was gained by the figure covering it.
-On first reading of the rules I was concerned that they weren’t quite “lethal” enough. I now know how quickly models can go down once the dice start flying.
In the end the CCC walked all over my USCR, a 5 – nil white wash was the result. I think my mistake was trying to manoeuvre too much with a USCR force. That and lending my cunning opponent models and dice

Overall the game played in less than 2 hours including set up, pack up, lots of looking up rules and much beer. Lots of fun, fast to play and challenging, I’m looking forward to the rematch.
- Dutch