Hey.
Started a campaign in the Alpha 9.17 version today.
I don't have any real experience with military sims, for the record. Playing in the properly "evil" settings (I don't remember what they were called, but they boiled down to: you get what tank you get, and if the commander dies, it's over.)
Action Day 1: Things started out easy enough. The Ferret I was called up to advance through an area of light resistance. The first encounter was a lengthy affair involving over a half-dozen enemy units, but ultimately went pretty well... I... guess? I mean, I came out with 14 VP, but I feel like my allies had to babysit me a little more than a tank should require.
(Then again, this may be my ignorance talking.
)
There were a few light encounters after that... and then a disastrous one where the tank was hit and breached, killing one crewman and injuring pretty much everyone else. Luckily, other friendlies cleaned up the responsible party quickly and the remaining crew was pulled out.
Action Day 2: Onward, with the the Ferret II! This time, the orders were to advance through an area of heavy resistance. Sarge decided there was probably a better way of going about this than just merely checking each hex before advancing in, and developed a policy of calling for artillery or air support on any cell coming up Medium or Heavy on the check. This seemed to limit the actual encounters in those areas, and was a big help: the Ferret II managed to get to the exit of the first map, and was well on its way to the exit of the second map when the advance was halted on account of insufficient sunlight.
The stats so far, at the end of the 2nd day of action:
I'm a little surprised given I'm not a military sim player, but I'm having fun playing.
My usual approach to new games is to dive in blind, then go back and read the manual, so I'll be doing in depth that before I start Day 3.
The only thing that I really felt like I didn't grasp quickly without the manual was the differences between the ammo types and what they were for.
Anyway, short version: Good job sir, this is a fine game.
P.S.: The sound effects are a nice touch.
Between ArmCom and Cogmind, I'm starting to wonder if I should look into some for Demon.