I look forward to your AAR/battle report! I hope you have fun regardless, and don't forget to do a hotwash after the game with all the players involved so everyone can weigh in.
We gave it a quick test this afternoon. Overall, we really liked it and it'll probably become a standard house rule with a bit more playtesting.
The defender was heavily outnumbered but in a strong defensive position overlooking a natural kill zone. Using overwatch, the defender attrited the enemy force as it entered the area. It gave the defender the extra oomph I felt they need thematically and mechanically. It wasn't an ideal test, since the enemy managed a through-armour "unit killed" crit on my anchor unit on turn 1...
It does add a little complexity to the game, with shooting happening in both movement and shooting phases, and requires players to keep track of which units have shot out of order.
There is a risk of a game getting bogged down in an overwatch v overwatch battle, but scenario design takes care of that, for example, by requiring one or both sides to accomplish some goal by turn X.
Units with low mobility and high damage output really shine (Schrek PPC Carrier or SRM Carrier come to mind). Naturally, in overwatch they can be countered by artillery and other indirect fire.
I would word it as:
Any unit that declines movement during its movement phase enters overwatch and can fire on any other unit, anytime during movement or shooting. After shooting, the unit must immediately declare whether it remains in overwatch.The last sentence is needed because of the way it interacts with initiative on the next turn.
One way to moderate its use would be:
A unit may enter overwatch by declining movement; it forfeits the opportunity to fire that turn. During the following turns, the unit may fire on any other unit, at any point during the turn. After firing, the unit must immediately declare whether it remains in overwatch.