****MW 2nd Ed****
So here we have our MW2nd ed Grunt with 5 build, 6 reflexes. Stats overall are really high in MW2 to get 'regular' skill troops at base 4 to hit. 5 Build means we walk 5, run 11, sprint 16. Since base movement is so high, ill be doubling the suggested 5 meter hex size to play a simple 4v4 on one mapsheet like battletroops, but with 10 meter hexes instead of battle troops 5 meter hexes. This gives 2, 5, 8 hexes per walk run sprint, more manageable numbers to emulate 2 mapsheets.
Ranges for the rifle will be 3/7/15 (already halved due to hex size). The SMG is 1/3/5. The Grenade Launcher attached to the rifle is 1/3/6. All deal 3d6 damage, but SMG bursts in MW2nd get a -2 to hit, and have some splash damage of 1d6 to get a little of that 'hose an area down' feel from battletroops. This kinda becomes splash weapons in ATOW, so in ATOW the closest equal to the MW2nd SMG is a shotgun, as the ATOW SMG is bad. Grenades are fired at a hex, which means you dont apply the target movement mod, so they are a little easier to hit with then rifles versus moving targets (but there is no immobile bonus so they arnt ATOW crazy accurate). They also stop scattering on hitting cover, so are good for hitting troops behind walls as they cant scatter forward where the wall is, only past.
Round one, enemy Rfl1 Rfl2 Gre3 SMG4 versus my Rfl5 Rfl6 Gre7 SMG8. Init is 9 9 7 7 9 10 5 4. My Grenader and SMG sprint on, and they just seek heavy woods cover. The enemy Gre and SMG is next, the Grenadier runs into light woods to get a shot, the SMG is out of range so sprints into heavy cover. The Grenadier is 4 + 4 (11 hexes) +2 ran +2 target sprinted +2 woods. 14's needed.
3 riflemen now go. The enemy rifleman1 moves first, into the same place as gre3. Still needs a 13 to hit, thanks to heavy woods. In return, my rfl5 moves into woods to try their luck onto the enemy gre3 that ran into light woods, 12 needed, 6 rolled. The final Rfl2 on init 9 starts running on, by my high init of a 10 lets me sieze, the special init mechanic of MW2e. So I run up while the enemy isnt in cover by interrupting their turn. 4 base, 4 for range 9, 2 cause I ran, 1 cause they ran, need 11s. Its only 1 better but hey. I roll a 9, so nothing, and the enemy resumes their turn and rolls a 12, so thats a 3d6 hit for 13 damage to location 5,6 onto the grenadier, Rt arm. With a build of 5, this isnt an injury to the arm (bldx3 for damage), but that is a consciousness roll of 5+. Roll is 9, Grenadier still awake.
Round 2, init is 7 7 4 7 9 6 2 5. My grenadier has to move first, so the enemy grenadier on 4 and rest of the team on 7 all decide to interupt/sieze, to shoot me before my grenadier moves. My init 9 siezes back, and my 5 and 6 can also act before the enemy grenadier, so everyone is seizing—its like its ATOW hehe. My init 9 rfl5 aims for the grenadier. 4 base, 4 from range, 1 from light woods, -1 attacker stationary from not moving yet this turn. Needs 8 rolls 6. Next the 3 enemy riflemen and SMG go on init 9. The enemy Rfl2 and SMG are 4 hexes away, while the RFL1 and GRE3 will be 6 hexes away from my wounded grenadier. The SMG is at long range, but with -2 from rapid fire gets the same +2 as the medium range rifles. 4 +2 run +2 range +2 heavy woods -1 target stationary=9s to hit. One rifleman hits, dealing 15 damage to the 5,6 again, so another arm hit... this time it does = buildx3 so the rt arm is incapacitated (later I realize you have to exceed the threshold). Also, at 23 total damage taken, im on the 3rd line for damage so need a 7+, roll a 9, still awake. My other rifle and SMG get to go before the GRE, so I try and go for him before he shoots but after he moves on init 4. The SMG8 is 1 hex away, needs 4 +2 ran +1 target ran -2 burst=5, while my rfl6 is 2 away and needs 7s. My SMG rolls a 4, missed by 1, and my rfl rolls a 5. Sucks to suck. In response, on init 4 the enemy grenadier lobs a grenade 6 away. Needs 4+2 ran+4 long range (no cover or target movement cause grenade). Rolls a 7, scatters 15 meters to the side, so nothing hit in the 5 meter blast range. Thats good. So my grenadier on init 2 gets to act, but with a +3 penalty. Still, 4 base 4 long range 3 arm with a grenade aint bad. Roll 8, scatter 15 meters, but in a direction no enemy is in.
Round 3 init is gonna be deadly, lots of troops on both sides in the open blasting away at close range.
11 9x 11 6x 10 10x 8 12. Everyone wants to seize to shoot first. The SMG8 gets first crack, running to put shots on the enemy SMG team. 4 +2 run -2 smg -1 target stationary. Needs 3 rolls 8, 14 damage to 2,6, HEAD!. With build5x2 for threshold of 10, this KO's (but the coma save is passed) the enemy SMG, taking it off the field (it takes at least 1 min to wake up in MW2e). The enemy Rfl1 and Gre3 get to act next in init, and decide to go after my riflemen to stop shots. They are in short range, so the RFL1 needs 4 -1 (target didnt move). Rolls a 5, hits, rolls 10 damage to the arm. With 10 damage the KO check is a 3, so passes. The gre3 does the same, rolling a 4 to hit and 15 damage to 2,2, which is a CRIT sadly that does 30 damage instead of 15. This puts all 4 of the first damage tracks filled in, and disables the legs. With a KO check needed 10, a 2 is rolled and the rifleman6 is down. On init 10, my rifleman5 goes, targeting rfl2 who hasnt shot yet. Staying in cover, its 4+2 range, -1 for target stationary. So 5s needed, rolled a 6, 13 damage to 6,1 arm, with a 5+ KO check of 7. Rfl2 on init9 fires on my last troop that hasnt shot, the grenadier, walking into short range. 4+1 walked+2 heavy woods-1 target stationary=6s, rolls 4. In return, my wounded grenadier needs 4+3 wounded+0 target walked, and a roll a hit with 12 damage to location 3,2, an arm. This is 25 total damage, so a 7+ to stay in the fight, rolls a 6 and is KO.
Round 4 the enemy rfl1 and gre3 are up against rfl5, wounded gre7, and smg8. Init is 5 7 6 5x 9. The SMG8 gets to go first, aiming at GRE3 next in init. SMG8 runs to point blank of GRE3, so 4+2 run -2 SMG -1 target stationary. Rolls 5, hit, 3 damage (blech) to location 5,4. KO roll of 3+ rolled a 12, what a meh SMG run. GRE3 decides to try and get my init6 rifle5 gone with a grenade, as the splash might take out the GRE7 on a scatter. 4 +2 run +2 medium range, needs 8s rolls 4 so scatters 20 meters nowhere intersting. My rfl5 fires on rfl1 now, to try and take the init5 off the board. Medium range puts the shot at 5s, I roll an 8 for a hit and 9 damage, location 1,3. This is 12 total damage, so KO on a 5+, but rolled an 11. Rfl1 won the roll off on init 5 versus my init 5 gre7, so Rfl1 shoots the last thing that hasnt shot, my grenadier. 4+1 walk+2 heavy woods-1 target hasnt moved=6, rolls 6 for 6 damage to 2,6. 29 total damage taken on this Grenadier, so another 7+ KO check, rolls a 6 so Gre7 is out.
Round 5 init is 6 6 8 5, so the enemy rfl1 and gre3 will act before my SMG8. Rfl5 puts another shot into rlf1 to stop return fire, no movement so 3s to hit, rolls a 9, 7 damage to 5,4, so 19 total damage and only a 5+ KO roll. Rolls a 3, so despite bad damage rolls the 3rd times the charm. This leaves only enemy GRE3. With my SMG still to act the target is obvious, so 3s to hit my SMG. Rolls a 4, 10 damage to 2,6... which is head and exactly equal to the threshold, which I now realize you need to roll over the threshold to incapacitate the location. So oops, the arm wouldnt have been hurt on Gre7. Still, its a KO check of 3+ for 10 damage, roll 10 so my SMG is free to shoot back... and at this range they cant miss. Gre3 takes 6 SMG damage to location 2,4, and needs a KO check on 3+ which passes.
Round 6 init is 6 5 8, so the SMG goes again with the highest init. Still cant miss, so Gre3 takes 7 damage to 1,2, and needs a 5+ KO check with 13 total damage. Roll of 7 passes. Gre shoots rfl5 to stop return fire, rolls a 3 to hit. 4 base -1 target stationary +1 light woods, the poor gre3 misses. Rfl5 cleans up the turn, hitting with a 7 and dealing 12 damage to 6,2 for 25 total damage and a 7+ KO roll. Gre3 stays in the fight though rolling a 7.
Final turn, init 3 8 5 so the lone grenadier gets shot 2x before moving. 4 damage and 11 damage to 5,4 and 6,5, but this is a 29 damage KO roll and 40 damage KO roll. The first roll needing a 7 fails with a 6, for victory to the south forces.
So, MW2e was a lot more complicated then battletroops, this time cause of initiative sequencing. I liked how fast battle troops went since you move one whole side at once, and while I disliked micromanaging cones in battle troops, in MW2e close range firefights were a certainty with how much faster relative to range mw2e characters are. Also, one MG cant hold down an entire infantry regiment in MW2e, which I take as a positive—you can certainly seize to shoot the infantry before they get their evasion bonus, but infantry can make evasive moves with a +3 penalty to shoot at them, or a sprint for a +2 penalty to shoot at them, letting them close the gap way better. The rifles arnt so horribly outclassed either, as the Mgun has a range of 42 and the rifles have that range of 30, so with one good sprint you can close into a rifles long range while still being in the 21-42 long range of the machine gun, letting riflemen at least try and engage an Mgun nest—though the Mgun is accurate thanks to bursts so you need a few riflemen. Contrasting this to battletroops, with 8 MP you need to move from 110 to 75 to be able to return fire, which is 35 shots from the HMG onto each soldier. So you cant ever overwhelm an HMG in battletroops, while you can as long as you have a few spare troops in MW2e.
As for the damage tracking, rolling 3d6 and then rolling location and then rolling KO checks was a bit much. I enjoyed Battletroops system of rolling just 2d6 to see where the hit went. As an abstract hit location, it did a great job of simulating low damage roll hits to unimportant areas (location rolls 9+), or high damage/critical hits (location roll 2-4). While not used for generic goon soldiers, the armor system of both doesnt really stop powerful shots that roll the right location, but the MW2e armor has math and book keeping in excess of the simple circle system of battletroops.
The MW2E ratio of movement to rifle range was 8 to 15, or 1.875. This is even lower then TW with 1 MP versus 3 range. Thus, troops in MW2E were flying across the map when they sprinted, and we got the most SMG action. I can see melee being possible in this system, if Melee matters to you. It was 6 turns to wipe a side out, like battle troops, but with initiative working the way it does, each turn was very complicated/layered. Also, unlike total warfare, the shooting is not simultaneous. Picking on troops with a lower initiative was a mandatory tactic, and the example in the book is to use seize the initiative to shoot someone who is sprinting on their turn before they move, explicitly so they don't get a sprint/evasion bonus. Also, tracking damage was the most complicated. Roll xd6 for damage, roll 2x1d6 for location (with double damage on certain rolls), check if the damage threshold was beat (mostly only mattered for headshots), divide by a fraction with armor, fill in the record sheet, and then roll for KO. It was a lot of rolling. Like, too much rolling for a side game, and too deadly/unpredictable for a dungeons and dragons style game (11 damage to the head from a little pistol and you are out of the game).