This was posted by at Boardgamegeek
As just one example, one of my guys (the medic no less!) made a lucky shot from 16 hexes away at an enemy soldier who was sneaking in the open towards a building, lightly wounding him. The next time my guy fired, he shot at the same guy and rolled the exact same roll, but this time he missed by 1. Why? Because when the enemy soldier took that light wound, he crapped his pants and went from sneaking to hiding, which makes him harder to hit in the open! In most games, the AI soldier would be either dead or alive, maybe wounded, but you sure as hell wouldn't be tracking his current orders/stance, not to mention his morale level.
and I alluded to the same thing in my write up. I just couldn't understand why a soldier would have an Aimed Fire order when he had no "eyes on" and I thought the same thing as the guy on BGG - the hexes are 20 yards - he's heard firing and he's alert (for Aimed Fire) or taken cover (for Hide).
I had a German soldier last night in my game. All the German soldiers were unprepared and "waiting" so do not get any orders until Allied forces are spotted or shooting happens. When spotting did occur (on the first turn) and shooting did happen (on the second turn), out of the 5 turns in the scenario, the German soldier twice had an Aimed Fire order and once had a Hide order. Given the scale of the maps (20m per hex I believe) it made perfect sense he's take an alert (Aimed Fire) stance and a Hide order - perhaps firing was closer or he just got nervous.
It's these little nuggets that really help to make this game special.
I honestly can't stop playing at the moment - at the detriment of my modelling, other boar gaming and computer gaming. I can see expansions being bought straight off the shelf. Oh - and the designer has already mentioned Combat!2 in a post over at BGG. He was looking for play testers back in early November.
The thread is here if you're interested (though you'll have to print the components yourself for testing). He may still be recruiting.
https://www.boardgamegeek.com/thread/2319308/call-play-testers