I had a couple of goes with this now and...its a very strange game - apart from the obvious subject, of course.
Units are basically in one of three states; normal, disrupted, or broken (destroyed). Each unit has a 'break value, between 7 and 10, and there are 3 'types' of combat each conducted in a specific phase. Artillery Fire, Rifle Fire and Melee.
Basically, a combat unit rolls 2D6 and if the number is equal to the targets break value, then that unit is disrupted, If the score exceeds the break value then the target is destroyed and removed from the game. There are a few modifiers for terrain and so on, and disrupted units have reduced values and are restricted in what actions they can take.
Artillery is, to my mind, a bit too powerful and despite the fact that the Germans are using their splendid Krupp steel guns with superior munitions, while the poor Btits have reverted to cheaper and simpler muzzle loaders, both sides used the same artillery fire table. Admittedly the German batteries have a generally higher break value, but that is about the only difference.
Anyway - artillery works slightly different insofar as the gunnery table gives a 'to hit' number needed on 2D6 and this depends on the range to target, so, for instance, at a range of 7 hexes, and 9 is needed to hit. So, if your hit number is equal to the targets break value, the target is disrupted and flipped over. If, however, the target is not in cover and the number exceeds its break value, then its destroyed. Now, here is the odd bit. each battery has a 'break surplus' number - either 1 or 2, and if the hit number on 2D6 is greater than the targets break value by the break surplus value or more, then its dead.
Confused? I certainly was.
The game itself is very easy to learn and not bad for a bit of fun, but the mechanics do seem a bit 'off' in some ways, especially the artillery rules.
I'll certainly give it another bash at some stage, but not for a while I think.