This game is a rather obvious homage to the PC "Battlefield" "Rainbow Six" and "Call of Duty" franchise of team-based shooters, using with fire teams or single figures - appealing to 15mm and 28mm. B:MMW is more about gameplay that realism, more akin to a videogame than a war simulation. Not for the serious history buff; this is more a game than a simulation.
The game has a resource management aspect - aka "Command Action Points" or CAP. This is like a more logical combination of the command dice pips used in DBA; or the multiple activations of Infinity.
You spend CAP to move or fire fire. However there is no limit on the amount of times you can move or fire a single unit - you just gotta pay for it. To move a unit the first time costs 1 CAP, to move it a 2nd time costs double (2 CAP), to move it three times costs triple (3CAP) - you get the idea.
You can interrupt a unit's activations to activate another unit - so there is no limit on the varations on the tactics you can use - along as you are willing to pay the price in CAP. Once a player runs out of CAP the turn passes to his opponent.
Combat uses the 4+ success system used in AAG and the Savage Worlds systems - i.e. 4+ on d6 succeeds, 3 or less fails. Most firing and actions rely on throwing handfuls of dice and comparing total successes with those of your opponent.
Casualties are taken off in figure casualties (if playing in "fireteam" mode) or hitpoints (if in single figure mode). Vehicles are handled in a more interesting way; damaged vehicles function normally but cost more CAP to activate.
Dead units may "respawn" at friendly bases just like a PC game which might irritate some and please others.
There are advanced rules that I think would greatly enhance gameplay and tactics, such as the ability to act in an allies turn; collapse buildings, use overwatch and suppressive fire.
Squads are based on "Anti tank" "Engineer" "Assault" "Medic" "Commander" "Spec Ops" and "Sniper" classes. A veteran of videogame shooters will instantly recognise the weapon classes and equipment loadouts cough Battlefield 2 cough but they do not match precise army lists of actual 'real' armies. So it might not be what you want for a serious simulation of a real world battle.
Troops may be equipped with bonus "loadouts" such as bipods, binoculars, flak jackets and flashbangs. Vehicle and aircraft rules are included.
There are no 'scenarios' but rather 'game modes' to borrow the PC phrase. In "attack and defend" you defend an objective for as long as you can. Both sides have unlimited "respawns" or reinforcements - basically you pay 1CAP to resurrect a dead soldier on or near a base or friendly board edge. Some game modes allow unlimited reinforcements; in the others victory is acheived by assassinating the enemy commander. There are even "zombie" and "insurgent" gameplay modes. Having about a dozen game modes allows for a lot a replayability.
TL:DR
This is a non-traditional game, with managing resource points/command-pips (CAPs) adding a layer of strategy. It is a unique crossover toward the PC game genre; and thus hardcore 'simmers' may not enjoy it. This is a great multiplayer game for 2 v 2 or 3 v 3. It would also work rather easily for near future hard sci fi with minimal tweaking.
Complete review on: http://deltavector.blogspot.com.au/2012/05/battlefield-miniature-modern-warfare.html
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