Finally i have read "Micro Armour: the Game" puiblished by GHQ.
"Micro Armour: the Game" features a tabletop game set during WWII. The game scale is 1:285 (6mm) and the forces you play can be a whole regiment.
1inch represents 100yards. 1 model on an 1"x1" base represents a whole Infantry Platoon or 4-6 vehicles. One turn represents 3minutes of real time.
If you rather want 1 model = 1 vehicle/weapon then you should have a look at "Micro Squad: the 1:1 Scale Game" (also from GHQ) and report how this plays
Back to Micro Armour:
The main feature is the "Cohesion-roll" made with a D20. Everyone who knows Epic will see the similarities to the Iniative roll to activate a Formation. The Cohesion roll is for the same purpose except that you roll Cohesion every time your units do something.
The game starts with the Iniative Phase. Each player rolls a D6, adds his force's Cohesion value and thehighes scoring begins.
In the Posture Determination Phase each player alternately marks groups of units who he wants to move this turn (Movement Posture). Units in the Movement Posture can't shoot actively. Allother units nt assigned a movement group are automatically in the Firing Posture and can fire actively but can't move.
Next step is the Joint Artillery Phase. There each player shoots alternately with his Artillery. Impact Markers are placed and remain where they land until the end of the current turn.
Now we come to the Joint Fire Phase. Each player shoots alternately with his units. To shoot a unit has pass it's Cohesion roll then you compare it's AP/HE value to the targets Armour and roll 2D6 on a table. Results can be Supressed, Disorganised or Eliminated.
In the Joint Plot Phase each player plots his indirect Artillery fire (duration and target location) fire and Air Strikes.
Next is the Joint Movement Phase where each player alternately tries to move his movement groups. Here it comes to Close Assaults 8Assaulting enemy positions inorder to push themaway from it) and Oberruns (tanks roll over enemy units). This can result in Opportunity Fire (units haven't fired yet can shoot at enemy untis which move) as well as Covering Fire (the answer to Opportunity Fire. This is the only way for moving units to shoot)
In the Marker Removal Phase you roll for each unit Cohesion to see if markers which show the state of a unit are removed (Surpressed-makrers or Disorganised-makrers. Th elast ones are only removed on a roll of 1). Impact Markers was well as Movement Group markers are automatically removed.
On to the next turn
Well that's it for now. If you have any questions just ask