"Glossy" PDF, lots of pages but about half are builders and army lists. $16.99 at https://www.wargamevault.com/product/200433/Victory-Decision-Raid. No QRS but a lot more concise than Gruntz and there are really only 8 pages that cover everything you need for an infantry battle - so printed them out as an A5 booklet.
Standard, rules are in inches, so used 1 hex = 2 inches. Just a short game planned as I'm getting the hang of what I'm looking for. My own encounter rules as on other scenarios. The rules are for WW2 not modern, so chose suitable late-war German gear.
How It Played
Cpl Hore had finally learnt his lesson so put Jones on point. As they reached the corner they failed to spot two insurgents on the roof across the street. Jones bought it instantly. Another pair of gunmen opened up from the roof above Hore firing at Wade and Kronfield across the street, stunning Wade. Then the air was rent with bullets as both fire teams opened up on the roof tops and all 4 insurgents went down. Pushing on down the street Wall and Wilson were half-way down when they were ambushed by Olasyar and his PKM. Wilson took a wound but Wall single handly killed both gunmen. As the remaining gunmen opened up from the main compound Wall pushed McDowell and Gallagher right flank into the bushes to get an angle on the gate. Wade (now recovered) and Kronfield legged it across the gap to the compound wall but this time Kronfield got hit and was out. Hore also dashed across to join Wade. Meanwhile at the gate Mahamadou opened up with his RPG7 on McDowell and Gallagher in the shrubs but stunningly failed to hurt either of them. Just then Hore lobbed a grenade over the wall which took out both the insurgent leader and Mahamadou. Two guys left to go, and with McDowell and Gallagher firing from the shrubbery and Wall from down the street they were soon gone. Mission accomplished, all insurgents killed, TV crew OK, but one Brit killed and one wounded.
Ranges were better than Gruntz, but still on the short side. Few DMs but very bloody. This is mainly because each man get 3 actions - so can shoot 3 times! Initially I played it wrong, giving just one fire, but treating 2D6 as two separate D6, each going after the 4+/6+ to hit - but the effect was probably the same. So rolling 2D6 three times, with just 4+/6+ to hit it wasn't strange to get each buddy pair scoring 6 hits on their activation - then a 4+ saving in hard cover still gives 3 hits, and then a 5+ to kill averages one kill per activation!
There is an odd opposed activation role which could be a pain, so I activated in pairs not individually. There is spotting (but oddly on the Leadership factor), but no suppression, and no DM for height. No morale. You can through recover from wound, 1 turn to go from wounded to stunned, another to fit, and again rolling against Leadership (!?). The actions options were very good, with movement (no running), firing, spotting, recover but also things like "going to ground".
Better than Gruntz I think, and the action choice one of the best, but very bloody and a probably time consuming activation model. Overall 6/10.