Mayhem, a fantasy combat war-game. It's like a better version of HOTTs to me. Although Cluck Amok would argue the opposite.
So for instance, during the game, my pikemen needed to close quickly with bowmen across the river. I decided to risk it and roll their move die of d6 instead of taking the default 3". I spent 3 of my CPs (1 to move, 2 for crossing a difficulty Level 2 obstacle) and moved 6". This paid off as I contacted them. I still needed to fight. That would cost 2 more CPs (each time a unit does something else after the first, it cost more. Second action costs 2, Third: 3, etc). This ate up 5 of my 6 rolled CPs for the turn, which effective left my other troops standing around, but I rolled and killed the bowmen.
In our battle I successfully punched thru the middle, but in doing so lost my ass. I killed, but was killed in turn. That left the flanks to duke it out.
I've decided these are the rules I want to use for my dream Greyhawk Wars battles.
Naval Thunder: Rise of the Battleship
9 hours ago