Here's a "quick" run down Deadman 564. Thanks to Dashneeb at the Roberts Guild Forum for this nice little synopsis on the game and its current factions.
So you have your forces. They're a "company". You have a leader and supporting independents and troops. You don't have squads, all troopers are individual models and activate. You take your total command stat, and number of troops to establish what they call "Dominance" (initiative).
You then alternate with your opponent activating troops. Everybody I believe gets two actions in which they can walk, shoot, run, charge, etc. When attacking, you roll however many dice you have in that stat (say you have a three combat, you get to roll three dice) and your target number is the defense of your opponent plus any modifiers.
Your leaders all should have orders called Vae Victus and Vae Soli, which allow you to spend your command point pool to boost dice for hits and damage as well. For example, your arquebuser, who has a combat of 2 (if memory serves) would normally only roll two dice when he has to break out the sword. Yet, you can spend some command points (up to three I believe) to increase that to a total of five dice rolled. You could do the same for damage. You also have orders that can permanently sap your command pool, or just borrow. Think of that as focus, but it's more than just a warcaster who applies or can use it.
Spells have an interesting/unique twist on them. You have to summon a "lemure" or familiar, who when he comes into play you declare what spell he has. Then, the lemure, which is actually pretty hardy and tough to kill (and they're ultra fast) then can go off and do whatever they need to cast the spell, following it's restriction (like being in base to base or whatever).
When most units get hurt, they will operate at a certain level until they get "wounded" and then their stats change - represented on their cards. Some people (demons especially) avoid this little problem.
That's the main "gist" of the rules, and then of course stuff changes when you start adding abilities, orders, auras, spells, etc.
So far you have the following breakdown:
Demons - the inhabitants of hell. They're more of a spell/hand to hand faction it seems, and their big thing is that they don't take a penalty for being wounded. Not to mention, they have some good healing abilities.
Westerners - A European coalition looking to purify Hell. A lot of shooting, and decent armor. Their HtH leaves a little to be desired, but you can shore that up with certain models.
Lost - These seem to have some of the most issues, but they're demons who have shunned the ways of demons and became atheists and agnostics in Hell. They've taken on the forms of animals, a lot of which are lizards. I personally think of all the factions, they look the most awesome.
Saracens - The Europeans, as often happens in history, found hell, and thought they were the first. They were wrong (from what I'm told, I haven't actually read all the history) and the Muslims were there first. The saracens are a more hand to hand, offensive version of the westerners. They have a lot of really cool looking models, but are more centered around hand to hand and some awesome synergistic effects. I know that just from what I've seen, Saladin is amazing and will be very popular when he's released.
Mercs - Kind of a mish mash, they seem to help some factions out. I believe they'll generally work for most, although I'm not entirely sure. They have some great looking mini's.
Immortals - The Asian market cometh! They Immortals are probably some of the most amazing models they have. They're all about the light/dark, Yin Yang philosophy from what I see. A lot of their characters can change their stats based on certain critera. They seem to be pretty mystical, but I don't know enough about them as I haven't played them, and the rules for them I'm only now getting into. You can thank Derek for making these models possible! (Well, the starter here in the US that is)
And there you have it. Once the game gets going it is fast and furious. It's actually very easy to learn and has a great deal of depth and tactics.
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