Mathieu Raymond wrote:I played Flying Lead. The setting is only limited by your imagination and mini selection. Generic, fast, simple, and tactical.
This. Great, simple, streamlined rules, but offers a surprising amount of tactical depth for such simplicity. The activation system takes a little getting used to (and is part of the tactical element of the game, and of army construction), but the system is simple and sound.
Also, the same company just released an updated version of Mutants and Death Ray Guns, their post-
apoc version of the rules (and they have a variety of fantasy and historical rulesets, too). As a bonus, its very easy to mix/match the rule sets, so you can add elements from Flying Lead to MDRG or vice versa, if you like - or even mix in elements from the fantasy rules.