Can you explain some more how the mechanics of QB and force selection will work?
Sure... I have a book o' rules almost completed, but:
Each match-up (QB) will be assigned a map, a type of battle (attack, probe, or meeting engagement), weather, etc. based on a pre-set schedule, the location on the campaign map, and the units present at that location.
QB force selection works like this example:
If Chap the German player is commanding the 1st Panzer Division on Velence Track and still has both Battalions (strength points) intact, he can choose to use Bn A or Bn B on this turn. Per Table 3 below, 1st Pz Div (row 5) Bn A is Armored Infantry with Panzer IVs. Bn B is just Armored Infantry.
Let's say Chap picks Bn B. He then consults the Formation table, which says that since Bn B is Armored Infantry and the 1st Pz Division is a Wehrmacht unit, he must use one of the listed Wehrmacht Armored Infantry formations as his base formation. At least 60% of the allocated points must be spent on this formation. The other 40% can be spent on stuff from outside the Formation, like add-on AT guns, or haltracks, or armored cars, etc. (as dictated by the table). But no tanks, since the unit is Armored Infantry.
If Chap wanted to use Bn A, which is Armored Infantry + Pz IV, he has several options: 1) He could buy one of the Armored Infantry formations as before, and add on individual Pz IV's (Pz IV Ausf H or Ausf J, per Table #6) with his 40% points. 2) He could buy one of the Wehrmacht Armor formations (row 7 in the table above) and add on infantry with his 40% points, or 3) he could buy the Armored Infantry formation and NO PzIVs.
Table 6 describes what armor options can actually be used when stated in Table 3.
Most of this info will be provided to the players for their match-ups, to keep player admin down.
I'm still working to confirm that the 60% core formation minimum is the best value to use.
Also, I am planning these to be MEDIUM battles, so there should be enough points available to field platoon levels of AFVs.