I've been finding the rules for Warmachine very inspiring for general RPG skirmishing. The pinning thing you describe for Deadzone does sound slick. Any other highlights/twists to share?
I have not yet gotten to play nearly
enough Deadzone - just four games, over the course of two months.
That said - Deadzone is a great
Science fiction skirmish level battles - with campaign rules that track experience etc..
One major twist - battles are between matched point forces. As your team gets more experienced the points cost of the models goes up, so your force, for a given scenario, gets smaller. The advantage of an experienced team is in flexibility and choices, not in power.
Which means that a starting force is not facing impossible odds.
The starter set comes with two forces - small armies for Enforcers (heavily armored jump infantry) and Plague (a lot like the old Genestealers from 1st edition WH40K - but looking nothing like them).
The abilities of each model are listed on cards that are included with the miniatures sets.
After purchasing their force each player draws an objective from their deck - the opponent does not
get to see the objective! So you can hold off telling your opponent what your objectives are until after you have accomplished them. (Sorry Bob - my mission was to kill your Engineer... and he has just been sprayed across the wall as a red smear....)
Measurement is fast and loose - a number of 'Cubes' (both horizontal and vertical). Anywhere within one cube to anywhere in another cube is treated as the same range.
The dice mechanic uses D8s - a fair number of them.
Play progresses in Turns and Rounds. A modified I Go, You Go system.
Each player draws a number of cards that can be used to grant temporary advantages or inflict temporary disadvantages on the opponent. These cards are also what determines when the game ends - when one player runs out of cards the scenario is finished.
A player can activate a number of models in each Turn equal to the leadership of his commander.
Then the next player gets his Turn, and does the same.
Then the first player gets to activate a number of models that have not acted yet this Round and so on.
A Round is finished when both players have activated all their models.
The dice mechanic is something that I will get into after I get some sleep, I think....
The Auld Grump - I really wish that I had gotten into the Kickstarter for this game - it is a lot of fun.