Thanks for posting the rules Paul, it gives us all a chance to familiarise ourselves with them before the Big Game.
Tried a game last night using 8 units per side, with fairly balanced forces. It was an encounter game - Scots advancing from one table end, BUF from the other with various buildings providing objectives. All units apart from the cavalry started off in vehicles in column of route.
Scots had three infantry units (Regular, Morale 5; Territorial, Morale 4; Militia, Morale 3), one cavalry (Regular, Morale 5), Vickers Medium tank (Reg, M5),
Mortar (Terr, M4); HMG (Reg, M5) and a Command Group.
BUF had four infantry units (two BUF, M4; one Volunteer, M3; one Guards, M6), Morris Armoured Car (BUF,M4), HMG (Volunteer, M3), AT Gun (Volunteer, M3) and a Command Group.
The Scots launched a flanking move with their cavalry and led the attack in the centre with the tank. The BUF tried to control the cross roads with the armoured car with an infantry unit in an armoured truck on either side and the HMG on a hill. The Belgian volunteers were sent on a flanking move.
The Scots generally reached cover first and debussed their troops. The Belgians also debussed and prepared to meet the Scots cavalry. Once the action started it all went very quickly. The Cavalry charged, suffered casualties from the Belgian fire, and charged home. As a result both units hit the 50% casualty level and were forced to retire. The tank knocked out the Morris and was then knocked out itself by the Belgian AT gun. One BUF infantry unit suffered 60% casualties in one turn. The other debussed in front of a building held by the Scots Territorials and got the worst of the ensuing firefight. The Scots regulars charged the BUF Command but were completely destroyed by SMG fire and the following melee.
With only the Grenadier Guards remaining as a credible force on the BUF side the survivors decided to call it a day and retired to lick their wounds.

Scots Cavalry make their flank move.

The Scots infantry begin to debus.

Grenadier Guards debus.

Scots Command and Tank

The fight for the village.

A few minor questions arose during the game.
1. What is the effect of the Crawl Move?
2. Cavalry half or full move to dismount, different instruction on pages 17 & 18? (we went for half)
3. How many men carry grenades, molotov cocktails, etc. - presumably there is some kind of limit on their use?
4. How many crew for HMG, Mortar, Artillery?
5. Page 21, 2nd last para, both D6 and D10 mentioned, I assume D10 is correct?
6. Do you use markers for Overwatch, Disordered, Shaken, etc?
All in all the rules worked very well. Just a couple of comments. No unit actually failed their morale during the game, and it seemed unlikely that any Elite or Regular units ever would, and that was without using medics.
The AT gun having fired it's one successful shot was then of no further use and it's crew simply had to operate as riflemen thereafter.
SMG range seemed very generous at 75% of rifle range while HMG range seemed too low allowing them to be easily picked off by riflemen.
Will try again next week with different forces and throw in aircraft as well to see how they work.