Corps Command games are designed to be played - they are light on rules and require merely a couple hours to finish. The emphasis here is on lean, mean and simple.
The heart of the game system is the initiative mechanic. The players' initiative rolls determine not only who acts first, but also which units move and how far they go. A player will often be forced to decide between getting there fast and arriving with the biggest force.
Combat hurts and then it kills. As units accumulate hits, their combat effectiveness gradually declines until they finally shatter and fall apart completely. Players will want to pull their forces back before they reach such a level of misery and degradation, but will the initiative system give them the chance to do so?