Hi
I have the GHQ Micro Rules (read thru once but not yet played) and I like the concepts therein ref Cohesion. The FOO being on an Inf base is little different if understandable.
Its just that my recent 6mm games have been with Blitzkrieg Commander (as its just so much fun !) never thought of using GHQ rules for other scales.
Ref BgPzGr I cant say how they compare to DBs Gen De Brig rules as I dont have them or indeed play Nappy games (WSS/SYW is as close as I get and I use Piquet) but the rules are definately on the 'simpler' fastplay style so in fashion in recent years.
Inf Platoons are the basic units (usually 2 Ref bases plus an Lmg base plus Cmdr) of manouevre/action or equivalent tank squadron (3-4 Afvs)
Rules are designed for 15-20mm scales (but easily useable for 10mm or 28mm).
C&C is done in hybrid DBM style with your Hq rolling a d6 (some modifiers for nationality etc) for number of orders per turn (Inf Coy generates an additional single order and for larger games seperate Bttn/Regt Hqs get bonus d6) These orders (Pips) are used to activate units at varying costs (per Combat group type size etc) An activated group can then Fire/Move/Assault or combo of same or undertake other tasks eg Calling Off-Board Arty.
Movement is interesting in that no real set distances as it down to dice rolls (eg Inf move 2d6 Med Afvs 2d6 + 4") which covers delays in order transmission and ground cover and suchlike.
Fire combat is pretty straighforward 2d6 system with Inf bases firing singly or in groups of up to 3 (additional 2 bases count as +1 modifiers only) AT Fire is 2d6 (max AT range is 42" depending on gun type) requiring 5 plus to hit with several modifiers (though not many) ref gun type/range/target condition etc pretty standard stuff. Once hit an AT factor is added to throw and compared to targets DF to give a differntial that yields a result on a table generating either a Pinned test a Damage Test or test for Destruction (believe me its harder to explain than to play !). The rules cover just about everything one would expect with Artillery on and off-board aircraft engineering Defensive fire rules etc etc
I reccomend you go to DBs rules website (
www.battlegrouppzg.com/bgpg/)
and download the Pdf playsheets thereon as they are fairly self-explanatory and give a very good idea as to the game system without (obviously) the specific rule system explanations.
The rules are of course not without their 'problems' and abstractions but I find they give a game not too much more complex than say Rapid Fire but with much more 'meat on the bones' without being crushed by unweildly systems or mass of data/tables.
I would put them between Rapid Fire and Panzer Marsch in terms of complexity
Not sure how they would fare for games of the size and magnitude you lot play but then which rules would !?
If I can be of further help please ask.
Note I an not exclusively wedded to these rules (far too varied a taste for that !) but for the scale of game they set out to tackle one can do a lot worse. I have the associated Western Front scn booklet (Eastern front version on order) and the scns presented therein are all fairly manageable on a 6x4 table (mine is 7x5) with 15mm.
Must try out those GHQ rules
"Merry it was to laugh there-where death becomes absurd and life absurder. For power was on us as we slashed bones -. Not to feel sickness or remorse of murder." Wilfred Owen