Bravo! This game has authentic Madness feel as well as real strategy without getting too complicated. That said, the overabundance of medkits, grenades etc. in the later stage of the game takes away the danger factor and turns it into a tedious hackfest. It is officially a 'turn-based' game, which means you act with the full knowledge that once you're done you're gonna have to cringe and take blows which means your guys will be wounded/killed, and you use strategy to make sure all his guys are dead before yours! My suggestion is to put a cap (i.e max 5) on medkits and grenades. This would make the game completely dependent on the understanding and wise use of weapons, armor, AP and special abilities (armor-piercing, stun, splash damage, etc). Auto-Healing after battles is an obvious necessity. Also get rid of the Viso-Trac helmet and show all that info up front (why should you have to fight in the dark?) Can't wait for the sequel.