1) The idea behind the Commando was that the commando is just plain better. John may be able to elaborate further. The Sergeant is the glue that holds the team together and most of the Sergeant moves are about helping the team, so giving that class one more stat point felt like throwing the player a bone.
2/3) As John mentioned, the vehicle section is in work. I’m hoping to start early tests with it with my gaming group soon.
4) Like AW, it actually seems to work pretty well. The roles naturally seem to split up into smaller teams and, as a GM, I like to split the PCs up a bit just so I can get some good NPCs in there with them.
1) Maybe. The soldier is kinda the “everything else” Playbook. At the heart of the soldier playbook, though, is the grunt who steps back into harm’s way to get the job done.
2) Yes, that is a way you can play. Most of the playbooks have starting rank options in the same ball park. If you have a specific story concept in mind, change the options to suit your needs.
3) That’s a good suggestion even for WW2. Having down time to Blow off Steam is an important move and part of the game. The hook there is “bond with another soldier.” It wouldn’t hurt to loosen that up.
4) Here’s how I think the existing moves cover your question. Let me know what you think. Assess the Situation lets you ask any question – use it to get what you need to know in order to get what you want. Make a battle plan lets you outline advantages that give you +1 forward to your moves. Scrounge for spoils has +Intel as an option, which is the Regiment’s equivalent of AW’s Open your Brain to the Maelstrom – use this to pry secrets out of the GM’s head. Use Petition up the Chain of Command to manipulate the bureaucracy and get your way. Use Seek Help from Partisans to get help from the locals – “help” could be a job, or intel, or whatever. As a GM, use your hard moves to push them towards needing something. Recruits, arms, fuel, medical supplies, or help from others. Don’t forget to respond with intermittent rewards too.
5) I saw a pretty cool playbook out there called the War Correspondent – it was definitely trying to capture media and propaganda. We encourage folks to come up with their own custom playbooks or custom moves to play the game the way you want to play it.
6) Stay tuned for the vehicle rules! The short answer is, yes small arms can be used against vehicles, but…
7) No, Molotov cocktails should not be AP. In the Regiment, AP has a specific meaning in conjunction with the Hard Target move. Hitting an armored vehicle with a Molotov cocktail probably falls under the Are you Crazy move. In the case where the passengers or crew are exposed, then you just attack them normally using the Attack the Enemy move (They may get cover or concealment, though). Hard Target / AP is only required if you can’t get to the vehicle crew or the vehicle systems short of going through the vehicle’s armor.
8) If you feel the vehicle stats are too clunky for your narrative approach, don’t use them. Ask the PCs what they do, tell them to make a move, and then tell them what the consequences are.