* Under recovery/healing, what does 'get worse' mean? Is this purely narrative, or does it mean boxes get progressively crossed off?
It means they check more health boxes; but, it also needs the narrative component. Their health deteriorates due to emotional or physical trauma. That leads to a narrative outcome, like “Shit, gangrene’s set in” along with that new check mark in wounds or stress. GM decides what the time frame is, how many additional wounds or stress are taken (usually just one at a time), and how this worsening manifests in the fiction.
* Help: the "If you ignore" rule - I assume this is a broader rule than merely refusing to use the help+bond roll. For example, if someone's trapped across the street and it requires you to expose yourself to enemy fire, this isn't a "Help move" situation, but I think it should be stressing. Maybe what I'm saying is that refusing help seems like a different move.
Actually, that’s the gist of how helping works. So, if your buddy is bleeding out in the street, you have a choice: help them or not. If you run out into the street under enemy fire and help them, you roll +bond and mark xp. If you don’t, if you just leave them there to their fate, then you take stress and destroy your bond with each other.
Help is a different kind of move in that it has two stages. It starts with the fictional trigger: someone needs your help. Then you make a hard choice, to help them or not. There's no dice involved in the decision-making; the player chooses. Then, you make the move to help or you make the move to destroy your relationship.
* Help: clearing a condition.. even 'Critical'? Even non-medics?
Yes. Critical is a condition and it can be cleared with the move, even if the character making a move isn't a medic. The medic move is way better for dealing with it, though. The critical condition can be acquired through either stress or wounds and it doesn't necessarily mean their life and death right now. It could; but, not always. To clear the condition, whoever is making the move has to be able to do something in the fiction that makes sense to clear the condition, so, establishing what’s causing the critical condition is key. Then, you can make the decision as to whether or not it makes sense for a character to clear the condition. In other words, the GM can say, “there’s really nothing you can do to materially help them; therefore, you can’t make the move; therefore, you can’t clear their condition.” Then, tell them what it might take to clear the condition and ask them what they do. Have them make moves to assess the situation, throw stress at them if they are panicky, and see where they go with it!
* HEAT: What does +2AP mean? Is this a bonus to the die roll, or is it about neutralizing armor? (I can't seem to find the armor rules, that might answer it.)
If I recall, the weapons with the HEAT tag all do 5d. HEAT means it does +2 AP (armor penetrating) vs. vehicles. So, if you use it against soft targets, you do 5d and if you use it against hard targets, you do 7d.
There aren't "armor rules" per se; but, some vehicles are referenced on the GM1 sheet. We're envisioning an armor supplement; but, getting the basic game working and done is priority one.
* Critical - it doesn't seem to say, but it seems like the implication is that being critical means you can't do much (other than cry for help maybe, and Push Past it).
Yes, that’s pretty much the case. Again, establishing what’s really causing the critical condition (apart from just the check marks on the sheet) is crucial. For example: “Sanders is hit in the leg Sarge! Bullet went clean through: he won’t be able to put any weight on it; right now he’s in shock.” Now you’ve established what the situation is and there are concrete steps the players can take to remedy the situation: they can probably clear critical by patching the holes and treating the shock symptoms; but, they’ll still have to drag him limping along. The wounds need to manifest as more than just boxes that are checked and erased. That is really fertile ground for storytelling – more so in my experience than the tactical move and shoot elements of the game.
* Crew: under-crewed weapons do less damage, but are just as effective in assaults (I think that's the implication of -1d)
Basically… So there’s kinda two things going on here. First, there’s rolling a stat to make the move – that’s not affected. So yeah, when you make the assault move, you roll +battle, whatever your stat is, and resolve the move normally. The -1d comes in whenever you roll damage, which is the second part of moves like attack, assault, and covering fire. I guess, let me back up a step: you roll dice to determine how many stress or wounds are dealt/taken (see attack). Then, when you roll damage, you take off one die when determining how many wounds or stress are dealt/taken.
* Flamethrowers are 'messy' AND 'area'. Is this right?
Flamethrower should just be area. This is a hold-over from earlier versions where messy was more like the AW definition.
* GM moves: Thought of two that seem rife in what I've been reading lately: Shot at by friendlies; Uncertainty whether those guys are friend or foe.
Those are definitely good. They are specific examples of “Immerse them in the chaos of war.”
* Well-armed units - what does the 'when you attack' mean. Is that when the players attack along with their unit? (It seems weird for a well-armed unit, for example, to boost an individual's attack.) Or does it mean you're so flush with ammo everyone can go bananas?
It means when your character is rolling damage, you can spend one gear to get an extra die in your next damage roll. The idea is, your unit has superior firepower.
* Officer's logistics move: When a unit 'has surplus' does this mean they're restored to the default of 3 supply?
Good catch. The officer move still uses legacy terminology (I think). First, no, it doesn't mean that the unit supply is restored to the starting level. It means that they get some new benefit or some new benefit and some new problem. The benefit could be supply; but, it could be something else: like a heavy weapon or intel. Look at the order of battle sheet: surplus = advantage and trouble = drawback. We’ll have to fix this next time around.