I've had the PDF for 2 years and recently pulled the trigger on getting the print book and I am glad I did. Sturdy, looks good, feels good
Quick review of the game, focus on vehicle rules.
OWB WWII is a fun game well worth it's money.
The more modern aspects of combat such as full automatic and fire suppression rules are handled well and described very well to allow use without confusion. These along with optional rules to add more depth to the rules to give you a good dose of war-gaming fix mixed in with your role-playing.
It's OD&D/Swords & Wizardry used as a base, stripped of magic and fantasy from the base setting with appropriate WWII classes, weapons, etc bolted on for a tight and fun period piece game. Hit Points, Armor Class, Saving Throw: all of the recognizable bits of old school RPG's are here (and include the option of Ascending or Descending AC and hits.) Familiar to the old school crowd and easy enough to pick up to learn and play in one sitting for the younger kids.
For optional settings there are three mini-settings presented at the end of the book: Super Science, Nazi Occult, and Galaxy War 1939. Each setting is short and sweet with stats for creatures, super gadgets, spells, etc appropriate for each setting.
It also has vehicle rules.
Lovely uncomplicated and quick to use base vehicle rules.
Initiative, attacks, movement: all are handled the same as character combat. No fiddly extra rules to have to learn. Find position, roll for surprise and initiative, move and then get to the shooting!
There's enough here to allow for quick vehicle combat and room to add on your own ideas.
A number of basic land vehicle stats (jeeps to tanks) are included. They are kept fairly generic (jeep, truck, light to heavy tank, etc) and each vehicle has a certain amount of 1d6 HD for HP. Average stats are given but it is easy enough to work out that a new vehicle would have full HP and a random vehicle on a battlefield would have HP rolled for to indicate it's condition. Simple and sweet.
Vehicle weapons are appropriately terrifying for the infantry. Stats for autocannons as well as light, medium, and heavy cannon are given. Damage is multiple 1d6 dice, and they add up fast as they head toward the heavy cannon. Vehicle, buildings, etc take normal damage and personnel, your poor grunts, take residual damage if caught in the explosion radius of shells. Given the low-HD of the setting this is potentially lethal to an entire squad of PC's if they're not on their toes and using tactics. Pretty hardcore.
Vehicles are allowed modifications. The most significant in a battle would be Reinforced Hull. This can be taken up to three times and each times gives you immunity or reduced damage from to a lower level of weapon compared to your armor rating. For example a tank with Reinforced Hull x3 is immune to damage from pretty much everything except a heavy cannon, etc. Quick, intuitive, and easy to add onto.
The base book also includes a profile for a patrol boat and two for airplanes, small and large. The base rules are infantry orientated and the rules in the book can be used for basic boat and plane combat and leaves room for improvisation.
I really enjoy this game. It feels 'old school' enough to trip my nostalgia trigger and is useful enough to keep coming back for more fun.
It's got a LOT in it's 180+ pages and the layout is easy on the eyes for an old guy like me.