I'm no mod, this thread looks to me to be off to a bad start. So I'll try to get it off to a tangent.
I've heard of Zweihander before but have never tried the system. Can you give me a brief summary of its strengths and weaknesses and whether the rules make it lean more toward a "tactical" or "role-play" style of play?
I could kiss you.
Zweihander is basically one man's attempt, during the dark times of WFRP 3e (which I like, but let's face it, wasn't well received at the time), to create a retro-clone (albeit with many house rules and tweaks baked in) of Warhammer Fantasy Roleplay 2nd Edition.
Speaking of the previous, or Revised edition, Its strengths are, in my opinion:
-An all-in-one resource. Player's Guide, Bestiary, GM's Book. All in one weighty tome.
-Meticulously balanced and playtested, in order to ensure that the math works at all levels.
-Smoothes over a lot of the rough spots in WFRP.
-A clean, unified D100 system, with many, many familiar elements (albeit with serial numbers filed halfway off).
-Tons of fun, with a grim and gritty, "Grimdark" vibe.
-Conversion to WFRP 2e is not difficult at all.
Its weaknesses are:
-Overly verbose and overwritten.
-Poorly organized and edited.
-All-in-one tome is weighty, and risks players seeing GM-only info.
-No explicit setting, as the Old World Ip cannot be used, obvs. Note: the setting is heavily
implied, and this may be, as I have often surmised, an attempt to communicate a setting in a lateral manner.
The new Reforged edition tightens and streamlines things, while also moving the general vibe away from WFRP somewhat. It's still a huge book, but the editing and organization are WAY better. Though WFRP is still listed in Reforged as an influence (along with other games, movies and books), Reforged seems to be backing off of being a "WFRP clone" first and foremost, at least as far as the "implied" setting goes. The serial numbers have gotten a bit more filing here.
Reforged is entirely backwards compatible with previous editions, by design. That isn't to say you won't need to do some conversion, but it's minimal.
As for its tactical elements, there are weapon Ranges and an Action Point economy, so, yes, there is some meat on the bone. That having been said, you could still play theater of the mind, even during combat, if you wanted. I'd say it's as "tactical" (or not) as WFRP 2e, upon which it is largely based. if anything, its balance adds to the importance of tactics. It greatly reduces the "whiff factor" so often complained about in 2e.
I hope that answers your questions...?