I'm finding it somewhat problematic, and I'm wondering if others do, as to the way that damge to light vehicles is resolved and treated the same way as for tanks (heavy vehicles). Specifically, this is about the rather unrealstic effect that a halftrack (light vehilce) must take 1 or 2 hits to become lightly damaged/fatigyed and then needs another 3 hits to go directly from lightly damaged to destroyed. Yes, I already realize that a light vehicle like a halftrack will ALSO become fatigued while a tank won't, yet a half track's ability in the game to absorb the same amount of damage as a tank is outright problematic.
As a possilbe solution, I was thinking about applying a houserule where every single hit on a halftrack (or other light vehicle) will result in a level of damage to it: 1 hit = light damage and fatigued; 2 hits = heavy damage; and 3 hits = destroyed.
Does anyone else have any views one way or the other as to whether or not the way the game treats or represents the sustainable amount of damage that light vehicles are capable of absorbing is problematical at all? or not? And what about other optional houserules, including the one above, that would conceivably correct this prevailing problem in the game design?