If anyone has additional rules or have changed some rules to make the game more detailed, please post them here, as I am interested in how others are playing the game.
Here are some of my own ideas, which are not tested enough to know if they change the playablility and flow of the game, but which can add some interesting micro detail to engagements.
Substitution for light/heavy damage, use the number of "hits" ( determined in the usual way by rolling the attackers firepower against the defenders armor rating plus terrain additions) and apply those hits according to the following chart:
Tank Damage Chart - Roll a six sided die with the following results:
1. Turret ring or Main Gun (roll six sided die again, 1-2=Main Gun, 3-6= Turret ring
Effect of Turret ring damage is Turret is jammed, cannot rotate, and reduces Tank firepower. You can play this several ways. Either reduce the number of dice or reduce the number of times the Tank is able to shoot in an action( relative to a rule about Tank crew capability- ie. Regular=1, Veteran=2, and Elite=3 shots per action. So if an Elite or Veteran crew Tank gets a Turret ring hit, the Tank is reduced to only one shot per action, like Regular tank, and assault guns.
Effect of Main Gun is to reduce firepower in half. Another hit on main gun, and fire power is reduced to zero against other tanks/assault guns, but has a firepower of 4 (turret and hull machineguns) against light vehicles, halftracks, and infantry.
2. Turret damage
Turret armor plate is assumed to be the same armor strength as hull plate, so use the tank defense strength as the number of hits that the turret can take before it (and thus the tank) is destroyed. For example, the Panzer IV has a defense of 4 so it can take up to 4 damage points on the turret before being destroyed.
3. Hull damage
Same as turret damage, except the hull has the same defense factor, and thus requires that number of hits to be destroyed. So this gives a Tank a longer life span, since a Tank could get hit several times in both Turret and Hull, yet still survive, although heavily damaged.
As an example: a Panzer IV has damage 3 on turret, damage 3 on hull, after receiving a total of six hits. It is heavily damaged, but still has its original firepower, because it has not been hit in the Turret ring or Main Gun. It still has its original movement factor, because it has not been hit in the tracks or the engine. However, it is severely damaged, and one more hit on either the hull or the turret, destroys it.
4. Track damage
Roll 6 sided die again, that number is then the reduction in movement (representing the extent of track or roadwheel damage). If the number rolled is greater than the movement factor, the tank, assault gun, or halftrack is immobilized until repaired.(see repair rule option below)
5. Crew casualties
for simplicity, one crew member is a casualtie, and the Tanks firepower and movement is reduced by one for each crew member eliminated, for a total of 4 or 5 depending on type of Tank.
6. Engine damage
Tank is immediately immobilized, and Roll 6 sided die with this result: 1-5, no addtional effect, 6= engine fire, crew must abandon vehicle until fire is extinguished (by repair), then crew may reman the vehicle.
Repair Rule
Engineer squad may repair Tanks and other Vehicles in an adjacent or same hex. Engineer squad repairs 2 pts of damage per action. Each additional squad added, repairs an additional pt. of damage, for a total of 4 pts, using 3 actions (1 action for each Engineer)
Tank recovery vehicle. A Tank may tow another immobiled tank two hexes per turn. Must be adjacent to damaged tank to do so, and uses one action.
Tank Crew Rating Chart
1. Elite Crew - allows a Tank to fire up to 3 times (separate dice rolls for each fire) at the same target, or at different targets in the same action.OP fire is the same, up to three different targets may be engaged if they move into line of sight. Armor rating of vehicle is enhanced to +1 on hull and turret
2. Veteran Crew - may fire 2 times in one action, but have no additional armor enhancement
3. Regular Crew - fires normally- one fire per action
4. Conscript Crew- (for the Fury of The Bear) A green Russian crew which reduces firepower and movement by 1 point, and must roll a 6 sided die to see if they move or fire at all in an action: 1-4 move/fire normal , 5-6= tank cannot move or fire this turn. (represents the Russians not having experience in coordinating tactical movements) The die roll is AFTER the Tank has already been assigned an action, so it introduces the uncertainty of the crew not reacting as a trained crew would.
Wreckage
1. When a tank or assault gun (not halftracks or trucks) is destroyed, leave the tank on the board, and place a marker, or use a plastic obstacle (dark blue grey or dary green, from the Memoir 44 game) in the same hex as the destroyed tank. The hex now becomes a hex with limited stacking, and any other vehicle must stop upon entering that hex. If two tanks are destroyed, the hex may only be entered by one infantry squad.
2. Towing a wreck - Another tank may tow the wreck one hex per turn to an adjacent hex, to clear the hex, and/or to attempt a possible recovery of the vehicle if the tank can be towed adjacent to a building hex which has been designated at the start of the scenario as a repair factory.
3. Factory Repair - A building hex which as at least 2 hexes may be designated at the start of the scenario as a repair factory for all vehicles, tanks and assault guns. One vehicle may actually enter each of the Building hexes, one per hex, and begin to be repaired. The Repair Factory repairs 2 pts per tank at the completion of the total turn/phase.
The above rules work best (so far as I have played) in smaller engagements, and by using fewer, but greater variety of vehicles in the scenario. They are just theoretical, and as I said, may change the game experience or playability, so that is up to you if they are worth using or not. Please feel free to critique my ideas and point out any problems with the rules as I am still working on them. Also please add your own list of rule options or additions, as I am always looking for interesting things to add to this game. Thanks