Rather than rolling lots of 6 sided dice, which tend to get lost, fall off the board, and becomes really kind of funny to roll 24 dice or more using the original TOI CF rule (which I do not), there is an easier method that I have been experimentng with, which is using a single multi-sided die that matches the AF(attack factor) of the attacking unit. For Shermans: 8 sided die., PZ4 and M10: 10 sided die, Panther& Tiger I: 12 sided die, 88 flak gun and Tiger 11: 14 sided die.
Then keep all the DF (defense factors) of the units as fixed factors, no need for defender to roll dice, as the unit is guaranteed its defense factor. An attacking unit like a Sherman, would roll one 8 sided die and subtract the DF of the target and apply that result as the number of hits.
Range modifiers for Attackers die roll:
1. Half range: Add 2 to Attackers die roll
2. Close range (adjacent): Add 4 to Attackers die roll
For infantry squads: the standard die is a 4 sided die, which gets modified by MG and elite units, by adding +2 per MG figure, or +1 per elite unit in squad. So for example, a squad with one regular, one MG, and one elite would be a 4 sided die roll with +3 added to die roll result. A squad with 4 elite would add +4. 2 MGs on same base would add +4.
If you like the CF rule, select one unit as the lead unit, use the appropriate multi-side die that represents its AS, then add +1 per extra unit that participates with the lead unit to the die roll result. (this is Aussie Digger modification which works well with the regular TOI method too).
Terrain modifiers are applied as cover, as in regular TOI rule., except that woods, bldg, rough terrain,cover is just added to the units DF, becoming the new fixed DF value of the unit, while it is in that hex.
Additional Strategy or Operations card could allow for a unit to have a greater rate of fire than just one die roll/action. Regular=1, Veteran=2, Elite= 3 shots, ie. 3 multi-sided die, so an Elite unit could attack up to 3 separate targets, rolling one die on each, or may combine all on one target, rolling 3 dice on the same target.
As you can see, if using this modification concept, a single standard 75 mm gun Sherman is not going to be able to do anything to a Tiger 1 in woods hex, unless closing to half range, or better yet, close range. An M10, however, has a chance at normal range (but minimal), of scoring a hit on a Tiger I in a woods hex. At half range, the M10 has about a 33% chance, while the Sherman at half range, has the 20% probablity the M10 had at normal range.At close range, the M10 has 45% chance, while Sherman has 33% chance.
Damage results are applied as in regular TOI rules.