Hello guys,
I've house-ruled it pretty extensively to fit my own obsessions, but the system is so robust it did not break.
My main changes:
- all WTs (MGs or not) fight in Melee like "0" FP crew. I could tweak that to allow MGs to use 1/2 FP for the first round only;
- rocket & missile launchers can fire from building hexes (which represent a group of buildings with roofs, corners, etc.) BUT if they do and are marked fired,the TM drops to +1. Otherwise, modern games get very weird (with infantry having trouble getting good positions, and designers adding rubble markers to create such positions).
- Open vehicles are treated like soft vehicles when targeted by infantry fire, but with a +2 TM;
- Snipers can move a maximum of 3 hexes. Terrain is not doubled for them BUT units, except snipers, trying to spot them get a +2 penalty as long as they don't move from their initial position. They must ALSO be spotted (except by mortars & other snipers) after they have fired, but lose the +2;
- Artillery can damage closed vehicles: it uses an opposed roll, against the highest armor, capped at 8 (artillery can seriously mess up tracks, comms & optics).
With those changes, the system works fine. I also have more advanced armor damage rules which I can share if people are interested, for tank heavy scenarios and experienced players.