Hello, i am very excited for the new version of WaW...i already own some of the previous series modules but i am very happy to have backed kickstarter project and i can not wait to have "Storming the Gap" on my table !! There is, anyway, an aspect of new AA fire rule that does not convince me... from 10.6.1: However, a unit with black or orange FP dice may only attack Flying and Hovering Helicopters and CAS counters up to its Effective (i.e. Printed) Range, with no Point Blank Range bonus or Long Range To-Hit penalty applying Well, most of IFVs or MBTs have top turret mounted HMG as unique close range AA weapon and that makes me accept, for example, the German M-113 7.62mm cal. HMG AA fire within its 2 hexes range... But how to justify the long AA range of 11 hexes for Leo1 (or any other MBT) contribution? ... as all MBTs, Leo1 has only top turret HMG as AA weapon, it has no AP/HE main gun round dedicated to AA fire, and consequently its AA range should be 2 hexes (HMG range) . Imho, any not dedicated AA vehicle should have only 2 hexes range (simulating the usage of the only available AA HMG weapon); it is hard for me to accept a longer range; so the question is: which kind of 105/120mm round is supposed to be used by MBTs main gun against air target to justify the usage of their AP range? ... Maybe you could consider 120mm MPAT type round againt choppers, but it is not used by all MBTs or other units of WaW85 and not in that years, to let all of them use AP range for their AA fire( MPAT was introduced in 1993 for M-1 Abram to engage and defeat enemy helicopters). The best solution, if you do not want to keep old version AA rule and you, correctly, want to consider the vehicles or infantry HMGs close AA fire , is to limit to 2 hexes the AA range of ALL NOT specific AA UNITS (those with no blue FP)...imho, of course. What do you think about?