From: Genoa, Republic of Genoa (occupied by Italy)
@ Big Ivan:
The very first time I played SL back in the late 1970s, I thought "What the hell, I just have to cross the road to come adjacent to those few Germans who survived the deadly Prep Fire of my Guards and kill them in Close Combat". Then I discovered how much a -2 DRM could be deadly.
The ToTH AI, however, is much less trigger-happy than the average bloodthirsty ASL player: squads will not fire at long range, so you can freely move in the open in front of the whole Red Army, as long as you remain at least 5 hexes away (6 if the Russians are Guards units).
This is NOT true of MMGs and HMGs, which WILL fire even at long range in the Movement Segment of the opposite side (and, as we all know all too well, a few FP with a negative DRM are much deadlier than a lot of FP with a positive one). AFVs, ordnance and light mortars (i.e. units requiring a to-hit roll) will also fire as soon as they spot you, regardless of the range. I am not sure about AFV MGs, since they are quite long ranged anyway, but I assume they will fire (AI tank crews appear to be more aggressive than the poor bloody infantry).
The AI also seems to be reluctant to fire when it has a small chance to achieve a possibly effective result (this is why I suggested moving the HMG in the stone house even though it was exposed to possible fire from the Russian squad on the other side of the river). I have not yet investigated this aspect in depth, however.
P.S. Besides the leadership DRM, keeping MMGs and HMGs stacked with a leader gives you a 2 MF bonus, that allows them to keep the pace of the rest of your infantry: when this is not possible (as it is often the case with Russians) MMGs and HMGs tend to remain in the rear and play a minor role in an engagement as they struggle to join the fight.
Since this is a breakthrough scenario, killing enemy units not directly preventing you to advance should not be a priority, especially when it means losing an opportunity to move.
I usually prefer to make maximum use of the Movement Segment to gain favourable positions, and the to deliver fire in the opponent's turn, when I can't do anything else anyway (preferably, with the enemy moving to close with my units and an extra -1 FFNAM).
As for the Home Army units, this is just another reason to keep the German units together and not letting any of them behind to fight units that cannot possibly hinder the German advance.
Chasing Germans in the moonlight is no mean sport
Long Range Fire (A7.22)........1/2 FP