From: Colorado, USA
That was a bit of an overreaction! Thank you for stating the obvious too, I have only been playing tactical computer games since the days of Combat and Tanktics. I have also read the combat ops sections of the appropriate US army field manuals, www.adtdl.army.mil for those who may be interested. So I an not exactly a neophyte here.
To the point at hand and my earlier post. I am running two games in tandem of the Eagles on the Move scenario. I like infantry scenarios, and this one has a fair mix of pillboxes, MGs, autocannon and such. The game at home is with v7.0, at work is with v6.1 using the 7.0 OOBs. Several times in the v7.0 game a squad would move 1 hex, into view of a German something, at a range of 8-10 hexes, and take 3 or 4 casualties. It has not mattered much if the firer was a MG or infantry squad. Hit probabilities have been in the 40-70% range. In the v6.1 game this hasn't happened much in the range band. Casualty rate among stationary units seem to 1-3 per effective shot.
Casualties in 4-6 hex range seem to be about the same, a little higher in v7.0 when taking OP fire. There appears to be little difference in creeping or running as to the casualties a unit is likely to take from fire. In v6.1, if you ran in this range band, you died.
A queer thing which seemed to happen. The pillbox crews seemed to be sleeping until I shot at them. This has also happened a couple of times. I should have been pasted real good the second time, as I most of a platoon in the fire arc of the emplacement. I was moving rather fast in front of it too.
If anyone else would like to check these anomalies out, I will be watching. This is still one of my favorite games!
If you find yourself in a fair fight, you didn't plan your mission properly.