@Lozmoid:
Razor, thanks very much for your input on this.
Getting Inf and Art two spaces to the front lines in one turn is very powerful.
Your welcome, Loz, happy to share :-)
In the real war all units used railroads to get to the front, and a infantry division would get to the front faster than a panzer division, because it took some time to load the tanks on the train. Just look at the German reinforcements after D-day, the men of the Panzer divisions arrived in Normandy several weeks before their tanks arrived. If the only advantage of tanks and mechs is they arrive faster to the front, then that is too bad and historically uncorrect. This game could use a Railroad rule.
Now, the real advantage of motorized units like tanks, mechs and selfpropelled artillery, was speed, range and mobility. They would punch a hole in the frontline and still have mobility to exploit that breakthrough.
To put that fact into an A&A rule, would be to let all motorized units, like tanks, mechs and selfpropelled artillery, move one extra space after the battle in the first territory is resolved. The rule could state that all motorized units always can move one extra space to a friendly territory, but if they want to keep moving into an enemy territory for another battle, then they need to be acompanied by a Leader unit.
Now with this kind of rules, the heavy units like tanks, mechs and selfpropelled artillery will get its right combat value in battle too, and not just be some fast travelling units. Tanks had more fighting power than men with rifles.
Another way of doing it, could be to let all support units boost a matching infantry to its own combat value. Like an artillery boost a matching inf to attack at 2, a selfpropelled artillery can boost a matching mech to attack at 3, etc