@Lozmoid:
ATTACK, DEFEND, MOVE, COST, ABILITIES.
Infantry 1, 2, 1, 3, -
Mot. Infantry 1, 2, 2, 4, -
Mech. Infantry 1, 2, 2, 4, BLITZ with Tank
Artillery 2, 2, 1, 4, BOOST Inf ATT
Mech. Artillery 2, 2, 2, 5, BOOST Mech. Inf ATT?
Tank 3, 3, 2, 6, BLITZ
H. Tank 3, 4, 2, 7, BLITZ
As a standard rule all types of artillery should boost all types of infantry. If a turn was one day, then maybe selfpropelled artillery could only support mech infantry, but since a turn is 3 months, I think you have time to combine leg moved units with motorized units in joint operations. Also I think KISS rules is better for playability.
I think Self propelled artillery should be an offensive weapon, and since motorized artillery usually was 150 mm + versus towed usually between 70 mm to 100 mm, they should get higher attack value.
Self propelled artillery 3, 2, 2, 6 and boost matching inf to a 3.
I dont think heavy tanks did any blitzing, and they should not move 2 spaces, since they had poor mobility.
Heavy tank 4, 4, 1, 8 and no blitzing
If we have both motorized and mech inf, they should be
Motorized inf 1, 2, 2, 4
Mechanized inf 2, 2, 2, 5 and blitz together with tanks
If the combat rules should be close to reality, then infantry should boost artillery, or artillery should have low value when fighting solo. Artillery barrage and suppressive indirect fire was easy to protect against for dug-in infantry, and was only lethal when followed up by charging infantry or tanks.
Artillery 1, 2, 1, 4 and boost to attack at 2 whit a matching infantry
Infantry 1, 2, 1, 3 and boost to attack at 2 with a matching artillery
Maybe not good playability ?