Well, Ichabod, color me convinced. I am going to use the phrase, “Let me convince you” next time I need to persuade somebody to accept correction.
So figure, according to my house rules, the infantry units are as follows in a d8 or d12 system:
Colonial Infantry are A1D1C2M1, with no abilities.
Cavalry are A1D1C3M2, with the ability to blitz and withdraw.
Regular Infantry are A1D2C3M1, with the ability to be supported by artillery on defense only and to entrench. This should fix your concerns about Russia’s ability to defend itself, Ichabod.
Airborne Infantry are A1D1C5M1, with the ability to conduct parachute drops from transport aircraft, to be supported by artillery on defense only, and to entrench. Airborne Infantry attack at 2 during the first round of combat when they conduct airborne assaults.
Marine Infantry are A1D1C5M1, with the ability to be supported by artillery on defense only, and to entrench. Marines may reduce amphibious defenses by 1 on a 1:1 basis during an amphibious assault and attack at 2 during the first round of combat when they conduct amphibious assaults.
Heavy Infantry are A2D2C5M1, with the ability to be supported by artillery on attack and defense, to entrench, and to neutralize entrenchment on a 1:1 basis during an attack.
Armored Cars are A2D2C7M2, with the ability to conduct reconnaissance (reroll artillery on a 1:1 basis), to Blitz, and to withdraw.
I should add that, in my games, artillery fire precedes normal combat. Casualties in this phase are removed without a chance to fire back. The attacker always goes first, then the defender, when resolving the artillery phase. After that, combat proceeds normally.
We also use Der Kuenstler’s rules on etrenchment and amphibious assaults. The entrenchment option will presumably give the Russians additional breathing room.
Per Narvik’s comments, we have developed air-to-ground and air-to-air ratings for all air units, although I am leaning strongly toward including an air phase that precedes naval or ground combat.