--Deploy/Combine; squads with 4 or 5 men can split into two half squads (2&2 or 2&3) provided an eligible adjacent space is empty. Deployment uses all AP and causes 20 point morale loss.
Similarly, depleted squads of same type can combine up to a max of 5 men. Morale of resulting combined unit is that of lowest morale half-squad prior to combination + 20 point morale gain. Also uses all AP.
--Desperation Reaction Fire option; designate that a unit be allowed to fire above/beyond their normal limit during opponent movement however each additional shot causes a 20-30 point loss of morale with all attendant consequences (suppress up to surrender). This one is, ahem, aimed at limiting the ability to run a defender out of shots and then saunter up with no risk. FYI this problem was perhaps the greatest reason the original Squad Leader system was revamped into what we now know as Advanced Squad Leader. Its defensive fire mechanics, especially Final Protective Fire, are beautifully elegant.
--Dash; infantry moving from one building across a single open space to another building receive a cover bonus of 20% so long as they conduct no other movement. I recognize that Hunt provides some benefits in terms of stealth but it provides no benefit for units caught out in the open. Dash would reflect the difficulty a defender faces when a target presents itself only briefly.
--Vehicle Cover; infantry can share a space with a vehicle or wreck; for armored vehicles or wrecks infantry gain 15% cover bonus in addition to any terrain bonus. This is not to say that an entire squad can necessarily find protection behind a vehicle or wreck, thus the the rather modest bonus. That cover is available also provides a certain morale boost to soldiers, even if the cover isn't all that great.
--Armored Assault; infantry in same space with friendly armored vehicle can move simultaneously as long as both units have sufficient AP; infantry gain 15% vehicle cover bonus in addition to any terrain bonus
--Deliberate Immobilization; an anti-vehicle attack can forgo a kill possibility and instead try to immobilize the vehicle. Reduce hit probability by 30% with hit putting target in permanent "bog" status. FYI this was a standard tactic for Russian gunners in Stalingrad where an immobilized vehicle was nearly useless
And somewhere down the road there ought to be a distinction between a hull hit and a turret hit on vehicles. Most turrets were not armored to the extent of hulls. Implementation would enable use of the commonly used "hull-down" tactic whereby a vehicle would park behind a wall or reverse off a hillside crest so as to present a (much smaller) turret-only target. I realize this would require a significant makeover of the hit/kill mechanic and so will try to be patient.



