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Another couple of variants I have used and rather like and put forward for consideration as optional rules.
7 Units needing to take a morale test when the battlegroup actions are completed are unable to move closer to enemy. This means fire can be used to pin enemy units giving another tactical level.
8 The same unit can only make a maximum of two snap actions a turn. One movement and one fire (if of a type allowed to do so). This means every successful snap action does not go to the same unit with the best firepower.
I realise these may push the boundaries of what people can remember without on table markers. Personally I don’t have an aversion to same.