I'm revisiting a set of rules I wrote some years ago before I discovered TFL, who use a number of concepts I was using, and provided me with much of what I was trying to do.
The biggest difference in my rules is "Delayed fire resolution", which may be unique in Company sized 20th Cent rules.
Instead of rolling dice when you fire, you mark the target with 'firepoints', depending on weapon, range, cover- standard mods, but just not rolling dice. When the unit activates it then rolls for hits – the to hit number depending on what it declares it will be doing (examples, Move 4+, Firing 5+, Hunker down- so no actions – 6). Any hit roll d6 1-no effect, 2-3 Pin, 4-5 Suppress, 6 "Kill" (I need a better word for "Kill", as it isn't necessarily a man dead. 2 "Kills" removes the base)
The results are applied BEFORE the action is resolved. The results can be actual effects, or seen as the men saying "Nope, not going to advance towards the hail of bullets."
I'm rewriting the rules that deal with proximity to the target of other units.
Not sure whether to go with
1) Split equally between all those within 'x'.
2) As one, but extra hit on everybody
3) Half on Targeted base, split the rest.
4) as 2, but any one within 'x' gets an extra hit (so firing against a base with 2 other bases in proximity produces an extra two hits over all.
5) As 2, but if not enough Fire Points to assign one to everyone, those without get a hit anyway.
The rational for extra hits is that units react even if not targeted if close enough, and that misses might find an unintended target. Again I remind you that 'Kills' are deaths – they are people dropping out the fight, (Combat shock, wounds, helping wounded, helping wounded even if they don't need it as an excuse etc)