Two alternate approaches posted on the CWC forum. I'm not really happy with any of these.
1
So to overcome this issue I had thought about borrowing a rule from FoG. At the end of the turn instead of simply removing hit dice roll a 'destroyed' dice is rolled and if the score is greater or equal to the hits but not suppressed dice then remove dice, if it's lower then the unit is destroyed. Same thing for suppressed dice but if the dice is equal to the hits then the unit stays suppressed with that number of hits.
Obviously the values could be changed to give a greater or lesser chance of being destroyed or remaining suppressed.
Well last night we tried out this rule and it worked well. The dead units accrued a bit quicker but overall the game flow seemed unaffected. However, what it did do was stop players worrying about how many fires to concentrate on one particular target to get a kill. So overall it just felt that bit more 'real'.
2
Cold War Commander – Alternative Firing Procedure
Each unit can only be given one Fire order in its turn.
1)Roll Attacks with all To Hit values and modifiers as normal
2)For each Hits value of the target roll one save (not one save per successful attack)
3)If the number of successful attacks outnumbers the successful saves then the target is destroyed
4)If the number of successful attacks and saves are equal then the target is supressed
Cover Save & No Save Value
Hard Cover gives a 5+ save and Soft Cover a 6+. This save can be used instead of any units normal save value if desired. Otherwise units without a Save Value must rely on all Attacks missing to survive!
Concentrating Fire
Normal firing procedure is for each unit to engage its own target; however units can concentrate fire as follows. Pick one unit as the main attacker and then declare who will support that attack. Each support adds 50% rounded down of its attacks to the main attack. Save as normal. All attacks against the same target (per Fire order) must be declared before any dice are rolled. Remember each unit may only get one fire order, but a commander could reserve the firing of some of his units and try to issue a separate fire order to them on the same target, starting the process again from step 1).
Fallback
A unit suppressed twice will fall back and potentially be destroyed as normal. The number of dice to fall back will equal the number of successful attacks in step 4).