I agree that appears to be true, from reading over the rules.
That is definitely a TFL rules trait, from what I've read, for many of their products.
I've been wondering how that can perhaps be counter-acted a bit, and/or if there are other simple "tweaks" that can be introduced in order to make the game less of a random die rolling "game".
I need to play some games, and ponder on that a bit, I suspect, first.
One idea is to change the number of dice given to tank crews, based upon their training and experience, instead of just giving them a card for each kill they obtain, and all vehicles getting 6 dice each.
Another thought is perhaps instead of, or along with that, giving some vehicles/crews automatic actions too, like say:
fast tanks get at least one "free" move action per turn, even if they don't get a move die result;
rapid fire tanks get at least one "free" reload per turn to be used as they see fit, even if they don't roll a reload die;
and, tank destroyers and anti-tank guns (and perhaps even tanks) on declared/undeclared (hidden/secret choice) ambush mode can carry over spotting and aiming actions against enemy vehicles previously acquired, even if those targets move, as long as they don't go out of sight. Multiple "aim" dice results can be "stacked" for use against these targets across turns (probably to some sort of maximum), but moves are subtracted from them, on a 1 for 1 basis, in order to determine the final "to-hit" chance.
I'd love to hear thoughts on how to integrate small numbers of infantry into the games as well, if anyone has had any success doing that. Say, at least individual troops with bazooks, PIATs, panzerfausts, panzerschrecks, teller and magnetic mines, satchel charges, molotov cocktails, etc., etc., just to mix up the scenario options a bit. Adding in fireteams, or infantry squads could be interesting as well, to go along with the anti-tank troops, for small unit skirmishes, or platoon-level battles.