It appears we are having the same issue with non-standard definitions of terminology.
This is from a 1979 study from the Army Research Institute of "perceived dangerousness" of the effects of small arms fire suppression which are highly variable:
My evaluation:
Response A & B would be when under intense artillery bombardment without the fear of being immediately attacked. You would be safe from small arms fire because you'd be out of the direct LOS hiding or in overhead cover/trench. Artillery would almost need a direct hit to cause casualties. There would be no movement under fire (Pinned?).
Response C & D might be under mortar fire and/or heavy sustained machine gun fire with 25% firepower and 75% of the time evading and changing position. Fire and maneuver would be very dangerous.
Response E might be the same as C & D with 50% firepower and 50% of the time evading and changing position. Fire and maneuvering would be dangerous.
Response F might be the same as C & D with 75% firepower and 25% of the time evading and changing position. Fire and maneuver would have a good chance of success.
Response G might be under sporadic/harassing fire with 100% firepower and not moving or evading. Advance under fire without a problem.
The greater you are suppressed the less your firepower is but the chances of becoming a causality are less because you are spending more time evading and hiding than shooting.
It's not an exact science so feel free to interpret the results of the study for yourself:
PDF link
Personally, I don't like the term "pinned" and how it is normally used in games. Why? Because I see it mostly as a conscious decision not to move because it is not worth the risk. Fire and Maneuver is almost always used when being fired upon so take your chances.
Here is a good example of the Ranger airdrop on the Grenada airstrip being "pinned down":
We quickly got out some air-ground signal panels to let them know we were friendly and fired over the next ridge toward those 23-millimeters to give the gunners a little something to worry about. The first pass of planes had dumped about a company of Rangers and now the planes were circling and heading back for the second drop. Rangers were scattered down the length of the ten-thousand foot runway, just getting out of their parachutes, when two armored vehicles rolled out onto the airfield and started firing their machine guns and heavy cannon.
"Oh hell! Not that!" I yelled in frustration. "The sons of bitches will cut our men to pieces". But almost as soon as the vehicles gained the center of the runway, the Rangers opened fire on them with two 90-millimeter recoilless rifles-abruptly ending the armor threat on Point Salines. Now the second pass was overhead, and the air was full of green parachutes dangling brave men.
So the automatic weapons fire shifted its focus from the airplanes to the men on the ground.
This is bad, this is bad, I thought, watching the fire rip across the far end of the runway. This is when a unit is the most vulnerable. Just as they land and their leaders are scattered and they haven't had the time to reorganize.
But then I saw an amazing sight. The Rangers rose from the ground as one organism, screaming their war cries, and assaulted straight across the runway toward the enemy guns. Within ten minutes, the guns fell silent. The third and last pass of Rangers jumped almost unmolested.
Later that day I learned that a corporal had led the spontaneous assault across the airfield. Somebody said the guy jumped up from the ground and shouted, "I've had enough of this shit!" and took off across the airfield toward the enemy positions. Every man near him jumped up to follow, and the attack spread like wildfire up and down the length of the airfield. Goddamn! What Soldiers!"
So I leave it to the players. If your unit is under intense fire and wants to move, do it and take the consequences.
Depending on the time scale of your game, you can abstract a squad or platoon unit conducting Fire & Maneuver by advancing the entire unit a short distance, maybe 1/3 of a total move (depending on the time scale) with the unit expending 2/3 of its firepower. This would simulate two teams or squads laying down suppressive fire and one making a short rush.
If a unit is under pressure I allow it to automatically obey a "Fall Back" order but they must move as fast as possible to get out of the enemy LOS and cannot return fire.
That's how I'm planning on doing it for small unit actions. It also gives a better description and narrative as to the effect on the target unit too.
With all due respect, I'm not going to get involved in another long discussion on what pinned down and suppression means. If yours is different than mine or the study no problem. It's not something we all need to agree on.
Wolfhag