Mister H,
Thanks for those kind words, but I'm sure anyone who has been in the infantry had the same experience.
My infantry rules are still a WIP. I assign an infantry unit a Tactical Quality Rating of generally 1 to 4, and Squad and Platoon Leaders a Leadership Rating of 1 to 3.
Executing orders while under fire is the trickiest thing to model, especially moving under fire. So when under fire and a team is issued an order, the player rolls a D6 for the TQ Rating modified by the level of fire they are under. If the D6 result is <= the TQ, the unit performs.
If they fail, the SL or LT who is close enough can use their Leadership modifier to get them to pass. If they ultimately fail, that's being Pinned Down. However, when the player decides to use the Leadership modifier, the Leader takes a causality check and can be KIA. Players need to be careful using them.
So a poor unit with a strong leader can perform, a good unit with a poor leader can perform.
However, an order to fall back is always obeyed, but the unit must move at top speed to get out of the enemy's LOS and cannot shoot back.
One more thing. We were always taught to assault THROUGH an enemy position and not to occupy it. Typically, the enemy would have mortars zeroed in on their defender's position, so you don't want to stop there.
This is happening in Ukraine right now. When hard pressed, the Ukie defenders fall back and let the Russians take their position and immediately get hit by 82 and 120mm mortars. Then the Ukies go back and take their position. Of course, it does not work perfectly every time.
So when assaulting a trench/treeline, the mortars lift from the enemy position to just behind the defender's position when the attackers are 25-50m away IF they have enough ammo. Having a drone coordinate helps.
I see you live in Illinois. I'll be at Little Wars in April GM-ing several games and giving away a copy of the intro version of my WWII AFV rules. If you are interested, I can send you an advance copy.
Wolfhag