Tank Aces presents a rather massive flaw as to Soviets. As all teams are 'independent" it pretty much tosses out the H&C rule,( OK if the tank moves it still +1 to hit) but the point cost is for H&C tanks.
So, to keep out what is likely broken and stay with a somewhat historical frame run any Allied LW list that would be on the Front. US, Brit, (Beau has the Poles) Canadians, I have the Free French list so beware!
As to adding Ace skills: They can be added at the end of each of our calendar days. It will be too much to have Aces adding skills betweebn battles on the same day.
As to multiple Aces, I would like to make the following adjustment.
The game allows that when an Ace fails to save he returns the next game. This means a player need not worry too much about losing his Ace, so he can be reckless. Playing the Std rule means he dies, so players will be over cautious. I propose the following:
When an Ace fails (123) he will not be available for the NEXT game. So you can run that force with another ACE using the same force, or run a new force with a new Ace! Run a US 4th Armd force, Ace is knocked out, run your next game with a Brit Guard Tank Troop, or another 4th Armd with another Ace.
I think this will add to playability and variety.
Either Way I will run my Tank Aces as woundable.So good news Ma! Your boy Sgt. Kowalski was not killed! he was wounded and wants to get back in the fight! He will be, but needed a short recovery!