1. The rules state that on a roll of double one's the mortar is out of ammunition for the rest of the game. For a 60mm mortar with 5 crew of which a number of men will be supplying ammunition, that seems excessive. Furthermore, as a 60mm mortar rolls with 3D6 there is a higher change of rolling two ones than for other light mortars.
2. As the mortar squad is part of the platoon and thus counts towards its overall strength, disabling the squad completely as it is out of ammo seems unfair. According to https://www.battleorder.org/us-airborne-ww2 (see below) all mortar squad members were armed with a M1 Garand Rifle. It would seem illogical if they would not spring into action as riflemen after their mortar was disabled. I would think this doubly true for paratroopers which had to contend with 'missing' men due to misdrops and drop-casualties.
1× Mortar Squad (6 Enlisted)
1× Squad Leader, Sergeant (OR-5), armed with 1 M1 submachine gun [A] and 1 M1911A1 pistol
1× Mortar Gunner, Private First Class (OR-2), armed with 1 60mm mortar and 1 M1 Rifle and 1 M1911A1 pistol
1× Assistant Mortar Gunner, Private (OR-1) to Private First Class (OR-2), armed with 1 M1 Rifle and 1 M1911A1 pistol
3× Ammunition Bearers, Private (OR-1) to Private First Class (OR-2), armed with 1 M1 Rifle and 1 M1911A1 pistol each
I can think of a couple of solutions, some of which were posted on this forum. However, I wouldn't want to upset the balance of the game. So, I am wondering if anyone has proven house rules that cover this. Or, basically, any thoughts on this are welcome
