What is the Stack Combat Option ?
factors in the hexes attack indiviually.
Normal PGX combat each UNIT rolls initiative before combat to see who fires first.
Stack Combat each factor rolls initiative.
Highest initiative rolls attack first.
If two factors have the same Initiative roll...they fire simultaneously.
Artillery firing into a hex attack factors randomly.
All units in the hex might be hit.
During ground combat....
Defending artillery factors in the defending hex fire at attacking hex.
Attacking artillery factor in the attacking hex fire at defender's hex.
Supporting defensive artillery in other hexes fire at attacking hex.
(this sequence may be changed a bit later.)
The regular combat factors are paired.
Artillery factors in the defending hex are not attacked until all other
non-artillery factors are destroyed.
(Artillery units are pulled as far back as possible.)
All units in the defending hex are involved in the combat.
(If they have been attacked before they are penalized by how many attacks they have suffered this turn.)
(Defenders_Attack_grade / how_many_times_attacked) - how_many_times_attacked)
Enfilade modifiers (how many directions attacked from apply too.)
In the Attackers hex...only units that have not attacked yet participate.
They might still get hit by random artillery fire though. 
But, they won't get to attack.
So, now...if you have a hex with 3 tank, 2 infantry, and 4 anti-tanks factors.
They all get to fire back during the battle.

After Combat message box will display details on unit losses.
Which units lost how many factors, etc. Don't worry, I am going to make it prettier
later. ( I hope ) I probably will, because I think I like this combat system, and
will probably use it a lot. So, I will have to look at it too ! 
I am beginning to see the usefulness of a detailed combat log, and that's in the
works soon I hope.

Now...here is some weird stuff.
Air Combat...OK...if you have 30 fighters in a hex, and they are attacked by 1 unit with
10 factors. All 30 fighters will pretty much wipe the deck on the first 10 attackers.
So...if you are going to attack a big pile of enemy air units.
Stack you attacking units up first. Then attack them 'en masse'.
Well...OK..you can attack them with smaller units...and sort of wear them down.
Because getting attacked numerous times has penalties.
Example:
   Fighter factor with air attack of 16 first attack. how many times attacked=1
   Second Attack: air attack value of 15. ((16/1) - 1) 
   now ...how many times attacked = 2.
   Third attack: air attack value of 16/2-2 = 6
   fourth attack 16/3-3=2
   
This may be a bit of an extreme drop off...and I'm am still tweaking with the 
formula. Feel free to throw your two cents in at any time !

Air Defence units.
   I am thinking about removing the ability of AD units to fire at Air units
unless they are attacking ground targets. (Defensive support only)
Flak guns rarely got a shot at passing by air units unless those air units were
attacking something in the neighborhood, eh ?
   At the same time, I am rather inclined to allow AD units to attack in ground
combat...just like their AT,AA counter parts.
   Except for additional Air Targeting training, and equipment they were usually
equipped with the same weapons. Perhaps lower their Soft/Hard attack values to
better reflect their lack of training in ground combat tactics ?
   I mention the AD units because I am thinking of including this with the 
Stack combat optional rule. Get one with the other !

 Naval v Naval combat.
  Hmmm... I have decided to exclude naval units, and a few other combat situations
from the stack combat rules.
Ships usually fire as a unit at another ship.
Kamikaze, Air/Naval, Naval/Air, Naval/ground, ground/naval...still getting them
converted.

