Just as a general observation, though I'm sure most of you have twigged this... IABSM rewards real-life tactics. Some of the things you need to be aware of:
A turn in IABSM is about a minute.
Tanks typically get three actions (more if they're Aces) in an activation - it is fully intended that a tank can get three unaimed shots off in that activation.
HE (be it artillery, mortar or tank)'s most unpleasant effect is the 'shock and awe' of having a large lump of HE land on you: in IABSM, the fact that it automatically
pins its target is as important as the hits it does. Pinned units can't move, count as one level of cover better (since they went to ground) and fire at one range bracket worse.
Spread out: if units are within 2" of a target unit, then it counts as a dense target: the firer gets +2 on the roll, the hits are distributed between the units and Pinned/Suppressed results apply to all units. (HE on a dense target? Not pretty).
Lining up infantry opposite the other side in some kind of cover and blazing away is an unpleasant war of attrition that probably won't gain either side anything bar a slow dribble of kills and shock. Cover is an illusion
Use fire and movement, bring up tank support, call in artillery, use smoke.
IABSM 'close combat' happens when opposing units get within 4" - it isn't just 'in with the bayonet', as it reflects being close enough to start chucking grenades and generally firing in a 'kill or be killed' way. It's VERY bloody, and to guarantee a win as the attacker, you need to either have considerable superiority of numbers or to have pinned the opposition - remember the defender gets bonuses for defending cover, and for having MGs.