I don't know....I keep running this through my head. I think a key is the fact that you can fire again at a moving unit as it moves from hex to hex, thereby getting several shots in on the same unit (just one shot per hex, is all); I do believe that happened last round if memory serves.
Where it can get dicey (pun intended) is when a unit moved out of LOS and one hex into LOS and stopping....if yoiu have a bunch of enemy units with eyes on the prize, ythey only get that one and only shot. That can seem non-logical from the standpoint of in the *real world*, "....WTH is up with those guys on my flank....why aren't they firing?!?" But then I come back to, in game terms, it would be "Slaughter on 10th Avenue" time....the carnage would tip the game into the rediculous.
I myself personally feel that when talking wargaming, what you could do in real life may not always translate into the gamingboard environment. I hear said over and over again, in the game design corners, that you have to have *playability* factored in; and in fact, can be one of the mmost daunting aspects of designing a game (I know....been there!). I'd be more curious to know if this ever came out during playtesting the game before market....what were the challenges faced by Ops Fire by the players.
If you asked my honest opinion, I think the game is better with the rules as written than without....but that doesn't asuage reality. Then again, what is reality?
If you can't be a good example, be a horrible warning