A Line In the Sand Rules Revisions – for added realism

Color Coded Attack Ratings
Units that get to roll two dice can only use one of the dice, their choice.
Anti-Aircraft Fire
The first 1 rolled only aborts the air unit’s mission.  Additional 1’s damage the air unit.
Air-to-Air Combat
Results are determined similar to ground combat.  If roll is:
= attack rating:	Target hit if attack rating  target’s attack rating, otherwise no effect.  (However, an F/A-18 aborts bombing mission.)
 attack rating:	Target hit.
= 1:	Target destroyed if attack rating  target’s attack rating, otherwise target hit.
Combat In Airfields
Air units attacked on their airfields can scramble, or they can stay on the ground and be bombed.
Hits
Ground units have their attack rating reduced by one for every damage hit (or every three for army corps).
Army Corps
Because of their large size and integrated helicopter support, U.S. units also attack with two dice.
Fortifications
Because of their unit cohesion, U.S., U.K. and French ground units receive the fortification bonus.  Israeli ground units also receive it if defending or attacking inside Israel.  Also, non-armor ground units in cities receive the bonus against attacking air units and armor units.

Transport (Air and Naval)
Mech units count as two units for transport purposes.  Only F-14’s, F/A-18’s, and A-6’s may base on carriers.  F/A-18’s may participate in both air-to-air and ground attack in the same mission.
Reinforcements
A side may place a maximum of three units per turn.  This is further limited to one per country. 
Alternate Sequence of Play
Movement and combat are combined.  The front unit in an area receives two movement points, or four if it is mech.  The back unit may not move unless the front unit leaves the area or moves to the back.  A unit that enters an area occupied by another unit becomes the back unit.  An area unoccupied by enemy units costs one movement point to enter if the movement is along a coastline, a river, or into or out of a city.  All other areas cost two movement points to enter, and all areas cost two to attack.  When a unit attacks another unit, the side with an armored unit fires first, or the side with a mech unit if neither side has armor.  If both sides have the same type, the attacker fires first.  This order is reversed when attacking into a city.  An attacking unit that suffers a retreat result doesn’t retreat, but immediately ends its turn.  If the attacking unit clears the area of defending units, it enters the attacked area and continues its move.  Naval combat is simultaneous and naval units may not attack more than one area per turn.
Supply
At the beginning of its turn, a side rolls one die.  The result is its maximum supply line length in movement points.  Each land unit must trace a supply line to an area either in its home country or containing a friendly naval unit.  The line cannot enter an area containing an enemy unit.  Any units that cannot trace this supply line are out of supply for that turn.  These units may only move into areas that bring them closer to either an area in its home country or a friendly naval unit.