I think there is a
general view that the defender in PzC is at a disadvantage due to the "I go, You go" system allowing an attacker to concentrate firepower in the form of direct fire, arty or air strikes onto certain units until the whole stack is disrupted and
only then assaulting, often the defender does not get a chance to disrupt the attacker as fire in his opponents turn is controlled by the AI and may not get a chance to bring up fresh reserves to support a defensive position if his units are both disrupted and assaulted in his opponents turn.
So i agree 100% with Rick, this rule will play into the hands of the more experienced players who can deduce correctly that units are likely to be disrupted by factors like the poor results of defensive fire etc...if this rule slows down an attack and gives the defender more time to react i think that is a good thing, but the rule (like QFM) must be used wisely for certain games rather than in all scenarios.
All in all it is an excellent addition to the PzC series......