Played a long combat with a fairly large group with a mix of weapons from pistols and SMGs up to a few grenades, and mostly AKs and RPKs. 5 PCs (two with strong combat builds, one with incredible skill/luck at persuasion, and two mostly non-combat builds). They were able with only a small amount of GM fiat to fight off two groups, separated by a thick treeline, totalling about 8 low-tier Soviet soldiers. Killing 2 outright, significantly wounding 2 others who managed to withdraw. PCs suffered a variety of light wounds (1 almost incap'd) and 1 non-fatal critical wound. And a slightly damaged vehicle.
Mostly it went pretty smoothly and nobody pointed out anything too insane. A few things that did come up:
1) the armor value even for a house wall (2) is very high. A character inside a flimsy house was able to shrug off several rounds of sustained RPK fire with only a couple incidental wounds. They were also wearing a flak jacket. I know the rule that layering armor is not a thing... but I figured that shouldn't apply to shots through totally separate cover. So effectively he had 3 armor and was therefore only rarely at risk of taking a point of damage, and never ever at risk of a crit. He did get suppressed twice. I think in the future I may just rule that the cover is the armor and you don't ALSO get your body armor. I also am not sure if cover armor is supposed to degrade if penetrated, now that I think about it. I didn't play it that way but might do it on like a coin flip in the future... that might be the best solution as it would eventually convince people to relocate in a fairly realistic fashion.
2) I misplayed the rule on moving through terrain types like foliage (btw, I think this is poor word choice. I definitely don't think of "foliage" being denser than "forest"). In the moment I couldn't find the rule and forgot the modifier was applied to the mobility roll, and was quite confused and just had to rule it on the spot as reducing base movement in a way that didn't make full sense. Making it more clear on the chart itself what the minuses to mobility actually mean would be good!
3) I figured avoiding counting ammo for NPCs, as the book advises, was probably wise. But having them reload only on an ammo die 1 result didn't come up very often either... I think the net result is they got to shoot more than they should have otherwise. The bigger problem was that when the fight was over and my players inevitably went to scrounge up whatever they could, I NOW still had to come up with individual bullet totals anyway. Not a huge deal but there was a lot to deal with at that time and it took more time than I'd like. Not sure what to do instead though.
On the whole though, worked pretty well, no enormous issues. Only one weapon mishap occurred and I played it by my house rules. All the other mishaps that occurred were awesome and made for hilarious/horrifying moments. One character tried to sprint across a long road but rolled straight snake eyes -- so I ruled he tripped over the road itself and ended up prone right in the middle of it. Not great for him. This was immediately after he mishap'd another mobility roll. But then that same guy persuasion'd so hard, and the guy he was facing down mishap'd so hard, that the poor Soviet kid threw his rifle down on the ground and ran away as hard as he could. Loved all that stuff and it made for great flavor even in the middle of a fight.