It seems like several people think the new rules for Human Waves are complicated. That's understandable, since it is really difficult to describe how it's supposed to work using words. It's deceptive, though - the concept of how a Human Wave should work is easy enough. The problem is mainly with trying to explain the idea using words, IMHO.
Hence, why not try using pictures instead of words? We didn't think about it when writing the rules, perhaps because we didn't think it would fit well in the rules. They need to be precise, and text is good for that. Also, pictures take a lot of room. That's not a problem on the internet, of course, so here's a couple of examples that should perhaps have been in the rules in the first place. I hope you'll forgive the (lack of) artistic skill as well as the fact that the examples aren't comprehensive. It's just a small example to get you started, and to give you some understanding of the principles behind the new Human Wave rules.
In order to perform a human wave, it is necessary to have at least three hexes with Russian units (when performing a Banzai, you can do with less). These are marked by red "R" in the picture below. One of those units must have LOS to the target, denoted by a circled blue "T" in the picture.
Once we have decided who will take part, we need to "aim" the Human Wave by deciding on a(n alternate) hex grain that the wave will move parallel to. The grain needs to pass through the target unit's hex, and should be as close as possible to one or more of the participating units. In this example, there are two possible choices (marked by thick red arrows). The thin red lines show the (alternate) hex grains that run parallel to the selected one.
Step 2a, choice #1:
Step 2b, choice #2:
When the target hex grain has been decided, you can start moving. The target grain and all parallel grains now form "tracks" that the units may follow. Moving along the same track that you're on is always OK. You can also change tracks - but only in some cases. You can always change to a track that is closer to the target hexgrain, but when changing to a track that is further away you can only do it once.
Step 3a; this is legal...
...but this isn't,
since one of the units are moving too far from the target hexgrain:
Step 3b; this is legal...
...but this isn't,
since one of the units are moving too far from the target hexgrain:
Notice how the target hexgrain determines what is legal; you should pick a target hexgrain that lets you move in the direction you want to go.