a couple ive been thinking of now that I have the rules is a “hidden” unit(s) rule and minefields and even airsupport(like the off map artillery idea). Say if you have a defend/assault type scenerio the defenders could purchase a certain number of mines/minefields and even stipulate if they are anti tank mines or anti troop mines. The minefield(unless your using the visible mushroom anti tank mines say along the main road to stop tanks from going down that road) hex(es) would be written down on a piece of paper at the start of the turn and then turned face down or folded till a vehicle/troop moves into or over that hex at which point it would be activated. Also was thinking that engineers could disarm these(which gives them something to do akin to what they did in real life)
Same for the hidden unit(s). I don’t know how many I would say could be “hidden” but they should cost extra points mabey? but same thing as the mines…you write down the hex they are “hidden” in and then they can get a attack from concealment against a opponent that comes within range…like in some games where you have opportunity fire or surprise fire/attack. This could be done only in a hex that a). could actually conceal the piece in other words you cant “conceal/hide” a Tiger tank in tall grass BUT you could hide a Bazooka at the edge of a treeline and wait till a Panzer rolls by …pop up and fire. or you could “hide” a anti tank artilery piece in a woodline across a open field and “wait” to see if something comes into range.(kinda like the anti tank artilery scene in a bridge too far for example) Of course once the unit fires its revealed.
I think this gives a bit more “realistic” touch instead of knowing exactly where every piece on the map is located… I mean if you don’t have a LOS to a enemy how would you know it was there…if you can see a opponent has a anti tank gun set up to shoot a tank that comes around a hedgerow/forest hex you KNOW not to go there…there is no surprise to it.