So pretty much like in CoH2 only even more detailed?What I want to see is squads/sections (10men) and platoons (30 or so men) taking cover correctly and deploying weapons in cover correctly to give them the best profile for the enemy they are facing. Patrolling and moving forward in formations that don't get them all killed in one enfilade shot. Of course this is not always possible and it's part of the reason why house to house combat was more deadly in ww2 for infantry than more open combat in forests and rural areas.... however in Eugen games infantry tend to be very vulnerable in anything but buildings. That is just my experience, considering I saw tanks assault through heavy wooded areas.
I also hope they have both dense impassible for vehicles forest and other densities of forest to give infantry more cover.
Also the fact that when Eugen has open terrain, generally it is exactly that. A flat football field freshly mowed and perfectly level. Infantry cannot play against vehicles or even other infantry in this terrain. I don't want eugen to magically make line infantry invisible all the time either.
I would like it if as infantry advanced in open ground they were in line abreast, if they are assaulting they should be bounding and shooting as they do it and if they get fired upon enough they could go to ground individually behind cover. That cover in open ground can be shell holes, hay stacks, boulders, slight crests etc. There is so much more cover than just buildings for infantry. Consider though that in the bocage farmland their would have been open fields well tilled and flat, but that hedges in that country would block LOS and that bocage was far more rare in the British area. The British typically had no such cover and were thus using more massed brute force advance tactics.
Not sure how that would work if you don't controll the placement of each soldier. Like, zoom in and count the number of boulders and haystacks to asses how much cover is available in the area and then get pissed when unit AI doesn't use them efficiently enough? Meh.
Unless you'd want to represent that cover with some additional damage received modifiers in each area depending on the terrain, with some sort of additional overlay that would to tell how much cover is available in the particular area. But then there are already all these bushes, forests, hedgerows and the like, which function like cover, block line of sight, don't require any overlays and are visible without zooming in, so in my opinion they would do just as well.