Those are both vastly inferior solutions to a proper fog-of-war visualization in terms of giving the player an accessible and comprehensive view of where their units collectively have line-of-sight to.
The chess comment makes so little sense as to make it difficult to critique at all.
Okay, to be clear:
If you make it easier for a player to see his mistakes from his opponent's point of view, you may as well go play chess, where everything is out in the open and balanced.
As a further point of debate, a personal view of mine is that only units that have LOS to a unit, and have detected it, should be able to fire on it, or react to it, rather than the current 'one see's, all see's' situation, and 'recce' units extending all units visibility range and detection.
Let's be clear about the game, at the period it's set in small units largely lacked broad communications capability - tanks had a 'unit' or 'sub-unit' channel, most infantry communication was by voice/runner/waving hands; and the available radio usage was strictly controlled, and wasn't all that effective to begin with...comparing even Vietnam era infantry radio comms to current era is poles apart. During Goodwood in Normandy one of the leading armoured brigade commanders only found that his command had been wiped out when he stood on the back of his tank and looked through his binoculars...not one message had got through to him, yet the distance was only a couple of miles.
I didn't particularly have much time for the Red Dragon topo system...it was too simplistic. But again, that's just a personal taste thing.
I'm not defending the current situation though, nor am I criticising it...what is, is. I would suggest though that a really good workable alternative is probably beyond the scope of the game, while still maintaining some form of thematic realism.