Thanks for the terrain bonus idea, I'm going to place locations on my map where you get defensive and offensive bonuses/reductions for high ground, rock walls, fences, shallow water.
Unit of 12 units are crossing a wide stream, that wide stream location has a trigger which slows their speed 20%, defenses 30%....etc.
Or units on high ground have a similar bonus both offensively and defensively.
Also allowing sharpshooters to hide and take a shot from afar, with a dice roll of 0-100 (simulating a shot). 100 being a kill, 0 being a miss. A cooldown then activates in the hide in which the opponent can locate the sharpshooter and take him out.
I'm working on a morale system based upon the number of units nearby another unit, if the unit doesn't have enough units by him, he runs to the HQ area. Its not refined yet, but the basic concept is working.
Also thinking about a possible bonus/detriment for being closer/farther away from the target your unit it shooting, but the major issue with this is that each unit tends to want to attack at the maximum possible range. Maybe adding a "Fire" ability would fix this issue. Forcing the player to manually give the order to his 12 units to fire.
That said... forcing the player to manually give fire commands in big battles is an extremely daunting task unless you're some crazy guy who can cycle through hotkeys like a madman and is adept at making a ton of control groups.
Should add a lot more incentive to make strategic moves on the battlefield and simulate the real battle.
Thanks again! +rep