[@ClocktowerEchos] Well, my idea is that player actions would trigger chain events leading to a change in the battles. For example, you might throw a grenade into a machine gun nest, which may alter the course of the battle by allowing your side to advance further in the area the nest was, leading to your side capturing a key objective. Had you instead decided to throw the grenade at enemy troops in a trench near the machine gun, thinking you wouldn't make the throw to the gun, the nest wouldn't have been destroyed, and your side would have never captured the key objective.