Perhaps these things have been said, but it cannot hurt to repeat them, right?
Missions/Orders
I think that units in HoI2 should be given better, more detailed combat orders. Infantry and most other ground units should be given orders like "Garrison", which would be normal, peacetime standing using a minimum number of supplies. "Defend", which would up organization, use more supplies, and be used when bordering hostile locations. Of course, moving towards an enemy province would be an automatic "Attack". Armored units could be given the "Blitz" command, and even a "Raid" command could exist, where your troops run maybe platoon-sized raids on enemy positions, mostly damaging supply, infrastructure, etc. Not overly useful unless it happens over time, on a large scale. Similarly, units should be given commands as to when to retreat. Obviously, if there is a total loss of org. then it's automatic. But being able to order at a certain percentage of strength loss, "never retreat", etc. Submarines could be ordered to attack convoys or not attack convoys, or to hunt battlegroups of a certain power, etc.
Leaders
I think leadership needs a whole new dimension. How about leaders that can learn? So if a leader with no traits fights for a certain number of hours in "winter" conditions, he gains the Winter Specialist trait? And breaking down the "Commando" trait, you could get leaders who gain skill fighting in the mountains, or on amphibious assaults, or who constantly use panzers, etc. Loyalty should effect how well they follow orders, likelyhood of betrayal, defection, retreat, etc. And how about rivalvries? If Patton and Rommel are locked in battle for hours and hours, maybe they develop a rivalvry, which grows stronger with time, making battles between them especially vicious, decreasing the odds of either surrendering on their own (maybe even in the face of 0% org, causing serious hits to manpower of those troops?). How about a Public factor? Maybe Rommel, ever-so-successful in every battle he's in, gains his own Prestige rating? Making him popular with the troops (increasing combat efficiency), popular at home (victories bump morale, but if he starts losing, or is captured or killed, morale takes a hit?). These things could make strong leaders indispensible, maybe even a liability?
Missions/Orders
I think that units in HoI2 should be given better, more detailed combat orders. Infantry and most other ground units should be given orders like "Garrison", which would be normal, peacetime standing using a minimum number of supplies. "Defend", which would up organization, use more supplies, and be used when bordering hostile locations. Of course, moving towards an enemy province would be an automatic "Attack". Armored units could be given the "Blitz" command, and even a "Raid" command could exist, where your troops run maybe platoon-sized raids on enemy positions, mostly damaging supply, infrastructure, etc. Not overly useful unless it happens over time, on a large scale. Similarly, units should be given commands as to when to retreat. Obviously, if there is a total loss of org. then it's automatic. But being able to order at a certain percentage of strength loss, "never retreat", etc. Submarines could be ordered to attack convoys or not attack convoys, or to hunt battlegroups of a certain power, etc.
Leaders
I think leadership needs a whole new dimension. How about leaders that can learn? So if a leader with no traits fights for a certain number of hours in "winter" conditions, he gains the Winter Specialist trait? And breaking down the "Commando" trait, you could get leaders who gain skill fighting in the mountains, or on amphibious assaults, or who constantly use panzers, etc. Loyalty should effect how well they follow orders, likelyhood of betrayal, defection, retreat, etc. And how about rivalvries? If Patton and Rommel are locked in battle for hours and hours, maybe they develop a rivalvry, which grows stronger with time, making battles between them especially vicious, decreasing the odds of either surrendering on their own (maybe even in the face of 0% org, causing serious hits to manpower of those troops?). How about a Public factor? Maybe Rommel, ever-so-successful in every battle he's in, gains his own Prestige rating? Making him popular with the troops (increasing combat efficiency), popular at home (victories bump morale, but if he starts losing, or is captured or killed, morale takes a hit?). These things could make strong leaders indispensible, maybe even a liability?