A couple of notes on Digging In and AT gun placement.
Units will begin the Morning turn, or first turn of a Day dug in, if the BG was on that map the previous turn, and not in contact - the previous battle, if any, left them in sole control of the map. In all other cases, they will not be dug in at the start of the battle. I'm also about 90% certain that a team can dig in on mixed elements if the team leader, identified by the colored circle, is on an element tile that allows digging in. I hope that clarifies things....somewhat.
AT Guns have a Vehicle Size in the Vehicles.txt file. This data "size", and not the graphic that we can see, tells the game engine if a gun can fit into a buildiing or not. The more empty floor space (no coded interior walls or other clutter), the better a gun can fit. It is a function of the Vehicles.txt file Vehcile Size column and the map's Elements coding. The game engine only sees vehicles in terms of 2 meter square element tiles and the vehicle size is always square. A rectangular tank is seen by the game as a square block, not the long, skinny picture that we see. The same holds for AT guns. As far as the game engine is concerned, it is as wide as it is long, as set in the Vehicles.txt file.
A few years ago I did a CC mod that adjusted both the AT gun sizes and the Elements.txt file treatment of AT Gun movement. In the original CC
elements, almost all, if not all building elements are impassible to AT guns so that if an AT gun starts the battle inside a building, it stays inside the building, even if that building is an aircraft hanger or factory with very wide, open doors. There is a magical barrier that keeps AT guns from crossing a football field wide opening. That was easy to change on an element by element basis and AT guns could be rolled out through those openings.
Taking it one step further, I went with the premise that if those soldiers could get that gun in the building before the battle, they should damn well be able to get it out again during the battle. After all, the hole in the wall should still be there, right? So I adjusted the properties of wood and stone walls, doors and windows to allow AT guns to pass through them at a very, very slow rate such that it took several minutes to get a gun out of a building. Most of the time it wasn't worth the effort, as the battle was now far down the road, or they got pants with the barrel pointing the wrong way, but on occasion, it helped to save or even win the day.
Neil N has seen that mod (part of the No-Walks-Through-Walls elements mod). Some of that I did get into CoI, but I don't know what, if any got carried through to WaR. The point is, both the game size of the guns and the movement can be modded. Give it a go, if you want! As has been pointed out many time before, if you come up with a better solution, it may get incorporated in a patch or new release. At the least, you will have a mod that suits your interpertation.
And of course, the obligatory nag about modding things like the Elements.txt file or other of the Data\Base files: In H2H play, the Joiner plays with the Host's data files. It is always good form to make your opponent completely aware of each and every moddification to the data files that you have done. Anything less is cheating.
C'est magnifique, mais ce n'est pas la guerre.