Yeh I was thinking along the lines of the users selecting the type of game they would like to play - eg battle of the bases, capture the flag, major offensive on wide or narrow front, meeting engagement. Then they could select how big a force to have - eg Bde Gp, Div Gp, Corps. The relative ratio of forces between the sides would be tied to the type of game - eg for a meeting engagement they would be 1:1 ratio but for a major offensive it may be 2:1 attacker v defender. Next they would select an arrival schedule in terms of what percentage of their force would arrive where and when. From this info the AI could troll through various force lists and build an OB for the game. With more effort we could provide an interface for the players to select their own OB.
The concept isn't very different from Steel Panthers' battle generator.
However, Steel Panthers has significantly fewer parameters to consider for random battle generation considering the richness offered in weapons / equipment / ammunition attributes, force composition, battlefield command and control, logistics, and terrain effects nuances when compared to Command Ops.
Need to divide between Matrix SPWAW and Camo Workshop SP2WW2. SPWAW auto generated maps and battles are terrible, while at least in SP2WW2 auto map generation got to a really advanced and useful state.
I was only speaking to the concept of auto-generating types of engagements, not the results.
Moved on from SPWAW / SP2WW2 and SPMBT long ago because my interests were aimed more at force on force issues from those engagements and the logistics that affected them (as a minimum resupply issues / supply lines in a longer term battle).
Roger that! :) From my experience that´s an ongoing issue. Currently don´t know of any wargames that give either good auto generated force compositions, nor random maps and appropiately set up tasks. CMX1 quick battles failed at it (IMHO), as well as does SP. It´s likely a science on its own to get that working and personally I´d prefer Dave working on other things.