Time to have a discussion about game design philosophy. There are various design philosophies in the world about everything. Gaming is one of those. In our little corner of gaming you have the extremes of all game to all simulation; and everything in between. We lean more to the sim side but still retain some game aspects to keep the game as fun as possible while making it as realistic as possible.
Our philosophy also heavily leans on Murphy's Law. There is a chance that nothing works as intended. For weaponry that was used in combat somewhere and we could get hard data for, that was used, otherwise we reduced the manufacturers stated results. We found that virtually nothing performs as advertised. So, most of the effectiveness in the game is conjecture. An educated guess if you will. Using as much relevant data as possible to make that 'guess'.
That goes for spotting units in cover, effect of whether there is a hit, the effect of the hit if you do get one, the weather, etc.
In your example, the two units are not equal. The Soviet unit moves up onto a higher level into the view of a unit that is already sitting there. That is comparing apples to oranges and if the British didn't see and open fire on the moving Soviet unit first there would be a real issue.
Hope this helps.
< Message edited by Mad Russian -- 10/28/2016 1:35:58 PM >
The most expensive thing in the world is free time.
Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.