One of the most important things that Total War tries but doesn't manage to do is depict asymmetry of information in the game. Right now, the overly large deployment zones and generous lines of sight conspire to create a situation whereby certain strategies (such as hit and run) and concepts (scouting) become less important than they should be. This has an adverse impact on units and factions that utilize and benefit from such tactics (such as the beastmen and maybe the wood elves).
Taking the example of the beastmen; their units are not capable of going toe to toe with units of other factions. However, what these units lack in straight up combat capability, they make up for in their ability at hit and run and ambush tactics. This also applies to a certain extent to the goblin units amongst the greenskins, which are best used in such situations due to their good stamina and speed.
The problem that arises for such factions is that generally, the enemy can see them coming from across the map. This is not truly an issue with the battle maps themselves (which are on the whole pretty large), but rather a problem of the line of sight mechanic, which allows virtually the entirety of the battlefield to be seen with ease; and the deployment zones which are far too large and therefore leave far too little space between them (essentially forcing a brawl in the centre of the map).
The solution for these issues is somewhat simple, but would go a long way in enhancing the tactical depth of the battles:-
1. A severe reduction to sight lines for units across the board. No unit should be able to see till even the middle of the map even on flat ground. I would personally suggest that the maximum line of sight for infantry and cavalry be no further than 180 at best; flying units may have slightly higher ranges, but would still need to get closer to actually make out the enemy units. If indeed distant units are present, they should be depicted as merely indistinct shadows till a unit gets line of sight on them. This allows for a better implementation of hit and run and ambush tactics by factions which can then take advantage of lightly armoured and highly mobile units that can strike fast and retreat without exposing the main force to the risk of a pitched battle. This also makes scouting an important factor, thereby giving added importance to units such as miners, rangers, pistoliers and mounted marauders, which can function as scouts.
2. A significant reduction to the size of deployment zones, thereby leaving the majority of the map as no mans land. This will also encourage the use of scouts in order to prevent the army from being outflanked and give renewed importance to units with vanguard deployment. This may also contribute to the need to mauoeuvre forces and utilise the rest of the map instead of simply brawling in the middle.
These ideas are relatively simple to implement and would in my opinion add greatly to the Total War experience by increasing the tactical and strategic depth of the battles.
What do you think?