Here are the updated FOW/Ref rules (that we are currently testing out)...
1)All enemy occupied hexes(not adjacent to a friendly unit) will be replaced with ONE blank/generic enemy marker for EACH type of unit(see #2).
I was involved in a multiplayer game of Battles for the Ardennes and I want to think that an enemy unit at two hex range was shown as a mech or infantry unit and 3 hexes or more where not shown. This did create a planning issue in that the active players had to give some sort of orders in case they contacted the enemy. The orders could be, but not limited to, Attack, bypass, stop, etc.
2)For Enemy markers, the Ref will use clones of the Artillery Ammo markers. The x10 marker will be used for armor/yellow exploit valued units. The x1 marker will be used for all other units.
3)When a friendly unit becomes adjacent to an enemy marker,(in the next player's turn) additional enemy markers will be added to that hex to reflect the actual number of enemy units in that hex. Also, the top enemy unit in the stack will be revealed to the player.
I do not remember how multiple units were handled at the 2 hex range. It could have been mechanized if there were any Tank, Mech or Artillery units in the stack.
4)When resolving combat, combat values will not be given to the players. Players will just declare attacks and the ref will then give the results.
Combat was performed in accordance to the orders sent by the active players.
We had three German players. I was overall commander and also ran 7th Army. The Allies had a problem keeping players in the game and we ended up losing the ref and the game fell through be we were doing good in the North and probably would have won the game.