Makes me want to do this for the Battle of the Bulge, with 2 – 3 King Tigers vs. a reinforced platoon of Shermans, and/or some infantry with A/T guns and bazookas, backed up by a few M-10 or M-18 TDs (possibly even M-36s), and a few Shermans too.
Was thinking about modifying the rules slightly to permit platoon/section moves, though if the player(s) exercise that option, all of the designated vehicles must move in unison, and not have an opportunity to fire during that turn – can be for road movement, or advancing to contact across country.
Platoons can be split, so some vehicles can remain on overwatch, if desired. Just designate the ones you want to perform a group move, prior to rolling one set of dice for the unit, to see if they get to do that.
Provides for an interesting dilemma for the player(s) as to whether to utilize the option or not. Clearly, group move vehicles are more vulnerable, but if not in contact or line of sight yet, it might be a good choice.
To make it even more interesting, perhaps even during the section/platoon level moves, not all may move as desired. Perhaps have to dice for that too, with varying levels of random success due to the number of units planned to move in the phase/turn, and/or as mentioned, but tied to unit training and experience.
For example, for a 3 unit group, roll 1D3 and the die result is the number of vehicles that get to move. The one that doesn't can either move later, and/or forfeit their move, depending upon the agreement of the players, or desire of the GM.
For a platoon of 4 or 5 vehicles, roll 1D4 or 1D5 respectively, as above.
Add a slightly larger die if the platoon is veteran or elite, e.g. perhaps roll a 1D5 for a Veteran unit of 4 tanks, and 1D6 for an elite one, etc..
Add in some fog or falling snow rules to make acquisition even more interesting, and it could be a fun but deadly game.