And so I feel like I'm playing a dice game. And we all know dice are "random" so a game becomes random.
That's why I've moved away from numeric dice being used to decide meaningful decision points… because they are too random.
So here's where I think there is a disconnect. There are random, unpredicted things that can occur—lightning strikes, equipment breakdowns, getting lost, etc. Model them or not.
However, voluntary and planned actions are not necessarily random. When you "activate" a unit I assume you desire it to act and issue an order. Units rarely execute an order immediately. To get around unrealistic outcomes, like failing to activate for 6 turns in a row, try this.
Roll a D6 for activation:
Ace crew activates immediately on a 1-3, one turn later on a 4-5, and three turns later on a 6.
Veteran crew activates immediately on a 1-2, one turn later on a 3-4, and three turns later on a 5-6.
Poor crew activates in two turns on a 1-3, three turns later on a 4-5, and four turns later on a 6.
I think you get the idea. Modify to your desire.
Better crews will perform more actions in a specified period of time than inferior crews as it should be. It's not entirely predictable or random.
There would be some record-keeping required but it would create a level of realistic FOW as your opponent is unsure of exactly when you'll activate but would have a fair idea. It would be somewhat predictable.
To complicate matters, the length of a turn and the level (1:1, squad, platoon, etc) means realistically some units may be able to perform several actions in one turn.
Wolfhag