Glad to Tgunner hope you find something to adapt.
As you saw in the test I'm using UE's (Unidentified Enemy) and SUE's (Stationary Unidentified Enemy). Which depends on the mission. Scout and Attack missions = SUE's. Defence and meeting engagements = UE's. The only difference is SUE's don't move prior to being spotted and can be dug in.
All these have simple throw a D6 50% chance of being enemy troops or not when spotted. Spotting for me is 24 inch UE's in cover and 36 inches in open but you use what ever suits your rules.
These first two simple mechanisms result in two things. The 50% chance, be nature, can result in wildly swinging fortunes easy for a patrol to find nothing then get ambushed when you think the table is empty. Or start scouting a table and find you've woken up a hornets nest have to retreat before being wiped out. (I like campaigns so these misfortunes are more important than in a one off.)
The spotting rules make you inclined to maneuver when attacking or patrolling. Because you want to avoid activating too many enemy UE's at once. (Like my Fire team A in the training game that got pinned in the open by two poorly trained and armed Militia teams even though it had the support of the AFVs and the HQ.) And also attempt to gain cross fire over a UE position so if it does activate you can cover your friends.
Step 1. You need to have or create an Army list for each Force or Nationality that tells you what makes up a Squad, Platoon or what type of MBT and support weapons they use etc. (For my Imagi-Nation I'll probably have different lists for the Palace Guards compared to the Infantry Battalions and then the Marxist rebels etc.)
Step 2.
I have two different Random Out Comes Tables if the dice say a UE has enemy troops. The first is a small, very simple one for platoon strength foot patrols. The other one used for Attack, Defence and Meeting Engagements includes Major or secondary fighting vehicles, Artillery or Air support or counter battery fire or Air interception and the usual infantry and platoon level support weapons. Both sides can receive reinforcements as well in these missions via tied Initiative roles.
Plus every time the enemy throws a 6 for initiative, in any mission, they get a another UE reinforcement. This is to help discourage the crawling along and just ganging up on the SUE's.
I'll copy out the small simple foot patrol Mission incase you'd like to try. If you want to see any of the other 3 missions let me know.
Mission- Scout.
Objective- Approach within 12inchs of enemy reinforcement point. Avoid 33% loses.
Force- One Platoon of Infantry on foot.
Enemy- 6 SUE's in cover not dug in.
Initiative6 UE reinforcements only.
Spotting 24inch in cover or 36inch in open. Spotted then D6 4,5,6= enemy troops.
Random Outcome for Scouting mission. D6
1,2 or 3= One squad 4= two squads 5=Platoon HQ 6=50% chance belt fed MG or 50% that forces best infantry AT weapon.
If you get a UE reinforcement then they randomly move until they can shoot you. D6 6,5 move towards nearest enemy halt and shoot if possible. 3,4 Halt go over watch 1,2 move towards nearest cover to side or front unless in cover.
Activated enemy troops who are being hit and can't respond even by moving forward will retreat until safe.