I came to these conclusions:
1. I am currently brute forcing terrain (single model, no speed optimizations) and am having no problem getting 60 FPS, so a fancy terrain model isn't neccesary.
2. I'm simulating Russian plains, not the alps. Ground cover isn't going to change drastically through the map. Multitexturing always ended up looking silly.
I started with a multitexturing shader that Nemo Krad had adapted from one of Riemer's tutorials, and scraping out all of the fancy bits to leave a fast one textured bump-mapping shader. It works and its fast, which were my two main goals.
Did you see the Kubelwagon next to the bunker? I was really happy to see that the camo was pretty effective.
I am hoping to get a ROAM sample up this year if I ever get the time to do it.