The first segment of the game, Fall Weiss, is essentially the introduction to the game. Moreover, it introduces the first method of play - you command only a single unit, probably a tank.
That isn't to say that you're the only one fighting, but rather, far from it. I want to capture the idea that its a war and you're just a drop in the ocean. This is one of my themes for the game (the idea that one person, or a small group of individuals is powerless), and I'll try to express it not only through the gameplay itself, but in the philsophical discussions during and between missions.
The problem with this is that the player shouldn't be allowed to rely on friendly units to get the job done; though forcing the player to achieve certain tasks is detrimental to the aforementioned theme, it is necessary to achieve gameplay. Though the AI friendlies are there and fighting, they shouldn't be able to do all the work. I mean, you're part of an army, so it doesn't make sense for you to do all of the work. But at the same time, it wouldn't be a game if you could just idle and automatically win.
I haven't really figured out a solution to this critical problem yet; but I want there to be a feel of a controlled chaos - how I would imagine the battlefield. Its a meager attempt to supply some level of immersion, but I haven't mulled over it enough.
Any ideas on a solution? How do I make it so the player seems insignificant and has to meet mission goals? I have a few ideas mind, but I'd like to hear some input first :]