On the first, I’ve done that. On the second, it might be over powered. Have to play test it.
The first really works best IRL because you need multiple boards and someone with no life to go make sure they are correct.
We had some rules like Fighters could be assigned to scout missions and thus, they could fly 2 spaces out and return seeing everything along their path (and being shot at by AA Guns). Submarines could go out and back on scout to find enemy units (you know, like doing their other main job?)
Turn Order was:
Collect Income (We did this first, you only collected for what you successfully defended over the turn. Stopped trading dead.)
Send Scouts
Combat Moves
Conduct Combat
Non-Combat Move
Place New Units
Buy New Units for Next turn (it is a build order right? You get the units built between turns. I don’t care if you don’t have a crystal ball, no one in the game does and this makes it more challenging!)
Should also mention, you run across a destroyer and it could hunt you down negating your intelligence. Likewise, you get shot down by AA Guns and you stop getting intelligence as well. (Obviously it only affects that unit not the hundreds of others you sent out!)
You automatically got to see any units adjacent to you. Idea here is that you had pickets and scout infantry out patrolling your borders so you’d kind of have an idea what was immediately facing you.