ORIGINAL: Octavian
Let me give you an example: There is literally no way to find out,EASILY - and without 10 minutes pondering and calculating - whether you are seen by your enemy in other than an obvious situation.
To be honest, I'd consider this to be a very good thing!
Nor is there any intuitive way to tell how small a unit (and how experienced, and weather, and hex and and and) could be, that you yourself are NOT seeing in your vicinity.
This is also a good thing in my book. The more uncertainty there is, the better.
Don´t get me wrong: All these figures may make sense, but only if I as the player have them presented in a way that I can - same as a commander in field - have a glue about whom I would see or would be hidden in my vicinity. [...] I can´t see right now how that should be possible with your three pages of calculations. Sorry.
Note that I've given you a very detailed explanation here. It's a good read to get a basic understanding. In the game, however, I stick to much simpler rules of thumb. My best tip is: if your recon value in a hex exceeds the hexes' hide value, you can pretty reliably tell if there is an enemy unit in the hex or not.* That's as simple as it gets, really. I just wished there was an overlay for it.
I'm for one am happy that this game tries to do things a bit differently. There are plenty of wargames out there that do the same things over and over again. I love that DC:Ardennes embraces the "incomplete information" aspect.
--------------
* In very rare cases where your recon is only very marginally greater than the terrain's hide value, and where enemy units are very experienced and/or small, you might still not see the enemy.