Nikademus ive never played a war game but Ive seen them on television, they should build absolute cockups into the rules It seems to me the bigger the ship or fleet the easier it was to be missed or wrongly identified/classified. Langsdorf used to rely on it when approaching merchantmen as I remember, his ability to sink ships without killing anyone or them sending a warning must count as a plus on his tactical nous.
"cockups" are built into the Storm Eagle Studios games "Jutland" and "Distant guns" (the later simulates the naval aspect of the Russo Japanese War). In addition to damages impairing one's ability to control, increasing use of micromanagement controls on a per ship level can lead to formations getting disrupted and impairing command and control. Getting out of visual sight of a division leader can lead to loss of control (for the player) Basically more is less which is how it should be for the C/O of a squad/fleet etc.
Older wargames like Warship and Battlecruiser from SSI incorprated hardware cockups from damage and weak armor/fluke hits. Great fun.