Things have got a lot better than they used to be, in the days when we had to chase a unit all around our rear area before we could destroy it.
Badly mauled units are much more likely to disband now. Sometimes it takes quite a few hours for all the men to completely disband however.
They tend not to route/retreat as far as they used to making it easier to put in another attack.
Miguel also put in that Assault cap code to prevent units that have recently taken a large number of casualties from being used to attack for a number of hours.
It would be good to modify this to include the inability to interdict supply routes, and spot for artillery.
I think what is really needed, and is probably a lot easier option than being able to split all the Coy's into Platoons, from a coding point of view, is a new order called Attack and Pursue.
Instead of placing the attack order on the ground, you would be able to target an enemy unit.
Your unit will then put in an attack on that enemy unit after the usual command delay.
If the enemy unit retreats however your unit will be able to put in another attack immediately, without a command delay, to simulate that the order has already been given to pursue any retreating enemy.
This would have to be used sparingly however as if there was another concealed enemy unit nearby in good health your pursuing unit would be more vulnerable as it was not moving cautiously.
Maybe a combat modifier can be implemented to simulate this?
I think there should be an overrun modifier as well for units that are faster (Armour, Mech infantry), when attacking, infantry, and especially deployed Artillery, HQ's and mortar platoons, making it very unlikely that any of the enemy unit is fast enough to escape the onslaught, dependent on nearby terrain (Armour, and Mech vehicles would not be able to overrun infantry retreating through a forest for example).