May I suggest that you weight each terrain tile with the type of units occuping it and adjust the infantry pathfinding so it disperses to adjoining tiles unless the grid has something solid to hide behind.
If there is a burned out tank in that grid, I want them hiding beind it, but in this situation, I want a U shape deployment along the road, facing the ridge. Even if the infantry had rocks and sticks, the tank would be in serious trouble for a broken track or external bad guys fouling the engine.
I do love the individual 3D infantry and adding fluid dynamics for water proves the Dev team deserves all the glory given to them for and since SF.