Looks like visibility 1 is a whole different game which will take some study.
It is as different as night and day
....
The difficulties of night fighting, before the introduction of night vision aids meant that folks tended to use night for non-active stuff, like sleeping etc. ans so night fighting waws not too commonplace.
A) How to attack in the dead of night (before Night Vision)
A.1) lay a belt of artillery as a creeping barrage and advance very close behind this. ("Leaning into the barrage" in British terminology).
Usually, any enemy you stumble upon will be suppressed, even neutralised. Chop these down in passing.
A.2)
Or simply concentrate on a selected part of his line and overwhelm it with sheer numbers, since his ranged weapons are ineffective at night time. Sure, a few of the lead elements will get slapped about badly, but the follow-on forces will eventually prevail as he loses shots. Attack in columns here, not lines.
A.3) Combine 1 and 2. Make an estimate of his main line position and only start dropping bricks on it when your approaching columns will be 3-4 hexes off. Therefore, your human opponent (the AI wont twig) - does not get the chance to fire a counter-barrage on you.
B) How to defend at night with no N/F:
You are the defender and so if stationary you will tend to notice advancing attackers as they blunder about like a herd of elephants, should they try to approach you by "sneaking up". Form a firing line and wait, if he seems to be trying to advance on you. Use your MMGs behind the firing line to fire random Z-fire out about 15-200 metres from the firing line too. Arrange for your artillery to beat up the approach zone as well. Use your FDF gold spots wisely.
This standing barrage works well even if he is trying to use the mobility attack as in A.2 and A.3. If you have mobility (even little trucks will do) - move your MG teams around every 3 moves or so as they may attract counter fires if they stay in place. If defending they will be dug-in so may not need relocation, and you could also use MG bunkers to hose the approaches in blind area fires too. Use MG bunkers that are not in the main line of resistance (put them a few hundred yards behind, and or off to a flank) so any counter fires on them don't annoy your defence line.
Bunkers are not so good at night, as they usually want to shoot at range, but ones loaded with HE area fire weaponry
might be useful if you have points left over from mines, panzerfaust teams etc (night is good for panzerfausts and engineers with flame-throwers etc).
Watch your mines for explosions, and any clearance attempts and stonk these. I would probably use most of the mines immediately (1 hex) in front of my defence line and to their flanks (in case of outflanking), as well as mining every approach road randomly.
If
he is using the creeping barrage trick outlined above - then as well as counter battery fires, also you can put your own "reverse barrage" just on his side of his creeping barrage, on the assumption that he is "leaning into" his own barrage....
In the defence the MRL is a most useful "assault breaker" so if you have some then don't reveal these to your human opponent by using them for random fires. Wait till you have identified a concentration of assaulters and then "drop the hammer" on these with
all of the MRL you own simultaneously for shock effect.
In addition - if you have mobility (APCs etc) then you can always get out of the barrage path and set up along the shoulders of the telegraphed approach, then move in to take advantage of your own shelling of the reverse of his creeping barrage with a counter-attack of your own.
As the defender though,
don't spread out in penny packets all over the map, as he may concentrate and overwhelm you with numbers locally (the main way for a night attacker to win, really - see a.2). Put out a picket line to get an idea of his main thrust axis and then use mobility to get the defence force properly arranged to receive him.
Also, you can be nasty little swine (especially to a human opponent!) by lining up on the half-way line and then rapidly moving out into the "no-man's land" between you and the attacker, ambushing him in terrain he may have thought "neutral".
Also, some nippy wee scout cars sent around his rear may have lots of fun with his artillery park!
!. Visibility is 1, so he wont see you till he sees you..
Cheers
Andy