Every shell that hits the ground digs a crater - and it stays there for the rest of the match. That includes the misses. Since every unit now hits about 85 percent of the time, the ground around a long fight fills up with the shots that went wide.
By the end of a battle you can read where the lines were from the ground alone: where the artillery walked its fire, where a tank duel happened, where someone held a road for too long.

Turrets now turn on their own. A tank can drive in one direction and shoot in another, without stopping. Every shot kicks the turret back, and both the shot and the impact have their own sound.

Drive a tank into a tree and the tree goes down. It stays there - a trunk on the ground and a stump where it stood. Construction vehicles can do the same. Soldiers and light vehicles cannot: they walk around.
So a forest is cover for infantry and a shortcut for armour. A tank column leaves a lane behind it that everyone can see.

Buildings and vehicles that take enough damage catch fire, and a fire keeps eating hit points until something stops it. Usually that something is the engineer: he can now repair vehicles as well as buildings - and repairs are not free.
Sometimes it is the weather. Rain puts fires out, and a shower at the right moment can save a building you had no time to repair. You just can't count on it starting when you need it.
So the question after a fight is no longer "what did I lose", but "what is still burning".

New explosion effects throughout, with proper fire and smoke. And the intro, the outro and the first story sequence are now real video sequences instead of still images.
Iron Command is a classic base-building RTS in the spirit of Command & Conquer and Dune 2 - on your monitor, or from inside the battlefield in VR. Coming spring 2027. If this sounds like your thing, the wishlist button is right up there.