1 Take a map of a potential conflict region, take the quantity of arm units that would fight there. Now take away one third as reserve.
2 Look at the force density along an imagined "front".
3 Now forget about that already low figure quickly because the units won't be distributed evenly.
4 Take away a third of one side's brigades and replace it with reinforced Coy all over the place. These Coy dash forward using elements of about small Plt size. Few of them would experience losses, while all others would quickly flood the area and do their job there.
That's worth the price in MCW.

You seem to be glued to the concept of advance against opposition, but that's a stupid force-on-force exception. That's like American Football where players ram each other along a line, not like in European Football where players advance through gaps and don't need to ram anyone to advance.
Now imagine American Football with only four players per team on the same field size. Who would still care about the pushing power of these players?


The obvious counter-tactic if of course the use of a similar dispersion; that's why I emphasize the optimisation of small elements (reinforced Coy) for the low force density (a.k.a. economy of force) shaping mission.
The team with the better low force density units (or more) would gain the upper hand (up to an optimum, for there's of course a potential for over-emphasizing the low force density units in overall force structure).


I don't expect you to agree because the whole concept is material for a 30-50 pp chapter and too unorthodox to be understood based only on a few lines in a forum.