As Pijlie hints at above, TSATF (The Sword And The Flame) was conceived specifically for the purpose of enabling "Native" forces to use rough terrain to their advantage for hidden deployment and hidden movement, creating opportunities for ambush by both fire and melee, as well as opportunities for "hidden" redeployment.
The "European" player knows at the start of a game that Rough Terrain "Areas" may hide enemy forces, and can't be sure if they do or not until they scout out a specific area -- or are attacked from it by fire or charge.
It's true this doesn't address the question of hidden or unknown terrain features, such as the interconnected nullahs at Maiwand, which the Afghans used like trenches to surround the British, but IMHO that is an issue all eras of miniature wargaming (at least up until the arrival of aircraft and radios) suffer from: players seeing all the terrain on the battlefield in perfect clarity, all the time. This can sometimes be successfully addressed in scenario-specific ways by the GM, at least if you are fighting a fictional battle where the players won't already know the lay of the land from history. But returning to the TSATF, I think it does a good job of creating a miniature version of asymmetrical warfare on the tabletop via a simple and elegant method. All the terrain is visible for both sides to see, but the European player(s) don't know which rocks, scrub-brush, woods, wadis/arroyos/nullahs, rocky hillsides or reverse slopes hide enemy forces... and which do not.