This idea was spurred on by the famous failures during the Gallipoli campaign by the British and ANZAC forces during WW1. To quote The Gallipoli Association:
When Sir Ian Hamilton and the Mediterranean Expeditionary Force (MEF) arrived in Egypt in late March 1915 to plan the military operations at Gallipoli, the only map they had available to them was a War Office 1908 map [...] of Gallipoli. [This was] originally based on a French survey performed during the Crimean War of 1854 [Source: https://www.gallipoli-association.org/campaign/maps-of-gallipoli/]
Due to such old and outdated maps of the region, errors with terrain and relative positions of landmarks created constant issues and devastating losses to landing forces. In the best cases, troops would be forced to re-route as crossing simply did not exist or a hill/mountain was not where it was suppose to be. In the worst cases, this would lead to significant casualties as allied forces would fail to identify enemy positions or be stuck in position where the enemy had tactical advantages.
As such, while the "advanced intelligence" is a nice idea to give a player a boost, I think the even more fun idea would be to provide INACCURATE maps. Who is to say that the maps provided by high command are accurate in any sense? Perhaps we are operating in a very foreign area. Or the area is not well documented due to the region being largely inaccessible to recon (ex: heavy flak cannon presence) or simply having not been surveyed in several years. This would provide faulty intelligence as, while one might think that a hill located in one area, which the enemy would naturally be using as an artillery base, it is in fact in another grid location.