It is played at the Battalion-level for armor and infantry; and Regiment-level for recon and artillery. The hexes equate to 3 miles wide. For you squad and platoon-level games, you really need to think on a broader scale.
The game plays out 6-days (November 19-24, 1941), in the Libyan Desert of WWII, with each turn representing one full day played... from the opening skirmishes, to the hellish clash on Totensonntag, the Sunday of the Dead.
The game has one scenario...the six days.
You setup the game with initial troop deployment in certain areas in order to begin Turn 1:
The DAK assets set up initial forces onboard of....
- The German 21st Panzer Division, deploy in the Northeast side of the map, in or within one hex of Gasr al Ared;
- The German Africa Division, deploy in the North sector of the map, blocking the way to Tobruk (a main victory objective);
- The Italian Ariete Division, deploy in the Northwest sector of the map, in or within one hex of Bir el Gubi;
- The German 15th Panzer Division deploy, with a Recon battalion anywhere in the middle of the map rows E - O.
The Commonwealth British 7th Armoured Division has assets onboard of....
- The British 4th Armoured Brigade deploys tanks in the Southeast sector of the map, in Gabr Seleh, with support units within one hex;
- The British 7th Armoured Brigade deploy to the Northeast of Talb el Asem, along with elements of the British 7th Support Group;
- The British 22nd Armoured Brigade deploy in the extreme Southwest.
Note that the map above is a Big Picture view of the aforementioned units, set up according to the scenario, with placement of my judgement (some units go in a specific hex; and some are placed at your judgement in specific areas).
The game also has Optional Rules for aircraft.
After the first turn, Reinforcements will arrive for each side:
The DAK assets set up....
- On Turn 2, the German 15th Panzer Division deploys units along a 3-hex span on the Northeastern map edge;
- On Turn 3, the German Artillery Command 104 deploys units on the North map edge to defend the road to Tobruk.
The Commonwealth assets set up....
- On Turn 2, the 1st South African Division deploys units of the 1st Brigade to the Southern map edge, Southwest of Talb el Asem; and...
- On Turn 3, their 5th Brigade deploys units to the same location;
- On Turn 4, the 2nd New Zealand Division deploys units of the 6th Brigade near Gasr al Ared; and...
- On Turn 5, the New Zealanders' 4th Brigade enter around the same spot.
STACKING; Note that a hex can have up to three units in a hex total. Stacking is checked at the end of every Impulse. There are some instances where something happens on the battlefield where a hex may become overstacked (more than 3 units within), and it is the player's responsibility to make sure it is brought to 3 units before then end of the impulse in which it becomes overstacked, or else the owning player will have to destroy units until it is brought to three units!!!
You can rearrange your stacks during any friendly player Impulse, or in the Night Impulse.
Order of stacks is important because, in Assault or Overrun combat, it is the top unit that will suffer any damage. Yet on a Barrage, Artillery Battalions can attack any unit within the stack.