Alsace 1945 uses 2.5 miles per hex, one turn equals one day, and most units are regiments with some battalions and weak divisions sprinkled in. Corps HQs get their own counters with the ability to support two attacks and two overruns, but an unlimited number of defensive supports, per turn. HQs also serve as supply centers and a chit-pull activation by HQ system offers some variety from traditional Igo-Ugo
We’ve played lots of Arnhem games over the years and this had some clever mechanisms. We liked the simplicity of terrain To Hit numbers, even if units tended to act identical. The intrusion attacks are an interesting effort to insert a version of an overrun attack into an area game. Blowing up bridges, or diffusing explosives, adds a nice tension to the pace.