For example, in the Gettysburg scenario, units are brigades, which helps to prevent the brainlock that can result from trying to manage too many units. Each unit is rated with respect to organization, health, morale, experience and quality, and those numbers can be modified by leaders. A firepower number summarizes the overall strength of the unit. Units don't have a facing, but when they are attacked from opposite sides during the same move, they take heavier losses. As a result, I did not miss the lack of unit facing.
Units have two formations, one for combat and one for movement.
Unit statistics carry from scenario to scenario in the campaign, and can improve or degrade depending on casualties, leadership and experience. When hexsides are turned off, the terrain looks almost like a photograph, except that the edges of hills are polygonal because of the hexes. I compared the Gettysburg and Shiloh maps to the Talonsoft game maps, and they are very similar, except that the CWG2 maps look a lot better. The large battles such as Shiloh and Gettysburg are about 75x55 hexes, which is large enough to represent all the features of interest. Leaders Leaders play a very important role in this game.