Hi Fred
Lull cards are great - always appear when you least want them. The Command Failure card is bad if it comes out early, but not too serious otherwise. It doesn't end the turn, simply that initiative roll. Will explain it further in the next post. I only use this where historically you might want to reflect hesitant, not necessarily incompetent command. As with lull cards, it breaks up the rhythm of your play. It is particularly noticeable when up against a much better opponent with few bad cards and lots of good ones!! As to scale, the basic infantry unit is the platoon (4 figures), so roughly 1:10. Vehicles represent platoons of around 4. Game size, as with Rapid Fire is, in general terms, at brigade level. I tend to be fairly free-floating with the decks and make them up individually for each game, but yes, there are themes. Will try and expand on this in a future post.