I think for any big game to be playable, it needs a good level of abstraction. It’s far too easy to get too much detail, which just makes everything bog down. I’d love to do MG at 1 base = 1 battalion but suspect it would be unplayable - but Sam Mustapha’s new operational rules might make it possible.
But that abstraction can’t be too high, if the local players recognise the terrain and can point out places!
Yeah we were looking at Mustapha's new rules to play with this stuff as well, IIRC it is designed for squares but who knows, may be an easy conversion.
The map is not only abstract, but also not scaled uniformly. Partially to spread out the important places across the play areas, partially representing how long it took to cross rather than how far, I expect. It should be noted that the type of terrain and the route of the roads does also change how long a unit would take to get from one point to the next, but all the same this is quite the discrepancy.

Which isn't a bash on the scenario, it felt right during our play of it and those familiar with the area still found it recognizable to a satisfactory degree after all!
EDIT: Looking again the first section is 4 road tiles long. A tank starting on the road can do that in one turn. The second section is 5 road tiles and a city (which stops movement) so that's at least 2, probably 3 turns. Using that metric rather than exact hex distance it means each turn of movement in distance is worth 15km quite accurately.