This game is pretty unique in some of its mechanics. It is assumed to be played with two opposing platoons.
The first unique part is that there is no traditional points syste. Based on historical data, the two platoons are compared to each other. The weaker of the two gets extra support points (can be spent on medics, tanks, AT guns, heavy machine guns, etc.) to compensate for the relative weaker base platoon.
The next unique part is the patrol face, where players move patrol markers on the board. This represents scouting forces and other pre-battle factors that influence the game. Once two opposing markers are within 12", both are locked down. The patrol face ends, when all markers are locked down. Then players place jump off points, dependant on the position of the patrol markers: a patrol marker can be placed in a triangle, towards your own table edge, formed by the nearest two enemy patrol parkers to one of your own. So not only where you placed your control marker, but also where the enemy placed theirs does matter.
The next unique part is troop deployment, as there are no traditional deployment zones. Instead, units enter the table by being activated by a leader, and then deploy from one of the jump off points that have been placed in the patrol face.
The next not unique but uncommon part is, that players don't necessarily activate all their units. The way this is achieved is unique, though. A number of six-sided dice is rolled (mostly 5), the result on each dice dictating what type of unit, vehicle, leader, etc. can be activated; the dice can end the turn; on 5s you add 1 to your Chain of Command die, once that collected 6 points it can be used for special actions like ambushes which aren't available otherwise. You can also combine two or more dice to get the activation effect of a higher number, thus reducing the overall amount of units they can activate – but this might allow to activate the most crucial unit this phase, they coudln't activate otherwise.
Junior and senior leaders have command initiative values (2 and 3), which they can use to activate other units with. So activating one leader with a die can actually activate 2 other units as well, for example.
Depending on how many 6s you roll, the next active player is defined, who takes the next phase. This might be your opponent, on 2 or more 6s it will be you again. Two 6s means you cannot activate that many units this phase, but you know you have the next phase without the opponent being able to directly intervene before.
The actual game (moving, fighting, etc.) isn't that unique and follows more traditional approaches.
Overall, a very interesting, watched a lot of battle reports on YouTube, got me Polish and German troops for 1939, painted the Polish platoon, but no support and nothing yet from the Germans… and thus never played this game yet.