Was thinking about this today. Looking at how neat a hex based game is and how chaotic this game looks. It then got me thinking is it right it looks so chaotic (I know hex based gaming is totally different)with units ontop of each other, I mean that means the footprint overlaps and in effect the coy's are getting all mixed up on the ground. So maybe the game should stop any unit getting to close to the next one if the footprint overlaps, obviously friendly units only. The only time the units would mix is if in a retreat or poorly led..maybe the game could be coded for this.
Well, first off, war is typically chaotic. Games may not be so since the programmers adjust the reality of war to suit their capabilities to emulate the conflict.
If Command Ops happens to appear chaotic, perhaps it means the system mirrors real war (adjusted to a 100-meter defining grid).
Battle maps from World War II combat descriptions I've seen show the boundaries between major units in the battle (suited to the combat echelon story the map is supposed to support). Doesn't mean that wing / flank units didn't stray over the line, but that the commander for each formation subject to a line is supposed to align the commander's operational objectives / command initiative to areas in the zone assigned.
So, in Command Ops, footprint overlap for the human commander depends much on how the commander defines frontages for units he / she controls, and where he / she sites the unit assembly point in relation to others while issuing in orders within his / her command.
If a whole division is assigned an attack task on an objective, there's guaranteed unit overlap during the approach / attack, since a division's footprint generally exceeds the area that is defined as an objective.
If that same division is assigned a defend task, units will spread to support the footprint width and depth defined by the commander (or the automatic footprint if the commander isn't interested).
In all, I'm not always happy with unit overlap, but in the end, that overlap depends on how I assign tasks within my command as opposed to a fault of the game.
I don't look for the software to bail me out with a hex grid system (which also includes overlap if more than one unit is assigned to a "hex.").
I'd like maps defined at a more refined measure than 100-meter separation between terrain sampling points for the map to help with my control decisions, but 100-meters is typically the front assigned to a squad, and Command Ops typically doesn't provide for an order of battle with units much below the platoon level.