Since a few people in the other thread mentioned that they are slowly preparing armies, I figured I'd shed light on how that works.
You have two types for elements: Units and Attachments.
(If you have played 5Core Company Commander, this is basically squads and specialists, writ large).
Units
Units are company sized forces and are the elements you move around, fire with etc.
You can also treat them as what I call "Company Equivalent Strengths". For example, if you were playing a Gulf War game, you may reason that it takes 2 Iraqi companies to equal 1 Coalition, hence each stand represents 1 Coalition or 2 Iraqi companies.
This is a bit more abstract but it's an option for people who want to use it.
The unit should range from 1x1 to 2x2" and ideally have several figures on it (though exact figure number is not a requirement).
The unit types are:
Foot Infantry
Cavalry (for guys keeping it old school)
Motorized Infantry
Mechanized Infantry
Tanks
Mobile troops
Gunships
Air assault infantry
Evac helicopters
A unit is one stand, comprising both the dismounts and the vehicles. Hence, the ideal modelling set up is a mix of infantry and vehicles on the stand though you could use just the vehicle models to save cost.
Mobile troops are light, fast forces in Humvees and similar. Heavy on firepower and expected to take combat actions but light on resilience. The guys from Generation Kill basically.
Unusual units
These are fringe cases that are either non-combat troops or limited usage.
They include Garrison troops, light troops (various guerilla forces, paramilitaries and militia), supply unit and your brigade headquarters.
You'll need at least one HQ stand. I use a few trucks and some infantry but you could use little tents or anything else. It's a mostly stationary, non-combat element.
Attachments
These are smaller, platoon size elements that are put with your companies to provide support.
They can represent a concentration of weapons, extra weapons being available or cases where one side has weapons the other does not.
This is a pretty flexible approach since some players will prefer abstracting away most of the battalion support gear, reasoning it's dispersed throughout the battalion, and others will want everything on the table.
The attachments are:
Infantry support (MG, AGL, technicals, direct fire artillery, assault guns etc.)
Anti-tank (could be towed guns, ATGM, a tank platoon supporting an infantry company, tank destroyers etc)
Mortars (additional medium and heavy mortars)
Recon (you know what this is. Can be deployed to slow down the enemy)
Engineers (helps cross terrain and rivers and assault fortifications)
Heavy tank platoon (big, chunky death machine tanks)
Specialist troops (close combat bonus, anything from flamethrower tanks to special forces dudes or ww2 tank riders)
Urban assault (troops upgraded or equipped for urban warfare)
Air defence (any number of local, light AA units)
The default is for attachments to be about half the size and to have visibly fewer models than hte unit, to make distinguishing them easier.
The exact physical shape isn't too important, as attachments are primarily markers to indicate a capability. They are not independent combat elements (though some can be deployed to trigger an effect based on the spot they deploy to, such as recon)
Additional stuff
Local artillery support will require some markers, best made by a gun or two on a small base, similar to an attachment and working in a similar manner.
These artillery markers are used to show which companies are benefiting from defensive artillery fire.
Airplane models aren't needed but if you have them, you can use them mark where air strikes are aimed.
Hope that helps.