Background information- I use double blind rules in MM which is where this battle will take place. I use large maps, frequently a mix between what is put out officially and custom maps- for example, b/c the released KS maps work for this all 4 of the new maps are included as half of 2 maps (2x2 of BT maps) for this battle.
I am replaying a Invasion battle, portions of the 4th Wolf Guards invading Icar against the 3rd Regiment of the 12th Star Guards supported by a armored brigade. Using information from WCSB, ER3052 & CM Mercs the second battle of the attack has the possibility of 5 companies, regimental command lance and two companies of armor (64 mechs & 24 vehicles) against 25 Omnis & 20 Elemental points.
Is that too many units on a 6x6 BT map that will have some canyon walls that are inaccessible for most mechs- east & west most BT maps (so 16 hexes) will have the canyon walls in the center of that BT map size. They will typically be at least 4 to 5 levels above most surrounding terrain.
The other option is to step the forces down to 15 Omnis & 10 Elemental points vs 40 IS mechs & 12 vehicles for the same size (6x6 BT) map area.
that entirely depends how you're going about it. one of the tricks we used to use with doing major battles tabletop on only six maps, was phasing deployments so that you don't
start with full battalions of 'mechs and/or tanks on the battlefield, instead moving them in in phases set a number of turns apart, with the more vulnerable units going in first, and then the middling units, then the heavier, and finally, (if the game lasted that long) the assaults.
that, at least, handles ONE side of your battle.
for the Clan side, it's even easier, you can phase your deployments based on losses, being as Zell favors one-on-one combat and eschews focused fire, even the Wolf Clan's 'liberal' interpretation means you can begin with a binary or Nova, say, in one sector, and only bring in the next if they're defeated/wiped out.
(which also gives your wolf clanners a bit more room to move, as they won't be tripping over one another or having to divert to avoid stacking issues.)
The real artistry is orchestrating it so that you don't have too cluttered a map to see what you're doing, while still presenting a battle that 'could have' happened.
The objective for the defender and the attacker are going to be different as well, and that should influence what shows first, and where. for the Wolf player, the objective is simply to break the defenders while taking as few losses as possible by leveraging their superior training and equipment. for the defenders it can be more complex-delaying or 'bleeding' the Clan assault prior to a counter attack, holding at all costs, and so on. It's been a while since I read the entry.