NSPoint is extremely useful when it comes to things like this. Each gameobject should have it's own location. You could store these gameobjects in arrays, one for each player, one for the whole game, it's up to you.
I will warn you that this is a huge project, not only codewise, but content wise, and requires lots of back and forth work while balancing the game. You should really try a few smaller games before you go after this one. Nothing is stopping you from diving in, but you are going to hit a lot of walls and write some serious spaghetticode if your first game is something this large. I would suggest starting with something like checkers, to get the turn based side of things down.
This is all coming from the guy who is currently writing a roguelike as his first game project. In my defense it is relatively straightforward, but there are a lot of things I was not expecting, and something as simple as calculating the sight / fog of war taking obstructions into account uses complex algorithms. I don't regret picking a roguelike as my first game, but after seeing how complex even the most basic concepts can be to implement, something like a turn based strategy game is simply something I'll leave to the pros for now.
If you're currently having trouble thinking of a way to not only create the units, but represent the map and store the locations, what are you going to do when it comes time to code in research? cities? production? resource gathering? A random map generator? Trajectory calculation? Hit probability? Armor? Mobility? Line of sight? Random events? AI?
I'm not trying to crush your dreams by any means, it's just that the genre you picked is more complex than it seems. Your brain will overload and burst at the seams. (I could continue rhyming on topic, but I will refrain to remind you that you should really try something like checkers first.)