Here is the strategy:
POS loves to zip to the flags with his tank riders and then hide them all at the back of the objective flags so that you have to come onto his turf and get blasted.
Infantry getting to the front quickly is key, but not if you get them shot up in the process.
In the West I have one platoon of infantry moving forward with a Captain (acting as spotter) and a mortar.
In the Center I have a platoon of Tigers with tank riders and 2 platoons of infantry. Make sure that all heavy weapons and panzershreks are loaded on board first as the infantry squads can leg it faster. The key goal here is to roll up the road out of LOS and then squeeze into a 4 tank keyhole on the church flag and beyond.
In the East is my flank defense (as my center tanks have to expose sides on the road). One platoon of Tigers and 1 platoon of infantry.
The overall strategy is to get in quick just out of LOS of any of POS's first and second round speed movements and deposit my infantry in a solid line ahead of my tanks to screen against Mick's own infantry.
The green arrow represents the crack sniper. He will move quickly up to the front to establish LOS from either the 2nd floor heavy building or the woods between the east and center flags. All other infantry movements after initial deployment will be concealed by using sneak commands.
One last tip, the 2nd infantry platoon in the center (with MG's and shreks on tanks with the first platoon) will start on a run command. This will get them down that road very quickly. One infantry squad from the first platoon has to leg it as well as 2nd platoon's heavies are on the tanks.
So far the strategy is simple, move assets as close to the line as possible but maintaining concealment. Armor will not move once it gets to the initial set up positions and the infantry has moved forward to ascertain Mick's movements. Tanks are in overwatch for now.
The blue arrows of course are simply the three ways that Mick will advance. In all of his AAR's he has split his armor into two platoons, so I do not expect anything different.
This is the end of beginning strategy, the next few turns I will get more tactical, using terrain, objectives, movement tricks and LOS attainment explanations. I'll also point out the keyholing tricks that Spike uses and evaluate how to defeat this tactic.
God willing that I do not lose any Tigers early to immobilization (one of the reasons you use roads all the time with these beasties), I should hopefully enter turn 2 or 3 intact.
This is a 20+ turn game, so there is infinite amounts of time here for such a small map. NO need to rush or make bad LOS decisions.
Cheers!
Leto