What looked quite promising last turn has gone a little sideways this turn. My BA is unble to score a hit after several rounds but the 20mm on his Pz KO's one of the crew in the BA. My guys think better of the situation an reverse out of there after taking another couple of shots to the breadbasket. DasT. will know that I am in trouble here so I will try to side step his STuG and Pz and move to the left of the trees to get a possible flank shot in with the BA. This all hinges on how long the BA stays SHOCKED for.
My ATR is being a pest as only they can and peppers the remaining Armoured Car as it moves towards my hidden infantry and gun to the right of this screenshot. I may get lucky and cap a crewman, there is nothing better at keeping enemy crew heads down in there tanks like a ATR.
I am moving my flamethrower team to try to shore up an area that worries me a little as I have no LOS to this area. I doon't know what he would do if he got his armour in there but could wreck some havoc with my low powered guns in a hull down from here. Once he got into my backfield, I could get hurt a bit, mostle my infantry near flag C.
The armoured car makes a beeline for my gun and thinks it can use the clump of trees as cover. My men on HIDE orders jump up and start to raost marshmellows around the area. I do get an ID on the AC finally, a PSW 231, which helps to explain the poor showing from my ATR. My squad most have scored a hit with the molotov as the PSW slams into reverse and out of range of the squad. I don't think that it even fired a shot at my troops, and now it is back in LOS of my ineffective but persistant ATR.
Both the STuG and the Pz II move up quickly through the trees, but DasT. has made a poor move, as he has no infantry to protect his armour. The Pz II is attacked right off and fire breaks out all around it. It does not return fire.
The STuG also is in grave danger, I have a T34 with LOS, and several squads jump up and have a bead on it. The flame thrower team might be close enough as well, but the smoke that I dropped to hide the FT's movement has helped the STuG with hiding from several of my units. Next turn could prove to be interesting, as if the STuG moves forward it will soon be in LOS of my gun with a flank shot, and if it moves back, it will likley get all tangled up with the Pz II as I suspect that it will be thinking about getting out of there as well.
Here at flag D, my pioneers slap around some German infantry that thought they could avoid my gun by staying on the far side of the trees. This could be bad for them. I get 2 enemy squads to go to ground and one starts to make his way back to the Motherland just as the turn ends.
At Flag A, my T-34's get into position and with the help of 2 SMG squads flush out a German squad. It will be interesting to see if DasT. will vacate the woods, If not I will be pouring in some area fire HE from the T34s once they get back in command. The SMG plt. will make a short advance as well, and see what else is in the trees.
The plan is still a go, at flag A I am moving the 3rd SMG platoon around to try to isolate the units there, get them is some form of pocket and close in.
Flags B and C will see my troops doing more of the same. My only concern is that he may be getting ready to drop some off map arty on me somewhere here, but unless it is real heavy stuff, I should be able to weather the storm.
DasT. could be down three pieces of armour by the end of next turn, I'll take two, and be happy, the PSW would be an outside shot. Overall, I think things are going well. Again, I am able, at this point, to split evn this map into smaller sections and not let units pass between them without get all shot up. I think this is absolutely neccessary to restrict movement of the enemy, while allowing movement of your own troops. And it is not the units that he knows about that are worrying to the enemy, but, it's the unknown, if you can absolutely turn back whatever he is using to scout with, it makes him think that you are more powerful then reality may prove. You can achieve this by interlocking covered arcs with your overwatch infantry, guns, and armour where-ever possible so to not give your location away 'till he is in too deep to get out easy. This way the hit is decisive, and swift