Turn 13 orders cont -
My overall strategy right now is as follows:
1) I want to eliminate the platoon marked in the purple X on my right side.
2) I want get control of the woods circled in orange on my center left.
After each of those is complete, I will advance along the blue lines. I could go ahead and advance my troops now, since they are just sitting there doing nothing (especially on my left), but I am not for a very specific reason. Right now the burden is on him to either reveal more of his units locations in order to save some of his troops, or keep his units hidden and let my superior numbers destroy him piece by piece. So until the resistance is gone, there is no reason for me to advance and give him the freedom to engage my troops and force me to split my firepower.
Concerning my AFVs: I was holding them back hoping to be able to win the battle without using them. Again now that I think he has a battalion I am sure I will need the firepower. The problem is that I am sure he has pesky guns hidden around. The good news is that while the guns are hiding waiting for my AFVs to pop up, they are not shooting at my infantry. So I am going to start moving my AFVs around very deep in the back, trying to give him a glimpse of them (notice the movement order of my M10 at the very top left of the picture above) so he will keep the guns hidden hoping to get a shot at my tanks.
Right side action (map key - yellow = flamers, blue = mortars)
The goal here is still to break this platoon without the use of mortars. Before it was just for fun. Now that I think he has an entire battalion I am worried about HE conservation and want to save mortars for the tough parts (which this could be if he would bring some other assets to bear).
So everybody with LOS is targeting that front center german squad. We pinned him for a bit in turn 12, lets see if we can break him. Sgt Kay's platoon again has orders to toss the satchels - it really should happen this time. I am sending another half squad from Dubbin's platoon (squad marked in green) to assist in fire support.
I am moving my flamers up to the front to watch for a counter-attack (to save this platoon he is going to have to bring more units into the action). One of the flamers is going to walk through the open ground - I am doing that so that if he does have a unit with LOS he will see it is a flamer and hopefully think twice about assaulting. I really want to run the flamer I have highlighted into attack range, but it would require crossing 60m of open/rocky ground (I have the LOS tool showing 60m). Flamers attract a lot of attention, and there is just too good of a chance that one of those platoons will kill him - so he stays. If the satchels work as expected, it should soften up the area enough to send him next round.
In the center: (yellow = flamers, blue = mortars)
I am going to continue to lay heavy fire on that closest MG. I really want to break him and gun him down as he runs away.
My flamer is in postion and is going to roast out the Germans that were hopefully pinned where the marker is. At the same time a half-squad from Lt Hill's platoon is going to assault the area. I am intentionally running him behind the woods and then advancing the last couple of meters - woods tiles slow you down quite a bit and I am hoping to cover most of the ground before I get fired upon. Lt Hill is a good commander so, I am bringing him close enough to stay in control of the half-squad the whole time. But in order to not be too bunched up, I am going to send another squad into that small patch of trees.
Towards the bottom left of the picture you notice I have Lt Beretta highlighted. His platoon has just been hanging back for the last couple of turns. I am somewhat expecting an artillery barrage soon, so I dont want to bunch my platoons together too much. And with his +2Morale, I plan on saving him for the last push to the flags later in the game.
Not going to do much of anything on my far left. I want to wait until I get the patch of woods I circled in orange above.