Well, this was a nice surprise. Just watched this last night. First time I've watched one of my scenarios played in a video, or by players I don't personally know.
I'm glad you noticed my note on the Scenario Archive and used the 4 Stugs version. I really feel that 5 Stugs is too many.
Well-played by both sides, although I agree with Martin that Toby may have made a mistake by remaining in Motion with his platoon at the end. Easy to say in hindsight though, and Toby likely had his reasons for doing that (not my intention to second-guess an expert player like Toby). I'm not so sure this is a 'puzzle' scenario. I see Dave's point, and agree that small all-armor scenarios like this are a good way to refine AFV vs AFV skills. Once you have played it once, it can be set-up and played in probably an hour or so, which lets you try experiment with different tactics, different engagement ranges, whether to stop every turn or stay in Motion (or whether to have some tanks stop and others stay in Motion), whether to go for ESB, whether to chance Bog entering a Woods hex (as Dave and Martin did), and what ammo to use for the Stugs. It's quick and bloody, which is what I like about all armor scenarios.
It's also why this scenario was easily the most in-house play-tested of my designs (and why I was disappointed when the LFT gang decided to add a Stug to the OB). I personally play-tested it ap. 25-30 times (maybe half of them by myself), trying various approaches and tactics. I didn't find a single, optimal 'solution to the puzzle', just several viable approaches (along with a few foolhardy ones).
As an example, one tactic I've tried (to both great success and abject failure) as the Russians is to break off platoon movement on the first turn in order to ESB for enough MP to take the wall and stop. Can't use ESB with a platoon, unfortunately, so it does require a NTC to break off. It's risky, but perhaps not as bad as you might think, as an immobile Russian tank is still a turreted gun platform, and the Stugs still have to get by them in order to exit. The Russians don't really HAVE to move much.
Immobilization of a Stug of course is a different matter entirely. With no turret, they suddenly become a hen in a fox den, and of course the Exit VP for that Stug becomes NA.
I hope you enjoyed the scenario as much as I did watching it. It was a real treat to see players, especially of this caliber, playing and talking about something I created two decades ago. Thanks guys!