Ok, here we go.
Well, all the maps are from the woods at the bottom of the map for reference purposes.
I made some mistakes in picking ER's strategy, i picked his forces pretty good (just didnt count on there being so many of them!) but i thought he would defend the middle of the flags as well as the actual flags themselves.
I did this against POS - i had guns crossfiring into the flag areas.
Anyways, as it turns out ER did not do this at all, he did assign a certain amount of forces to each flag, with orders to stand fast and inflict as many casualties on me as possible.
So, first map - about 2 turns in i think:
From left, is the initial town assault units and forward scouts towards the marshes.
IIRC 2 x Airborne SMG pltns and 2 x Airborne Rifle Pltns - the T34's behind them are to sit and wait
In the forest is 4 x SMG pltns and half a rifle Pltn, to the left is a 82mm spotter and reg 82mm mortar, they provide some fire/smoke support to the town and marshes and the trees in between.
Some scouts and mortars cover the sailing club - scouts to see who is there, mortars to provide support once I assault there - 50mm + 82mm, with good LOS to all the trees on the far side on the lake (ended up being a bit of a waste because his units in between the lake and the woods and my side of the lake - where they couldnt really see)
Hills south side, 1 x airborne SMG, 1 x reg SMG pltns - Hills North side 1 x rifle and 1 x airborne SMG - these guys were all split, mainly because i thought i would encounter ER in the woods on either side and didnt want to take to many casualties crossing the open ground - but what I think this did was give ER the impression huge amounts of infantry were pouring into the area - the airborne SMG's come with 4 x 11 man squads, so split up give 9 markers per pltn, multiplied by all the units would give huge 'contacts'.
There is a T34 behind the trees, again, he is to wait.
Up top we have 2 pairs of SU-76's - the left hand pair open up on the academy along with the lmg's, split squad, and coy hq - who are the decoys - i wanted ER to race any AFV's up this way, but instead they came towards the hills.
The SU's were always going to try and provide cover with the railway station assault.
On a few turns to turn 5 or so:
The town assault starts, i lost a few guys early here, not expecting every bloody building to have guys in it - while some scouts start reconning the trees in between - i wanted them clear before moving my T34's around.
I'm probably dropping crappy 82mm's on the town by now (should have been bigger!) and i think the next turn a t34 starts area targeting the trees behind the town to make sure its clear.
In the woods we encounter a couple of pltns of German SMG's - and envelop.
Scouts advance towards the sailing club.
Hill assault starts from the south with mortar support (1x82mm and 1x50mm) - the north is not in synch so its tough going for the south assault.
The pltn heading south of the hills ends up getting disrupted by ER's hummels and grilles appearing on the runway, and end up backtracking.
The SU's up top are still laying waste to the academy, routing enemy units out, and towards me - the reason for this is because the corner buildings cannot exit into their adjoining buildings, nor into the square in the middle, the only way out is towards me - i didnt stack the corners against POS because of this, so its a turkey shoot at first.
the other 2 SU's are still hiding.
Turn 10 or so
T34's all lay waste to the trees (nothing is in there
) and the assault on the town is bogged down due to me mis-timing the smoke and underestimating enemy resistance.
The woods are cleared, the remaining blue you can see are all dead by the end of this turn - the talking point here is the lone vet smg squad on the right hand side of the woods, he heard something in the scattered trees and has snuck up to the edge of the woods -- i send the scouts forward towards to the sailing club to draw out anything and sure enough, some guys sit up in front of my SMG squad - even tho ER has set them to tiny cover arcs and hide - they still sit up from what i can see.
So the SMG squad opens up and rout/kill a HMG in 20 seconds, then finish off the LMG next to them 10 seconds later.
We talked about it for a while, cos ER still couldnt even see my squad - at all.
FOW
To the hills, the south assault gets some T34 support, and the north squads are now close enough to start providing long range support while some break off to start scouting the railway station.
I also send a SU around to assist the north assault group, while my academy attacking SU's peel off once i realise the academy lure has failed and everyone has done what they can.
turn 16
T34's help with the assault on the town and greatly help here, laying waste to the church and then hovel after hovel, getting my assault moving again - scouts start serious recon against he marsh while smg's from the woods start clearing the flank of the assault as i figured ER would have sent reinforcements here.
Pltns of SMG's start surrounding the sailing club.
My t34 has been knocked off (the cross) - this was a classic case of me spotting an ambush situation, and then mucking it up.
the other cross is a SU from way up north, who ive raced acrossed the map in the hope he can flank ER's hummel and grille ( i had already fluked a shot on another grille taking it out pretty much where my SU gets flanked by another hummel i didnt know about)
So lost 2 AFV's that sound, which i wasnt happy about.
Hills assault is now tough as hell, but because i have flanking forces, im making headway.
The recon of the railway is slow going because i only have 1 SU left with any decent amount of HE left, and he cannot shoot every tree ER has guys behind!