I bought a rifle coy, two KV-1's hidden and dug in, fortified the slag heap, HIP for 3 MMC + sw+ ldrs, MOL, SAN +1 and booby traps level B. The slag heap with a bunker, 6 trenches and 6 fox holes and 1 dug in KV makes a perfect anchor point for the north. Hall 4 has one guard rifle company, 1 guard smg company, the HMG and 50 cal, plus a 120mm OBA observer the buildings directly north of Hall four to support those troops. To the south the remaining guards smg and rifle coy and the second KV. There is a 76mm infantry gun in the bunker on the slag heap, a 76L in the north buildings to fight off the stugs. And the remaining 76 inf gun+ 76L to the south. The Inf coy I bought to put on the board. So far I have slowed the advance. The snipers and boobytraps are doing their job quite well. After one and a half turns =13 successful sniper attacks, 2 x KIA Leaders ( the 6+1 finally died after the fourth sniper wound, 2 x 8-3-8 squads broken, 2 x 5-4-8 broken and cas reduced(double tap from sniper), 2 x 5-4-8 pinned, 1 x 4-6-7 broken, and 1 x 1-2-7 crew broken. Booby traps have claimed a 4-6-7, and a 4-4-7, both cas reduced, and a 9-1. So far those two things are doing more damage than fir from my squads, though I am really liking the spray function of my 6-2-8. A hex with three 6-2-8, fired at two 5-4-8 in two adjacent hexes(wood rubble)using spray fire= 18 FP for each hex = two broken 5-4-8...nice. The slag heap, has the purchased rifle company, two 82mm mortars, two 50mm mortars a mmg + crew and the hidden dug in KV, plus the infantry gun, and 6 squads with 1 lmg and leader. The building to the north of the slag heap I placed 6 squads a lmg and the atr + crew. So far so good.