DEFENDER: GERMAN
The fortified locations should be spread across the mapboard to thin out the advancing marines. The British force in the east comes on late and is channeled close to the board edge. Therefore, the northeast corner is selected to be the place for the final stand. Do not forget panzerfaust capabilities to keep the tanks at a distance.
Fortified Locations: CN3, CL4, CH4, CE4, CE5, CD3, CB3, CL4 & CH4 will be hard to spot.
Wire: Along the road from CG5 to CA3 Protecting 4 fortified buildings in northeast.
Mines: (4) 6-Factor hexes CD1; CC2; CB1 (Making it hard to close on wire) and DB4 (to hit units exiting building).
Roadblock: Hexside from DG5 to DI5 to obviously discourage vehicle traffic up the center of the board.
AT Ditches: CI2, CF2 (to prevent vehicles from skirting around the large building complex threatening to run over wire for clearing. CD0(DD5) to prevent use as a prime vehicle location for a fire base on the locations on the other side of the wire.
Selected Rubble: DK5 to allow fire into DL4 orchard; CL2 to allow fire from 1st level CH2 at units coming along board edge to CN3.
Units all setup concealed:
CH2: (2nd Level) 4-4-7 9-2 HMG (boresight DM2 -2 DRM at moving units) Can also see DN1 & DO1 but not DN2
CO2: 2-3-7 MTR defending DO4
DK4: 4-4-7
DN4: 4-4-7 LMG
DM5: 4-4-7
DJ4: 4-4-7 (2nd Level) see over orchard
DI5: 4-4-7 LMG sight down road
CL1: 7-0 for stragglers
DC4: 4-4-7 LMG back off & up DB4 suicide delay
CE4: 4-4-7
CD3: 4-4-7
CB3: 4-4-7
CD4: 8-1
CA2: 2-3-7 MTR defending DA4 alternative way out of building after mines are found
DE4: 4-4-7 HMG (boresight DC2 +1 DRM at moving units) withdraw to CE2. Watch DK1 & DL0
Units on front line in the west conduct delaying withdrawal down row of wood buildings to man fortified buildings.
The 3 squads and the leader in the northeast are basically out of the game for delaying the advance but should more than make up for their absence in making it hard to cross the wire and enter any fortified buildings (good skulking terrain too)
Notes: An interesting ploy is to rubble CI3 (non-stairwell hex) and then fortify 3 levels of CI4 forcing the marines to scale the building to get into the top levels. This has been nullified in tournament play by special decree. Consider a variation where a fortified location on the northeast is up front in DE4 to provide extra cover for the HMG position and forcing the British to send some units over the gully to take it (and hopefully some casualties).
The key to the assault is smoke, from the commandos (2 placement) to the tanks with the main armament smoke capability, smoke dischargers, and the smoke mortars. Coupled with the mild breeze from the north (which could change direction in the scenario) the British will be able to smoke up a large portion of the playing surface. There is a lot of time so there is no need to rush the attack. Great leadership, every substantial stack can be led on the attack. The tanks can be used to clear wire at the risk of bog.
Turn 1 Group: German can have most of the hexes for movement locked up. Therefore the bulk of the force must go thru DM1 into the building. Split force somewhat towards DJ4 and DN4; DN2 good base for assaulting DN4. Must use smoke for reducing casualties on the first turn DN1 & DM2 & reduce boresight advantage. By necessity must forge on large L-shaped move (to the north and then turn west).
Turn 2 Group: Tank bypass move into DD1 and drop mortar smoke into DE4 or DB3. Can also sight CH2 for HE or smoke round. Fill building DC2 ground & 1st level with troops for returning fire. Advance large group into DB1 for assault through smoke into DB3.