The next turn does not offer anything technically interesting so I will not discuss it. The last turn of the campaign sees the Germans on the defensive. The key to success for the Germans is in the deployment of their units.
I also played as the US forces in this campaign. Command of the HMC T10 platoon is a fun exercise. This model T10 was designed as a mobile howitzer which could be pressed into service as an anti-tank gun (ATG). So primarily against infantry, light skinned vehicles, buildings and so forth.
However, early in the war it was not uncommon for the western allies to have to make do with the tools they had and units like the T10 had to fight above their weight division. This leads us to an interesting discussion on the employment of ATG. Firstly, they are not tanks! When all you have is T10’s it is tempting to try to use them in that way – mobile, aggressive – the tip of the spear.
In this scenario, the T10’s are on the defensive, which is the anti-tank role they can perform if they have the M66 HEAT rounds. The initial deployment of units when in defence is critical. And in early-mid WW2 when anti-tank weapons were primarily guns, the siting of anti-tank assets was the axle around which the defence stood.
The defence has the initial advantage of being stationary, so all things being equal they should see the enemy first. If the anti-tank defence is well sited, the first time the enemy knows of its presence is when it fires. So the defender’s decision when to open fire with ATG and MG assets is equally important.
Above: Waker’s HMC T10 looking towards the Germans likely line of advance, with the area of sight tool. The map is in operational mode. It is reasonable to guess that the German advance will follow the road, leading to lower left.
Not the absolute worst deployment site. The immediate front has some protection from rising ground and has great line of sight to the left and right. Unfortunately it also means the enemy reconnaissance forces will easily spot the T10 and inform their anti-tank assets there is a plumb target ahead. This is not a spot to site an ATG.
Above: what about this one?
This is a tough map for the defender, while the above is an improvement, we would only fight here if we absolutely have to, has the same issue as previous example.
Above: the best of a bad bunch?
In the image above, the black line is the road and likely enemy axis of advance. At least Waker has protection to his right (defilade) and, with a little luck, the possibility of a side shot (enfilade) onto any vehicles on the road. (Should have tried ambush ['B'] here but forgot about the command!)
Now that Waker has a site the next big question is when to open fire. It could be achieved using Stay concealed [Ctrl+G] but that means the player would have to "unconceal" at the right moment. A better option would be to use the Fire sector [V] tool in the Fire control panel. Waker's goal is to bag an enemy tank, so At Infantry [Ctrl+H] should be deselected for all units. Do not want a unit firing prematurely. Once the shooting starts At Infantry should be selected.
The next issue for Waker is egress. Looks a little grim in that regard. When in a defensive position such as this consider using Reverse [Y] after firing a number of rounds. The enemy will zero in on your defensive position and sometimes even a little movement can save your unit for another day/shot!
It is not necessary to fight to the last pixel-trooper, in fact, undesirable. In this situation, if you bag a vehicle consider it a moral victory and withdraw (exit from the scenario). Take your units to the next scenario in the campaign turn, you are going to need them!