Bit reckless should really wait but we gave this a go
Some artillery should fall on lower 2 Churchill's & supporting squads, more next turn as only a few battles to spread over now.
Need the squads gone to move ATG along channel & deploy (its not a rough hex at the end)
Screen is position before artillery falls with & without smoke -numbers are damage taken.
Pretty much followed opening & AT team lost a man (not shown) despite efforts to reduce fire at it.

My 2 squads that took damage opened the salvo - expected bad result - my pinned vs a ready squad is not ideal. Other was damaged as a Churchill fired at him.
AT Team missed of course - squads & 1 Churchill forced retreat.
Moved MkIV to MG hex (bottom left) to draw fire as longest engagement I could do - Churchill missed & dust blocked LOS.
Bottom Churchill had taken a fair bit of splash fire so risked moving a bottom tank up- Churchill missed & got a it got a lucky hit around 28% for 1 damage Churchill pops smoke.
The other tanks there moved to target infantry there.
StuG made risky move to snipers original hex & MkIV took over - StuG & both Churchills damaged in the exchange.
My top squads fired at infantry somewhere in this then let one shot at top Churchill - no response.
Top MkIV made a desperate move against top Churchill's flank & only received MG fire from it. Hit chance got to 50+% but all missed.
Last StuG & Halftracks moved up deployed & shot at infantry - top one smoked - other killed the squad there.
If the Churchills move they will run into the squads the halftracks dropped. As fast moving they wont do much but it should be enough to let my tanks win.
Back to more sensible play have plenty of time so probably should have just gone for the infantry.