Turn 12 start

Planes are gone as are the ATGs finally, the artillery did its work we are in the area South of the road without casualties despite encountering infantry.
We managed to catch the routing units though they seem to be going through the woods now.
Lost yet more transports as AAguns opened up in the AIs turn killing 2 halftracks, they are the only good order enemy units.
The MkIV's are again useless as the AA guns have AP7 so the Panthers will swing round behind smoke to take them on, the top one can also come under fire by infantry in relative safety.
SOUTH
The treeline should protect from flank shots till we pass it so arty will be replotted to try & cover the West edge, hopefully suppressing enough so any shot from there misses.
Probably need to smoke area North of Centre VHexes to split it up but tanks may be able to do that. Resistance was just a couple more Baz Teams here no squads detected.
Some infantry here will mount up & move North in safety East of the tree line to get more eyes up there.
Once US artillery stops falling FOO & HMG will take up position in the South, the US 3 105 bat plus several on map units.
Perhaps its the fact I treat the MKIV's with kid gloves due to the glass jaw but it occurs to me tank losses have been surprisingly low this campaign. Remember I had the most damaged armour ever in the 2nd battle so maybe being lucky with them.
Being able to engage at greater range than the MkIII's will account for some of it & the smoke rounds are a big plus.
If only I could look after the transports as well I obviously take riskier moves with them in effort to move infantry up as eyes.