Turn 13

Fell into that oh so easy trap at least for me in urban warfare of becoming a bit Gung Ho normalcy has now returned.
Its the road networks I think, tempts me to reinforce quickly rather than sensibly & suddenly units are scattered to the 4 winds & cohesion is gone which can be dangerous as your reacting to the enemy & tying yourself up in knots.
Luckily this map has a lot of paved areas so got away with it as vehicles can actually take position because enemy squads do not have ranged AT weapons. This means the Flame HT is far more effective on the Eastern front though we lost the other one to ATG fire as it was moving to take its first shot as shown.
The squads heading for the Mortar were in position to move in for an easy kill.
Bunkers Gun only has light penetration so Sturmpanzer will engage.
Next group has just cleared the area of a couple of squads & AT teams, ATG missed a flank shot so smoked for now rather than find as had enough to deal with already. Bonus arty was plotted on AA Gun here already as we should attack the others this turn freeing the spotter plane to fly again.
Lower Group has finally cleared the area if you look at a previous screenshot you will see progress has been slow.
If we had not cleared the South mine & broke through there we would probably have been here for another turn or 2.
Just cleared 2 other gaps so we are good to move out against the AA guns.
Despite the hold up still on target to wind up in about 25 turns, 17cm Battery has still only CB fired once.
Still using infantry to path find but letting vehicles enter a unentered hex to attack now as that is probably it for the mines.
For an urban map this one is an easy play as no real areas with houses lining both sides of the road. You can leap frog from cover to cover & vehicles can take position on targets relatively easy. No idea if this is the norm for BATloc 111 but I will try it again its great fun.