Turn 4 end
Not going to draw the artillery unless it impacts on engaged units lets just say I think there is more & our casualty list is climbing.
The Pz Grenadiers are doing there best to avoid it rather than get somewhere at present.

Up North this is looking more like a typical Russian engagement we have Su76s & T-34 76 & 85s approaching.
This is initially going to be an armour clash & if I do not take some out while they are fast moving on approach I am probably going to regret it later.
A - Panther is hanging in the breeze with not great support from the MkIV. Of all the tanks I do not want to loose its him but they are the only ones that can cover the far North. Hoping experience means he hits but we cannot stay there long.
B - MkIV in wood are staying put smoke should clear in a turn or two.
JagPz - should be able to move to engage & realised bottom MkIV should move for a better field of fire, at present just sees a single hex row. He can hit & run from the trees if the opportunity arises.
AT Team - considered moving North behind trees but he is my eyes & they may swing his way for lower Vhexes.
In the South

Moved the artillery here to support the previously mentioned Panther.
Flank move so far by T-34/85s & T34OT (flame) the riders dismounted themselves MG fire is blocked.
Got 2 85's so far & the Pz Grenadiers that deployed near the map edge to avoid arty came back. They were heading for the centre but artillery stopped that idea pretty sharpish.
Confident nearest squad will not make it through the trees so AT Team should go undetected & hopefully will get a kill.
Set all tanks to engage infantry at 5 hex range as I do not want them getting distracted.