From the bypassed village in the North, a Rifle sqd. opens fire on my right flank, causing some consternation. I pin them with my ACs and send the Sharpshooter around their flank. After he pops a few, they rout into the open and are eliminated. My center is temporarily stopped by a well-situated sqd. that covers their route of advance. I have to wait for the Mortars to take care of that. My left flank is only 200m from the 1st objective and encountering no resistance. Some 60mm Mortar fire hits the woods in my rear. I don´t know where that came from, and don´t really care. 19 turns to go.
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We take Objective #1 and encounter what appears to be the US main line of resistance: 1 1/2 plts situated around the 2nd objective. They are being overwhelmed rather fast and with light losses to the attacking force. Mortars prove useful at pinning the defenders. Occasionally their fire falls short and they pin my own troops, but no matter, since we have all the time in the world. 14 turns to go.
At this point we suffer the only setback in the game: A stubborn US Rifle sqd, even though pinned, manages to destroy one of my ACs at 50m distance! Impressive, though ultimately inconsequential: American resistance is ceasing, and we are taking the 2nd objective and marching on the 3rd.
All US sqds are dead or on the run. As we take the last objective, the game ends prematurely, with 6 turns left! US losses are 128 men and 1 Mortar, German losses are 36 men and 1 AC. I win 2873 : 68 (40:1).
CONCLUSION: Advance/Delay generated games have a balance problem. It´s not a bug, everything works perfectly. It´s not the AI, either: A human player would have been steamrolled just the same.
I think the most important reason why this was too easy was the complete lack of time pressure. It´s the very idea of the Advance/Delay that time should not be on the side of the attacker.
I propose to reduce the turns given in an Advance/Delay generated game by about 20%. This would put a little more pressure on the attacker and give the defender the chance to play a trade-space-for-time game.
There would be no impact on realism: You can easily imagine that the parameters of the wider situation are not stable, and time is of the essence for the attacker.