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.