Thanks Moon, I wasn't sure if thats what it was programed to do or not. I had indeed pushed him off map. He had a grand total of 4 units left. 3 were Crew fleeing from abandoned bunkers who were pinned down by vehicular machine guns, and 1 was a rifle squad with 4 men left whom I captured.
Well, I highly doubt I'm that good, I haven't played against a human yet and this is my first experience with this scale of combat, so I'm learning as I go (some of the "how to use tanks" articles over at the HQ proved quite useful)
I did get a couple of lucky breaks early on.
There were a number of pill boxes but most had machine guns, the one pill box with an AT gun that would have been in a position to restrict my mobility was taken out on turn two with a lucky slit penetration. I probably would have been stuck for awhile on that obstacle.
Danger point number one came when a Panzer IV showed up, took a beautiful positon screened on two sides by trees so I couldn't get a shot at him, and proceeded to fire cross map at some infantry. Had to pull them back or I would have lost a whole platoon. I rushed him with 3 Shermans a Stuart and a Greyhound in order to get a shot around his trees. The Stuart right away got a lucky track hit which imobilized him and left him broadside to my Shermans.
A third good break occured when second Panzer moved right into the line of fire of the Shermans I had rushed and died from a side turret hit before getting a shot off.
The second danger moment came when the town had more troops in it than I expected (the AI did a good job of not opening fire until I had gotten real close) and my Arty Spotter was WAY late getting me my smoke rounds (the 2 minute counter didn't start counting down for 2 rounds)
Even with those lucky breaks, however, I don't see the Op needing 6 battles or 2 batches of reinforcements to finish. Probably more typically 2-3.
The scenario was by Wild Bill Wilder. Is it SOP to email the designer with play experiences such as this?