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TANK WARZ!
At long last, we have a Battle Report featuring the first new map of retail 2.502: Flooded Plains. On the one hand we have COH legend Sepha, playing as Wehrmacht; on the other, as the Americans, we have one Hamilton, whom I’m unfamiliar with.
Rest assured however, this is an excellent match. There’s a ton of infantry that reach elite status; there’s a King Tiger that goes out in a Bismarck-style blaze of glory; there’s artillery wiping out an entire Knights’ Cross squad in one hit, plus lots of dead Panzer IVs. Flooded Plains is still so new that both players are still sort of figuring it out. It’s an interesting map for two reasons: first, there are two high fuels, just like Angoville, and they’re close enough to each player that teching is quite quick. Second, the terrain and resources are quite evenly distributed.
Both players start by tacking toward their high fuels, which I suspect will pretty much be the default opening move on this map. Sepha moves next to secure what seems like a stronghold position at the top mid-region, but it becomes quickly evident that this area doesn’t favor MGs.

Decisions, decisions...
If you garrison the house, your MG can’t hit either the top Victory Point or the nearby Munitions point.

MGs can't cover either point.
If you deploy in the open, it’s tough to cover both discrete routes, which enemy infantry can easily take simultaneously in separate squads. Your best bet is to angle your MG so you cover the top route and much of the bottom.
Sepha is thwarted by Hamilton for precisely this reason; the Riflemen move in two directions, forcing him to keep shifting his MG. It may be a better idea to go for multiple Volksgrenadiers on this map; then again the high fuel income means BARs can come very quickly, devastating your Volks. It’ll be interesting to see how high-level play develops on this map. Sepha goes for an Axis Sniper instead; this is a common tactic for Wehrmacht on building-heavy maps like Semois, where Rifles frequently garrison buildings to hold ground.
If you can pick off enough Riflemen, you can justify the expense and risk of a Sniper. If you don’t kill enough men before losing your Sniper, you’ll have sacrificed time, manpower and capping power.
Sepha’s Sniper is off to a good start, but unbeknownst to him, Hamilton’s spare Engineer squad spends some time placing a mine.
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