Hi, I've been playing the above scenario as Axis and note the following problems- lll Bat PzG HQ launched a combined arms attack to secure primed Habiémont bridge from the south, west of the river. They were opposed only by an M10 TD unit. Infantry and engineers stood back from the bridge while armour advanced. Armour then hid in a wood while a single mech infantry Coy attacked the TD unit. Eventually a Pzg coy attempted to capture the bridge and un-prime it while the engineers waited. Attached mortars and leIG unit did not fire on the TD at any time. When two armour coys manually destroyed the TD, the engineers then approached the bridge. It seems that units do not choose tasks appropriate to their roles and abilities. Moving units tend to remain in road travelling formation much longer when they encounter an enemy unit. A Grille unit encountered an enemy TD unit while in transit and I aborted and replaced its move order, with minimum aggro, rof and losses, retreating away from the enemy. It didn't move, even retreating from fire which virtually destroyed it. When I changed setting to no sleep, it took a rout through the attacking unit in a massive loop. Knittel's battalion came under fire from an enemy infantry unit during night. Attached mortars did not fire at the target until I used them manually. They then fired off target in spite of muzzle flashes that would be spotted, and fire was not corrected. Two KG received bunkerd down due to lack of fuel when all units had at least 900 fuel. Not specific to this beta, but not non-credible feature of the game is the ability of a unit reduced to a couple of men to remain on map with the ability to halt entire regiments and presumably interdict supplies if not mopped up. Neither do moving units checked to attack deploy their constituent companies to mop up. They just sit in travel formation for hours waiting for a lead unit to reduce the obstacle to the point of surrender.