1) Utah. I'd be defending with the CA units along the coast. First they are a major deterrent to naval units moving up in support and secondly they have some decent intrinsic firepower that can be useful (MGs, Squads, Arty). You're maybe a bit far back here to hope to hold Cherbourg for another 8 turns.Originally Posted by Hank2
2) I don't use anything other than IL settings unless it's arty, HQs or engineers or it's routed or retreated and needs to get away pronto (ML). Rationales explained elsewhere.
3) 43,36 as example. I always try to leave a unit 1 MP when moving up to dig in- you never know when you can use that trench on the way back. Also a lot of TR- I use very sparingly. And I can't remember the last time I used LR- a good opponent if he sees it will have your unit dancing ditties/foxtrots/tangos (really whatever amuses him) in no-mans-land using heavy shelling to keep time for your lads while they still have both legs. Units not dug in get hurt more by interdiction and when moving up in the open to support through enemy arty. Best to keep heads down unless you've a good reason to stand up and be counted (and shot down). But good placement and nice secondary lines at Omaha. SP units in the towns (really read roads) work wonders.
4) Points east. Nice aside from TR and other points already made. Also I try not to put AA units by themselves- easy overruns. Also HQs and arty when I can avoid if not fairly far behind lines.
5) Think combined arms stacks. Some infantry, some armour or AT (88s). Don't overstack infantry- best to defend in depth rather than all in one hex, and this I believe was (effective) German tactical doctrine.
6) Watch east river- he has engineers to get over this.
7) Some arty not dug in. Remember if in mobile mode it can get hit hard by interdiction plus it won't support anything defensively- to do this it must be dug in or on LR (don't) or TR.
Hope this helps. These are of course my opinions and I do appreciate you are all out there testing your own theories. Keep it up. Good luck!