Just look at this mess. Three missions active, two of them called at or near the end of the turn. There would be two more as well had my opponent forgotten his amazing ability to roll 10s. What bothers me is that, at the moment of close assaults on the German objective, the moment for using artillery to suppress is well past, nor is there much concern for the negative consequences (other than a short mission) for firing so close to friendly troops. Tsk, tsk.
It goes this way in every scenario I’ve playtested. There is a lot of isolated, vicious artillery fire at units just across the street from the objective you want to take. The two sides’ missions converge like perfectly coordinated trash compactor jaws. Not good. This made me consider doing away with artillery altogether and represent its effects in a more notional way. Yet artillery must still be represented because it such an important part of planning a successful tactical mission. Getting it right should be rewarding.
Perhaps some new rules are in order.