ORIGINAL: Prince of Eckmühl
And now let me assert something. There is simply no way that the actions associated with the Tiger's advance, engagment of the enemy, and subsequent (exigent) withdrawl can be shoe-horned into the 40 second turns used in PcZ. I'd also assert that NOTHING that he's posted in the way of "documentation" suggests that WW2 AFV were advancing for 20 seconds into LOS of an enemy, firing two rounds, and then withdrawing to safety in the remaining time. There'd be no time left on the clock. In the context of the game, which is after all the APPROPRIATE topic, his concept is at once both ABSURD and IRRELEVANT. That USERNAME continues to advance these specious arguments gives pause to question his motives for posting them HERE in the first place.
Poe, I believe I asked for some documentation on a RTS type 'shoot n scoot' being done. The Tiger example could be recreated by using two turns. The first to creep into position and shoot one tank, and the second to withdraw. Granted that its hard to say that the Tiger commander in that example decided before hand on moving 25m forward, shooting and reversing as fast as he could. Or sized up the situation after the combat and then decided to back away.
One thing is that it does relate to my turret down example previously stated. Instead of first spotting the enemy tanks from a turret down hide position the Tiger commander reconnoitered on foot and left his tank hidden. This is not doable in a game at this scale.
But it does show that if an unseen tank knows exactly were an enemy tank is, and the enemy doesn't know he is there, he has a chance to shoot first even though he is not stationary. Range or haze might give him a chance. (I hope the game is delaying a little for sighting to take place and not doing it instanteously like RTS.)