John Tiller's Campaign Series exemplifies tactical war-gaming at its finest by bringing you the entire collection of TalonSoft's award-winning campaign series. Containing TalonSoft's West Front, East Front, and Rising Sun platoon-level combat series, as well as all of the official add-ons and expansion packs, the Matrix Edition allows players to dictate the events of World War II from the tumultuous beginning to its climatic conclusion. We are working together with original programmer John Tiller to bring you this updated edition.
Any non-vehicular unit that is in a trench, pillbox or bunker hex is inside those fortifications. You can still see them as normal, but they are protected by whatever type of fortification it is. Section 5.24 of the .pdf manual tells you about it.
1. move a unit into an adjacent hex, hopefully it takes all defensive fire
2. move an engineer tot the same hex; if it has 70 action points left, fire into the pillbox. One unit inside is hopefully disrupted; use the remainder action points (at least 35!) to place a smoke into its own hex. (If less than 70 AP are available, just place the smoke counter).
3. in your next turn, assault with your engineer (provided it is not disrupted by enemy fire) if all units inside are disrupted, otherwise repeat from step 2 untill all units inside the pillbox are disrupted
4. Bring up more engineers (when available) to increase your probability to destroy (conquer) pillboxes and/or repeat from point 2 untill your goal has been achieved
Extra effectiveness is obtained when smoke is also placed on the pillbox itself. This has to be done by smoke-firing artillery.
An alternative: use (anti)tank guns; especially the German 88mm AA gun proves to be an excellent pillbox-cracker.
Use combinations of the above.
For bunkers, the bove procedure(s) work as well, but (long range) artillery is also quite effective. (Long range artillery is quite ineffective against pillboxes