Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
2/1 deploys as shown below. Its 6 lb AT gun, placed as indicated, invariably knocks out the Jagdpanzer in the vicinity of the central VL. Take the 'to Arnhem Road Bridge' VL, kill a couple of Ersatz troops and the Axis AI will offer a truce...
The above method has worked pretty much as illustrated in a half-dozen tests. At worst 2/1 has taken a couple casualties against Harder/9SS.
So its both a flaw in the strategic layer AI and a prime example why the static BGs (eg. the Arnhem Rd. Br. bodenstandige BG) shouldnt automatically merge with mobile Axis BGs.
The AI doesn't defend. It always moves it's BGs towards enemy controlled maps or VLs. Maybe assign some formation objectives (bridges, roads, chokepoints, LZs) like in TOAW and have the AI build a front line around them.
I wrongly attributed this strat move 'trick' to the grand campaign. All my tests were done on the Arnhem Sector mini-campaign. In the full GC, the strat layer AI performs a different set of funky chicken manuevers in the Arnhem sector.