May 1941 Delay vs. British. 37 turn battle with 25 visibility. 15-per-turn victory hexes again in the forward victory clusters (that's 3 out of 6 battles now--getting weird).
Doesn't sound weird to me...Delay missions require you to "delay" the enemy advance for as long as possible; the "per turn" VH flags force you to decide, "How long can I hold those objectives before I have to withdraw?"
As has been discovered in the Depot Academy Combat League, conducting a realistic "Delay" mission is one of the more difficult battles to manage in the game. Players tend to try and "defend" those hexes to the bitter end, resulting in high losses. The main point of a "delaying mission" is for a small force to "block" the advance of a larger enemy force while other friendly elements withdraw to the next MLR. They must prevent the enemy from breaking through or flanking the defense line, withdrawing just fast enough to remain relatively un-engaged.