I'm not going to comment on what is realistic and what is not - I do think HTTR is more realistic than other games in these aspects, but basically would like to see discussion about it. After getting "hooked" on HTTR I find it very hard to go back on games that treat these problems in the "old way".
1.) Artillery is NOT easy to overrun.
In almost every other game I played, lonesome arty unit caught by anything - like an infantry coy - is usually overrun in a matter of minutes, and routed or wiped out completely. Various arty-hunting techniques are gamers' favorite - if somewhat gamey - pastime, simply because it's hard to resist a good arty hunting session now and then

Not so in HTTR! Arty units are equipped with significant number of small arms, and are not at all easy to overrun, they stubbornly stand their ground and repel attacks by anything smaller than solid batallion. If you want to go for some serious arty hunting you have to detail at least a solid mech-armor battalion, and that is, in most scenarios, simply too much to spare, and arty units - as others already noticed - are hard to locate and hunt down.
I suspect this is because in HTTR every artyman carries his personal weapon (303 or Kar98) and is able to defend his position if needs be. Also, I guess arty units are modelled containing their "service" sub-units (yes? no?). In most other games arty units are modelled as having only big guns, and being totally incapable of defending themselves vs. infantry attack, let alone armor.
1b.) Artillery is NOT easy to spot.
Again, contrary to most other games I played, arty is hard to spot, and not at all easy to locate or hunt down.
The way I use arty in HTTR (scattered over the map, not inside well-protected "boxes" behind frontline as I use for them in other games) strikes me as very risky technique to use in any other game - but rarely anything happens to them in HTTR. No one spots them, no one cares to attack them, and even if attacked - unless it's by really strong force - they tend to deal with attackers quite competently. Generally, they do not need "babysitting" by strong inf units as in other games.
2.) Infiltrating the enemy frontline is EASY.
Most of the wargames I played, regardless of their being on tac, operational, or tac-operational level, tend to "produce" fairly constant frontline, that is very very hard to infiltrate. Scenarios - even desert scenarios - usually end with one long, snake-like line of frontage, where it is very easy to "declare" this or that hex or pixel as belonging to this side or other.
Not so in HTTR! Scenarios develop, and ultimately end in chaotic rag-tag battles where it's very very hard to draw anything resembling "constant frontline" on the map. OK, this is in part due to the nature of this specific campaign (Market Garden). We'll see how this works in Bulge and Greece, but I'd suspect similar thing will happen there as well.
Whenever I've read combat narratives in books, with text saying something like "XY infantry battallion infiltrated 5 kms in the enemy rear before dawn of the 7th of August etc" I thought "geez how did they do that and I am never capable of doing anything like that in <insert game here>". HTTR is the first game that lets me explore infiltration tactics to the fullest (and, unfortunatelly, experience infiltration being used against me as well).
Comments?
Oleg