First of all, thank you for playing my scenario!
You said you played it as a learning game and that is exactly what the design intent was! New players were supposed to find out that charging across open ground against an MG in op fire is not a smart move, that first pinning such a unit is basically essential in such an event, that in this case the mortar is the most obvious candidate to achieve this, but that indeed failing to do so multiple times is certainly a possibility in this scenario, making it extremely hard for the Americans to win.
The scenario is also supposed to showcase how important having and playing the right card at the right time can be for the outcome of a battle: If the Americans have the card that gives them two extra movement during an activation, all of a sudden victory becomes much more within reach.
Another important thing the scenario should highlight is the difference between normal and suppressive fire and when to use it (e.g. against the MG, you really want to pin it, to prevent if from firing anyway. The US forces are pressed for time, so wearing it down will almost certainly make the US run out of time.
Also, it's highly likely the US will have to take the objective by means of an assault, if and when they get the chance in the first place. First, ideally you'd disrupt the defenders (So they won't get to fire back against (an) almost certainly already weakened attacker(s) or at the very least pin them (only firing back at half strength, unless there's an officer present), before you actually initiate the assault.
In my playtests at the time, the scenario saw more German wins, but in the right conditions, the US certainly managed its share of victories as well! As far as that's concerned the 58% win ration for the US seems to suggest that indeed they certainly do stand a chance!