I played this one (solo) a few years ago--before this website existed--and so I don't recall in detail which faction won or lost the three or four times I played. I do, however, recall that it was very fun and seemed pretty balanced.
Grand Stone (Jan 23, 2013)
Played that scenario solo yesterday, and it seemed like a very good scenario. In my play the german won, with some good margin, but the good margin was due to a few lucky (good) shots at the end. The real big thing in this scenario is being able to run first in the second round. Cuz the german took the 2 point command objective in the center of the board. In addition they played stolen supplies the round earlier. As a result the german had the initiative the entire game. Which made the difference.
However, the english could have done something different. They could have realized earlier that having two matildas on the hil of 13A was a realy powerful hex, and could have set them up there round one. Further, keeping command as the british is stupid do to the possibility of stolen supplies. Its better to spend them all on the initiative regardless. A bit of luck, the british can also take the 2 command point themself if they have a 'supprice action' card. I geuss that could completly turn the tide.
Furhter, the Matilda is a heavy tanks when the enemy has max 6 firepower uncombined
We were able to get in three different battles as it's easy to set-up and plays fast. My opinion? It's tons of fun and has several tactical approaches (or daring gambits if you are the British) giving it a decent replay value.
In the end, the Germans won twice and the British once. I played the Brits for the first game and secured a solid victory after destroying 2 Panzer IVs early on and then holding the eastern flank (boards 17B and 16B) and stealing the western 1-pt command objective with a Crusader Mk II (board 15B) while denying the Germans the 2-pt command objective in the center (board 19B).
After the game my opponent and I discussed various options for the Germans and racked up the scenario again. I used similar tactics as before and this time the British were blown out of the water. The next day we squeezed in one more battle, with me as the German tank commander this time, and again it was a Wehrmacht victory, though the score was a bit closer due to some amazing armor saves by the British Matildas.
At this point we're not sure what the British need to do to win, so I'd be interested to hear any suggestions.
For the Germans, we found that driving a pair of Panzer IVs from the deployment hex on board 14B to just behind the rough terrain on board 19B for the first turn, waiting until the end of turn 2 to seize the 2-pt command objective (to minimize available Op Fire attacks after using the Panzer IIIs as bait) and then sitting on the dunes and blasting away seemed to do the trick. Using a Fire and Movement action to shoot and then move back behind the dunes was also a nice tactic, especially if the Germans kept a tank or 2 hidden back there on Op Fire to discourage the British from trying to steal the 2-pt command objective.
Finally, we felt the Germans did well to avoid getting into a firefight on the eastern flank as that side tends to favor the British, and instead advance down the western road. The area around the dunes on the lower part of board 21A / top part of 16B is also a nice Op Fire spot for a Panzer IV as it can cover any fast-moving Crusader Mk IIs that are trying to make a dash from the buildings on the east to the center of the board.