....how did you break the game ?
It may well have been an issue with the starter scenario; it pits two Shermans against a Panther. But the Panther, with the German special rules was just too fast and agile. We ended up playing tag between and around the two buildings on the map, and the Panther just ran circles around the Shermans, always hitting them on the side or rear armour, no matter how I moved them.
I tried pincering the Panther, sniping using cover, close assault, you name it, but I could not touch his Panther, and he nibbled away at both my Shermans, relocating ludicrously each turn.
Obviously, his superior command level, special rules and simply better tank were included to represent the scenario (Barkmann's Corner), but in the hands of a rules-savvy player, this combination ceases to be realistic, and becomes both annoying and boring to play, especially when played RAW instead of RAI.
To familiarise myself with the rules, I played the scenario against myself before, and playing it with realism in mind (i.e. keeping your tank(s) in cover, moving cautiously, rushing when required etc), the game is fun.
But after the first opposed game, I replayed the scenario one last time, but this time playing it with the rules in mind, instead of reality, and then it just sucked! Using the rules to their max, the Panther can relocate each turn (moving last, shooting first, and as part of the special rule, can then relocate a short distance again, special rules also negate to-hit modifiers because of moving) to catch the Shermans in the flank each and every turn.
It invariably ends up with it dancing just out of Sherman reach, either back into cover, or front armor facing the Sherman's rear, all the while using its superior weapon to keep pouring damage effects on the Shermans. Ofter this means it's at just a cannon's length away, but just around a corner, impossible to hit for the Shermans.
Very frustrating for the US player, and boring for the German player.
Now, this might well be different against a less tooled up Panter, with a lower leadership etc, and more tanks in play than just the three of the initial scenario, but for the both of us, it was clear that a game that can be exploited so blatantly is not for us.
To speak in X-Wing terms; it was like a completely tooled up Fell against a flight of bare Bandit Squadron Z's...
Which is not to say it can't still be used as a simple and quick gateway game of course