Mike's tanks and APCs moved up, firing on and destroying one of my tanks in the early turns. Brian moved his infantry-laden APCs up to flank this group and had some success, blowing up a tank and an APC with shooting from his anti-tank stands and APCs. His detachment were definitely the Hobgoblins of the battle, achieving local success in a disastrous overall outing.
Unfortunately "almost" was the operative word, as the heavy infantry lit up the APCs with three successive shooting actions that put all the vehicles and mounted infantry out of action.
That's my one beef with the "Commander" series of games (and we saw it in a previous Cold War Commander game too) - one unit, with some lucky command rolls, can shoot and shoot and shoot and shoot until nothing remains of its target but the proverbial smoking boots, and there is damn-all you can do about it. To my mind this is a bit of a broken element in the command system. At least with multiple move actions, the commanded element is moving farther away from the element issuing the orders, and therefore incurs further penalties for distance, making the lucky rolls more and more difficult. With shooting, the penalty to command is only one pip per order (as long as you are within command range) and this can be pretty easy to make. For example, Ld10: first shoot order on a 10 or less on 2d6; second on a 9 or less; third on an 8 or less (still very doable); fourth on a 7 or less (still a 58% chance of success!).
And that was the story of the game - bad command rolls by me + great ones from Mike where needed = victory for Mike. Our side ended up finally bailing out due to army morale breakage. I guess this was due to the rules working as they were supposed to, and I shouldn't be a whiny little b!tch about it, but the end result felt a little one-sided to me. Comments on this below please... but in the end, a fun game with pretty toys, so I can't complain too much! We'll try FWC again this week.