If one can take cover by tank traps:
Go to H11, take cover.
If one cannot:
Move to F13, take cover, and fire if possible.
One can do so. OP has details about the benefits of these (+2 to cover, no mines on them like other cover, can be blown up with difficulty)
Move listPoH: Move to E4, take cover.
Miauw: Nearest stump post (E7) for cover.
Werty: Get out, deploy mortar, fire a smoke at tank traps so the machineguns at U 11/12 cant see deploying troops.
Freshman: follow miauw62.
TCM: Advance to G7, take cover behind the tank trap.
Mesor: Move to F15, look for a blast crater and take cover. Scan the enemy fortifications and pick out as many soldiers I can with all remaining points, paying special attention for officers or enemy snipers.
Persus: Get behind the stump post in F13
Scapheap: Take cover at F7. Look through scoop.
Remuthra: Move forward one square to the stump posts, take cover, and use binoculars to look for good sniping targets. Shoot anything that pokes it's head up with 3 remaining movement points.
GWG: Go to H11, take cover.
Pies: Run to stump post on F6-7 border, take cover
ggamer: get as far as I can until I hit the shore, then go prone and take cover not behind a stump trap
Turn 1 will be run and posted in around 8 hours - thats tomorrow morning by GMT. Anyone wishing to join can post a character as per the instructions in the OP ready for the second wave...
Name: Sgt. Corinth MacAwskin(TopHat)
Age: 39
Division: 29th Inf. (Rookie)
Weapons:
- M1 Carbine (15 rounds (4 clips)) (+1 to all attacks up to 6 tiles, -2 if over 12 tiles: decent light rifle with semi auto fire)
- 3x MKII fragmentation grenade:+3 to attack rolls if used succesfully. Can only be thrown a maximum of 8 tiles.
- Colt M1911 service pistol (7 rounds, (2 clips)): +2 to attacks of 3 tiles or less, -2 to attacks of over 5 tiles (decent RoF, powerful pistol)
Traits: Thrower: +2 to grenade attack range and +1 to grenade accuracy rolls