Ok then divide your forces between B and C focusing on B may leave our flanks weak.
What game is that CRT from?
We need to hold them to allow reinforcements to arrive for a more general advance not try to push them back into the sea without any idea of enemy strength.
Don't concentrate all your forces in one sector the enemy's strength in their rear and in sector c is still unknown spread your forces out until we determine where the primary direction of the Alien attack.
c. With the current 'Scotty beam me up' capability we (and the enemy) have, you can have your forces spread out along the entire front, then within a half hour, all can disengage and concentrate on just one sector.
Which is an excellent reason to rethink the movement system. At the very least restrict it to moving to an adjacent sector and even that is generous.
The more choices both sides have, the better for the game (though not necessarily for our ability to win a swift and decisive victory).
When the game ends, a score for both sides will be calculated based on the following formula:
Remaining Strength Points in % of the initial amount x Controlled Strategic Points
The ratio between Human and Alien score determines the outcome of the conflict.
Throwing the enemy back into the sea while still having an army?
A small update. I have added a map of Los Angeles with the ten Strategic Points in post no. 4
EDIT:
Plus there will be a new update for the rules concerning tactics and troop deployment with the next turn
At the start of the game, both sides start with just few units. Further units will arrive in the following turns. Each unit begins in "Reserve" and may be deployed to any frontline sector in the same turn. If a unit shall be transferred to another sector, it must first be transferred to "Reserve" and may be redeployed in the following turn. The exception to this rule is, when one frontline sector is divided in two sectors. The units in the old sector may be deployed in any of the two new sectors.
Infantry Units may adopt one of four tactics:
Assault - Attempt to gain territory. May lead to serious gains if successful, but serious casualties in case of a bad roll
Advance - Cautious attempt to gain territory. Lesser gains if sucessful, lesser casualties in case of failure.
Static Defense - Attempt to hold the frontline. In case of bad die roll the unit retreats slowly.
Mobile Defense - Attempt to hold the frontline. The probability of a retreat is higher than with a Static Defense, but the casualties lower.
Any reports on further (infantry) reinforcements for our side?