The Lincoln list I'm using is thus: Senior leader and runner, 2 sections with junior leader, each three teams of 5 men. Aggressive, +1 morale roll, and automatically uses the "Antifascisti" rule in the SCW supplement. [Edit: I'll be adding a 2 man scout team to the HQ for the campaign]
We decided on eight support for the Lincolns (attackers), and the Nationalists got 4. I selected a T-26 Tank, an LMG for each section, a commissar, and molotov cocktails, mostly to be sort of historical. Jamie took two LMGs and a UNL-35 Armored car, but decided to change an LMG to molotovs when he saw the tank.
In the patrol phase, I got four free moves and pushed hard into the vinyards on the right. Jamie pushed forward aggressively with his three markers and locked himself down before I could get into an optimal position. This was the first time I'd played the Flank Attack scenario, and having six jump off points to juggle is a very interesting experience. You get lots of choices, but your opponent is far more nimble.
We both had the same force morale (9), so we rolled off and Jamie got to lead off, bringing on his armored car, advancing just to the edge of an intersection, carefully out of line of sight of the long straight road. Its machine guns were poised to support the section of infantry he brought on from his JoP behind the church.
The Lincoln's support led the way, a T-26 rolling up and leveling its guns on the shadow of the car parked around the corner.
A Nationalist section poured out of the factory, and moved behind the high wall in a single tactical bound. They were now within reach of my jump off point in the orchard. This was the more heavily armed unit with both an LMG team and a rifle team armed with Molotov cocktails.
The Lincolns rush from their concealment, and take cover in the vineyard. One team ambushes the approaching Nationalists with hand grenades thrown over the wall.
The three grenades nearly wipe out the lead rifle team, and wound their Junior leader.
Meanwhile, the armored car, still just out of sight of the tank, opens fire through the gate at the exposed grenadiers.
With one Nationalist team nearly wiped out and the others making a rush for the building overlooking the orchard, the Lincoln's senior leader personally leads a risky charge through the gates. Jamie interrupts with his CoC die and the armored car throws a bit more shock before my men meet his. Despite a small advantage, the Republicans lose by one in a bloody contest. 7 Anti-Fascists for 6 Nationalists killed.
Far worse though, in that I lost my senior leader, and rolling a 6 on the Bad Things Happen Chart resulted in -3 to my force morale. With the leader wounded as well, I was down to a 6.
While the Lincolns fell back on the left, the Nationalists sprinted for the jump off point in the olive grove. The got close enough to prevent its use and capture it if the turn ended.
Fire from the armored car pinned a team that hadn't made it into cover. Led by their commissar, they poured through the gate. With the enemy so close, I was able to deploy close enough to get both sections into the close combat with what remained of the Nationalist platoon.
They routed without a roll needed, one team falling back before taking cover (pinned) while the other breaking.
With the enemy infantry broken, the commissar directed two teams to hunt for their senior leader, who had been too far away for the combat. They got close enough to initiate close combat around the corner.
But the little fascist just made a run for it.
After several direct hits and the driver having a panic attack, the crew wisely chose to bail out.
Meanwhile the infantry finally caught up with the Nationalist leader.
The men afterwards credited the commissar for rescuing the situation and leading them onwards to Belchite. A propaganda coup for the Comintern folks at Albecete!
A close and ugly game, but with Jamie's morale dropping to zero (he gamely fought on even when he only had 3 command dice), it was a clear Republican victory.
Sadly, its hard to say much about my Lincoln list, as the antifascist trait never really came up, although aggressive clearly benefited me on several occasions. The commissar rules, however, were extremely helpful, and I felt that the way it played out very much reflected the history of the Battalion (with the commissar taking over when a leader was shot).