Steady on Wodin, it was a reply to Joe D, that "... it won't matter because your forces will run off of "otto" anyway."
As for the question about frontal engagements and the AAR...
Well often the battles depicted are break-in battles - assaulting across a river-line, driving to take a town which is obviously the main 'target' of any offensive in sector etc...
Now, this leaves relatively little scope for an 'initially' surprising attack. I can assure you though that within each 'frontal' attack to open up the path for follow-on troops, there is plenty of scope and reward for isolating the battlespace, and strong rewards for isolating units that are being forced to retreat. Manoeuvre alone will only do so much (and in the worst case will just destroy your forces piecemeal), but using manoeuvre to dislocate, to isolate and destroy the enemy once he is locally defeated and to prevent his digging in again ahead of the spearheads - all achievable and giving appropriate rewards... but your skill in assessing the situation, applying timings to various moves, retaining unit efficiency and effectiveness over days of intensive movement and combat will be important in whether it 'works' or just dissolves into a mess of exhausted shells.
Try the tutorial, using both 'slugging it out' and 'manoeuvre' focussed orientations, and see what does and doesn't work. Do use the higher two command delays, and make a "decent plan" and let it play out to conclusion, rather than endlessly fiddling with the penalties associated with regrouping under fire. This in turn forces the 'current plan' to be fairly simple/ or 'short' in terms of distance covered (especially where contact is expected), two units acting together might seize the approach to a village, then the village itself, rather than both attempting to clear the village in one bound.
Ultimately it is possible to completely destroy the enemy forces when played as US using standard supply & reinforcement and painfully realistic delays, as I've accomplished this on about half a dozen play-throughs. This is never a "given" though, even with lots of experience, as sometimes the AI manages to place spanners in the works - usually small forces interfering with (but not stopping) supply. Occasionally, a late start by US troops due to fire, stubborn defences or just a traffic jam at the bridge allows the AI to seriously interfere with things... enough to let Peiper into position before all US objectives are met... and then you have to dislodge dug-in Panthers or Tiger IIs, rather than have them come to you