Start with a lone sniper up top, Largo, Rosie and Alicia down below with Edelweiss. Leave the rest of the slots empty. Alicia will be the only ones moving here. The rest are here for points/base defense. I stick Rosie and Alicia in the upper rt. slots.
On the first cycle, order a mortar strike on the squatting sniper on the roof. The mortar strike will kill both snipers, and leave an officer trooper on the roof and a lancer behind the north wall of the building with just slivers of life left. Have your sniper hit the Shocktrooper on the roof. A body shot is all it takes, so aim for the body sho they don't miss. (I don't play that "save before each shot and reload the game if they miss" crap...all my strategies have backups in case sombody misses.) Have Alicia run up and into the trench, avoiding the first scout's fire. From the trench, have Alicia quickly take out the officer scout just on the other side of the tunnel. With the rest of her movement, follow the trench around to the north to just outside the base flag. Select her again, capture the base, run up to the north wall of the courtyard, turn left, and kill the injured lancer. With the rest of her movement, I usually walk her halfway up the steps of the house, let her spot the enemy, then stash her in a spot on the steps where no one can see her. With the rest of your order points, call in reinforcements. I got two Lancers that work well together, (like the gay guy and another dude) a desert shocktrooper like Vyse, and a desert scout like Freesia. You could sub a sniper here or go three scouts and be fine too, probably.
The enemy will be stuck taking hapless shots at your tank and dying from Rosie's defense.
On your next turn, Alicia can run up the steps on to the roof and take out that Shocktrooper that's standing in the trench close to the house. With the rest of her movement, squat her in the trench where he was. If she misses, she can run around the farside of the courtyard wall, and still park herself in the trench without him seeing her, and the other scout/whatever you have there can take him out and squat there too. Take your reinforcement Shocktrooper and charge into the trench with the officer lancer and try to take him out. You'll probably fail, since he's squatting, but that's OK. You can either use another order point to get him, or wait until next turn. The shocktrooper behind him in the trench might even take him out shooting him in the back trying to shoot you. I'd go ahead and spend the point though so you can move on and advance him to that other trench where the scouts are parked. Your reinforcement lancers are going forward to attack the two tanks on the right side of the map. Have them run right up to the first tank, but actually take their first two shots (one shot from each lancer) from a distance at the northernmost tank instead of the close one. On their second move, they'll start to get shot at by the close tank, but you'll run past it to the side and take another two shots (if needed) at the far tank, which should destroy it. On their third movements, they'll easily be able to shoot the close tank right in the rear radiator, while still staying out of range of the shocktrooper in the trench. And depending on how you did previously, you might even have a chance to damage the third tank with distance shots.
The enemy will have a sniper shooting at one of your Lancers and may take one of them out. That's OK as long as he doesn't die forever. He won't be able to do much else.
The third turn is basic clean-up. You have plenty of movement to kill the two stormtroopers in the trench and have the lancer(s) take out the last tank with a shot to the rear. Then you can either call in another "Mortar Support" order on the remaining officer shocktrooper and sniper, or deal with them the old fashioned way, but you'll easily take the base on turn 3.