The British have won initiative and start by activating their only unit on the table - a command ceam armed with bolt action rifles.
The team makes a normal move of 10cm out of its cover behind the hedgerows to get a clear line of sight to the German units. The bolt action rifle has a reduced rate of fire (ROF*) of 1*, which means that the to-hit roll is modified with a +1 penalty. The distance is below 30cm and no other modifiers apply. The to hit roll is a 4+ on 1D6.
The British player nominates the German Command Team as the target and rolls a "5" - a hit.

The British could also pass play to the German player to have him activate the first unit. In this case, they would have been able to remain out of sight while the Germans advance (and "waste" their turn). But moving first was the best option to keep the SMG team at bay.
The German player decides to allocate the hit to the SMG team behind the hedge. He can do this because the SMG team is within the attack zone, is also within range of the British rifles and also has a clear line of sight (the hedge does not block LoS if you are standing in base to base contact with it).
The German player now rolls a save for his SMG team. He rolls 2D6 and applies a +1 modifier for Soft Cover to the result. He rolls a "7" and the modified result is "8", leaving the SMG team Broken. A final result of "9" would have been sufficient to save the SMG team - but that's dice rolls four you.
The British activation ends and it is time for the German command team to activate. With the SMG team broken, the German player opts for a more defensive approach.

The German command team could also remain stationary to use its full ROF. It could still rally the SMG team and moreover remain in a forward position if the SMG team activates off command and advances. Hits could still be allocated to the SMG team.
The German command team is also armed with bolt action rifles and aims at the Brits. The German player declares that he intends to move after the shot and thus must use ROF* for the shot. As with the British before, a 4+ is required to hit.
The Germans roll a "2" and miss. After the shot the command team moves into cover beside the broken SMG unit.
At the end of the command team's activation it is allowed a rally attempt. Since the broken SMG team is well in command range, the German player tries to rally it. He needs a 3+ on 1D6 and rolls a "4". The SMG team is rallied.
The now unbroken SMG team cannot be commanded by the German leader in that turn, since the leader's activation has ended with the rally action. But the German player can still decide to activate the SMG team off command.
In the Off Command Phase the Germans try to activate the SMG team. The German player rolls 2D6 on the OCAR-table and the result is a "10" - the SMG team activates.

The SMG team leaves its cover, moves forward and fires at the British command team. The Germans have made a normal move and must use ROF*. This does not affect them very much, since the SMG's ROF* is equal to its normal rate of fire - a daunting "3".
As the Brits are in range, the German player rolls 3 dice. No modifiers apply to the to hit roll and thus every result higher than "2" is a hit. The Germans roll "1"; "4" & "6" - two hits are scored on the British command team.
Normally the British player would have to allocate hits evenly among all valid targets. But since the British unit is alone, it receives both hits and has to roll two saves.
Results of the Saving throws are a "7" and a "6". Since no modifiers apply, the British team is broken twice and thus removed from play.
There are also some editor's notes on the attack zone to explain the concept of allocating hits.
Rules can be found in the shooting chapter of the infantry combat rules.