I have a 64% win rate on that map after I understood that you can't play on it like most other maps.
They key to that map is to get at least 1 CP advantage and then dig in with a ton of artys/AA and a few recons for vision. If you can do that and also capture the central res, then it doesn't matter who the enemy is, what card he has or what he tries to do, the game is lost. If he has the center res, It's gonna be pretty hard but possible.
I guess you could include 2 artillery strike cards in your deck to try and break the defense, but wouldn't it be better to make a deck that helps you not to get in that situation in the first time?
As a reference, here is a little weird game of mine against Valkyre in that map where he manages to cap his CP one turn faster, get the center res first but his troops get so streched out that I manage to recover the center res, put an inf on his CP one turn and even capture the res on his side for a couple of turns:
http://www.battledexgame.com/game.php?game_id=25871Being equal in CPs, the game is decided by the player who collects the most money, so the remaining of the game consist of us trading back and forward the center res, even suiciding many units to allow the infantrys to reach their target, just because the way the map is made makes it so hard to overwhelm the enemy that you can defend with few troops.