http://www.wargamer.com/articles/after- ... -3110.html
Here are some of the highlights:
Of course new features wouldn’t be complete without new art assets to go with them. Here we have one example of a never before seen unit. It’s a French armored car, but with a German flag, colors, and markings attached. Unique graphics and unit names serve to help guide the player and help them easily identify mission critical units quickly and easily.
Captured General Giraud's unit, complete with German coloring

With good positioning, it’s possible for an inferior force to stall a superior force. Obviously with enough time, four French tanks and four French infantry will overrun the few defenders I have placed on this northern flank. But I don’t need to be on the offensive or even hold the line indefinitely. I just need to buy enough time to extract the VIP. Decisive victory and destroying 90% or more of all enemy units is no longer mutually exclusive. These units are part of my core, who have been with me for at least 15 scenarios at this point. Simply leaving them to die is not an option; it’s a careful balancing act of holding the line as long as I can, but doing so with the minimum amount of permanent casualties.
French attack forces are blocked by forces a fraction of their size. 4 tanks and 4 infantry units held up by 1 infantry, 1 artillery, 1 anti-tank, and a lot of Luftwaffe support

After 15 turns, the AI still has a bomber flying around, and more than enough units to potentially cause my forces serious harm. I might have lost control of the field, but that’s the intention of the scenario. It’s an advance, escort mission, and fighting withdrawal action all rolled into one single scenario.
Tactical map view of the end of scenario, note the extremely powerful rear guards who were not forced to retreat, but gave ground voluntarily to shrink and focus their defensive positions




