"30Channel"
- you really took me by surprise with that large enemy attack force at one of the locations. Mean....

- in the briefing you say "fielding tanks for the duration of this mission is out of the question", but I still could deploy them without any problems (tested it)
-> I have no suggestions for "fixing" the following issue, but as this was supposed to be the first mission of a new campaign, the enemy stood NO CHANCE against my well maintained, assorted, fully upgraded and all-5-star-units and the RP-stash I've accumulated so far...
...and I've already had the following core forces at my disposal at the beginning of Eagle Attack:
(the only cheats I've used so far were "overtime" to add a few turns on some scenarios to be able to fulfill all prim./sec. obj.)
8x inf, 8x tank, 4x AT, 2x AA, 4x 17cm arty, 4x attack planes,5x tact. bombers, 2x strat. bombers, 2x BB, 2x CA, 9x gun-/schnellboot
AND about 6000RP wehrmacht and 2200RP kriegsmarine...
Erik2 wrote: It would be nice to reduce this income by 1 RP for each (enemy and friendly?) unit killed.
...so concerning the question about the balance of player's RPs in GGC, that's something I've never had problems with, you'd had to ask someone else...
"44Gibraltar"
- the fighter plane (Hurricane) next to the airfield at "Europa Flats" does nothing at all - just recon I guess?
- the "occupy supply dump locations" obj. didn't work
- the "Airport Terminal" victroy hex should get more supply: if I cut the whole northern part off by bypassing them southerly, the otherwise quite strong position (2x heavy inf + 3x concr. bunker) will just wither away on the "3" supply points. Same goes for the "Euro Flats" position, I think they even may have no own supply at all...
- the naval units guarding the port area at the "Governor's Residence" are kind of blocked in their movement by the southern pier. If not intended like this, they kind of didn't know how to circumvent these kind of "obstacles" and piled up in the southeastern most corner of the port area and could quite easily be defeated using ranged attacks from my battleships and cruisers. (This AI behaviour could be exploited in the Kriegsmarine DLC sometimes, too)
- in the briefing you say: "the airfield will close down at turn 5". True, the airstip vanishes at turn 5 (with my units in it,
and thus losing 3 air-CP(?), but it was my fault for not listening I guess), but there are like no real repercussions to that. I mean there are like 50 air-exit-hexes on the east border. Maybe eliminate the northern exit-hexes altogether and thus forcing the player to either capture the northern airfields early (as originally intended, I suppose) or to have to fly the long way to the south.
"45Lyme"
- the Blenheim fighter plane near the "Char River" marker did nothing
I'll wait after the campaign updates for further commenting on this mission, so far it's quite unblanced with no naval force available to the player. Same goes for "46Minehead".