This campaign of yours is quite hard, my friend, even on middle difficulty. Sure, I've won all of them without using any cheats, but some on the very last turn. On MIDDLE difficulty! On the LAST turn!
The Free-French (my core faction) has more than enough RPs (don't forget that the game refunds
half of the RPs spent on aux. units after each scen!), but I think it's a bit harsh that all my other allied factions start without any RPs. (they should have at least a small amount from turn one on IMO)
And it would have been really helpful if the British RP pool would carry over in the campaign...
Very long playing times because of the large maps (what else to expect from 60-turn monster-missions

). Played quite good though, enough enemy resistance everywhere to keep me busy. Just some minor instances of large portions of my armies to be moved without anything else to do (that's what I hate most with huge maps).
And I know the reasons and limitations of the FF faction and why you didn't use no core units, but I STRONGLY suggest - regardless - to add (very few) core units for the player to "pamper". It could be a recon unit (didn't my forces capture one in the first scen?), mountain arty, AA or some weak tank or even one inf. unit. Of course it would be "un-upgradeable" and will become obsolete somewhere along the following years, but that aspect of my core-army is really missing for the feeling of a real OoB "campaign" IMO...
So far so good, now comes the unpleasant part of this comment:
I don't know if you did not play this campaign yourself or just made too many revisions after the Colonel's comments, but if that's the case, I strongly suggest you do with the current build...
Not sure if you're really happy how the "04Keren" scen plays. I don't mean triggers, but gameplay balance and fun-factor. The beginning of this scen was SUPER frustrating (same for the next one, BTW). No progress, almost no arty or engineers against fully entrenched enemy units in high cover terrain with seemingly endless RP reserves. They were sitting on their river banks doing nothing but repair themselves. Maybe it's historical, I don't know, but it's no fun if there is no progress and advance (during a non-defensive scen!) for about 10-15 turns or so.
Similar with "The capture of Kufra": taking the fort is super annoying. Only one attack hex with no room to advance (or retreat!). I have only two arty. The strat bombers are nice, but with two AA firing at them and no money to repair them, they're usefulness is limited. Too much supply inside the fort to try the "strategic bombing" approach, either. The Italians have like a handful of units but a ton of RP to repair them and to rest battered units. Seriously, play it yourself, it's frustrating. Slow - almost no progress whatsoever. It takes about 15-20 turns to kill six units...while the rest of the map is already defeated.
At "05OperationExporter" I'd suggest to delay some waves of the enemy planes for some turns (3-5). Yes, it's doable after a few turns (and after my reinforcement arrive), but the initial aerial attack is just too much IMO.
And there's also a funny trigger error in this one: One of the forts I'm supposed to attack with infantry only - but even if the obj.'s failed because I've used a recon or arty unit on it, destroying the fort still enables a "success" (it's because you forgot to deactivate the win trigger with every corresponding fail trigger

)
Overall I found only one "tactic" to be working alright, and it's the same as with Erik's scens: The only viable way to defeat any enemy units is to cut their supply and restrict their ability to repair. Even if I have to move my units in
huge "circles" around the (mostly) static defending enemy units. That's not fighting, it's circumventing...
