So here's my feedback on SP in Mersa Matru.
Mersa matru SP64 works... But can be pretty darn boring, especially after Vers. 1.2 when Stukas started flying like acrobats rather than divebombers
Now, if those planes could fly high and dive, that'll be something - Or if they could do strafing runs, there too is something nice to see, especially since these are the only planes ingame
German tanks move in nice large formations up the ridge overlooking the railway and then, half of them bail and die instantly, another 1/4 abondon their tanks, and only 1/4 make it through facing no less than 3 6Pdrs before they actually hit the town
Jerry caps the train station ok, and may decide to flank round to the 25Pdr base or shoot down to intersect with their southern force in capping the AA base, their first quagmire...
With only a Crusader, the Brits seem to be able to defend this base indefinitely utillizing their 6Pdr against any and all coming @ them head on. Infantry harrasss tanks with sticky bombs and if you delay long enough, the Grant from the beach road base will do its own version of hell there.
However, this base is cap-pable without human intervention.
The main issue seems to be coming from the rigde overlooking the train station where bots trickle in rather than pour in as should inspite of enuff vehicles and tanks. Tanks idle outside near the railway or behind the sand bags while infantry can be heard getting slaughted just out of Ai-firing range
Perhaps a PZII or PZIII may come charging in and get slaughted @ the beach-base cross road right next to the beach-flag. Only once in a long while do we get more than 1 German tank reaching there @ once, even rarer with infantry. However, once that occurs, a nice little battle can ensue with close quarters weapons, bren gunners and tank support on either side, BUT what will really do it is bots using AA as infantry killers
Other than that, it plays pretty well with bots being able to use all weapns quite effectively, active AT guns.. at least enuff mobile AT guns to cater for the under-used active ones (Although I recommend making most of these, especially those well positioned, immobile and use-able) and good tank movement
There is a problem with the Heavy British tank in the 2nd AA base, close to the 25Pdr base getting stuck close to its home base rather than running amok across the open desert seperating it and the Train truck
This was also the only map in 2.0 which I noted a functional 25Pdr... will be tres cool for both artillery guns to be functional
But no one can fault the AAs for not doing their jobs, even for the nose-diving Stukas that currently exist, nor the Brits for taking the fight to the Germans
But then there is the issue with British commander AI and the denfese of backbases while no base is under attack, and sometimes even when there is...