its less the panzer and more the infantry. The way that map goes,
(similar to Gazala), it requires boots on the ground to take out those antitank guns and mortar positions.
The Stuka might do something with say, AA and mg, but the real ability to cap is the infantry.
They do eventually though, and once one falls, you'd notice that the allies put up less of a resistance at the front and fall back to the bunker at the rear.
Some tweaks need to be done on this map though, both sides need to be aggressive and yet winning should be possible by both sides, by some slightly weakened position falling or a German offensive being halted and pushed back.
The trick with SP, especially since it is also COOP, is to make it such that, a human player wont matter, and YET, will.
We used to use the see-saw effect, where the attackers will push in all the way and be pushed back by the defenders, but issue there is, it makes it too easy for an attacking human to prevent a counter-attack, and a defending human player from getting any support as defense.
be patient with us, and we will get these tweaked.
If this conforts you, I should tell you, my main priority in playing FH2 is playing singleplayer (COOP, solo)
even to an unhealthy degree. So we ARE on it.
The singleplayer communuity has always been an open one - and its not closing any time soon.
Just pop over to the google BUGTRACKER and post errors you encounter so we know where to look as well
as suggest novel strategies for dealing with AI in general or in specific aspects in the 'Singleplayer fan project'