"I am very aware that this game might not please the same crowd as Advanced Tactics. Historical realism and flexibility are hard to combine. I actually did add flexibility but within tight constraints in the form of what-if variants and a free setup mode and a measure of cause and effect relations between the 3 scenarios in the campaign. All this allows some experimentation of how battles would have gone when small and medium sized things would have been different.
The Artificial Intelligence used in Decisive Campaigns is a completely new one and is not at all as it was in Advanced Tactics. It’s quicker, smarter and it uses a number of techniques that should enable it to cope with situations I did not think of. Even more importantly, except for 1 minor supply rule that’s different for the AI, it does not cheat or enjoy any advantages."
I've been through the campaign once; coming up short in the Sealion scenario. This is - in my estimation - realistic, as I am one who still believes that Sealion was little more than an exercise in propaganda . . . from both sides.
The designer's notes are modestly fair. There is ample replayability in the game, and the AI is about as good as I've encountered, and better than pretty much everything. It puts up a good show within the necessary historical constraints. The campaign game is only playable from the Axis perspective.
Good job, Vic. I'll give this a few more whirls as time allows. I would have offered you some help with your translation (from Nederlands, I assume) of the game manual, but I'm too lazy.