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If you don't mind, I'd add an observation of mine to these: when you attack through your allies' territory, everything you conquer will be awarded to your allies instead of you (happened to me in Italy and Balkans/Greece playing as Germany).
Have not yet noticed this issue, mainly because I did invasions with England, defended with Axis (1944 Scenario) and did 2 or 3 runs with Germany starting in 1939 and 1940 I believe (meaning I did not control the future Axis-members). Plus one short attempt as France ;-D
The system that the territory goes to the country from which the unit moved is a bit annoying (it applies to Hearts of Iron, too), I agree. In HoI you would have to, by way of example, parachute from Africa to get Gibraltar and use Nationalist Spain to assisst. A solution in Strategic War might be to give the territory to the country whose unit moved in the enemy territory.
I believe the territory thing was done in order not to make a map look like a piece of checquered cloth, which can happen if several armies attack one enemy simultaneously. However, this seems to be the worst solution, as it can happen that you contribute to the victory with 100% and yet remain without the territory in question.
As you pointed out, Joint Operations don't really occur in this game. This is a function of the game's design in the sense that each of the 25 countries can be played as it's own unique and individual side. If 25 people were playing the game, each person would want his own turn. As a result, when you are playing for each country (rather than letting the AI control your alliance) joint operations need to be executed sequentially rather than coincidently. Hence, Order of Movement becomes critical to making the best use of an alliance's minor country combat units. Here is an incomplete but useable list for the Axis order of movement 1) Germany 2) Italy 3) Vichy France 4) Finland 5) Romania 6) Hungary 7) Bulgaria. So the planning and execution aspect of an attack needs to be contemplated and approached differently in SWiE than in other games. It really requires longer term thinking (i.e. 2-3 turns ahead) to ensure that units are placed at the optimal location in the front line. In my opinion, this is where this game is frustratingly challenging but equally refreshing and interesting.
Another example is Attacks from multiple directions. Per the game manual (page 20) "Each of your units may participate only in ONE such attack per turn." Considering the game's scale (1 hex = 100 miles) this kind of makes sense. The combat capability of a unit engaging in a multi-directional joint attack, then moving 400 miles to engage in a different jointly coordinated multi-directional attack in the same time cycle generally didn't occur in this era.
FOW can be controlled by adjusting Preferences on the Gameplay tab using either the Visibility Range slide or the FOW Display Check Box.