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Mission 1 is mostly fine, Subs in all missions need to have their skill reduced substantially because as it is they're murder machines. Mission 5 is very bad from a balance perspective as invisible coastal artillery will kill your units with no way to retaliate.
Mission 6 is nothing but missile spam against a fleet poorly equipped to stop it.
Other than that, I find your idea for a campaign really inspired. I like the idea of a rag-tag fleet acting in a guerilla capacity quite a bit!
Pain and suffering mission with the current state of the game. Every strike reduces player AA capability. And every strike goes stronger. And there is diesel sub on the way.
Suggestion to spread time of su24 and tu16 strikes. Make they strike consistently not simultaneously. Also player can easily miss main enemy strike group and miss ability to do 16 inch revenge. Maybe it will be funny to relocate strike group on the escape point for final gun fight.
Helicopters from enemy ship can fast detect yours hidden ships. And then goes immediately missile strike and happy end (for red side). LA just cant launch its torp before strike.
Since main thing of this mission is covert disabling of missile destroyer i suggest to move main player force further down the map to prevent early spotting.
Kilo class sub can't be detected. Just literally. LA sub just can't go near enough because collision detection warning ))). Sonar buoys dropped on top of it cant hear it. I found out of its presence accidentally when replayed mission with different approach. My LA sub just refuses to go straight and tried to avoid something. Then right under its nose appears torpedoes. Only dipping active sonar detected it from range of 0.7nm.
Suggestion to change it to something else with electric propulsion because Kilo probably broken right now.
Playing Sea power i had learned hardway that turning ON radar mean instadeath. That poorly tricked me with those bombing yaks since Gearing can't shoot them down.
Suggestion to add another scout yaks with no weapon that's bypass players destroyers ahead of main strike yaks and they also hint player to turn radars ON and bring AA boats to destroyers because of air threat.
Maybe it's good idea to tune missions for reduce reload scum completion. This is my suggestions for that.
Mission 1
Try to lower skill of the sub and lower amount of torps. Or replace it with worst one. It's almost impossible to detect it with Gearing class destroyer. And it's too deadly especially for damaged after gunfight destroyers.
Also you can start it surfaced near reload tenders. Maybe players can pick it with radars and proceed with caution.
Tried several times. Throw "useless" ships to missiles. But those tu16 kill everything without any attempts to intercept.
By the way the best workshop asset that i checked.