Played the A Bloody Victory scenario as Germans against American AI:
* Once a unit is placed on the map, you cannot undo this placement. It is very easy to hit the mouse button while scrolling the map
* German improved positions and mines could be placed outside of the German setup area
* Improved positions were not taken into account against artillery barrage and aircraft attack
* Mines had to be placed at start, while the rules requires them to be placed in a hex just entered by a enemy unit
* Mortar could not climb a hill because that cost 2 MPs and it only have 1 but a unit should always be able to move one hex
* Seeing the exact planned path of movement of the enemy units and selecting wihch hex you will opp fire at, is contrary to thi spirit of opp fire in the boardgame, where you have to decide if you opp fire when the enemy unit moves into each new hex; thus you never know the plan of your adversary until, sometimes, it is too late.
* Fate point on timer is also against the spirit of the game, as there is no such time bomb in the boargame. If there is a place I could see this, it is in the opp fire thing were, when the enemy unit enter a new hex, you have to decide, under a certain time pressure, if you want to opp fire or not. Even then, I think more time should be allowed.
* The "short-normal-extended" range extension for an infantry unit with a HMG support weapon was not reflected on the map, and isd not used in calculation of requitred to-hit (meaning I would fire at extended range at 3 hex, increasing to-hit to 6, instead of normal range, as it should be with a HMG)
* I could not use Fate point to reroll one of my die, only to adjust one die by 1/fate point
* When two units are stacked and one of them is disrupted, the Disrupted marker is shown on top of the top unit, irrespective of which unit is actually disrupted
* My mortar was able to acquire a target while indirect firing
* The AI kept making 1 die attack on my improved position, with no chances whatsoever to have any effect