I have played around with the scenario a little to understand the rules and for those of you who haven't played it yet, here are a few things you probably need to know.
1) The Germans don't start out with any combat units. They have to play a card and select a hex on the British coast to land units.
2) According to Bartheart, the symbols on some of the coastal hexes inside a circle represent cliffs. German units will suffer additional casualties if they invade those hexes.
3) All cities with a red circle on the map that are on the coast are ports even though there isn't a port symbol by them.
4) The Germans start with 40 shipping points (SP) and get 20 more per turn (10 during rain turns and 0 during storm turns). To land an infantry corps costs the Germans 20 SP and it costs 40 SP for a mechanized corps (Panzer or motorized infantry). None of these corps include artillery which must be shipped separately at the cost of 6 SP per unit or Engineer units which must also be shipped separately at the cost of 4 SP per unit or Flak units which must also be shipped separately at the cost of 5 SP per unit. The Germans can land two Airborne divisions that don't cost shipping points but they must be landed on two separate turns and each of them costs 10 PP. Each German corps consists of two divisions with three regiments each. See this post below for a list of the German corps and their commanders.
5) The Rules state that the Germans only start with 30 PP, but they actually start with 40.
I have decided to play with no options selected for either side and with very slow AI speed. The lack of a "Successful Corridor" for the Germans will probably seriously hamper the German supply in the mid to late part of the game.
