Before we start, here is the VP position. I strongly suspect it is never going to be that good again.

As you can see my VP cost for casualties went up ... a lot, as did the actual losses:

But the best news is that my weather gamble paid off, clear skies and solid ground. Clear skies of course means the Allied airforce can deploy in all its power.

Which led to heavy losses. 262 shot down and 1676 damaged. The pay off was impressive levels of interdiction and every body ashore or landing. The 2 paratroop divisions will help me make some progress inland.

Elements of 1 US Army were able to push onto 101 Airborne and crack part of the defensive line in their sector.

Even better, VIII British corps actually managed not just to exploit that victory but hammer the retreating Germans again.

Of importance, forcing a retreat in hexes with high interdiction is a really useful loss multiplier, they take actual casualties on the retreat and even more disruptions.
However, reality sets in with a significant defeat on 1 British Army's sector. Caen holds out.

Despite this, I'm able to push 2 divisions off the beaches onto the hex captured by 6 Airborne.
You can't sustain Soviet style attrition attacks with the Allies but I think there are times when you need to persist with low odds attacks. Due to my interdiction, those Germans at Caen will only receive limited supplies and struggle to convert disrupted units back to combat ready (and will take fatigue in any case). I need Caen to really be able to break out so I'll persist despite the losses and impact on the VP score.
I hastily bring in some fresh units to occupy the spare beaches but leave all the command formations at sea for the moment.

So far my decision to go for Normandy feels vindicated. The sheer volume of tactical airpower is enough to negate the German defensive benefit for the bocage (at least in a few key hexes) but the bocage is protecting my advances. A stack of 3 full strength allied Infantry divisions can easily generate a defensive value of 60-70 with the terrain multiplier. To shift that would mean a massive commitment, in a region where every hex is well plastered by air interdiction.
My first goal is to avoid the penalty for not having 10 hexes by August. That is 7 already. In turn this means I can make secondary invasions exactly when it suits me, rather than to meet the VP criteria (and to be clear, I approve of this penalty).
In turn that means I can keep all my tactical air power concentrated on a very small area and that escalates the damage inflicted on the German army to the point that it starts to fall apart.
I think the Allies have two key tactical advantages. First while you can never match the CV of the very best German divisions a well constructed Allied infantry division can have a CV of 10-12. 2 full stacks of those will move all but the strongest defender, so you can probe for weak spots. The key one is to concentrate your tactical airpower, this helps in the short term but creates a situation of escalating damage if you maintain this level of interdiction for 4-5 turns.

















