Well a few points after this campaign:
As it currently stands the AAA is basically harmless to a coordinated pair of aircraft. They are too easy to destroy, too predictable with firing pattern and do not switch targets quickly enough to be dangerous to those killing them.
A simple strategy of using a single "dragger" and 1 or more "AA killers" enables the group to clear up convoy, airfield or depot AAA in a matter of 60 seconds. (Its kind of silly how some groups have not figured this out yet and took heavy losses trying to raid airfields).
Furthermore the new DM changes mean that even if AAA manages to hit the target it rarely is fatal and most of the time the aircraft can stay on target and even make it home. This is especially true for il2/pe2 as they can soak up an incredible amount of damage (to some extent making it possible to solo AAAs in IL2 even with minimal skill)
Suggestion: fast flak at depots should be invulnerable / respawn in 1-5 minutes. This would guarantee that vast majority of depot attacks will be done via high altitude bombing. In turn increase the impact of destroying depots completely, as otherwise it would make them worthless targets (also please do consider the fact that destroying enemy depots results in more of your own tank spawns, and thus causes more tank losses on your side)
fast flak on airfields should respawn in 5-10 minutes. This would encourage large coordinated group raids that are motivated to depart quickly. Considering that the current META of TAW is to nuke fields as soon as it is possible, almost anything to discourage it would be great. Honestly I'd go as far as to suggest spawning a wing of AI fighters if there are enough enemies over the field (just to give AAA a little bit more of a chance). In addition, add several mg positions around the field with very fast respawn time. This is a good emulation of random infantry running out to shoot at aircraft, while also being sufficiently annoying to motivate aircraft to depart quickly.
tank convoys need a rethink. They are too easily carpet-bombed (especially red 100kg bomb or ju88's 6x250kg bomb, A20 with 20x100kg can deal an incredible amount of damage in a single pass). And their AAA can be trivially destroyed in minimal time, while dealing not too much damage to the attacking aircraft. I think, similar to AF proposal, a few mg positions that respawn around the convoy could make sustained attack not immediately trivial, while spreading the column a bit would make it less convenient to both carpetbomb or directly strafe it. and IMO the randomness of tank columns can be very frustrating at times for both teams.
Too easy to grind them back, opposing team having 1 more player means your lives basically do not matter, encouraging outright suicidal behaviour especially in +1 aircraft.
Suggestion: Make lives similar to CM streak required to gain an aircraft. I.e. 5 CMs without death/capture would net +1 life for the pilot. Permit dead pilots to fly during team imbalance, however permit the life counter to go into the negative. After the ban time runs out, check the life counter, and if negative, increment life counter by +1 and apply another 20h ban. Such pilots can still grind out their lives by running safe/supply missions, rather than turning into a temporary kamikaze.
Currently you gain +1CM per 20 minutes of flight as long as you damaged at least something. Provides a straighforward way to grind +5/6CMs in a single flight. Just find random flak position, drop a bomb in their general direction, auto level your aircraft back into friendly territory and go do something else for the remaining 1h45m. Come back to 2 new aircraft and an extra life.
Suggestion: Maybe its worth to actually reward the bomber for the quality of the sortie, rather than the length? Consider the depot buildings destroyed, airfield bombed, tanks etc and provide equivalent CMs then. Or maybe at the very least require the bomber to hit a depot for the 20min/+1CM to be "enabled".
Tuapse airfield has only 1 strategic connection to the nearby city, and Maikop is the only airfield that is decently close to the "frontline". Please fix
IMO especially for reds, the aircraft hangar is becoming a bit of a mess. We already have the combos of yak7/9t and yak1b/9. Why not organise the aircraft into 3 classes? "Basic" "Advanced" and "New arrival" ones? This could also mean that one can make the higher tier aircraft more expensive, i.e. 4/5CMs. That way the really recent additions will actually be quite rare, and require more effort to acquire. (Its quite common for some pilots to only fly the "best" aircraft, and, if lost, simply grind it back out with a quickie 3 transport missions).
Basically entirely removes the consideration of pilot/aircraft losses from the game. On a few maps the pilot/ac loss disbalance was almost 2x between the teams with almost no repercussions to either side. An option is to come back to the original design which would likely extend the time the campaign would run... but is that really a bad thing?
Happens on both teams. When someone joins, hop in briefly to the opposite side and check where they are flying out from. Unsure how to fix this reliably, however.
Are too easy to keep dead. they only get 1-2 AAA respawn per map, and destroying 2-3 buildings brings them back into the 100% damaged state. With more people being aware of the META one can almost guarantee that the only time airfield will get repaired is when it is no longer attackable.
Suggestion: I would not make the supply runs directly repair the airfield. However do respawn full complement of the AAA and more than just 2-3 buildings (I'd say respawn at least half of them). Meantime indeed keep the "damage" percentage as it is now. This would make follow-up cleanup runs much more challenging.