Recently I finished 6 scenarios from Normandy expansion and would like to compare my impressions with yours.
a) scenarios from a campaign of the 29th:
They seemed to me designed rather in Americans favor - i.e. the Americans had always great(er) chance to win.
In my case Americans won with cca 11 or 13 CPs. Germans scored 0 CPs :-(
I would also reduce number of used American tanks (to a half) - mainly in scenarios St Lo and Siegfried Line.
i) Omaha scenario. This one I liked the most. I really felt like I was there.
What I did not understand was a minefield placed in one hex (level 2), which prevented moving German troops from the right part of cliffs to the centre part.
I would expect that German froces from all 3 parts of cliffs should be able to move to any other part in case of crisis. I think that one level 1 hex (with 2 TTs in front of it) in the middle of coast 2 level hill hexes was not a mistake of an author but a key place to penetrate enemy lines :-)
iv) Siegrfried line scenario
This line seemed to me relatively "weak" - only 3 pillboxes, several trenches and a stretch of barbed wire. This should stop 8 tanks? Instead of Artillery deck for Germans I would appreciate several ATs (probably some weaker variant of 88mm).
However combination of Barracks and Ammo depot operational cards was able to cause "tough moments" for squads of 29th. By the way where should be placed this ammo depot? It was not mentioned anywhere. I placed him in one building with a German command objective marker.
b) normal scenarios:
i) Picking up pieces scenario
I guess that German should not have problems with stoping or eliminating British soldiers on beaches, but I think that they very hardly manage to eliminate 2 from 3 British elite soldier squads (if they keep in cover). In my case, all british soldiers on beaches or cliffs died while the rest of Germans died trying to kill second british elite squad (both full British elite squads survived the battle without a scratch :-))
ii) Hide and seek scenario
I did not understand for what purpose had Germans thermite charges, they did not need them to destroy sought guns before Americans. Moreover that operational card that allows Germans to switch position of hidden guns. I think that Americans do not have problem of getting in time of out beach, but I think that they can not reach the switched (changed) position of guns in the second end of map, lay the charge and detonate it during 8 turns.
Or, Germans may try to concentrate only on elimination of American demolitions squads and if they succeed, they win relatively easily.
The remaining 2 scenarios I have not yet played, so I can not judge.
It is fact, that I played those scenarios only once, so maybe I overlooked some aspects or made some tactical "mistake" :-)
What was your experience?