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As for general advice, "Night Phoenix" is a Youtuber with live commentary campaign playthroughs, where he perfects each scenario on Classic difficulty - my game improved a lot while watching him back in the day. Also, make sure to check out the unique "view" tooltips they added with Desert Rats: when in a scenario, click on the different views next to the 'End Turn' button and hover over "Legends" that now replace the objectives list. You will get some exceptionally helpful tooltips, especially on the 'Terrain Legend' which tells you exactly what each piece of terrain does and how it affects combat without you ever having to consult the manual.
Finally, how you spend Prestige is one of the most important parts of successfully winning a campaign - here's a guide I recently wrote on the subject, if you're interested: https://steamcommunity.com/sharedfiles/filedetails/?id=2919209164
The base Victory in the West campaign is extra nice to start with not just because it is generally less demanding, but it does a good job of gradually adding complexity in the first few scenarios as you build up your forces.
For combat, there are more video guides than written guides (maybe I should try my hand at a written combat guide?), but the short version is that the key to success is positive combat shifts. Raw power can give you a few, but to really steamroll you need artillery shifts, veterancy, armor shifts (which only work into clear terrain!), engineers to negate entrenchment and river negative shifts. Also, Set Piece Attack and Feint Attack are your best friends.
I find it hard to reconcile the order in which the Game and it's DLCs were released..why?
Well, all well and good starting as the Allies, then the base game is for you perhaps, but historically speaking it is way out of line. Historically, Blitzkrieg should obviously come first, Including Poland, and to an extent Norway. Now, I admit to being a Newbie, but surely it is reasonable that the Publishers might have made allowances for their DLC, insofar as, for example, German units with Experience, persisting (if they could) into later years of the war.
The one thing I have trouble understanding in the 'Grand Design' is why any unit should have a 'lifetime'. One, Two, Three + really doesn't make a whole lot of sense, except in the mind of a scenario designer. Otherwise, a Magnificent Game, I apologise in advance for being a 'pain'. :-)
The answer is quite simple. In UoC1 each mission was played with new units, so in UoC 2 the specialist steps, HQ abilities and units that continue to exist in campaign were added. At first there was no indicators of lifetime, but the developers gave in to the complains of the players. On the one hand they wanted to avoid experience farming but because of the limitations of the game engine you are unable to choose and reconstitute units between missions. Sometimes you even cannot reinforce units before the battle, so when you wanted to play on harder difficulties you had to go forward, write down the unit names, and after that go back and make sure that the units are up to strength. (looking at you monte casino) So the lifetime of a unit is not really a design choice, but rather a quality of life indicator to the player which units should be reinforced at the end of the battle. If you want to think about it in role-play terms you can think about it as HQ informing you which units should be merged/striped of useful equipment as they would be disbanded/sent to the rear.