
I gave it a go and I will say that the new tutorial for infantry is... Kinda unfair and somewhat overwhelming for a tutorial mission? I understand that you're trying to show information about visibility for vehicles, but as soon as that section of the tutorial ends, immediately several enemy vehicles pop out and open fire on my IFV's, which was rather surprising since I wasn't able to react fast enough to get smokes or move the tank ahead before I pretty much lost one IFV and infantry in less than a couple of seconds, and the other infantry getting damaged when I panick unloaded. It doesn't feel good that this is what is happening in a tutorial. Obivously on the second attempt I was more prepared but I feel like that probably isn't the intended effect.
As for the rest of the tutorial mission, I found it to be rather jarring as the enemy infantry were always pretty close together and I ended up just basically using my own infantry as scouts whilst my vehicles destroyed buildings.
I get the concept, but I do think it'd make more sense to have the 4th tutorial mission focused around the IFV and infantry by themselves rather than have the tank be a component in the mission, as otherwise it feels a bit like there's a lot to juggle (Managing Tanks, IFV's, and Infantry all at once can be a hassle, especially if you throw in enemy vehicles and infantry into the mix, which I feel should be left for the game itself, like in mission 2).
I think it'd be a good way to demonstrate the firepower of IFV's and infantry, and allow you to better demonstrate how they work offensively (attacking infantry in buildings), and defensively (setting up in buildings to counter enemy vehicles), and more easily demonstrate visibility and engagement by having the IFV act as more of a scout unit that can detect units at range (and focus on ROE) and allow infantry to move between buildings to engage in ambush. Am I saying that's how it should be? No, I'm not a game designer. But I just feel in my head this makes more sense.
Also, I confess I preferred the older versions 'top down' style in the customisation menu where it was at an angle, I initially got confused in this version and mistook the IFV for the Tank a couple of times, despite the spotlight, due to the Tank being in the center. I know, a really minor and petty thing, but I just think it looked better in the old version.
I also found a visual bug: I discovered press M automatically completes your mission, however, if you press N and M together at the same time, you get a combination of both screens (See image) - I thought if I pressed M, it might open a map for some reason, so I must've accidentally discovered a dev command there.