My opinion at this time is that in scenarios such as this, with pilots getting two lives, and deaths in GVs from the air not counting against the GVer's life count, that it should be open season on GVs by any plane in the air. It's the most realistic (this is a scenario), and adds an entirely new dimension to the action. More targets=more to do, and the GVers have to change the strategy to include air defense. My tankers like to use Wirbels too.
We can have scenarios where any attack is OK and where we rotate people though GV's (like Stalin's Fourth, with no GV-specific slots in registration) -- that works OK. But we can't fill GV slots with GV folks when there is much air attack allowed.
I think there should be more GV slots also. The tank battles so far have been epic & very fun, but the limited GV numbers hamper the battles that could be attained. Yes, this is primarily a flying game, but if a scenario is going to have a GV side, it deserves to go all out just like the flying side of the battle. I would say that next scenario that has GVs, double the GV slots and see how much they fill, as an experiment. As long as the air slots fill up as normal, what would having a kick-ass big battle on the ground also hurt? More fun for everyone IMO. Larger GV battles that supply plenty of targets for the air boys.
We'd love more GV'ers to play, but we run into not being able to fill GV-specific registration slots at about 20-30 positions per side.
If we want more than that, we need to go to a registration style where there are no specific slots -- just N per side. And out of that N, M of them are put into GV's. But it can't be that those M folks are put in GV's and stay there whereas the rest fly the whole scenario, because chances are that a bunch of folks who prefer planes are in that mix and don't want to play if they get "stuck" in GV's the whole time. That's how a lot of folks see it, and that's why we wanted to try GV-specific slots for people who *prefer* tanks and consider them primary rides.
So, we either go with everyone in one pile, and we rotate them through tank duty (which a lot of them are not all that serious about or skilled in), and any attack goes. Or we make GV-specific spots for the tank enthusiasts -- try to do it for them -- but have fewer GV's and restrict air attack on the tanks.
The only issue with the latter is that it has been an enormously unpleasant chore to work out and implement air-attack limitations. Me, I think I my preference is becoming either (1) no GV-specific slots, everyone in one pile, rotate, and no attack limitations or (2) GV-specific slots and no air attack at all (which is then not an enormous headache).
Anyway, a lot of folks very much liked Stalin's Fourth (such as me), and we will run it again if the terrain is redone to work with the current Aces High (a huge chore for a terrain person, unfortunately). Some folks did very much like the ground action in Tunisia, but not everyone. Some of the ground-battle AAR's there sounded like a lot of fun. We'll see what folks think of Red Storm after frame 4.