Thanks, glad you enjoyed the AAR.
The Atlantic Campaign is another innovative attempt to try to make a naval campaign that has a better chance to be completed than the traditional map type. One of the authors, Nathan Forney, is the author of The Solomons Campaign, which is the first in a set of "Decisions at Sea" campaigns available from ODGW – Sudden Storm (a 1930s "what if") and my own Defending the Malay Barrier being others. I describe these as "linked scenario generators".
I would characterize The Atlantic Campaign as similar, in that it is also a "linked scenario generator". Compared to the Decision at Sea series, it appears somewhat more limited. There are a series of Theater, Operational and Action "Events" where the players make choices, or even more often just roll dice to see what occurs. The results cause some Engagement Events to occur, or be skipped, and there are Tactical Events for the actual engagements (e.g. the deterioration of the weather in the game we played).
The authors claim to have completed The Atlantic Campaign in ~10 hours playing face-to-face.
So far it has been interesting. As the GM, I did incur some effort in being able to provide OBs to the players, and create an "event log" for myself (e.g. cut & paste from the PDF into a text file, tweak it a bit, then import as a delimited file into Excel).
One thing I did find a little annoying is everything is geared to the Naval Thunder rules – e.g. visibility and ranges are in inches (vice generic yards), speeds are just numbers (I suspect also inches, but the point being not generic knots). So I had to do some investigation to be able to convert the 55" starting visibility and ships starting at speed 4 to 27,500 yards and 16 knots, respectively, for GQ3 in our game. To be fair though, there is no claim on Wargames Vault or in the booklet itself that it can be used with any World War II naval miniatures rules.