koopanique wrote:bru888 wrote:Would you like suggestions?
Why wouldn't I? Of course!

Well alright then. I just thought I'd ask first. So here goes, and remember these are only my opinions.
First, my compliments in three ways: 1) Anybody who can successfully design a scenario for this game, using the complicated editor provided, deserves praise! As so many of us find out, it is not easy. 2) My hat is off to you in setting up a successful "AI troops sail to disembarkation, land, and attack" maneuver. I tried to do it in my two scenarios and failed both times. 3) Yours is a rather well-balanced scenario that can go either way. When I first looked at it, I said, "Are you kidding? How can I handle all those enemies with this?" But, it can be done. I came close (turn 18) before succumbing.
Now my suggestions.
Put the AA gun just outside of Sanjay City. That way, the city name is displayed during the briefing. The AA gun will not be any less useful outside the city, as it has a very low ground defense factor even when entrenched.
You want "verisimilitude" (simulated reality for greater immersion) in your scenario, so I would not have the briefing mention Resource Points. Instead of ". . . do not spend too much Resource Points . . ." I would say "do not use up available resources on aircraft."
Too many supply ships, too soon. You have 12 of them on the map in the beginning which will provide a total of 240 supply points. By my calculation, including the second spawned wave of army units, you have twice as much supply as you will ever need for the Japanese and that's not counting the supply points that they will capture on land.
The thing with the supply ships is that they head toward land, as they should, but since there being so many of them, they clutter up the beachheads. Also, it takes time for the AI to sort out moving them along with all the other units. Here, there are six of them loitering about in one area:

- Screenshot 1.jpg (31.37 KiB) Viewed 1923 times
So I would cut back on the supply ships initially placed on the map to only those needed by the first wave. I would then spawn supply ships which are needed by the second wave with those units. You probably only need about six in total for the entire scenario, unless you are worried about losses. One other thing: When supply ships reach land, a trigger turning their task to "Idle" would keep them from continually moving around as they jockey with each other trying to "Naval Capture" the same hex.
When directing the supply ships, try not to end up with this situation: A landing with no supply. These troops will be handicapped until supply is connected but also, if they keep moving, they will not have a chance to recover efficiency even when fully supplied:

- Screenshot 3.jpg (118.81 KiB) Viewed 1923 times
Consider giving the player a break by attaching a transport to the M1 75MM gun. Without transport, it's much too slow and cumbersome to use. It would stand to reason that even in the unprepared situation that you are simulating, they would not leave a gun out in the middle of a field without some way of moving it.
On the other hand, in my humble opinion, while you oversupply the AI, you have the deck stacked against the human player in that you low ball the supply available to U.S. units. In total, before any victory points are lost, you provide only 40 supply points. 7 of them are taken up already with three units that you placed on the map, leaving only 33 to cover the 30 ground command points that you offer the player for purchasing and deploying units.
Problem is, there is no way that the player can hold onto all of the four victory points of 5 supply each. By the time you give the player more resource points, he's probably down to about 25 supply points total (Colimo and Sanjay City). That is why I lost, frankly. I'm not saying to overdo it, but maybe boost Sanjay City up to 25 or 30 supply.
Something else puzzles me. You provide this big Japanese navy, and spawn two more cruisers, but why? These warships do nothing because there is no way to have an adequate U.S. naval presence, given the measly 250 resource points available, even though you provide the human player with 30 naval command points. The player must use those resource points on land units to protect Colimo and other supply points or the scenario is lost.
I kept expecting the Japanese navy to do something, but it looks like all they do out there is pound that radar station to smithereens: "Base, permission to evacuate? The entire Jap navy is out there." "Radar station, hold your position and keep up your sweeps. We need to know where they are in case our own navy shows up." "Base, the heck with that. Flipping the switch to auto-sweep and jumping into our PT-boat right now. Rather face a court-martial than 16-inchers." "Radar station, come in please. Radar station, report. Radar station!"
Just a minor note that may be important to you in the future. Someplace, adherbal once said to avoid "Any Event" as a trigger event because it slows down AI processing. He said using anything else would be better; most of yours would do fine with "Turn Start," I believe.
Some cosmetic matters:
You have four event pop-ups in your scenario. Again in my humble opinion, you should always provide a picture to go with them. Something, anything, other than a blank box. It's a great tool to add to the enjoyment and "verisimilitude" of the scenario. Just search Google for an image, save it in PNG format, resize and crop it down to 512 x 415 pixels, name it, place it in the main scenario folder, and put the name in the Event Popup trigger under Image Filename (leave out the .png extension). Also, you need to keep the Title brief or it runs off the message window:

- Screenshot 4.jpg (62.04 KiB) Viewed 1923 times
If you wanted to get fancy, you could also provide pictures for each of the five scenario outcomes (Major Victory, Minor Victory, Draw, Minor Defeat, Major Defeat). The game does this for you with default photos but you can customize your own if you wish. See my Scenario Editor Manual for details.
One other cosmetic note. I tend to talk too much in my briefings and popups. You are too terse, I think! You could embellish a little bit to add some background, atmosphere, and suspense. Just don't run out of room in the text box (I use a test scenario for that purpose, to gauge the limit).
That's it for my two cents. You have the makings of a good scenario here already. Keep going!