CSI Sweep: Germany West 1939-40

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bru888
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CSI Sweep: Germany West 1939-40

Post by bru888 »

By invitation from Erik. Version 1.7.

By now, the campaign tree is tried and true, so I will dispense with the mapping of it. I do have a few minor suggestions as to the campaign itself.

I believe you mean "eastern island" here:

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unless I am mistaken and you do indeed mean "Easter Island" which is 14 thousand km away but I'll go along with anything you say, Erik. Here is a suitable photo to include, in that case :wink: :

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As you did above for "Denmark," I would insert crossroads notifications for "Norway" and "Maubeuge/Stonne."

This is the only scenario for which the Waffen SS does not receive a specialisation point afterward:

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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Poznan v. 1.7

I suggest clarifying the secondary objective "Capture at least 3 airfields." This implies there are more of them and there certainly are; six in total. But the objective points to only three and those three are specifically listed in the trigger conditions. Capturing any of the other three is immaterial. Hence I would change the objective to "Capture these 3 major airfields." The alternative is to make the other three airfields into secondary objectives and edit the trigger to count three out of six of them but I don't think that was your intention.

We've had this discussion before, so I will just mention it once: The "Destroy Bridge" triggers require a Polish unit to be on the bridge itself as well as one German unit within two hexes. I have pointed out the unlikelihood of this happening, given the caprices of AI movement, but you were fine with it.

Three of the deployment hexes are placed on exit hexes.
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Danzig Corridor North v. 1.7

No deployment hexes east of the corridor? By design or an oversight? There's plenty of supply.

Again, one of the deployment hexes in the west is on an exit hex. Really, Erik, haven't you tired of this old joke yet? :roll: ( :wink: )

This trigger needs to fail the German objective, not leave it open:

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Now, in Poznan, you have one primary objective that forces the scenario to the full amount of turns: "Hold Glogau" which is not evaluated until "Scenario turn limit." Here in Danzig Corridor North, however, the scenario is capable of ending early; every one of the "Ger" primary objective triggers fires just on "Capture VP Event." If it does end early, this trigger will never fire and the promised specialisation points will be forfeit:

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Instead I would do it thusly; a bit cumbersome with a "Check Objective State" for each of the primary objectives, but effective:

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The handling of the Polish reserve is a bit puzzling. They start out idle. "Reserve-1" says, if the Germans get close to a hex in the southeast, move the reserve there. However, "Reserve-2" says, when any VP is captured, move the reserve to that other hex in the southwest:

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That starts a daisy-chain effect, leading the reserve on a merry chase up the left side of the map. Two thing wrong with this arrangement:

1) If and when the Germans ever get close to that hex in the southeast, it will interrupt and cancel the daisy-chain (why is that hex important?), and
2) Each part of the daisy-chain is activated by a "Capture VP Event." There are 7 triggers in the chain and only 5 VPs to capture (not counting the flags on the three other hangars, I suppose, but still).

Therefore, I would:

1) Make "Reserve-1" activate with the first "Capture VP Event" alone; no Germans required within a certain amount of hexes of anyplace.
2) Change the other "Reserve-x" triggers to "Move Event" and possession of each point in the daisy-chain; when satisfied, move to the next hex.

Now this I can go with! It's saying, "None of our units must be on the bridge in order to blow it. Safety first!" But, I think you meant to have a "1" in this box:

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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Danzig Corridor South v. 1.7

Same situation with the reserve in this scenario, so the same comments apply. That southeast hex is so removed from the primary objectives that I bet "Reserve-1" never fires anyway. The reserve starts moving with "Reserve-2" and the first "Capture VP Event" because the southeast hex is probably still in Polish hands at that point. That starts the daisy-chain but I wonder if it ever finishes it because, again, there are not enough capture VP events to activate all 7 "Reserve-X" triggers.

Also, again there is a "1" missing in one of the "Bridge-X" triggers; this time it is "Bridge-10."
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Lodz v. 1.7

Briefing: "Control of the centrally located Lodz is critical to strangling the defensive efforts of our enemies as well as enabling our own forces to continue their lightning advances."

The "Pol Sieradz" trigger is missing the effect to fail the German "Capture Sieradz" objective:

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Again, this trigger will not work if the scenario ends early:

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Instead, as I stated above, I would do it this way:

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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Piatek v. 1.7

Orphan here:

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I would do these Bzura triggers slightly differently:

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First, the mission is to "Capture and hold the 4 Bzura bridges." That implies the objectives could change hands in the course of the scenario. This trigger awards the German player the objective if he only briefly holds all four at one time. Instead, I would evaluate this trigger like the other ones, at the end ("Turn Start" / "Check Turn" / "Scenario turn limit"). Second, and perhaps trivial, I would not mark "Pol Bzura bridge-3" and Pol Bzura bridge-4" as infinite frequency. It probably doesn't affect anything here, but just to be sure.

Briefly said, I would make all of the "Polish Activation" triggers activate on "Move Event" instead of "Capture VP Event." There are only a certain amount of VP's on the map to activate all of these triggers, and some of the waypoints are not even VPs at all. Here's an example. Both "Strzegocin grp-1" and "Leczyca grp-2" triggers are looking at Piatek AND are timed for "Capture VP Event." Say the "Strzegocin grp" gets there first and takes Piatek. They will be sent on to the next leg of their tour. Now the "Leczyca grp" gets there but there is no capture VP event because Piatek is already held by the Polish. The "Leczyca grp" must wait for some other VP to change hands for it to proceed. That is not what you intended, I don't think.

Lastly, I would delete this AI objective, which appears to be extraneous:

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Should the German player fail and deserve Defeat, the worst outcome will be Draw. I say this because it will not be true that "hostile alliance has achieved all primary objectives":

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Thread to be continued . . .
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Wyszogrod v. 1.7

One of the deployment hexes is on an exit hex.

Among the Polish activation triggers, these activate immediately because their conditions are true from the beginning: "South East-grp," "Modlin grp," 'Warsaw grp" - the first because the Poles already own the hex, and the last two because there are no German units ("Amount = 0") within 5 hexes of the designated locations at the start.

Probably no harm done because "South East-grp" is initially assigned to move west but instead goes to Seek & Destroy immediately (thereby moving west anyway), whereas "Modlin grp" and 'Warsaw grp" are idle to begin with and they, too, go to Seek & Destroy immediately. The only drawback might be if you intended to delay these movements for a while.
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Kampinoska Forest v. 1.7

One of the deployment hexes is on an exit hex.

Orphans here:

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and here:

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The secondary mission is to "Destroy at least 9 Polish troop transports" but it is unclear what that means. (It is mentioned in the briefing but that is only seen once.) I suggest clarifying it in the description, such as "These are train units. Destroy them before they exit the map at Warsaw. Get 1 specialisation point." Also, I would rename each train as "Troop Transport."

Each of the "Pol" objective triggers is faulty. Every one of them refers to the Target Hex as being "Owned by Team 1" when there is no Team 1 specified in the Alliances tab. These should all be changed to the red alliance:

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The "Turskaw Commander" is strange in that it's moot; the AI Team 12 "Counter-attack" group that it governs is already in Seek & Destroy mode from the beginning.

The Event Popup message text is missing here. I suggest: The destruction of so many enemy troop transports further weakens their defenses and enhances the likelihood of our ultimate victory!

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Depending on how one does in Piatek, he could be playing this scenario before Modlin. I noticed the same "Trains" image is used in both scenarios. In Modlin, the image is most suitable in that it appears to be an armoured train. Here, though, these are troop trains. May I suggest using one of these images instead and thereby avoid repetition? (Remember to rename the one that you choose as "Trains.png"):

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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Modlin v. 1.7

One of the deployment hexes is on an exit hex.

The Event Popup message text is missing here. I suggest: Pociag Pancerny No. 15, nicknamed Śmierć, has been destroyed. It was one of ten armoured trains possessed by Poland at the start of this campaign and which have been quite a thorn in our side. It is believed that the Śmierć is the last to be abandoned or destroyed.

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Similarly, the Event Popup message text is missing here. I suggest: We have achieved our secondary objective of eliminating all enemy bunkers and fortresses in the vicinity of Modlin.

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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Warsaw South v. 1.7

Two of the deployment hexes are on an exit hex.

Scenario Description: "Assault on the Polish capital Warsaw."

Briefing: ". . . as the Polish capital is a sprawling metropolis . . ." and "reinforcements are still trickling into the capital."

This is not a studio project - I would not abide by this in the studio! I simply would not! ( :wink: ) - so the only reason that I bring this chronic problem of outcome blurbs being too long for the text box (no scroll bar, for which you continue to forlornly hope) is that the missing part explains why the player gets to play the zany and apocryphal Brest skirmish with the Soviets:

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The truncated portion following where the arrow is pointing is ". . . am told that the Russian commander himself has personally challenged your forces to a duel. I personally am wary of this offer, but should you accept it, you must be prepared to wage a contest over the spoils of war!
If you decline their offer, you and your men will instead be returning to Germany for some well deserved rest and refit. Be prepared, however, because we will be calling upon your skills shortly!
The choice is yours, Herr General."

If the player achieves a Major Victory in Warsaw South, he goes directly to Brest without explanation (or choice, for that matter). Long story made short, here are my recommendations:

1) Cut off the Major Victory blurb after "Congratulations!"

2) Don't bother giving the player an option; just explain what is happening by inserting a campaign event here:

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3) Use these materials:

Title: The Challenge
Image: german_soviet_commanders_meet
Text: Your success has caught the eye of our Russian allies. The Russian commander himself has personally challenged your forces to a duel! Merely a combat simulation of course. Though I am wary of this offer, you will accept for the sake of the Fatherland. Besides, it will provide an assessment of Soviet arms and tactics which may prove useful someday.

Here's the image that I recommend using for the campaign event:

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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Warsaw South v. 1.7 (continued)

I like the "Artillery Capture" module very much, well done. Just one suggestion; in each of the "Art-X" triggers, you have the replacement German artillery unit spawn on the Polish support unit hex:

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Depending on whether the Polish support unit is still in that hex, or occupied by Germans, results can be unpredictable. For example, if it is occupied, and surrounding hexes are occupied as well, the spawn may not occur. If the spawn does happen, the gun could instantly appear in a hex other than the one in which the Polish version was "destroyed":

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That doesn't look realistic. Instead, I would spawn the replacement German artillery units in the same hex as the destroyed Polish gun. I tested it and it seems to work fine; the only other thing that bothers me a bit is that it's quite abrupt. No explosion or wreckage, just a sudden transformation. To get around that, I would insert an Event Popup in each trigger, focused on the gun hex, with these materials:

Title: Turn the Gun
Image: 105mm_wz29_gun3
Text: One of the Polish 105 mm Wz.1929 guns has fallen into our hands. Turn it around and use it on them!

Here's the image that I recommend using for this Event Popup:

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I have just one more recommendation, on another matter. For the "Counter-attack" trigger, I would not wait until the Germans have 5 out of 6 of the Warsaw VPs before launching it. By that time, the scenario is nearly over. Instead, I would dial it back, making it "Value > 3" or even less, maybe even all the way to "Value > 0." The reason is, this is the last ditch for the Poles. If your capital was in jeopardy, would you wait until 5/6ths of it had been conquered to release whatever reserve you have left? And the 28 units in AI Team 1 (less the bunkers and hangars of course), on Static Defense until this point, are quite crucial in this regard.
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Brest v. 1.7

Two of the deployment hexes are on an exit hex.

The following are recommendations in conjunction with what I recommended above about this scenario being about "The Russian commander himself has personally challenged your forces to a duel! Merely a combat simulation of course." This treats this Brest scenario as a friendly exercise, a challenge between allies, rather than a premature war.

Scenario Description: "Brest; The Germans and Soviets skirmish over the remains of Poland in joint military maneuvers."

Briefing 1: "Soviet units have challenged the honor of the Wehrmacht. It is time to teach the Soviets a brief lesson in how to behave."

Briefing 2: "Herr General, in this exercise, you are authorized to advance into the buffer zone as far as to Brest."

Briefing 3: "Be careful, Herr General. There are reports of a large number of Soviet units on the other side of the Bug River. Regardless if it is an exercise, it is also a matter of pride. Do not be caught unawares."

On the other hand, all of the mission outcome statements seem to be spot on with this idea.

Technically speaking, this is wrong and distracting to start off with one of the primary objectives already failed. It could be reversed later on, I guess, but there is a better way to do this:

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Here is how I would do it. Please excuse the amount of images but each one is necessary to show important details. I did not mark them up, so careful attention is necessary:

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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Brest v. 1.7 (continued)

Each of the secondary objective "Occupy" triggers awards 3 additional land command points as well as 1 specialisation point. Intended? If so, perhaps it should be mentioned in the mission descriptions.

All of the other "Soviet activations" triggers point to logical hexes but this "South-3" trigger points to an odd location on the edge of the map:

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Thread to be continued . . .
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Narvik v. 1.7

I had mentioned this on page 46(!) of your campaigns thread. "Note naval exit point" is a note, not an objective, but the game thinks it's an objective. Since there is no way to satisfy it, it remains unsatisfied and therefore "Open." Hence a Draw is the best possible outcome and that is why matthew 2582 complained about being returned to Norway despite winning Narvik. This has to be marked as completed from the start:

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I was surprised to see no location names on the map. The text_english file does contain "HEX NAMES" but perhaps they weren't confirmed? Or they were lost when the map was truncated? In any event, I would at least name the objective hexes themselves (and not just the units on them; units may move and hangars disappear on scenario start) so the player can see where he is going:

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The objective points to the wrong hex for the southern gun:

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These two triggers are interesting:

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I would have expected them both to fire every time - choosing 1 of 1 option means 100% probability - but it seems that in this arrangement, the choice is yes or no.

Sometimes both forts appear:

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Sometimes only on the north bank:

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Sometimes only on the south bank:

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And sometimes - this is the problem - neither appears and neither does the objective:

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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Narvik v. 1.7 (continued)

If you want that kind of randomness - 1 fort, 2 forts, no forts - and you want the objective to be enabled regardless of the random outcome, I recommend the following.

1) One random trigger instead of two.

2) Move the Enable Objective effect to this trigger:

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3) Set up a random choice of 4 options, one for each folder and two left as "None":

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I tested this several times and saw at least one of each outcome - 1 fort, 2 forts, no forts - while the objective was enabled every time.

Say, this scenario is complicated and it's getting late. I will continue with Narvik tomorrow.

Thread to be continued . . .
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Narvik v. 1.7 (continued)

These destroyer triggers are puzzling. If a certain destroyer is killed and Elvegardsmoen is in German hands, then its crew and transported troops disembark in Elvegardsmoen?

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There should be an Event Popup message or a mention in the briefing that instructs the player to try to get the Kattegat and the Rauenfels to Narvik in order to get the bonus income.

Okay, now I get the purpose of the secondary objective trigger "Coastal guns" which looks at Narvik and Elvegardsmoen and awards the objective merely when those two points are taken. The answer was in the Kriegsmarine "Ofoten coastal gun" and "Forholten coastal gun" triggers. Both look to see if Narvik and Elvegardsmoen are taken, then they remove enemy coastal guns and establish friendly coastal guns.

Which is not clearly explained in mission description or the briefing. Suggestions:

Mission Description: Capturing both Narvik and Elvegardsmoen will cause friendly coastal guns to be set up on the banks of the fjord. These guns will defend the approaches to Narvik. Get a Kriegsmarine specialisation point.

Briefing: Your objective is to seize control of Narvik and the surrounding fjords as quickly as possible. Our other primary objective is the mobilisation center at Elvegardsmoen. Control of both Narvik and Elvegardsmoen will allow us to establish coastal guns that will protect the approaches to Narvik.

No AI teams for these spawned units:

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That's it for Narvik. I should be able to pick up the pace on this starting tomorrow.

Thread to be continued . . .
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Re: CSI Sweep: Germany West 1939-40

Post by Erik2 »

Some Narvik info:

As is probably known, all 10 German destroyers were sunk by the Royal Navy in the two battles at Narvik.
The surviving crew from the destroyers were given Norwegian (!) uniforms and weapons from the depot at Elvegardsmoen.
These troops were named MarineGebirg.
This is the reason for the spawning of additional German troops at the depot.
I'll see if I can add some of this info to the scenario.
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Ah! Very good. Not known by me, though. I seem to learn something new every time I work on OOB. :)

Yes, you may want to explain that interesting detail. I suggest a separate one-time Event Popup message trigger, deactivated at start, and in each of the destroyer destruction triggers, an Effect that activates the message trigger. Thus the info pops up the first time it happens and no more thereafter.
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Trondheim v. 1.7

For the secondary objective "Connect Trondheim to supply from Oslo" it would be beneficial if Trondheim was included in the mission hex links.

Mission outcome statements: "Hr." is unusual to non-Germanic people (reminds me of Human Resources); suggest spelling out "Herr" in all instances. Also, there is only one "s" in "disappointing" and capitalize "Narvik" under Minor Victory.

Wrong objective failed here:

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The problem with the "Ger Værnes" and "Ger Hegra spawn" triggers is, if any German unit is on those hexes at the moment of Capture VP Event, it will not fire. Would it not stand to reason that there would be a German unit on the hex when the VP is captured? Because if so, the moment passes and the trigger must wait until the next Capture VP Event. Here's a test example:

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No German fort spawned. So instead, I would make both of these "Move Event" for trigger event:

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As you can see, with that arrangement I got a German fort as soon as I moved off the VP:

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- Bru
bru888
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Re: CSI Sweep: Germany West 1939-40

Post by bru888 »

Trondheim v. 1.7 (continued)

Unfortunately, as we have found out, this trigger will not work if the scenario ends early. It is likely to do so, with 60 turns and 5 primary objectives all based on Capture VP Event:

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Instead, I would do it this way, with all five primary objectives included in conditions:

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This trigger is at best superfluous; at worst, harmful. I recommend deleting it:

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Coastal Guns popup message: Two "n"s and only one "l" in "personnel." Incidentally, the "Coastal guns" trigger will work, even though you have the same "Check Unit(s) Near Hex / Amount = 0 / Distance 0" conditions as the "Ger Værnes" and "Ger Hegra spawn" triggers, because you have it set for Any Event. That works; keep it that way! :)

On second thought, Any Event is fine but I still prefer to be specific whenever I can so as to cut down on computer processing time. So, for "Coastal guns" trigger, I would set it to Move Event and for "Cruisers," that would be Combat Event.

Those Gebirgsjäger triggers are tricky. I think I know what you are trying to do. You are saying, if one Gebirgsjäger unit lands at near the coastal gun, only four (instead of 5) Gebirgsjäger units should land at Trondheim. Thus the "Gebirgsjäger Agdenes" trigger deactivates "Gebirgsjäger Trondheim all" and activates "Gebirgsjäger Trondheim less." If the "Gebirgsjäger Trondheim all" trigger activates first, however, it shuts off the "Gebirgsjäger Agdenes" trigger and the already deactivated "Gebirgsjäger Trondheim less."

The logic flaw is, if the player moves the Hipper and destroyers into Trondheim port first, that means the "Capture coastal batteries" secondary objective cannot be achieved. The player is not aware of this choice and if he moves the Hipper squadron first, he loses a chance at a Major Victory.

Here is what I mean. I occupied Trondheim first and landed all five Gebirgsjäger units:

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but the tradeoff is, moving in the Paul Jacobi does not spawn the Gebirgsjäger unit up there:

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Maybe that's the intention; it forces the player to move land units all the way up there to occupy those two hexes, even if the enemy coastal guns are destroyed by naval fire. However, seeing what is coming up the fjord in a little while - the Furious squadron - the player would definitely want those coastal guns on his side before it's too late. But the player does not know this and loses the opportunity unless he happens to move the Paul Jacobi first. That's unlikely, since the scenario begins with the focus on the Hipper squadron.

I could try to figure out some complicated scheme to do something of what I think you intend, but instead I'd like to cut to the chase. I would do the following:

1) KEEP the "Gebirgsjäger Agdenes" active at all times. Do not shut it off. The "Capture coastal batteries" mission is great and frankly may be necessary for victory.

2) DECIDE whether the appropriate amount of Gebirgsjäger units to land at Trondheim is four or five, regardless of the single unit landing up north. (Knowing you and your standards of difficulty, I'd go with 5.)

3) DELETE one of the "Gebirgsjäger Trondheim" triggers, depending on your choice in 2), and remove the "Set Trigger State" effects. Make sure the trigger that you choose to keep is activated.

Whew. Were you on amphetamines when you designed these Norway scenarios? Or inspired, because these are close to home? Say, is your house on one of these maps? ;)
- Bru
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