12Lemetti
- added the village of Lemetti to the primary objective links.
- improved (simplified) the early scenario end trigger to work reliably.
- redesigned and simplified the Capture Tank Module: "simpler is better, Bruce."
- the prize tank will be chosen randomly, at Scenario Start, for better replayability.
- the prize tank will become part of the player's core.
- this module redesign will resolve "On the beginning of turn 10, the obj "Prevent Soviet from escaping the motti" was considered as failed, although NO unit at all managed to escape nor was close at all from any exit point" because, yes, the old capture tank module was removing tanks instead of being destroyed. When they were removed, they "exited" and failed the primary objective. Another good catch, Colonel.
- this module redesign will also resolve "The map has been completely cleared at the 15th turn... but the sec obj counter said that there was 24/30 units destroyed." Again, the surrounded tanks were being removed and thus exited. Yet another good catch, Colonel. You are on a roll!

- took the T-28 out of the mix. That's too much tank for the Finns to be driving around, especially now that it would be a core unit. On the other hand, I resisted putting in a Matilda or, even worse, a T-38; those are too puny. Mix: Two each of T-26 1939, OT-130, and BT-7. One will be the prize tank if the player gets to it in time.
- decided to give two more turns for this objective, since the player must destroy the tank to earn a prize (if it is the right one). Now the mission is "On or before Turn 12, destroying an idle tank will capture it instead. After Turn 12, Soviet engineers will destroy all remaining idle tanks."
- reduced tank strength to 5 to reflect their undermanned/unmanned status.
- moved prize tank spawn to just outside the Vehicle Park to avoid any cancellations due to too all nearby hexes being already occupied. Explained shift in popup message.
The prize tank randomness is there, as these tests show. The module is working.

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