Campaign
- Corrected "Alphonse Juin" text.
- Provided location ring, faction flags, and arrows on the campaign map before Mareth Line.
- Inserted a campaign message after Mareth Line and before Normandie to ease the transition from North Africa to Russia (the Battle of Kursk).
Battle of the Mareth Line
- Added city garrisons for El Hamma and Gabès.
- Added supply to all villages, including "between the line El Hamma-Gabès and the Mareth Line." I don't want supply to factor into this scenario, although the Axis on the Mareth Line is still programmed to defend Gabès if El Hamma falls, or El Hamma if Gabès falls, and then head for the (Tunisian) hills if they both fall! (Even for the New Zealand Corps this lack of supply focus applies; technically, the objective is to hold onto the rendezvous points, not to prevent supply disruption although that could occur if the player is careless.)
- Based on what Mascarenhas said (needed 47 turns), I kept the total amount of turns at 52 for now.
- I overlooked that the four waves of desert patrol attacker count toward the "Decimate the Axis 1st Army" goal. Also, the Matmata Hills pass garrisons at the start. That's 20 + 6 land units plus 62 others on the map (plus two more, the garrisons for El Hamma and Gabès) for a total of 90 Axis, so yes, the bar needed to be raised, to 65.
- That's 650 enemy land strength points to be destroyed. To expect only 16 FF land units (23% of a total of 70 Allied), to destroy 200 strength points (31%) is a stretch, so I raised the "Earn Free French battlefield excellence" goal to 175 strength points, not 200.
- Shortened unit names ("Div" for "Division" or leaving "Div" off altogether) and corrected the Maoris label.
- Added a Lysander recon plane when the British 8th Army is activated at the Mareth Line. Also added a construction group in case it is needed.
- 4th Indian Division to spawn under British India flag (also made British India playable by human and adjusted income accordingly).
- Heh, I realized that the "artillery shots being taken in full AI mod" are not intended but happen when the enemy's planes fly overhead and spot friendly units. I did not want any action on the Mareth Line until the Tebaga Gap breakthrough. Well, it really doesn't matter because all of those placeholder British roundel units get removed anyway when the Eighth Army is activated. Call it "dramatic effect"!
- By far the easiest thing to do, rather than actually "surrender" the convoy ships and have them sail off for Algiers, is to remove them and turn off the reveal hexes over the Golfe de Gabès. Done. "Turn out the lights, the party's over."
- Added a popup message if the naval battle is lost, and provided for failing the convoy objective instead of leaving it open in that case.
- No, I don't want the Allied warships or U.S. planes hanging around. They are there only for the Italian convoy and presumably would be called back to their regular duties when the job was done. I don't want them staying and taking cheap potshots at Axis forces (I saw no reference to any naval support in this battle). Tradeoff: If the Italian warships win, they also get removed.
- Enemy planes should go to Seek & Destroy now, based on whether the Allies or the Axis win the naval battle. Either way, they go to S&D.
- Added a one-time module to restore Axis air power to original levels once Breakthrough at Tebaga happens. Includes replacing any Axis airstrips that have been destroyed up until that point.
- To balance, added 2 Allied fighters and 1 bomber at the same time as the Axis air unit restoration. Recall the construction group that was added at this time as well; if the player still has all his planes flying, he can build another airstrip for additional air supply. If he has already lost an airstrip and needs to rebuild that one, then he is in a bind, let's say.
Free France 1940-1945 (ten scenarios)



