04Center-2 and an updated Campaigns Japan spreadsheet are in your folder. (Be careful with just taking this version of the spreadsheet and copying it over yours. I downloaded the version dated 2/25/2022 so if that is the latest, then it should be fine.)
This is a very big scenario, so it generated a ton of notes. Sorry about that, but they all are pertinent, I believe.
I did the following:
• Since the name of the scenario is "Counterattack Center," I assumed that it's alright for the player to be warned of the possibility of one in the scenario description and briefing.
• I liked the premise and interaction of the objectives. I just tweaked them a bit:
1) "Capture and hold Mount Kirishima" is a two-VP affair now (marked with regular VP flags to suit the other objectives). Why not take the mountain? There's a bunker on top of it; in addition to the base camp, the Americans should need to scale those heights, kick the Japs off the volcano, and plant their flag up there.
2) For the "Maintain the link-up corridor" objective, I made a battle line / corridor effect by rearranging a few of the primary VPs. In particular, I moved the primary VP at Kuroki up to Hirohashi and the one at Koda down to Kamino. I also created primary VPs at Yamanokuchi and Tuda, for a total of 12 linked locations.
3) Added several additional points for the "Consolidate and advance" objective, for a total of 8 VPs (marked with secondary VP flags).
4) Created an "Early scenario ending" module, delaying "Consolidate and advance" until other objectives are completed (or the scenario ends).
5) "Hold western flank for x turns" is set for 5 for now. I tested it a bit; that seems to be a decent challenge. See what you think. I labeled where you have "3/3 MR" as the third "Forward Position" and made it the third hex to be held, rather than the village behind it. The premise being, if this flank gives way early, all hell breaks lose behind American lines.
6) I threw in a land commander for "Eliminate all enemy armor." I chose Michael Williams and gave him to the Marines this time (green font, I believe?). Updated spreadsheet in the folder.

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• To make things even more interesting for the "Maintain the link-up corridor" objective, I added a requirement for an open supply connection between the first and last points. Yes, this is easily satisfied AS LONG AS no point becomes isolated from the others AND the American rear. This objective is marked as completed at start, only to be failed but able to be completed again because it is checked continuously.
• To focus on a vital intersection for the "Consolidate and advance" objective, I moved the village of Kyomachi one hex to the northeast. The villagers, when they return from hiding in the forests, will be amply compensated for their abrupt relocation.
• For the "Don't lose / destroy all armored units" objectives, tanks are covered by their class but the SPA's and TD's have to be individually listed in the trigger (just artillery or anti-tank class is going to include the towed guns). For both sides, I identified and included ALL such units as shown below, so if you want to add another of these SPAs or TDs on the map for either side, you can do so. However, in order to preserve my sanity, and for the sake of the trigger which probably could not accommodate them all, I did not attempt to include armored reconnaissance or AA guns, not even the AA/AT-switchables. I spelled this out in the objective descriptions. (By the way, the Marine LV1 is not included, either. That's not armored, I don't think; in any event, it would not be high priority. If you do want to include it with U.S. armored units not to be lost, just add it to the end of the "not to be lost" list in the trigger.)
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• I added one more Japanese SPA, a Type 5 Ho-Chi, because I like even numbers (10 units) and I wanted to show off my new trigger. It's labeled "SP Art/6 Tank" like the other one and it's with the rest of the Jap armor.
• I added a couple of AA guns on Mount Kirishima just for show, since there are no air units in this scenario.
**
• Arranged for adequate supply for both sides. Notes:
1) This scenario, I think, should be one in which supply comes from off the map. Especially for the Americans, because that's the premise of the scenario: Have they reached too far, too quickly in order to link up and are they stretched too thin?
2) Same idea for the Japanese; their supply would be coming from up north now.
3) EXCEPT, I provided for adequate supply for the teams defending Mount Kirishima, for it's a sure bet that they are going to be surrounded and cut off from other supply. Hence, the two primary VPs are 50 each and there are four supply dumps, each with 25. The player should not get a blank check by just cutting off the mountain from supply and waiting for its defenders to wither.
• Added garrisons for each of the "Consolidate and advance" VPs because none should just be a "walk-in."
*Interesting detail that I learned: If a unit is switchable, you must include both versions in a trigger like this. Else, only the version that the designer put on the map can be counted. I found that out by looking for the two Ho-Nis that were missing from the "destroy enemy armored units" objective count. I had picked the wrong versions (anti-tank, probably, while you chose the artillery version). Notice that the trigger doesn't differentiate as to the name of the unit, but these are not duplicates, I assure you:

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**In the scenario description, there is (slightly edited from the original): "Due to heavy rain, there is no U.S. air support available and the muddy ground is difficult, especially for armored units." Yet, shortly after writing that note above about the AA guns, I found this gaggle of geese! You need to resolve this contradiction one way or the other. If the air force stays in, better alter the scenario description accordingly.

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[Continued in next post.]