I've played through the campaign (
difficulty lvl III):
Very nice job. Very interesting. Thanks
As you've written:
StuccoFresco wrote: ↑Mon Jan 17, 2022 3:12 pm
[...] 1st scenario is fairly hard, 2nd and 4th scenario are easy, 3rd is hard-ish, 5th is relatively easy, 6th is a bit hard. [...] but if playtesting see the player walking through the campaign I may rise the challenge in future versions.
Few comments, if I may:
1. Especially to defend the (enemy) supply outputs, I suggest that

you add enemy garrison units (
either a brand new unit or some "regular" infantry model?). On all maps, but especially for the first and fourth scenarios, where it's rather "easy" to take control of them and to outsupply massive amounts of enemy units.
(
In the 4th, the enemy troops just barely reached the defensive line with our secondary objectives to be held at scenario end, before being all entirely outsupplied! Scen04, T38: the last British unit on the map has been whiped out. And air superiority gained by taking all British AFs and destroying most of their planes on the ground - long before that! Some British garrisons units would definitely be useful there... at least to slow down the player from achieving such a move!)
2. "
1st fairly hard" => what about granting more RPs to the player?

Either from start or perhaps later, as "gift", but not before mid-scenario (turnwise).
(No income at all for the player? Fine, you're pick.)
3. Dates coherences between scens 1&2: If I'm not mistaken, the first scenario starts the 1.1.1940 and lasts 20 turns (so about 20 days). And the next scenario starts the 5.1.1940... Due to this, perhaps setting a 5 turns per day (for the first scenario) would be more coherent on overall?
4. Scen2:
-> First, two details: the Strongpost at Linisti doesn't start at full entrenchement (
well, it will be entrenched over time, but...) & there is no need to define an AI Team for the units we're about to control (the "AI Team 2", that is - you've a "!" because it mixes there air and land units - but here those from the player!?) - but that's still a detail, I think, as it doesn't bother the player who won't know this...
-> Then, what if the player lose exactly 27 units?

The triggers about "50% losses" check wether it's the case "<27" or ">27". What if the case "=27" just happen? Then, this obj would stay considered as "open" (no completed nor failed, that is".
Suggestions for the "Yugo 50% losses" (so failed for the player) => put "<28" instead of "<27" (to consider the possible case "=27") and put the "Link to obj" (top down) back to "None" to avoid possible issues with the counter to be displayed, the one seen by the player.
5. Scen3:
-> 1 support unit in the E of our pocket start without entrenchement
-> the enemy support unit from the NW should move from AI Team 1 to AI Team 2, otherwise it's very likely to just stay put
-> With my settings at least, titles of event are too long to be properly displayed... perhaps a "Battle Survivors" and "Armored Div Incoming!" shall do nicely the trick?
->

Perhaps
clarify pri obj descr: 10 units must survive AND exit the battlefield... but only units FROM our original pocket will count.
-> 'Could be nice to have a counter that upgrades each turn, in order to know if we're rather good so far or rather not
-> Perhaps add something in the briefing, like the 3rd part of it, something as "For that, we're a bit in a hurry!" Because we are.
6. Scen4: A little detail, brief 3/5: 'adding a little reminder about the meaning of MLRs, to be/stay crystalclear.
7. Scen05:
-> As Strongpoint can remove mines (!

and while rotating!), as an easy fix, I suggest to

replace the 2 minefields that are adjacents to the Strongpoint just East of Tiraspol (in the N of the map), so to replace them by Yugo minefields (
why not, both armies having entrenched anyway and we've our own minefields elsewhere on this map as well).
-> Why is the obj "Baile" undefended?

There at least a tiny (perhaps new model of) garrison unit would be welcome.
-> As conditon you check wether the campaign variable "tre" (from 3rd scenario) is ">1" or not. Actually, isn't it not only either 0 or 1? So, a ">0" wouldn't it be better?
-> In the Campaign Editor, under Settings, Variables... well, have you double-checked whether
all campaign variables are added there and selected for each of them in which scenarios they should be taken into account?
As you've written "5th is relatively easy"... Indeed, too easy I fact, I think (and despite having had to beat again the motorized division what should have already vanished!):
At turn 15, only 5 British units survivors (all fully disorganized or almost) and only one 1-strenght point British stronghold surviving the turn 16... out of 20...
=> Perhaps you should put more units as reinforcements, including some British tanks and mobile artillery as well! And more British artillery here and there from start.
8. Scen06:
-> Only 1 red arrow associated with all these locations?
-> Strange that obj descr "2/3" of our forces, but counter displays "7/3" from start...
Et voilà!
Thanks. Cheer up, keep up the good work! 