10Karhumaki
- swapped out a 76mm IkK/29 for a 40mm Bofors AA gun instead.
- provided for aerial reconnaissance with +1 air CP.
- added 12 turns, from 24 to 36, and adjusted deployment hexes accordingly.
- added a bonus of 100 resource points for taking all four Karhumäki Hills.
- added a secondary objective to "Destroy 3 enemy air units" for 100 resource points.*
- provided 4 aux engineer units to deal with the mines and changed the popup message.
- removed 2 Soviet infantry, 1 AT gun, and 1 artillery from farm defence line.
- removed 4 Soviet infantry, one from each hill defence team.
- lowered Finnish land CPs a bit, from 135 to 120, to avoid unbalancing the other way, given the five previous items.
- converted "Capture the town of Karhumäki" to "Scenario turn limit" evaluation.
- created an "Early scenario ending" trigger that allows the player to finish the secondary objective of "Take all four Karhumäki Hills" before ending the scenario.
- moved both airfields closer to the action and provided defences for the AI airfield to discourage rambunctiousness.
Note: Regarding "The secondary objectives Karhumäki Hills are a bit problematic since they are closer to the Finnish starting positions than the primary objective, the town itself. Usually sec objs are located farther away than the pri obj," I hear you. Usually, secondary objectives are "stretch" and therefore further. Here, though, the player must take them in order to not be tempted to bypass them (and theoretically expose himself to flank attack). He can do so anyway, of course, but that is the difference between Major and Minor Victory. If I am a commander in this situation, and I went ahead and took just the town Karhumäki without securing those hills in my flank and rear, I would not be celebrating very much.
*I included a bit of fun and inter-service rivalry with this objective. Mission: "Why should Luftflotte 5 have all the fun? All the glory? Show them Lentorykmentti 2 (Flying Regiment 2) is their equal! Get 100 resource points." Success message:

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