Operation Totalize - Phase One
Comment: This is the most land command points for the human player's side that I can recall ever seeing. A combined 537 land CPs which, divided by the arbitrary average of 3.5 CP's per unit, yields approximately 153 units to be addressed each turn. Land supply shows an existing surplus of +491 but remarkably, that will not be enough. To remedy this, I placed 150 on a third major road from the north while conforming the other two supply hexes to the same amount; net surplus now +581. (You have an additional 24 CPs coming with Canadian spawns and there are the specialisation CPs to consider.)
Edit: I added a primary objective and rearranged them so that the goal is to establish an arc to the south which is not too narrow. I added and rearranged secondary objectives in support of this: "Possessing these key towns and intersections will secure our flanks and keep open our supply lines." Of course, I linked the hexes properly to all of them.
Suggestion: You may want to quickly scan your units and tasks to see if they still correleate with this revised array of objectives or if they need a bit of tweaking.
Edit: A couple of the primary objectives that I chose were undefended so I took the liberty of moving two bunkers closer to Cintheaux and relocating a bunker from in front of Cauvicourt to Renèmesnil.
Edit: The "All 9 objs" secondary objective trigger was linked to the wrong objective. I fixed.
Edit: I don't like spicy food but I do like spicy scenarios. So for flavoring, I added two secondary objectives: "Destroy at least 50 bunkers" and "Capture the Aèrodrome in 10 turns or less."
The bunkers objective is innocuous; the prize is "Fulfill this objective and enjoy the congeniality of Lieutenant General Harry Crerar. Fail this objective and incur his wrath.":

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I did figure, though, that the player should not be allowed to bypass so many bunkers in order to get at the objectives. A few, maybe, but this many would not be tactically sound. This objective
is mentioned in the briefing so if you delete the mission and trigger, delete the last briefing as well.
The Aèrodrome objective does generate a non-core bomber, but it won't last long with all of those enemy flak units:

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That was a rigged test of the Event Popup which is why the airfield is still owned by the Germans. If you feel the bomber is inappropriate or upsets the balance, just delete the objective and the trigger. It
is not mentioned in the briefing. (By the way, there are two puns in that screenshot, one obvious and one not so obvious

)
Edit: This Nebelwerfer was an orphan. The Wurfrahman 40, next on the list, was also "II/83 Werfer" and in AI Team #1 "I/1056 Gren" so I threw it in there:

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Edit: Same thinking for this 75mm PaK 40 labeled as "1/189 Pz Jäger"; another unit of the same type is "2/189 Pz Jäger" and it's in AI Team #1, so there it went:

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Edit: This Flak unit went into . . . Flak! (AI Team #10) I thought long and hard on this, really:

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Edit: This 75mm PaK 40 seemed to belong to AI Team #3 "I/982 Gren":

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This Flak unit went into Flak (AI Team #10 - I wish all of these orphans had been Flak):

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Edit: Here are your outcome images:

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I'm finished with Operation Totalize - Phase One and the updated version is in the "Back to Erik" folder.
Remember, only "Edits" are changes that I have actually done to the scenario. They are for you to review and approve. "Comments," "Questions," and "Suggestions" are things for you to consider and act upon as necessary.