17Kelja1:
A good scenario, with a nice briefing as well!

Alas, I do think that it's
not enough challenging as it is... Indeed, with an aggressive defense (

), using the mobility of our ski troops, it's (too) easy to destroy entirely the Russian troops!
In my playtest (level 3 as usual), there was for example no fighting at all around the fort (which we are not really supposed to hold), because there was not a single Russian able to even reach it.
What happened? Well:
1. The Russian heavies came too late - almost when most of their regular infantry units were on the retreat.
2. Their artillery - good and strong, by the way - came into action more or less in the same time than their heavies, so too late to really have an impact on the battle...
Their artillery was able to deal some decent damage (before being entirely whiped out
), but mainly because my troops had counter-attacked heavily and brought the actual fight on the river itself...
3. Their planes stayed put around their deployment zone (
so out of action) for quite a long time at the beginning, even if my fighters have reached them to "tease" their bombers...
If the player can destroy about a dozen of regular infantry quickly and without taking much casualties, then all's directly said! Or almost...
Therefore here are my suggestions:
1. Deploy all heavies a little northern, so that they are more likely to stick closer to their regular infantry units and to help them a little;
2. Spawn the artillery sooner (so no longer at turn 3) and/or a little northern as well, so that they can at least support a little their regular infantry in case of fighting near the borders of the river;
3. Make their planes more aggressive - they could fly above their troops (right to the north, maybe) and use theirs bombs to support their assaulting troops;
With the three previous points, the Soviets would be able to launch a better coordinated assault, with more concentrated power... and would then put more of a challenge!
4. Finally, what about increasing the length of this defensive scenario?

If they attack more efficiently, then give them some time to obtain results and for the player to counter this stronger threat... So, what about maybe 25 turns instead of 20?
By the way, it's very nice that we could use the "Construction group" to build an airstrip - really useful "fuelwise".
It makes me think again to the option which would be optimal, according to me, for the 14Kemijarvi scenario.
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18Patoniemi:
Just great!

One of the most interesting scenarios in this campaign; and some of the tasks to be done are completely different from the usual.
Hem, maybe the Russian artillery is a little late as well

, but that's all.
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19Kelja2:
Another top scenario

, with great briefing, volunteers fighters from different countries
(even historically on airplane as well 
), again with a nice rebuilding story...

I would there just suggest
maybe the addition of 2 turns.
Why? Well, these damn Cargo trucks are quite slow to move, which could become quickly tricky about the "Supply Dump 2" (far away). And this event is triggered when the 2 first main objectives have been captured, but we don't know at all that this will happen. What is known, it's the presence of tons of mines and MG-foxholes: nothing that makes you want to rush! But on the contrary you do need actually to rush (to trigger this event, to be able to begin to slowly move these Trucks)...
Therefore, in order to help handling this aspect a little tricky right now, I think it would be nice to have

either 2 more turns or few words about "not losing time taking the first objectives" within the briefing.
