"53Coventry"
- the 2000RP for the player at scenario start are too much
- no sec. obj. = no Major Victory possible
- It's quite easily possible to capture "Coventry" by turn 5 and therefore ending the scenario there with a Minor Victory. You could leave it like that, of course, but shouldn't IMO. My suggestion: Just leave all or most of the french units at "static defense" around the city with the AT gun in the middle and that should make the city's capture hard enough to last till turn 5

- Screenshot 36.jpg (555.27 KiB) Viewed 3380 times
- there's a minor error in the "Vichy defects" trigger, that made the game seem to crash (no mouse actions possible) at turn 6 start. This could be circumvented by pressing [CTRL]-[ENTER] and manually ending the turn (but thus losing that turn as well); the game progressed fine after that. But the effect was: No popup text and no spawn of fresh french troops around Coventry.
- The mission objectives were hard to achieve within the given 20 turn limits regardless. Didn't test it after correcting the trigger, though, but I'm sure you should add a couple of turns. Or maybe just DO NOT blow up that bridge at the eastern deployment area
- maybe you could increase AI team's 8 (east of Birmingham) distance setting to a bit higher value, so they would attack as a whole and not in pairs.
- the enemy position around Nuneaton is useless unless attacked, maybe make them Seek&destroy at some point; they'd make an excellent flanking force aimed for Coventry.
- the new deployment hexes (from turn 6 onwards) are situated in enemy controlled supply areas. You should consider a "change hex ownership" to the players alliance around the deployment hexes from the beginning or via trigger later on
- oh, right, the above mentioned trigger error: "Vichy defects" trigger / "Change income" effect has no "Nation" defined -> just change it to Kriegsmarine. This obviously caused a halt in the processed queue and the seeming game crash. All the previous "Change Objective" and "Remove unit" actions were executed correctly. Tested it, it works now. So there's like seriously no debug mode or integrity check to exclude incorrect defined trigger parameters from being executed and causing some kind of loop or halt? Okay...
"54Irish"
- I really could have used a supply ship at the naval deployment area (going for Belfast)
- the Fairey Battle plane near "Penrith" is idle, because it's designated the wrong AI team: 1 (fighters) should be 2 (bombers)
- Two strat. bombers in the northeast corner near Penrith are assigned AI team "2". I'm sorry, but I kinda don't get AI team 2's function. Static hex defense for bombers?

They don't move and crash after the fuel's run out. I could understand if they were defending over a city hex: then maybe the falling down debris could hurt my soldiers, but like this...

I guess you forgot to change the setting to "air seek & destroy"
"55North"
- undersupplied land-CP (-13)
- to fully deploy my naval-CPs I'd need at least 1 more deployment hex at scenario start (with cruisers. A destroyer-only-fleet could require more)
- the "Capture Leeds and airfield" prim. obj. is checked as failed from the beginning: Trigger "Brit Leeds Af / Set Objective State" is set as failed, should be "open" instead, IMO
- and 33 spec. points again

As always, it's the "-1" trigger within the objectives.
But one really good thing has come out of all this. By now, I'd check every scenario in the editor prior to playing it by habit.

Seems to me, as long as it's not graphics related, I don't have to wait for "official" fixes to the DLC campaigns anymore...
