"Perekop"
(v1.00)
Oh man, I love your scenarios. They're always fun. Some may need minor balancing, but it's always fun. Thank you!
Every time I thought I did some good progress on the map, and that it's gonna be a "walk in the park" from here on out, there's some units coming out of the FOW and attacking. Here's what I was about to write at midplay (turn 8-10): "you may want to give the Soviets some heavier tanks or at least way more AT-support, as their BT-7 never even tried to attack one of my PzIII/J"...and just a couple of turns later two of those came at me attacking my tanks and forcing me to retreat
and at the same time on the other side of the map, two of those light tanks attacked my infantry units which had no AT-support because it seemed unneccessary some turns ago. Great timing! Really love those kind of "surprises" in a sceanrio, makes them exciting!
- Good CP-balance in this one
- That was mean: realized during play, that the 10RP you gave the Wehrmacht aren't enough to repair both bridges. And of course I didn't deploy no additional engineers!

You may want to change that to at least 20RP at the beginning. If the player wastes this money to repair the aux. units, it's his own fault not being able to achieve a sec. objective. But my only choices right now are to cheat me some #warbonds or to "upgrade" one of my units to engineers. And then back to regular infantry. That's a waste and should be changed IMO unless it's by design that the player HAS to deploy an engineer unit...
- the prim. obj. "Take Armyans'k" is linked to the wrong hex: Perekop (see screenshot)
- in the sec. obj. briefing you say "+15RP Wehrmacht" but it's actually just +10RP instead
- the reserve units near Perekop are useless in the defense of Armyansk with the AI settings like that, unless by design

- Screenshot 123.jpg (445.63 KiB) Viewed 1570 times
suggestions
- still, one or two heavy tanks extra for the Soviets wouldn't hurt
- swap the cavalry unit in Radensk for some real inf. as "static defense". The cavalry's defense values are a joke, and entrechment doesn't really help there much either
- remove the 10 supply on the nord-western border near Radensk, as the nearby Soviet tank captures and holds it unnecessarily and thus neglects to effectively attack my units crossing the river
- all towns with supply should have units assigned to them, or else the AI always retreats other units to capture and hold them, and this seemed like unwanted behaviour in some instances
- all prim. VP should have at least two inf./conscripts units initially guarding them (+ AT support or arty, but that's almost always there already)
- change the sec. objective to a "2-3RP
per turn" award, for example, otherwise the Wehrmacht dries out quite fast. If it's by design to keep my Wehrmacht units down, however, you succeeded
- the WSS RP/turn, on the other hand, are a bit much in comparison; 10-15 are more than enough
As always these are just my own opinions. And Thanks again!

(EDIT: just corrected some of my typos, again. This forum really needs some kind of spell check mechanism..

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