First glance at
1 Shanghai 1937:
(
v1.0.1, playing as usual at lvl III)
Hi! I've played a good third of this scenario and then taken a look at the triggers. Here are a first feedback of mine on this very first scenario.
It's really nice, and obviously based on History; we've some choice to make during the scenario (some extra partisan unit or not?), some cool and immersive events too...
Great!
Apparently you've chosen not to have any core unit in this campaign, right?

It's a choice, and I would say it's fine anyway. This at least allows more precision in naming units
historically. By the way, you may have noticed that many units have names that are too long to be properly displayed...

But I
do like "Peace Preservation Corps" or "Jiangsu Peace Preservation" or "Tax Police" in the names, because that in itself enhances the immersion, even if it's at the cost of making them longer...
Anyway, here is already a little bunch of comments, ideas, suggestions, etc.:
-> I've seen that you've already corrected the spec overview, that's fine now!
-> Why having a deployement phasis when we've nothing to deploy? We can analyze the starting situation even after the Japanese have played their turn...
(Editor -> Under "Settings", unselect the "Deployment Phases" on the left.)
-> Txt descr of obj "Do Not Lose More Than 9 Central Army Infantry Units" now ready "[...] You only lose if you lose 8 Central Army INFANTRY units." => now that you've changed this obj from 7 to 9, you have to replace this "8" in the text by a "10".
-> You could consider adding slightly the XP level of several Chinese units...

after all, even if they aren't that much experimented, or rather not as much than the Japs, they've fought during longs months already, haven't they? Now, most of our Chinese units have just no XP at all.
->

Having some railway between our two back towns of Suzhou and Jiaxing (
already far enough away from each other) would be a great improvement for tactical flexibility... the most worrisome part here may be the defense of the southern one, namely Jiaxing!
-> Near Songjiang,

the southern bridge (
SE from this town) should be blown up once Japs are closing in. It would be of much use to delay them... otherwise during one single turn it's 5 or 6 units that'll cross it directly and move against this town and its supply outputs (that they
do need thanks to some well-applied policy -
I won't spoil it!).
->

Connect the road SW of Songjiang with the main one near our MG foxhole (this may be useful: perhaps allowing us to send our single tank unit to try outsupplying the Japanese column moving northwards towards Songjiang.
-> Then, in order not to make this maneuver too easy (
although it should be thought of and planned sufficiently in advance to allow the tank to get into position so that it is ready to act at the appropriate time), which could also be added:
There is a village at the end of this road. So a garrison could be hidden there...

So, once this place is secured, why not add a regular infantry unit, named "Japanese Flank Guards" or something, immediately with +3 to the supply output in the southern town (to compensate for this addition and keep the rest as you have planned it now).
When to do it? Well, the Japanese units should have continued north, to make sure that the village was empty and that the garrison unit that is going to be spawned there is actually there and not one hex away... so it can hide there. Say when the bridge to the north blows up?
-> The Japanese have (at least) one cavalry unit on this battlefield... but not the Chinese?

(
https://en.wikipedia.org/wiki/Horses_in ... r_II#China ) If one has to be added, I suggest putting it near Songjiang under some warlord's command.
(NRA cav:
https://en.wikipedia.org/wiki/File:NRA_cavalry.jpg ; Chiang Kai Shek on horse
https://www.google.ch/imgres?imgurl=htt ... egUIARCmAQ or
https://www.google.ch/imgres?imgurl=htt ... egUIARC4AQ )
-> You can't have two bridges one exactly after the second one the very same road... it doesn't look nice at all on map. It happens once South of Shanghai (2 hexes with river & road = discontinuous bridges/road) and once near the center of the map. Each time, it would be nice to slightly change the route of the river or road in question...
-> Now we have to preserve our support weapons... but we could lose our single tank unit?

Well, well, that may be an option for another similar secondary objective...
EDIT: Well, 'could have... but not worth it, having taken a (quick) look at the 2nd scenario as well.
-> As we don't have a lot of RPs (but it's not
that dramatic either

), one could perhaps consider

having a sec obj about dealing at least XYZ damages to Japanese (land) forces using only our (core) "Central Army Infantry Units"... as reward, a few small handfuls (or tens) of RPs.
EDIT: Still worth... few RPs are always welcome and depending on our success/progress, the HQ may unlock more ressources from its reserves; that's plausible!
-> East of the town of Kunshan (if I'm not mistaken): you've 2 units under Warlord/AI command... that are just about to sit there, entrench themselves... and block the road for us as well, creating much more easily traffic jam between warlord's retreating units and our own units tactically redeployed... I suggest that you deploy each one of these two units just 1 hex northwards from their actual starting position: Like this, they would still block/delay incoming Japs (if they manage to go that far) but at least won't be able to create some traffic jam along this road!
-> Add few more forest hexes on this map. I'm thinking about two or three of them between the flags "Suzhou Creek" and "Qingpu". Why? Well, I'm thinking about offering some little opportunities of cover (against enemy bombers) for the support units that we have to save...
-> Adding another exit hex NW of Taicang? If some routers chose this road, the main one towards Suzhou is less likely as well to suffer traffic jams…
-> Now, all these (land) exit hexes don’t allow redeploy, if I’m not mistaken. It could be an idea to allow some fast movements from one area to another… it may be too much though if we already gain a railroad between Suzhou and Jiaxing.
-> If these exit hexes are kept as not allowing redeployment, then perhaps add a regular flag with some text: “Exit hexes (no redeploy)” (to make it crystal clear – I don’t really like losing an unit, even depleted, just to be sure about this!)
-> Consider adding several Infantry units purely as garrisons (simply named “Japanese garrison”?) in the top NE of the map… if we don’t want to see some of the AI units (having been a little helped) reclaiming all these yet undefended towns.
-> In the « Setup » folder, you could select the “Explosion Effect” for the bridges that are about to be blown up…
-> About the “Gas” event, you could increase the effect in the event text like this “[…] wiping an entire regiment […]” and by making some explosion effect/sound by blowing some virtual bridge… to achieve this last part, simply add the “blow bridge” trigger, select as hex the one you’ve targeted for the event (as you can’t target an unit there) and select of course the “Explosion Effect”… like this it will be heard as well, thus increasing even more the effect while reading the text!
-> About first pri obj “Hold Shanghai”. Its txt descry may be completed a little, perhaps with something like: “Hold at least one primary VP in Shanghai as long as necessary / as long as there is no counter order.”
-> EDIT: 'I've been a little too fast to comment about the campaign variable related to support weapons - sorry for that
; it seems to work perfectly within this campaign and, actually, be smartly used.
Congrats, it does look very promising. Keep up the good work! 