03Kufra:
RPs at start: 2291… from the remaining 1797, that’s almost 500 that have been added =>
Directly remove 500 RPs at scenario start!
Various:
1.
Add from start some RPs for the British, perhaps from 20 to 30
I would say an extra 20 RPs would be nice here.
Reason? 3 recon vehicles, ‘supposed to be in front of our troops, thus to take casualties against the Sahariana… and they are “difficult” to replenish with the income. 3 vehicles, so 3 RPs/turn, that’s coherent… but it costs 7 RPs to replenish 2 health pts (without elite rep.)… so, once they are fighting…
2. I’ve checked in the triggers… no, I haven’t lost any commander

(

)
but I remember that the British recon vehicle has been changed (to allow for replenishment, precisely). Therefore, I wanted to check something related to this… And actually, there is a catch: Folder “Secondary Objectives”… there has been a little clone to adapt -> trigger “
Lose Colonel Bagnold”, under Conditions, the “Unit Killed/Removed”, it’s
Leclerc
(again) that is selected. Obviously, this has to be modified.
3. The two
Italian AA units in the fort have no XP at all =>
1/2 star each or 1/2 star for one and 1 star for the other? (They don’t deal too much damages to our planes anyway.) This had been changed as well, it was at first a mobile unit…
*******
When I’ve played, I was close to settle the deal for the Italian aerodromo, but I had already several infantry units and one artillery unit near the fort and the first attacks there began. Which means I already had my two British bombers available… (which means too that Al-Jawf was already captured, by the way). Then came the time when the Italian Aerodromo was taken/destroyed… this triggers the exit of all remaining Italian planes (there was already no more left anyway, as the remaining depleted ones have been destroyed on the ground, in the westernmost airstrip – again, doesn’t matter here). The point is that actually ALL planes were exited,
including my two British bombers!

At least I could just deploy them back, so of course I did it and thus managed to finish this scenario with them.
So, I’ve looked in the triggers… under “pri obj” folder, “Destroy Buma Aerodromo”… “Remove Unit”: actually, you’ve made it right! It
should work.

You’ve selected as “Alliance” the (Italian) AI one, that’s perfectly correct. But not working as expected. => I’ve even reloaded a save file just to check again this aspect… our British planes are indeed exited as well!
Perhaps, rather than “Alliance” and the color for Italian (AI), it would be better to

select “Nation” and then the “Italian flag”?
*******
And, under the “Italian Activations”, for the “
Release Guardia Aerodromo”, perhaps
spawn the two infantry units at 8 strength points only (so a little depleted)…
Then, I’ve seen a visual “glitch” when removing the Italian MG-foxholes & bunkers of the area… sometimes they are still visible on the map even if the sector IS empty, even if one unit can just move to this very same hex where they stand.
Once, it has concerned 1 MG-fox (the one in the SW) and 1 bunker (the one in the S). Another time, only this bunker and a still another time, all were blown up as they should…
Well, we know that MAY happen, but I don’t think there is anything we can do about it.
It this happens, it happens!
*******
By the way, the “
Remove (our) bombers” set of triggers in “Allied Activations”
isn’t working now… Because under each “Remove Unit”, you’ve
no hex selected and no distance neither.
I managed to use one bomber to help dealing with heavies around the Mosque.
The “Remove bombers – fort” may be deleted anyway, I think, as we’re very likely to take the fort at the very end of the scenario anyway… But, it’s not a problem in itself, so we may as well keep it as it is.
Now, to make a better use of the “Remove bombers – distance a”, I would suggest
selecting the very same hex for the condition and the same distance (10). Then, it may be a nice idea to
add an event (in each and every of these triggers) to remind the player that these planes have been put under his command ONLY to help taking the fort… and that he may deploy again these planes now, while not bringing them any longer further away from the Italian fort.
(Speaking about this, I’ve made another little test: now, the British bombers are exited as well even if they’ve stayed really near the fort so, anyway, we know for sure that these “distance” triggers don’t play a role in what I’ve written before about our undeployed bombers. – Perhaps it has been alterated by the Allies Defiant DLC, as we know that there are a few changes here and there? Perhaps, I don’t know. And doesn’t really matter here.)
*******
Major Victory could have been taken at
turn 33 out of 48 (the last concrete bunker in the fort down to 1 or 2 strength points, several French units there, ready to rush for the finish; all other obj achieved)… there,
we’re definitely too generous timewise! I think we’ve already talked about this for this scenario… still, what about 44 turns?
At the very end (only non-elite replenishment – but we don’t need more anyway, our troops start at low XP anyway), with all units at full-strength, I had 3008 RPs… Having started at 2291, that’s a gain of more than 700 RPs.

Again, that’s too much.
We don’t need that much RPs as we’ve no costly tanks nor planes to replenish… Here, I would suggest two things:
1.
Remove these 4 last turns (thus “lose” as well 4*24 RPs/turn, so almost 100 RPs)
2.
Reduce the income from 24 RPs/turn to 20 RPs/turn… so 44*4, that’s a little less than 180 RPs
=> Like this, we’ll reduce this gain by almost 280 RPs… The player still has the possibility to “gain” about 400 RPs during this scenario. Or a little less, depending on how he’s playing… anyway, he’ll have enough RPs.
*******
04Keren:
RPs at start: 3275… from the remaining 3008, that’s almost 275 that have been added =>
Directly remove 275 RPs at scenario start!
=> By the way, I think that THIS IS VERY PROMISING!
‘Got it?
Look: In the Gabon scenario, we’ve several tank units. And tanks cost more to be replenished than simple regular infantry. Basically, I’ve used more RPs to replenish units in 02Gabon than in 03Kufra… So I receive more RPs (from this aux mechanism) after the 02Gabon than after the 03Kufra (respectively ~500 vs ~275).
Why is this good, or promising? Well, then it may not be as worse as we may have thought, there seems to be nothing really “exponential” here.
So, when playing the 20th scenario, for example, it’s not that a part of ALL RPs used during ALL previous scenarios will be taken back. No, not at all. It will then be a part of ALL (Free French) RPs used during THE previous scenario (only) that will be taken into account.
And that’s very good, because then we CAN make some rather fine tuning.
And that, that’s promising, isn’t it?