
Adaptations, in terms of RPs, for the campaign:
(
= what should be removed from start for each and every scenario)
01Dakar X (
very first, no RP accumulated yet 
)
02Gabon -300
03Kufra -900
04Keren -500
05OperationExporter -600
06BirHakeim -500
07OperationLilaDenied -700
08Fezzan -600
09Medenine -1200
10MarethLine -100
11Normandie-Niemen X (
nothing to do here, only “Soviet” RPs)
12OperationVesuvius -600
13OperationDiadem -700
14LaCombattante -800
15JedburghMissions X (
no FF income in La Combattante, only Canadian RPs in the 4th quadrant)
16Argentan -1400
17OperationDragoon -200
18LiberationOfParis -1400
19Strasbourg -600
20OperationNordwind -400
21Indochina -1200
22AmherstDrop -100
23Authion -300
24BlackForest -400
*************
09Medenine:
I’ve delayed on purpose the capture of the last required VP… Consequence: at scenario end, a huge portion of the map was under control.
To have an idea, in the N, the flag “To Sfax” was taken by an infantry unit. In the NW, a tank unit was really close to the flag “To Qibili”. Another tank, having moved from N to S along the main road, was 1 hex only to the “Rendezvous2” flag… So, of course, the big cities of El Hamma and Gabès were taken as well. Well, that shouldn’t be allowed!

I’ll therefore suggest:
1. Adding enemy supply outputs in some of the northern towns (or leaving roads?), so that once fully repelled, they aren’t directly all outsupplied…
2. Adding enemy garrisons in nearby towns, “just in case” to slow down the player troops.
*******
10MarethLine:
About the units starting deployed around El M'Dou (
in the middle of the German formation):

all of the westernmost ones should face left, while the easternmost ones may face the SE… They would look better like this, more facing their respective opponents.
*******
14LaCombattante:
Quadrant2: The ship has sunk after having hit some naval mines… It would then look better if one of the minefields is spawned at 9 or perhaps 8 strength pts “only”, due to this. Let’s say the one in front of this sinking ship?
Quadrant4: Some light (+10?) supply outputs for the German in the S (the garrisons), or, alternatively, on the southern roads to Occupied France… 2 options there…
*******
17OperationDragoon:
Actually, the range of the battleship’s primary guns is 8 hexes instead of 9 hexes…

if the player switches to these primary guns and see where he may move this battleship (while taking into consideration the visible firing range, that is), he may now have a bad surprise…
=> From 9 to 8: in the trigger, in the event txt and in the obj descry.
(Actually, it’s 9 for some of the BBs, but not for the one that has been chosen for this scenario.)
(And the support ship does count as a cruiser, in the game, even if it hasn’t the same firing range… But there is nothing we can really do about it.

)

At the end of the event “Well Done”, if there is some room left, one may consider adding something like: “Now all kind of big guns can get closer...” (‘cause it’s true and like this the player couldn't doubt any longer about it)
Et voilà ! 