Only one? Well, at least they would be able to go more westwards... => I'll suggest, when this new airstrip is spawned (or perhaps just the very next turn), that you add triggers to change the AI setup of Japanese planes... using the "set base" option, you can certainly order them to use this new airstrip! (To try making sure they'll do what is expected from them.)
Victory at end of turn 8/start of turn 9 (out of 24)! Too early...


Few comments:
- Obviously too easy right now, but you did a great job with Japanese units ready to counter any outsupplying maneuvre along the road and you've put several supply output there...

- Lack of Chinese AA capability... perhaps adding one depleted auxiliary AA unit in the S near the town/village to have some air defense and perhaps another one close to where the core artillery unit may be spawned (depending on the campaign variable)... otherwise it's rather frustrating once an enemy bomber starts targetting our only core artillery unit - we can't do anything to help, except moving slowly away (more losses taken is switching to horse transport) or staying there hoping to gain some entrenchement despite the blows... now not any AA (even depleted) nor fighter up there (they come later and it may be too far away without places for them to refuel anyway - but this would be fine if at least we have some AA capability - even if more symbolic than anything more, it would feel better!)...
- About "Arty Event" even: there, take into account the campaign variable!

-> In the actual trigger, add a check campaign variable to check that the preservation of support weapons was a failure in one of the two previous scenarios... (so, if no core unit deployed, keep this event poping-up as it is now, several turns after the start of the scenario)
-> Where you check this campaign variable to spawn a core Krupp unit, then you should put the very same event (targetting the hex where our core unit has spawned) and adaptating slightly the text to mention this new core unit that we managed to save thanks to our previous efforts! (Alternatively, you could then disable the actual "Arty Event" trigger as it won't be used anyway - avoid having two times almost the same info/event - if you haven't added the check campaign variable to verify the failure about support weapons... and even if you have, but then it would be more "cosmetics" than much more.

- Our planes showing up... no custom (nice and immersive) name for them?
- When the 2nd Japanese division shows up in the NE, have you already added an airstrip for them? Just in case the one in the NW has been destroyed when the town has been taken back... Our planes do need to have some targets left flying in these skies, don't they?

- Event about the spoils of war... target some hex near where they do spawn... depending on the fightings, we may have the cam focusing elsewhere at turn start... so to avoid having to search for them...

- Adding at least one secondary objective would allow for a real Major Victory... -> we've planes (or we will have): dealing enough damages with them? By the way, don't we have a little too much exit hexes in the SW?
- Bridges: a double one S of Taodun, another discontinuous even southern from there, a double bridge at Xiaoliangli...
- Connect the road from Ganlugou...
- No road at all in the northern part? Looking at the template, we have two with few villages or, perhaps, houses as decoration along them...
- For the completion of the very first pri obj (hold at least one location), I would delay it's completion to about turn 20 or something (using some check turn condition)... so still allowing for an early victory, but making the fightings last longer... because...
-


So, give them other orders, don't make them withdraw/try to escape (they aren't beaten at all yet), plan to spawn the remaining part of this division few turns later (these units are much less than all the units deployed along the road, so if we're each time talking about one division...


And, well, I think it's more or less all for now. Thanks!

- Oh, and perhaps a general comment: do you really wish to keep the version of the campaign within the name of each and every scenario? It may become rather annoying for you to change all of these for each campaign update...
