A last feedback of mine (
I hope 
) about
05OperationExporter:
Despite what I've written before, because the changes are this time rather modest (
replace a Sea Hurricane by a Fulmar, a Free French Gloster Gladiator by its Sea version and change the AI Setup of only one DD), I made these changes in the Editor before relaunching the scenario for a final and full playtest...
(
By the way, I find it really cool to have a Sea Gladiator as well... a small nice little touch. 
)
And I’ve got a Major Victory at the 44th turn out of 60… So,
60 turn seem to be still a little too much!
(
And even with an Early Victory module, it means free RPs offered to the Free French... 10 extra turns = almost 400 free RPs for them...

)
=>
Overall impression: it’s an excellent scenario, and it's now definitely going much better (in terms of fun and immersion) with this naval and aerial components than the very first time I’ve played this scenario! It’s more challenging, but not too much either, and much more realistic too.
I’ll
try 
(

) to make a short feedback, for once:
1. What’s on the rather perfect side:
-> I take back what I said about the aerial battle over Palmyra - it remains a real battle! (
The previous test, mainly about the 208th squadron, was simply too short to figure it out properly
.)
-> Sinking L’Adour is challenging but perfectly manageable! (
With 2 Fulmars and 2 Sea Hurricane instead of 1 Fulmar and 3 Sea Hurricanes, I mean.)
-> The Aussies have more difficulties to advance, but not too much either… more intensity on this side! (
This time, they are more likely to reach the surroundings of Beirut once our forces are coming from the East as well, which is great!
)
-> Sinking enemy subs isn’t too much of a problem either (
even mine didn’t last very long).
2. What I think could still be improved:
-> If we keep this concept of French DD escorting the L’Adour, then
this DD MUST move…
But, if I'm not mistaken, you've already fixed this, so that should be fine.
(
The “Capture Naval Hex” I’ve selected at first wasn’t effective… Maybe because I’ve selected for this “test” a sea hex instead of directly some port? Nah, on a second test like this, it doesn’t move either… It joins the naval battle later, but to make it move at first...

)
***
->
Important:

Add a “
Construction Group” once
Palmyra has fully been taken… And preferably either with a new event or with few words at the end of the event text once Palmyra is secured for good.
Why?
Well, later we’ll probably have our British squadron from Iraq battling enemy airplanes over there… and the point is that then the air exit hexes W of Tartus (direction Cyprus!) may become closer than the air exit hexes at the E of the map (direction Iraq!).
And the fueling system won’t warn us until it’s somehow too late, i.e. until we’ve to send our planes fully to the W to allow them to quit the map and to be refueled… thus being low on fuel, probably already damaged, possibly encountering some AA units here and there, and probably about to face most of the enemy remaining fighters on their way out… I’ve lost several dogfighters that way! (At least two... The airfield at Damascus wasn’t under control yet anyway.)
So, that’s
why the airfield near Palmyra was nice. But we know
why it has been removed. Still, some possibility of landing nearby Palmyra, once fully under control, would be really useful at some point…

therefore one Construction Group unit spawning there, that what may solve this little issue while adding another “new” unit on this battlefield, and allowing the player to choose where he wants his future airstrip!
***
-> A very little detail, it seems to me, from your printscreen (
Sea Gladiator event text), that you have
a double space at the location of this X letter: “[…] one of their X top mechanics […]”
-> Have you
really 
added
two more Vichy French tank units somewhere?
In any case they weren’t a problem at all, as I haven’t noticed the difference…
-> The event when the Coast is fully clear is really nice, but ‘should
say few words (
but very short!)
once the first naval wave has just been released.
-> Adding
flags over airfields for the flavor?
Please.

Come on, there aren’t that much anyway…
***
-> A last time, and after having thought again about it:
Still add few more enemy fighters later in the scenario…
As I've written somewhere:
It’s a relatively long scenario (normal!) and if the enemy doesn’t get any aerial reinforcements then, once air superiority won, there is no more challenge (at all) in the skies…
I made once a research. During Operation Exporter (without taking into account the losses here), the Vichy French had 90 planes from start... but they received 3 groups from the Vichy France and the Vichy French empire in Northwestern Africa (the German let them pass by Greece, I believe, at least for the majority of them!)... so that they’ve had in total 289 planes at the end!
=> So, because it’s based on History and to offer more challenge/action in the skies, AND after having thought again and again to it, here’s what I finally suggest:
Triggers:
1. Conditions -> “check turn” > 24 & at least 15 or 16 enemy aircrafts down (as if this is not even successful, don't bother to add another layer! - yeah, as it's about keeping some action and challenge, not about ruining all the player's efforts!
)
(Instead of, as I've suggested before, check turn > 20 and obj “Decimate Axis air forces completed”)
2. Effects -> spawn 3 or 4 experienced Vichy French dogfighter units & add an event talking a little about this historical aspect & shut off this trigger when that happens.
‘Could come with an event warning enhancing the immersion and saying that,
according to our spying network 
, there should probably be some reinforcement by air, etc.
(It was historical by the way… that there was several waves of reinforcements, but for the spying networks… well, probably too, but who knows now?)
Turn 24: only 5 Axis air units left… Around turn 33 to 34, almost none left… (And we have at least more than 10 turns left to play, so… then the skies fell a little empty!)

So, having played it again, now I can precise this suggestion

:
1.
ONLY Vichy French fighters (
to respect History, so no new German plane),
2 dogfighters near Beirut (
in its NW) and
1 or 2 dogfighters near Homs (
in its W).
2. Check the off-map air supply
for them (
so that we can fight enemy planes even more intensely without any airfield nor airstrip on this battlefield ground 
)
3. Thus some little adaptations in one text, the one of this Pri obj: “Destroy Axis air forces” -> “[…] Destroy the Axis air forces (
as long as they do not receive reinforcements, according to intelligence gathered they are up to a total of 14 fighters and 10 bombers). […]”
***
-> About the
Ajax, our possible extra cruiser depending if we’ve lost one British cruiser in the Gabon scenario or not (
via campaign variable)… I’ve had the Ajax cruiser, and I’ve taken a look in the triggers for this (02Gabon & 05OperationExporter), to see that all looks just perfect in there. So, I would say all is working pretty well.
One little detail, though, as this previous result about cruiser is about to count on this scenario as well:
If we've saved the cruiser, why haven’t we a marker on map, before the OperationExporter scenario?
I mean, like the blue “
Free French air units are receiving a +1 (1/2 star) bonus due to previous successes in aerial combat.” … Now we could only have the “
Due to the loss of HMS Devonshire at The Battle of Gabon, one less cruiser is being deployed in scenarios in which the British Navy is involved.” …
Perhaps add the opposite as well on campaign map before playing this scenario?
That may be a cool reminder of previous achievements.
Et voilà ! 