01Tanegashima-4 has been uploaded to the _Back to Erik folder. Changes:
- Restored the primary VP count to 6 (unless you really don't like the 4 flags in Nishinoomote).
- Gave the usual 3 or 4 experience to bunkers and foxholes.
- Included one more small-caliber AA gun to guard the Fuel Depot. Makes sense, I think. "Major Najima. What is the sense of placing two AA guns on Mageshima and leaving our Fuel Depot defenseless against air attack?" "Well, sir, I own a vacation home on Mageshima and ..."
- Bumped up the Local Defense distance for AA guns from 0 to 1.
- Added 5 infantry units at the locations shown above. Removed one of the fortresses at Kishigasaki.
- Relabeled AI Team 18 as "Static Garrisons" and assigned three of the new units to their own AI teams. (Feel free to review and edit garrison unit names, if you want to follow your "IMB" nomenclature.)
- Converted 14/5/109 IMB, near Nishino and the southern radar, into heavy infantry and added it to AI Team 18.
- Took a guess and relabeled this guy (one of your unit placements) "12/4/109 IMB" which fits in with its neighbors:

- Screenshot 1.jpg (293.27 KiB) Viewed 2482 times
- Replaced the lighthouse with a radar. Changed the name of both radars to "Kishigasaki Radar" and "Nishino Radar."
- Deleted the "Capture the lighthouse at Kishigasaki" objective.
- Changed the other objective to "Capture the radar
s and fuel depot."
- Altered associated objective triggers accordingly.
- Renamed the Fuel Depot as "Nippon Oil" (which is
real, by the way).
- Came up with this message when the Fuel Depot is "destroyed" by a land unit (a new US fuel depot spawns in that location):

- Screenshot 2.jpg (140.75 KiB) Viewed 2482 times
- Created a briefing, as promised. You were right about that.
- The introduction messages have been moved back to Turn 1 instead of Scenario Start and the other messages edited and rearranged.
- Revised this message:

- Screenshot 3.jpg (124.7 KiB) Viewed 2482 times
- and included this message if land-based bombers cannot redeploy:

- Screenshot 4.jpg (146.41 KiB) Viewed 2482 times
- Removed the "Evacuate enemy aircraft" trigger and exit hexes, based on what you have decided for Japanese air units.
- Provided for this message to pop up when the enemy airstrip is destroyed and the construction group spawns:

- Screenshot 5.jpg (171.79 KiB) Viewed 2482 times
- Placed a factory as "HQ 109 Ind Mix Bde" so that the military police have something to guard. No real significance; just something to blow up.
- Wrote a series of triggers that will:
1) Make damaged garrison units (with four exceptions in AI Team 18 - Static Garrisons) join the defenses of nearby population centers, and
2) When those population centers are lost, will make these units to over to Seek & Destroy.
Please detail any changes that you make to this version.