About
10MarethLine:
This time:
First, various digressions. Then an idea.
-> Number of turns: Yes, I'm a little unsure about it right now...

Indeed, you're right, someone talked about 47...
before adding garrisons to both El Hamma and Gabès...

And
before adding as well the Tiger tank. But I'm almost certain that this single unit won't affect much the battle -
but it'll be a great and nice touch.

Still, having slightly increased this number to 50 is a safety (or fairness?) and there shouldn't be any problem about this. (You've put 52 at the very start, if I'm not mistaken.) Yeah, it should be fine like this. Maybe a little too much though?... (
I've noticed that these garrisons don't last long anyway thus don't change much and, well, I don't expect this tremendous warbeast to be a game-changing unit either... as vastly outnumbered anyway, and starting half-depleted.)
-> About the airstrips, I know well the principle, of course, the question was more if one wants or not that the supply counts for enemy planes. Now it does count slightly, or
perhaps may count slightly (at worse "yellow" seen, that's not dramatic -
sure enough it depends on how the battle goes, on how the player plays).
-> For the British India, well, the principle was very well understood as well... it was just suggesting (again) a small gift/help/boost for them.
Anyway, no big deal there!

Now,
an idea.
You know, having played several times the same scenario while having experienced different things may be really useful...
to make comparisons!
For example, it's much better (based on what I've seen) to send our British and Free French dogfighters quite in the North from start (so not keeping them too cautiously in reserve nor sending them too much westwards to cover our bombers which, obviously, have to help French and Greeks to advance trough the mountain passes)... so that some of the enemy dogfighters come to duel them, and then the US planes have a little less tough time directly. I found it gave the impression of being more balanced, more pleasant in this case...
Another point thanks to these comparisons:
As a result, I remember the surprise, the astonishment, the impression of excellence, the enthusiasm

I felt when I saw...
well, do you remember this "detail" here:
ColonelY wrote: ↑Mon Mar 01, 2021 8:45 pm
[...]
-> Really excellent to see some artillery shots being taken in full AI mod… another set of rounds a little later before we take control? Together with a small British artillery riposte, even?
[...]
bru888 wrote: ↑Wed Mar 03, 2021 6:59 am
[...] Heh, I realized that the "artillery shots being taken in full AI mod" are not intended but happen when the enemy's planes fly overhead and spot friendly units. I did not want any action on the Mareth Line until the Tebaga Gap breakthrough. Well, it really doesn't matter because all of those placeholder British roundel units get removed anyway when the Eighth Army is activated. Call it "dramatic effect"! [...]
Yes, precisely, but this effect is
of the most beautiful effect, as one says.

So when it wasn't there, for having seen it once, I missed it.
Now, you know where I'm coming, don't you?
I think it would be a nice touch, a cool extra little something.

But then, there is a question of dosage...

too much is out of the question... too little, it would be useless at all...

It could perhaps be done like this:
1. At the 5th turn and during an entire turn, reveal (by triggers) the
center of the British units in front of the Mareth Line so that the Axis troops there in front (and in range) may take a handful of shots during one turn. (Of course, then unreveal it.)
2. At the 10th turn and during ..., perhaps this time the
left flank ... so that... (Idem.)
3. At the 15th turn ..., ... the
right flank...
4. At the 20th turn... the
center a last time...
Then, if enemy planes fly over the Allied formation, then some extra (bonus) action may be triggered. But if not, then there could still be something!
That should be relatively easy to implement.
And not too intrusive either. And won't make the turns last much longer.
But a good reminder that something is about to happen there...
Indeed, as you've written, it really doesn't matter it they take some (light) casualties as they'll get removed anyway... (
they just don't have to be destroyed by these shots)
And in case at turn 20 we already control the troops there, even in this case, revealing a little more won't cause any issue so it won't be a problem either, so...
In short it won't (and can't!) break the scenario, nor unbalance it nor anything. But it should be relatively easy and quick to implement, and moreover bring some nice extra little touch...
Bru, what do you think: according to you, is it worth trying? 