Next scen, namely
16Trouble:
This scen has a really great potential, but does need additional work!
For example, now the counters are a little messed up

, like the sec obj counter which actually counts the primary VPs owned, or like the pri obj counter showing first 0/2 and then 0/4 as soon as one unit is on the famous hexes...
Hey, it's really cool to see a SBS unit jumping out of the water (without moving first on water
), launching an attack and jumping back on the water, safe from any counter-attack!
But first things first:
-> About
our SBS: (really cool idea, by the way

)
1. The module "POW ownership" works well, but have you noticed that
any of our units will make the SBS spawn?

I thought it was the work of our SAS units... to that regard, maybe complete the "POW spawn" module in the same way than the "POW ownership" one (using "Unit Definition").
2. Our SBS are supposed to be
core units but aren't right now... to fix when they spawn, please.
3. Change
Income by +10 RPs/turn for each one of these 4 units?

That's nice but too much, meaning our income will increase from 40 up to 80!?

We've never had so much within this campaign so far...

I understand it as you'll allow the player to "freely" use some special attack, but if they move by water first they won't deal any damage anyway for several turns... Maybe reduce this "Change Income" at least to +5 RPs/turn for each of them.
-> About the
POW camp:
The main obstacle now is a minefield? To me it's a little strange, but, well, why not, finally?
But there is something I would like to change: the road going through the wall?

Nah, there should be some sort of opening there. On this exact same hex, what about removing the wall and putting instead some
bunker there (not concrete, but entrenched, why not)?
It woud look better, I think, and there is always the nasty surprise of the minefield like this... and the player is of course free to avoid this bunker anyway, so...
-> Together with German reinf at t7, you should add a
small supply output for them otherwise they'll probably start directly outsupplied (if the player is already dealing near the minefield with units other than SAS, i.e. with units that can change hex ownership... But not too much either, it's actually better if these units are a little short on supplies.
-> There are many armored units on this battlefield but directly no
AT-support available...

so, what about adding one aux unit of fast moving 2 Pounder Portee and one aux unit of fast moving Oerlikon 20mm Portee (which can switch to AA-support... in prevision for some German air support incoming maybe once the first POW has been freed or something

)
-> What were the orders (from briefing): in short, liberate POWs and then take Hythe Castle (
German HQ!). (Later - but this can be out of the scenario - our Force-10 should regroup eastwards at Shornecliffe Woods for next ops.) Okay.

But then:
1.
Taking the castle should be a real primary objective within this scenario.

Better if enabled and made visible only once all POWs have been freed, together with a small event. Then few more turns may be required - perhaps 4 turns! And better to see on this very same hex a Concrete Bunker or something, for the German HQ Inside a Castle, instead of just a Motorcycle unit near few houses as decoration.
2. Is it really worth keeping the
far eastern woods as sec obj as it is now?
For a real capture, it's a little far. For 1 spec pt as reward, well... Perhaps as rallying point for Force-10 units (para and SAS only, or perhaps even SBS), XYZ hexes around this point, for at least XYZ2 units... this could be coherent with the briefing, but may require another few turns more...

The same thing could be considered about the closer "Golf Course", which would look better... but still, would it be worth it?
3. Well, we're left with a single of the three original sec obj flags...

To keep it somehow relevant, add a "before turn XYZ"?

But the +1 spec pt, seriously...
4. As we're maybe lacking a little of sec obj, another could be made visible as soon as the bunker on the road of the POW camp becomes visible as well, together with an event?
-> Perhaps put the German unit in the SW just two hexes eastwards, i.e. Inside the village.

Being as "garrison" would look better and being closer to action would make them more likely to get involved!
And... I
think that's more or less all for this version.
A scenario with a great potential, for sure, but an additional work is required. And adding more objectives will add more depth to these scenarios in general (instead of mainly 1 pri obj and 1 sec obj per scenario).
Cheer up, keep up the good work! 