First feedbacks, after having played the two first scenarios!

(These maps strongly remind some of the first part of the Banzai campaign, by the way.

)
***
When starting the campaign:
1. No campaign
description yet...
2. About very first campaign event: "Important!", with "You absolutely need to unlock the 'Landing Craft Infantry' specialisation to be able to play the first Betio (Tarawa) scenario. The Higgins boat is the only vessel able to bring the troops safely ashore over the reef.|So plan ahead..."
Ok, cool.
But... I see no Betio nor Tarawa within the scenario names
So,

what about adding a complementary info:
how many scenarios the player can expect to play before needing this spec unlocked?

(
Without taking into account the crossroad choice, in principle, of course... 
) That info will certainly contribute to make it more "crystalclear".
***
00Guam:
Here I've purchased an heavy infantry unit (exact RPs & LCPs available).
-> Add some cool and immersive
name at some flags...
-> The
enemy troops have never landed!
They've moved eastwards, like "towards their obj" (their AI setup being "Move to Hex"), but never left water... So, I've cleared all the land part of the map and observed these 5 transport ships (2 eng., 2 heavies, 1 tank) moving around the eastern part of the "beaches" during the remaining part of the scenario...

So, better spawning these units directly
ON the land!
Alternatively, perhaps using some trigger with "redeploying" option, or something, when they're close to some hex... probably not worth it anyway!
->

Deploy the 2nd patrol boat more
eastwards (like it has
just appeared on the battlefield);
maybe it was more "shocking" for me with all these ships moving around in the east?! I don't know.
->

Add some "
Supply Ships"... close to beaches and "static" (and maybe remove some suppy output on land)... without any longer transport ships, at least our PT boats will have some target... and it's better for immersion anyway, as it's a landing after all!
-> Briefing: "[...]
the expedition. It included a troop of mounted cavalry, artillery and a platoon of tankettes. [...]" => Well, now the Japanese armored unit has
Type 95 Ha-Go tanks...

That's not really the "
tankettes" we should expect, isn't it?

The classical "
Type 94" or perhaps the "L3/35" would look better for this. (And should be a little easier to handle for our poor recruits, by the way!

)
->
Very little details about scenario description:
1. Double spaces at "Admiral X Goto" and "United States Marines X were well"
2. "heavy Cruiser Aoba" -> simply "cruiser" (as before on text) would be enough
3. A space/empty line before the last paragraph would be welcome (the one starting by "While not as well known as [...]")
***
01Wake:
->
Immediate Defeat! (
at t1, just after Jap move where, of course, they haven't taken any single golden star flag)
Sooo, I've taken a look in the triggers, where it does look fine: Capture VP Event, Check VP Count, Primary, >0... so far, so good... so that I didn't understand... until I noticed that the Japanese flag in the Pacific (or some sea, perhaps?) was a
golden star flag!

(

)
Then, I've changed this flag to a regular one and gone back to test the campaign...
->

Put a
name at the flag, for immersion, like "
Pacific Ocean" or something...
-> By the way, I was really happy having purchased a "37mm M1" AT/AA unit...

it saved the day for my poor recruits against the bombers!
-> As in the Banzai campaign, maybe a
bunker at our HQ?
-> End of briefing: "
Major Devereux will try to send help if he can spare it."

Cool, thanks...
but, damn, I have seen nothing at all coming! 
/

(

)

Something to add here... after all, we're defending
his HQ, aren't we?
He could make a little effort!
->
Please adapt the AI setup: right now, all land units are on "Move To Hex" (the sec obj near beaches)... and nothing more! They aren't even pushing towards the pri obj we must defend, as they stay put as soon as they've reached their very first objective and see no immediate threat...

At some point, the eastern group should start moving against our airfield (
useless, for now, by the way) and the western group straight north, towards our tropical village... then converge on our really efficient Major HQ... with some reinforcements for them as well (
directly spawned on land - that's better, as we've seen!)
(I've just cleared the two central sec obj flags, basically, while shooting back at enemy bombers... and that was it!

Major Victory...)
-> As before,

add
several Japanese Supply Ships... and these may even be "useful":

Then, offer us the help of an aux
US sub (like a “SS Gato”) and, to add more depth, directly put
two new sec obj: “Deal at least 10 damages to enemy supply ships.” & “Our submarine must survive this fight.”
Like this, something to manage on the sea side as well… and a balance to be found (by the player) between dealing damages and not taking too much risks, as some of these waters don’t allow the submarine to go under the surface and as the Japs have DDs and bombers at their disposal…
-> Very little details, scen description:
1. This time, too many empty spaces/lines between paragraphs, no?
2. Little spaces within text, as “and with the hel p”, or “t o strike back”, or “a grou p”…
3. “[…] many of thos
e Marines”
Et voilà ! 