Salerno D-Day, Phasis I:
I almost achieved a Major Victory (
level 3 difficulty, as usual).

It's indeed more difficult for the British, basically for four main reasons:
they have to deal with several strong counter-attacks towards the end (of this part), they lack any tank, they are short on RPs and from start they have to support more artillery fire than the American in the South...
So, to make it short:
1. Add some
British tank battalions (as already mentionned within this topic)
1bis. Use this opportunity to

add as well some
British land commanders (we've 3 US, but not a single British one?)
1bis+. While at it,

add
few aces for the Allies (British
and US) to help a little on the air side as well...
2. The first German tank units aren't all directly at full strenght... therefore, it may be perfectly possible, for the same reason, to

put some of the
big German artillery pieces in the north
no longer at full strenght from start (
perhaps some of them even at 6, some at 8, but of course still some at 10)...
this will be a slight help for the player on its British side.
3.

Either reduce the amount of units in the counterattacks ("HG Advance Recce", "Stempel II" and "Dornemann II" groups) or put some units there not at full strenght as well...
Don't forget that the player MUST be able to defeat them before moving on to the future Phasis II objectives... while keeping a relatively solid fighting force for the incoming challenges!
4. About RPs, I agree with what has been previously written: the British will run out of RPs and not long before having to face the massive German counter-attacks including many armored units...
So, indeed, please increase the British income. And it's indeed relatively safe right now to reduce slightly the US blue team.

But I would suggest
giving some income as well for the British air side (perhaps 10RPs/turn or something)...
Even if it's enough to win the air battle, the scenario is about to continue with the Phasis II part, so...
*******
Yes,
few turns can be added... but I suggest "only" 2 or 3, as the previous points are already about to help the player and as we wish to keep it a little challenging.
****************
GabeKnight wrote: ↑Wed Dec 02, 2020 10:18 am
[...] supply's all scattered. It's okay to have some huge supply-hubs for the AI somewhere unreachable to the player if so wanted, but usually all towns/villages provide at least some supply, even if it's only "1" or "2". And it makes the AI
want to defend and go for those hexes... [...]
I agree (
even if I would prefer at least 5 per small towns/villages).
************
-> A
recon plane or two in the north?
Yes, it would be of much use!
-> About
.50 Cal halftracks or .50 Cal Jeeps... well, they could indeed be called
MPs or
Ordnance (
it would be nice for immersion), but then do the British have the equivalent?

Perhaps one unit each on the US side? And the Brits can have some US jeeps with them, it shouldn't be a problem to add them.
***********
Some thoughts about
AI teams:
-> AI Team II is put on "Air Seek & Destroy" but consists of
land units...
-> AI Team 7: one unit isn't a plane in there...
-> 2 German FW near the Dornemann group have been put on AI Team 1 instead of 3 or 7...
***********
Counter issue:
Despite their powerful counter-attacks, the German did only retake 1 primary objective... but the counter did show "6/9"!

(

)

=> On the "Main Force Objectives", you should check the
first 4 triggers (
"<8" for the very first, on "Deploy phasis" for the others)... considering that a "<9" will do the trick!
(Beware about not forgetting to adapt ALL

these number if you add some turns.

)
About the secondary objectives "at Turn 10 Start"... I'm not entirely sure right now, but why "<9" instead of "<10"?
**********
About events:
1. About our fighters coming, 'could be nice to target the hex where they'll appear.
Only the very first time, but it would be more clear like this.
2. Perhaps add event(s) once the counter-attack(s) versus the British are in sight or are about to be in sight...
**********
And a
very little detail to finish:
Briefing -> "their advance lements." => "their advance
elements."
Et voilà ! 