Operation Battleaxe v. 1.2
Even in the most realistic of battle simulation, I doubt anyone would actually want to "relive Tobruk." Hence, I believe you meant "Putting 'Tiger cubs' into action[, the] British try to reli
eve Tobruk."
Heh, nice: "No sooner did our recent visitor, General von Paulus, wire Berlin on the weakness of our forces than the British launch another offensive! The timing is uncanny, Generalleutnant; it is almost as though the British read his thoughts. Fortunately our unbreakable Enigma code machine makes that impossible." Nice.
No good on this one:

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You can see that the objective is already completed on Turn 2:

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That's because the trigger is activating on Turn >1. Did you mean Scenario Turn Limit?
And on this one, you probably want Capture VP Event instead of Turn Start because you don't want any delay in ending the scenario in failure, I presume:

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One more thing. On the "Note that you cannot lose Bardia at any time" objective, you stipulate "Note that you cannot lose Bardia at any time." Yes, that is your other primary objective but by mentioning it with this objective, you seem to be saying "scenario over if you lose Bardia, period." If that it the case, say the player is in charge of 8 objectives but loses Bardia. Do you want him to lose immediately, anyway? If so, then the All Bardia trigger should also fail the "Hold 8 objectives at scenario's end" objective (and reward the Allies their mirror objective).
Okay, now, the "Hold Sidi Azeiz at scenario's end" and "Eliminate the British flanking group" secondary objectives are disabled to start the scenario. I see where you activate them based on the progress of the flanking group moving northeast. However, there are a few difficulties here, perhaps.
First, you start the flank attack only and specifically on Turn 8 and then only if there is an Axis unit with 5 hexes of some spot in the middle of the desert. Which I am sure is strategically placed, but isn't this a bit restrictive in that, what if the player decides to move all of his units more than 5 hexes away from that spot?
This trigger, Ax Sidi Azeiz, activates the objectives, adds command points and resources, changes income, and announces the New Orders. All good. What is missing, though, are the triggers to evaluate and award these objectives at some point. Did I miss them someplace?
Ah, wait. Diversion Group trigger takes care of the "Eliminate the British flanking group" objective but what is still missing is a trigger to award the "Hold Sidi Azeiz at scenario's end" objective.
And there's more: I see that you populate Diversion Group on Turn 8 as well, using the T8 North trigger. I'm thinking, though, that the Diversion Group trigger may be activated first on Turn 8, find nothing (zero strength) in AI Team [1] Diversion Grp, and award the objective before finding and activating the T8 North trigger.
Heh, you know, I am not the dumbest guy in these forums, if I do say so myself! Sure enough, I ran a quick test and the "Eliminate the British flanking group" objective is indeed awarded even though the force itself is far from eliminated, probably due to what I mentioned in the previous paragraph:

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I don't get too nutty with "Activations" types of triggers. It's hard to picture what is going on in your diabolical mind as to why you are gauging the presence of this troop at Point A to move another troop to Point B. I figure you will double check these settings for yourself. What I can do, however, is spot and report inconsistencies and oversights like I believe these two spawned units will be without AI team assignments:

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