@Duplex
I'm sometimes overreacting over seemingly small details,
I'm sorry about that, but functioning triggers are kind of important to me, at the very least the objectives should work properly. I don't care about some idle units (or similar) that much. I don't mind it being too hard or having "useless" objectives either, but they should do what they describe. And "reaching" the bridge and "holding" it are two different things to me. As a player, I don't see the work and effort done by the designers, only the end-product. And it's always a pity, if the polish's kinda off.
Because otherwise, your scenarios are very fun to play. And at least for me, the balance of both your scenarios I've played, was real good. Even better this time. The bridge may have been blown, which costed me QUITE some turn to cross that river (as intended, I guess), and I've still managed to achieve all other objectives within turn limits. The first time around, I always play rather aggressive and advance too fast when I should be defending... but there was still no frustration in this mission and almost always good action going on. To be honest, the whole setup may have even worked better on a smaller map, as the distances between cities were mostly wasted just moving. I liked the constant plane harassment, though.

- Fierce counter-attack
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There were no problems playing this scenario on my rig, no crashes and no too long AI thinking times. But the map's truly quite large and most portions aren't needed anyways. The suggested AI change to "idle" the unneeded enemy units in far away towns would certainly help, but then you'd have to carefully watch the activation trigger setting's working right. On the other hand, the advancing strategies on this map are quite straightforward, mostly with one united front along the railroad, so the AI activation could be some distance trigger setting, similar to the one you used with the trucks. This
may help to make this playable to others (?)

- Endgame
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suggestions
- may want to increase the turn limit a bit or decrease the map size if you're keeping everything as it is. And 95 turns are quite a lot already (although needed).
- the sec. obj. to take the YingKou port town felt kind of useless as the "reward" being the departure of the enemy fleet which wouldn't have bothered me at all, if I weren't going for this objective

- you may want to give the *first* heavy inf. unit some kind of transport, missed it at the beginning. Later on the rail movement works quite nice
- you could add one or two more "city" hexes or similar along the railway, otherwise that long distances render my artillery units useless. As they can't debark midway I'll have to keep them inside the train until I've captured the next town or using their own rather slow transports and thus being left behind.
- I think the last reinforcements wave never actually made it to the frontline in time...

- Screenshot 226.jpg (476.6 KiB) Viewed 2327 times
It was really a GREAT offensive. Thank you.
