
For a long time, I have been operating under the probably mistaken assumption that "Scenario turn limit" means "end of scenario," no matter when it ends. Now, as a result of looking over something that Erik made recently, I am thinking it is quite literal. That is, "Scenario turn limit" is the number set for "Turn Limit" in Settings. If the scenario ends before that number of turns, the trigger will never fire.
Sure, perhaps this has always been your understanding, it being quite obvious to you. If you feel that way, please say so. Nicely, if you can.

This trigger is from Carentan, in Erik's US Corps 44-45 campaign. He has it set for counting down armored units still alive in order to reach zero:
He also has a "Turn Start / Check Turn" condition set for "Scenario turn limit" which I think caused the issue that I was looking at (I advised deleting "Check Turn" and changing this to "Combat Event"):
Before now, I looked at "Scenario turn limit" to be synonymous with "scenario end" but the following test proves me wrong.
The last tank is about to be clobbered:
On the next turn, the secondary objective is not awarded. I did not expect it to be because the scenario was not over:
The final primary objective falls:
And the scenario ends, without the secondary objective being awarded:
Why? I now think it's because it's only turn 12 and the trigger is set to fire at Turn 24, the "Turn Limit" set for this scenario. No green check, no Major Victory.
Anybody have thoughts? Has this indeed been common knowledge that I am only catching up to now? Because if it is true that "Scenario turn limit" is the same as "Turn Limit" and not end-of-scenario, then I'd like to know for my own work and for when I'm asked to do CSI sweeps.
Basically, then, "Scenario turn limit" would be good only for awarding AI objectives whereby the human player has used up every turn in the Turn Limit without achieving one or more primary objectives. At that time his objective(s) should be marked as failed and the corresponding AI objectives as completed so that the player tastes the bitterness of Defeat! Or the designer wants the player to play out all of the turns before primary objectives are evaluated for some reason.
Thanks for any contribution that you would care to make.