I have a suspicion about what is going on.
Prior to v1.11, unguided bombs (and rockets) were aimed individually by aircraft during attacks on surface targets. So for example an F-16 dropping 12x Mk82 bombs was able to aim each bomb individually, either on the same single target or against multiple individual targets. In reality, this is a capability that only became feasible with INS/GPS guided weapons (like the JDAM family), and was hitherto possible only for MIRVs on ballistic missiles.
Unguided weapons, when employed in a salvo (multiple weapons per attack), are released in a "stick" pattern, with the "middle of the pack" typically aimed straight at the target aimpoint and the rest straddling it fore and aft. This gives a good probability that the target will be direct-hit or sufficiently near-missed by either the middle bomb or the immediately next or after. A classic example of stick bombing is the "Black Buck" attack on the Port Stanley runway:

(In this case the stick fell a bit short of the runway.)
Beginning with v1.11, to properly model this restriction of unguided weapons (otherwise why bother with JDAMs?) we applied a model of stick bombing, as described here: http://www.warfaresims.com/?page_id=2696
The practical effects of this on gameplay are twofold:
1) It becomes more firepower-efficient to perform multiple attacks on the same target(s) with fewer (or even single) weapons per attack, rather than dump all weapons on a single pass (since stick bombing is inherently inefficient). IIRC this can be configured via the WRA. Of course in a "hot" target area making multiple passes is an invitation to get shot down, just like in RL. (This BTW, along with all-weather & altitude-insensitive precision capability, was the main driver behind the development of JDAM)
2) The number of targets that can be effectively attacked with a finite number of unguided munitions is reduced, again because of the inherent inefficiency of stick bombing. Unless otherwise directed by WRA settings, the virtual pilots will naturally want to dump their loads and get out of dodge rather than stick around for repeated passes.
I suspect that the latter effect is what Mark experienced. Our dev team will check this. If this is indeed the cause, we may have to adjust the "destroy X number of targets" victory thresholds on scenarios that heavily rely on unguided munitions (this tutorial is one such example; "Down Town" also comes to mind), or update briefings with the instruction that multiple-pass attacks may become necessary to service mission targets.
Thanks.






