1) Please include the version number in the description so one can see within the game which version is available ..
2) Carefully consider the victory points awarded for the hexes .. it IMHO seldom makes sense when 2 (of 7) hexes have the same value as all units on one side (OK, in a special "get at all costs" scenario it would be allright, I see...)
3) don't make scenarios too short - we don't play RTS here
... and sometimes the direct "go for the vic.hex) approach isn't (shouldn't be) the best, especially when the scenario description says "stop the enemy" and not "take this or that objective" - in such a case whiping out the enemy forces should do (see 2) about this also), and if that's not enough, there should be some time left to reach these hexes ...A good (bad?) example for such design is IMHO the first battle of the "Patton in Tunesia" Campaign ...
Arralen



. We'll have to agree to disagree on some points.