Yes.
Soon, very soon.
This is a large scenaro with a lot of changes needing to be made.
A few "things" were discovered late to dictate additional changes. Like finding out that the A.I. sudddenly decided to move key defensive FORMATIONS clear across the map for NO reason.
That was a waste of 20 hours work.
(I hope that was clear & precise enough) Hard to balance when the enemy doesn't defend. Playing bothsides it was tweaked & re-tweaked. Now I'm finalizing it-again.
With this one being nearly 21,000 pts & 50+ turns it's bloody hell to accurately re-re-playtest when each major correction can affect the end game. Each turn can take an hour to do "manually & tactically" from bothsides so the end game outcome is "reasonable."
(btw- Ever have your tanks & 1/2T's etc run OUT of ammo and realize you're not 1/2 way across the map yet? = major tweaks.)
I'll tell you two weird things that happened in a playtest: a REG 4-6 INF held out for 41 turns (yes 41 confirmed turns!) of constant attacks: tanks rounds, mortar fire, Arty fire, MG fire, you name it I used it. That unit would not rout or break & he automatically drew LOS fire from every direction every turn. It finally required a costly close assault before he went down (once you see the map you'll understand why it took 41 turns to get at him). When the assault finally went off he was a 3-7 unit. After 40 turns of fire it lost only 1 guy. :nuts:
The second was a tank duel that never happened. Both tanks had fast moved & actually ran into each other head-on around a "corner." But then they started shooting at OTHER targets for a full turn. A check showed that they both had a 0% black LOS on the other tank-go figure too close to see. One was killed next turn by another unit.
Now back to the editor!