The comments
KK- Scenario MTWII 3: The scenario looks good. It has the infantry that will be great to control, for either side. Victory Conditions has on line 2 “and west of hexrow ?” I cannot determine the letter that is used. But I am assuming the 11 buildings in the middle of the map board 10. Top 3.
DR - #3 Askim for Trouble - Okay, the title is hokey and the design has a few flaws
but overall I wanted to play this one. The VC's could be worded a bit
clearer..the German leadership is amazing! This has to be the best led unit in
the Wermacht. I also questioned about who cares if a frozen river is deep...it's
frozen! Lastly, 12 turns seemed a bit long, but initial impressions can be
deceiving. It may take 12 turns to decide this one. Only playing it will tell.
IP - #3 Looks very bad indeed. 12 turns, German 838s, huge German –ve leadership, poorly worded SSR3 (rowhouses). Decent VCs.
TJ - Looks extremely pro German in light of frozen river. Some things about the statement of VC and SSR leads me to question the designer's grasp of the subtleties of the rules? E.G. how is "sole control of a bldg" different than vanilla bldg control as defined in A26.14? Of what consequence is a deep river if it is frozen? Possibly a new-ish player dipping his toe in the scenario design arena? It has potential, but in my opinion requires more than a little VC tweaking. On the other hand, with that tweaking, it looks like a solid ASL situation.
BB - MwTII 3: Askim for Trouble – Uses Board 8! Sudden death VC’s nice! 12 turns, long scenario and it still looks like the Germans will really have their work cut out for them to win this one.
TR - Great name. This is an odd scenario. Not a straight-up bridge crossing because the river is frozen. VC's and the use of bds 8 and 10 make it seem a city fight, which is ahistorical, and the addition of bd 5 (especially with the Germans starting halfway across bd 5, at that) just adds an odd flavor - you expect to see some kind of Norwegian delaying force south of the river (especially with a 12-turn game), but no. At-start Norwegians would seem to need some HMG's, which other designers gave in abundance, but none are to be found here. German immediate win seems odd - how about at the end of a game or player turn, to give the Norwegians a chance to fight back? Others may quibble about 838's here - seems like they were added to help the bridge crossing, but I don't think they're necessary, and they do add an (IMO) undesired city-fight feel. Ultimately feels pro-German, based on their great leadership, lotsa squads and time, and the 81mm MTR with a Mi ld Breeze.
SL - The German has a lot of time to do the job, and some nice places to move his firebase into. Get that mortar into a good position and they could be raining unpleasantness down on the defence with enthusiasm. Also, frozen river gives a lot of avenues of approach. That said, the VC area is compact and hard to approach. My gut feeling is that its a tad long for the Norwegians with that SSR, but I kind of like the way the frozen river crossing could play out.