Gave this a test run as NATO. Some observations:
1) You might want to do a spell check. This is easy to accomplish. Under the Edit Menu, there is a Export Text Data command. You export the orders to an *.SCT file that can then be opened by a text editor like Word for a Spell check.
I think that some errors are:
LHA Sipan s/b
Saipan
SSN Olimpia s/b
Olympia
2) In your orders, there is a sub assigned to your command for 36 hrs, but game is only 24 hrs. It is not impossible, but can be a bit confusing.
3) You have locked all the RefPts for NATO. This means that then you play as NATO, you get to see all the refPts even though they are unnecessary. In fact, seeing where the designer placed his RefPts can be detrimental. You are seeing where the designer wants your units to go and this can give away any surprises to a player. I suggest that you only Lock those refPts that player absolutely needs to see.
4) Where is Point Oscar? It is mentioned in the orders, but I would have had no idea where that was without some RefPts. If you use RefPts, you might re-name some of the OSCAR. This can be done by selecting the RefPt and then Shift+NumPad7.
5) There is one Orion in the air with Mk46 Mod2 and others armed with Barracuda. In fact, you have quite the mix of weapons. Some helos with Mk46 Mod2, some with Mod5, and some with Barracuda. I think that some consistency would be good. Most units will probably be using the same model of weapon. This applies to the helos on your PhibRon, too.
6) I liked the Formation Patrol Zones set out for your PhibRon. However, they might be a tad too close. I ran across a Sierra who fired two Type 65-76 torps. One killed a frigate and the other one came damn close to Wasp. Nice job.
7) There is no re-load ammo on Keflavik for the Orions
8) This is a pretty good scen. I started off well and caught a sub right near the PhibRon. Killed a Charlie before she got to fire and then lost Drum to something without detecting the firing sub! Excellent.
The SSGN Echo fires right away and turns on radar because you have her on Ground strike. Whenever you have a sub on a Strike mission, they always go to Periscope depth and turn on their radar. IMO, this sucks because the radar is usually what gives the sub's location.
You might like to try this:
a) Create the same Land Strike mission, but have it delayed for 25hrs. (1 hr past game duration)
b) Put the SSGN on that mission and then plot a course for it to approach Jan Mayen at shallow/periscope depth
c) Hopefully, when she gets to shallow depth, she will fire her SSMs, but she won't go to Periscope depth and turn on her radar (since her mission has not yet activated). I haven't tested it, but this might keep her a bit more stealthy. After she fired, my Sentry quickly detected her radar.
9) The SSMs come in 1 at a time.
The Norwegian company easily shoots them all down. There's may not be much you can do about it.
10) After killing four subs, I was awarded victory (7hrs). I checked your ViConds and it looks like you set them up so that the player must
a) arrive off of Jan Mayen, and
b) kill four subs
I don't know what to tell you. They look as though they are set up correctly and that both ViConds must be fulfilled. Unfortunately, they seem to evaluate as an "Either/Or" condition. I can only suggest to check them out with the 3.9.0 SE when the patch is released to see if it is fixed by then. As yet, I have no idea how to get around this problem.
Good job. Thanks for sharing it.