From: Genoa, Republic of Genoa (occupied by Italy)
First, let me thank you very much for porting some classic SL/ASL scenarios into ToTH and bringing back to my mind fond memories of nights spent playing SL/ASL: I first played the Defense of Luga, Beachhead at Ozereyka Bay and Action at Kommerscheidt in Cross of Iron and GI respectively (in the late 1970s...)
I am aware of the very limited capabilities of the AI on the attack, so I played (and enjoyed) all of your scenarios taking the attacking side first. Then I tried to play them as the defender, but I did not expect a show of great tactical genius by the AI.
The AI "run to the exit hexes" syndrome appears to be in force even when there are VP hexes on the map (e.g. in Beachhead at Ozereyka Bay). When there are no VP hexes (e.g. in The Fugitives, Gambit, The Czerniakow Bridgehead or Weissenhof crossroads) running ahead of the AI units (which is quite easy, since they seldom use double time) and waiting for them as they move across open terrain is a sure recipe for a quick victory.
Perhaps this could be avoided by giving some units a "DEFEND X,Y" order, but this will freeze the units in place (which could anyway be a better move than runnind wildly to the Exit hexes)
I was puzzled because in "Get up kids" the VP hex closest to the German set-up area is 34 hexes away. In my "Counterattack at Salerno" scenario (which I am still tuning), the closest VP hex is 39 hexes away from the German set-up area, but this does not prevent the 16th Panzer from attempting to overrun the GIs with great enthusiasm :D
Chasing Germans in the moonlight is no mean sport
Long Range Fire (A7.22)........1/2 FP