I must agree here,...BUT,...In small scenarios, there are certain KEY units, that if prematurely lost by the AI defender lead to unbalanced, not fun results. It´s hard to find the best position without making the game too difficult or an unfair mouse trap. I tried hard in Assault in Huberderie, enemy units are very well positioned IMO, but that leads to difficult, sometimes frustrating battles for the human. Bocage scenarios are even more challenging, since designer must avoid the use of vegetation as "go through here and expect my ambush" unfair or not playable labirinths.