The (Unofficial) Great War at Sea
Fortunately, the fix is simple: just make the scenario 30 turns instead of 20. This gives the CP enough time to maneuver a bit as well as complete his transport mission.
Using the extra time, the scenario is a reasonably interesting smaller scenario, as the Allied victory conditions force some split-up of the fleet, and the Central Powers player has more than the usual one or two ships.
Balanced against this is the Goeben's superior speed, the unknowns of those two submarines, and the opening setup. One allied force of two light units is set up in M61, one space away from Goeben, meaning that the Central Powers can guarantee themselves a search in that square just by moving through it as the first move of the game. The best Allied defense is to begin the game at night, and move the BB into M61, too (and, in response, the Germans may deploy one or both subs there) and hope that the Goeben doesn't discover the light units without running into the other Russian squadron, too.
While the vagaries of the opening dierolls mean the game could go either way, the limited array of strategies available to each side make this scenario better for study than replay.