No, I'm not using the system compare object. I'm doing a straight-from-the-wizard enemy angle comparison.
I just tried the "For each Enemy" condition outside the whole set, and it inverts the behavior. Instead of requiring ALL enemies to reach the ledge before turning around, now as soon as a SINGLE enemy reaches the edge, ALL enemies turn around in sync.
Here's the new event block:
+For each Enemy
++Enemy.Angle = 0
---Enemy: Set horizontal speed to 100
---Enemy: Set angle to 180
++Enemy.Angle = 180
---Enemy: Set horizontal speed to -100
---Enemy: Set angle to 0