The Romans assaulted the Goth center and the Goth reinforcements took much time to arrive, allowing for Rome to enter the hills. The defense with hills and laager is very tough and many Roman units where destroyed. Then the Goth cavalry appeared and started attacking the Roman wings, but one Roman unit managed to get behind the laager and destroy the Goth camp for a 16-12 win.
Don't like this reinforcement mechanic at all. The Goths were ahead until the Romans organized and pushed on the center. Doubles were never rolled at the beginning of the Goths player's turn, so the reinforcements never arrived. Romans won easily 16 - 8 in an uncompetitive match.
One of the few C&C EPIC Ancients scenarios I've never played, and essentially exactly because of the reinforcement mechanic.
a 5 in 36 chance that the reinforcements will arrive, and then needing an Army Command card (3 in 90) is essentially a guarantee I wouldn't get the reinforcements. Assuming that the 'Army' Command card also includes Special Command Cards (another 14 in 90), it is entirely possible to not have any of these cards, especially if the Roman player draws them. Even if the Goth player does draw Army cards, they have to keep them unplayed (essentially a dead Command card) against the possibility of getting the right die roll. A rule that works for lucky players only.