Just a word on this scenario. Fan designed scenarios don’t (realistically can’t) go through the playtesting process that the official scenarios do. Sometimes they’re balanced, sometimes not. The thing about almost all official scenarios is that, even if they’re wildly asymmetrical, RB and co have always put something in there to give the disadvantaged side some in, some aspect of the OOB that they can exploit with clever play to pull off an upset. They might look like random placement of units on a map to approximate the historical battles but after time you get to appreciate how much effort has gone into play balance.
This isn’t necessarily the case with fan made scenarios and that’s okay because sometimes it’s just about the exercise of engaging with the history and there’s always the idea that they’re so quick that you can just set up and go again. That’s fine for casual play but that replay opportunity isn’t there for tournament games…..and I don’t think this is an ideal scenario for this format, where player skill should have some bearing.
I’ve dabbled in scenario design myself and it’s fun but I’ve come to realise how hard it is to get right. One really important challenge is how to deal with a side with Command 4, if you’re going to use that to simulate command differential. Looking at RB’s scenarios, there are a few important principles he uses…..if you’re going to give a side 4 cards, give them Move First
so that they have at least a chance to rearrange their forces; or put the higher Command enemy out of range for an immediate attack or set it up so that that immediate attack dangerously extends them so that they can’t do it without major risk; or give Command 4 a leader advantage with those leaders starting well positioned. You only have to look at masterpieces of scenario design like Bagradas and Thermopylae to see how RB implements this.
Arretium ignores all of those design principles. The Command 5 Gauls have the same leader count, Move First
and have high impact mobile units that can immediately massacre weak, pinned Roman units which are near their own baseline. With the right first card play (Double Time, Mounted Charge, Order Mediums, Outflanked) the Gallic player can score up to 4 banners straight up in a 6 banner game before the Roman even gets to play a card, with minimal risk as the Roman flanks are weak and their sole leader Metellus is positioned centrally. This is the extreme case but not impossible and 2 or 3 first turn banners would not be a surprise. I’m sure many Roman players are going to suffer this in this tournament.
This is a fun scenario for a battle not otherwise portrayed in the official catalogue, I really appreciate player designers exploring the full range of ancient warfare and I enjoy the design challenge myself. I also recognise that these issues may not be immediately obvious until you actually play the scenario…..but I just don’t think it’s the right scenario for competitive play.
Brent.