This Scenario was also a bit underwhelming for me. Maybe I'm just missing something, but I see absolutely no way for the Italian to win this unless they get extremely lucky with attacks. Maybe if you are both very lucky with attack rolls AND are very good at card counting so you are able to predict which cards the enemy has on hand to shoot them off, you have a chance. It's not that the LRDG has one or two advantages that could potentially be countered with different tactics, but that they have a pure mathematical advantage: They have to escape with 5 counters which requires very few card actions. For instance, Pilot Truck navigate, move to 3A, Escape. That's 3 guaranteed card actions to escape with 3 counters, whereas the Italian would need at least 5 actions to kill both units inside and destroy the truck - and that's assuming all attacks hit and the LRDG doesn't bolster the units. Even with all attacks hitting, with bolsters it could be a minimum of 8 actions to neutralize 2 counters. On top of that, they start with better positions, a lot of ground already scouted, have units with higher defense value and initiative, and have 4 different escape paths, so you can't even try to put your units between theirs and their objective. The only "trick" the Italian can try to pull off is to move the Scout out of the vehicle and into tile 22 to occupy the Gun Truck before the LRDG and therefore slow them down by denying the vehicle + getting a 2nd unit who can Antitank using the vehicle. But even then it will still be very hard to get 5 counters of the game before they can escape, and depend mostly on dice rolls. And it of course requires you to be able to do 2 actions with the Scout before the LRDG uses 1 Sniper or Engineer action to occupy the Truck. I think most tiles should not be scouted for the LRDG, and either all LRDG units should start out of and away from the vehicles (for instance have all vehicles on Tile 22, so you'd need to either escape on foot or take the vehicles to the other units to grab them before escaping), or it should be required to escape with 5 non-vehicle counters - it would probably still favor the LRDG, but at least the Italian would have a chance.
Great analysis! We thought the same thing to begin with, then when Brian's LRDG Sragent was very quickly Neutralized, we thought "ok this could be balanced". It really comes down to the order in which you draw your cards and which you use for initiative. Our hope is this scenario is a good introduction to the "Escape" mechanism, and we will really see something more substantial in a further scenario. Thank you so much for watching!
@@superboardsunday7949 Could be, but it still felt extremely unbalanced and not just "swingy" based on lucky rolls such as scenario 3 and 4 can be. Even with lucky rolls neutralizing the Sergeant there still were 8 possible counters to escape with. The other escape scenarios do look more balanced and seem to have at least a few tactical choices available, so I do also hope they will be far better!
This Scenario was also a bit underwhelming for me. Maybe I'm just missing something, but I see absolutely no way for the Italian to win this unless they get extremely lucky with attacks. Maybe if you are both very lucky with attack rolls AND are very good at card counting so you are able to predict which cards the enemy has on hand to shoot them off, you have a chance.
It's not that the LRDG has one or two advantages that could potentially be countered with different tactics, but that they have a pure mathematical advantage:
They have to escape with 5 counters which requires very few card actions. For instance, Pilot Truck navigate, move to 3A, Escape. That's 3 guaranteed card actions to escape with 3 counters, whereas the Italian would need at least 5 actions to kill both units inside and destroy the truck - and that's assuming all attacks hit and the LRDG doesn't bolster the units. Even with all attacks hitting, with bolsters it could be a minimum of 8 actions to neutralize 2 counters.
On top of that, they start with better positions, a lot of ground already scouted, have units with higher defense value and initiative, and have 4 different escape paths, so you can't even try to put your units between theirs and their objective.
The only "trick" the Italian can try to pull off is to move the Scout out of the vehicle and into tile 22 to occupy the Gun Truck before the LRDG and therefore slow them down by denying the vehicle + getting a 2nd unit who can Antitank using the vehicle. But even then it will still be very hard to get 5 counters of the game before they can escape, and depend mostly on dice rolls. And it of course requires you to be able to do 2 actions with the Scout before the LRDG uses 1 Sniper or Engineer action to occupy the Truck.
I think most tiles should not be scouted for the LRDG, and either all LRDG units should start out of and away from the vehicles (for instance have all vehicles on Tile 22, so you'd need to either escape on foot or take the vehicles to the other units to grab them before escaping), or it should be required to escape with 5 non-vehicle counters - it would probably still favor the LRDG, but at least the Italian would have a chance.
Great analysis! We thought the same thing to begin with, then when Brian's LRDG Sragent was very quickly Neutralized, we thought "ok this could be balanced". It really comes down to the order in which you draw your cards and which you use for initiative. Our hope is this scenario is a good introduction to the "Escape" mechanism, and we will really see something more substantial in a further scenario. Thank you so much for watching!
@@superboardsunday7949 Could be, but it still felt extremely unbalanced and not just "swingy" based on lucky rolls such as scenario 3 and 4 can be. Even with lucky rolls neutralizing the Sergeant there still were 8 possible counters to escape with.
The other escape scenarios do look more balanced and seem to have at least a few tactical choices available, so I do also hope they will be far better!