Chroma wrote:
One thing to note, if the Convoy left the board broken, it gives a point to the Attacker, as it *is* a defender formation.
So despite the brandy, we still got it right - victory to Kealios!
I'm so used to designing and playing tournament scenarios that I've developed a severe aversion to random scenarios. Being in a place where I could easily win if the game goes one more turn and my opponent is being destroyed, yet the game ends because of a die roll is REALLY frustrating. It also feels wrong to win a game because a formation came on in exactly the right place at the right time, without which I'd lose. I prefer games which are determined more by how lists are chosen and are used. But if this isn't a tournament scenario, I need to get over myself.
I also disagree with your assertion that you can hold back the transports, Chroma - without the ability to march, even on the road it takes three turns to cross the table length-wise. You can go off-road, but there is a significant chance that the enemy will pop up in the area you've chosen to cross, making an assault virtually assured. I can play counter to the idea of the scenario and just hold my transports back, using them as a kind of bait to bring the attackers to me, but any half-way decent general is going to hold back long enough to rush me with superior forces. That and it makes as exciting a game as a hockey game before the rule against icing the puck was introduced...
In this game, let's say I'd decided to play defensive with the transports. If I'd rushed forward to try to take on Kealios' forces, I'd STILL be out of range on Turn 1 and on Turn 2 would have been forced to pull further back to defend the transports, firing into Kealios' second contingent as I withdrew. He could then pull his first contingent forward and support the second, and once his third one popped up he bum rushes me and I'm toast. Or even MORE boring, he could have taken his second contingent and block more of the exit side, then use his third contingent to do the same. Of course, if he goes too far with that I can try to cap a couple formations at long range with my tanks.
In the end, I think what really screwed me up was shooting at the sentinels instead of the unactivated Retributors in turn 2. Hitting the Retributors with my Marauders would have been far more effective, probably killing one or two and either suppressing or even breaking the formation. That enables the transports to move a little further down the table and then double off at the top of turn 3. Of course, even trying to do that would make the transports vulnerable to assault from the Seraphim or getting obliterated by the third contingent happening to come on from the back edge.
So here are my suggestions.
1) Make the transports AV to prevent them from getting so heinously smacked around.
2) Don't allow the transports to leave the board if they are broken.
3) Start all Attacker contingents on the board, but split them up - one contingent on the back edge, and two near the middle points of the long edges. This way the defender has a bit of an advantage in being able to try to mass his inferior force against one contingent, but must do so while protecting the transports and fast enough to prevent the attacker from linking up. This also takes away the guessing game of "so which edge will he come in from?"
Thinking about it more, I believe you should make the transports harder to kill, but then drop all other objectives. The game should be about getting the transports off or preventing them from doing so. Otherwise I can just ignore the objectives and play "kill 'em all". Imagine what would have happened if, with the current scenario, I just held my transports back and each of Kealios' contingents came in from #6. I'd just play whack-a-Sister as they popped up, applying my superior forces each turn and I could crush him because he got unlucky and I didn't play to the spirit of the scenario. That's no fun at all.