Scenario balance in Combat Commander
Olvenskol wrote:
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Well, we played the first two scenarios last night, (which Merric will likely report about shortly). So, without stealing any of his thunder I think both the scenarios were heavily slanted towards the Japanese.
Sure they may be possible to win as the Americans, but you'd have to be very lucky. Although, I'm sure there are other scenarios slanted the other way.
I think the general impression formed in this forum over the last few months is that scenario A is harder on the Americans, but definitely winnable and probably a fairly close contest between two players with a lot of CC:P experience. With relatively new players, the record has been heavily slanted in favor of the Japanese (even if the players have good CC:E experience). Whether this counts as "balanced" or not depends on your definition of "balanced"!
I've played A nine times now and think the scenario is close to balanced, with a slight tilt for the Japanese side.
This very same question about balance has come up several times before, most notably about
Scenario 20, A March in December. My experience of that scenario (detailed on my blog
here,
here and
here) essentially echoes Drake's comments about scenario A.
I think that this reflects 2 basic features of CC scenarios. First: each scenario is something of a tactical puzzle. The scenarios are all very replayable, but each still has a limited range of solutions to the problems posed by the balance of forces and objectives. And second: some scenarios pose significantly more difficult problems for one side than the other.
In my experience, obvious tactics is what most often confounds players when first faced with these novel tactical problems. That is to say: success depends on breaking the familiar rules of how to conduct your engagements. This is not something you have to do blindly, because the scenario special rules usually hint at the solutions.
In the present case, I would say that the obvious tactic to be avoided is the decision to take the easy route up each flank. This tactic is doubly obvious because of both the terrain
and the reinforcements. I've already noted that I think this tactic is a mistake. I'd have to add that
hard-won experience has led me to the conclusion that the cover on the flanks of CC maps is often a trap for an unwary commander. It's almost as if Chad and his team have designed things this way!
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I've only played scenario B once, but it was a complete rout with ANZAC dominating from turn 1 and winning by over 20 points. My one play didn't leave me with any significant impression about play balance of the scenario.
Yes, you can't judge a scenario's balance from 1 game, however overwhelming a victory it might've been. Not only are more data points needed by defintion, there is also the matter of the learning curve, as I have tried to explain. Your experience of scenario A shows that this can level out the balance after a few games. (Can you recognise a man who needs another game of CC, and quickly?!)