I am starting this thread to register the most important things that bother me about the Call To Arms expansion. While I believe that Call To Arms is overall a nice expansion because of the specialist cards, it still has some issues that detract from its value and this is a great pity as this expansion had the potential to be really great. Hopefully a house-rules variant can be devised that addresses theses issues and does justice to CtA.
Issue #1: The three deployment decks are practically identical. Each of the three deployment decks A, B, C is practically indistinguishable from the others. So when, as a player, I am given the option to "chose a deck" my reaction is "Hugh?". I would have expected the decks to have a slightly different flavor, e.g. one deck fielding more mounted units, the other fielding more foot units (but heavier in armor to compensate for the lack of cavalry), the other fielding more ranged units and so on. You get the idea. Instead, what one gets is three practically identical decks. So, there is really a reason why the three decks are given the generic names "A", "B" and "C". Some have attempted to rationalize the design and have claimed that there are really "subtle" differences between the decks. No there aren't. That is, there are statistical differences but there is no subtlety about them, just randomness.
No only does this issue render parts of the setup process moot, it also undermined my confidence as a customer to the former owners of the brand. When I am promised a system to field customizable armies I expect just that. It doesn't have to be a point-based system (and I can see why) but the current implementation falls WAY short of that promise.
Issue #2: This really stems from #1. Not only are we given three identical decks to chose from, we also have two different ways to make this "choice": impromptu or organized, thereby multiplying by 2 the (already large) number of different way to play the game, splintering player groups even further.
Issue #3: Pattern-sensitive deployment and rules. I never understood why the deployment cards had to specify a pattern for the exact grid position of each unit and not just the type and number of units. I also never understood the vanishing units rules when there is no space on the baseline. What is the rationale behind these rules and how do they add to game play? Wouldn't it be far better and more thematically correct to let the commanders deploy their available troops as they see fit within the deployment area or subject to some other general restrictions? Wouldn't that result in a richer playing experience?
Issue #4: Feudal Levy. The less said about Feudal Levies the better. I cannot describe the commercial practice of dubbing generic replacement tokens "feudal levies" and promoting them on the box cover as if they were some new game mechanism in a way that will not risk my banishment from this forum. I hope that the new owners of the brand aspire to a more honest relationship with their clientele.