As someone really only just getting back into the game enough to think about playing competitively, and who plays a lot of CotW, I'd love to hear anyone's thoughts on what specifically you feel like makes this harder for Call.
Having just read a summary of the proposed CID (https://www.belloflostsouls.net/2019/05/warmachine-steamroller-2019-cid-hot-takes.html) I get that King of the Hill is not going to be my favorite scenario; scoring both zones is going to be nigh-impossible, and contesting one while clearing the other is going to be fiddly. Both Bunkers and Anarchy both have the enemy objective fairly deep in the backfield - which for obvious reasons in Call I'm not a big fan of - but I guess I don't see how they're _that_ terrible. I'm probably missing stuff; dish please?
It's the usual deal, you can't send a beast to kill something outside control and ignore it. This means you're sending solos to die which is very terrain dependent, ie they either can make a suicide conga line or not, or you are playing for attriction which isn't very likely with our beasts.
I'm more worried about the flags all over the place making barriers that cannot be dealt with. I'd be a lot more happy if flags were just a way to represent a point of interest on the table instead of being models you cannot target etc etc etc.