I am going to chime in and agree with Dulcee. Armies are very difficult on a six player group. It is not just that at 6 players there is no choice for the armies, since every roll must be made, it is that all 6 people need to succeed. More people needing succeed is just harder.
We have a 6 man band (Alain, Imrijka, Balazaar, Enora, Ekkie, and Aedowyn). Earlier we lucked out and dodged most of the Undead Companies [though we had the "fun" of having a character with no Fortitude doing the Fort check with 4 blessings to succeed]. But then we hit Siege of Drezen.
Even with every character having the skills listed for the checks, we were left unable to complete the scenario. Those checks were hard enough that they required resources to be spent to succeed, but if one person got unlucky (or didn't spend enough) it is wash. Not only did we not succeed, but the 1d4 combat damage did a good job of knocking out most of our hands, so we'd have to wait almost a full round to have the resources to attempt again. Anyone who plays 6 players knows that losing a round is the kiss of death, that is 1/5 of your blessings deck right there.
This is just the curse of having six players. If each of you gets up to a 90% certainty to make your roll, that means as a group you only have a 53% chance of succeeding on this Barrier since if one of you fails, all of you fail (for reference, a 4 player groups at 90% is looking at a 65% and 3 players a 72%). Getting up to a 95% percent certainty gets you to a 73% (81% for 4 players, and 85% for 3 players). But a 95% will take some work. We'll use Imrijka as an example:
Imrijka goes for the Ranged 12. She has skill ups in Strength, so she has a 1d10+5 (we're assuming her mythic path adds to strength also). She only has a 30% if she gets no aid. An additional die, like from a blessing, only gets her to 85% (a bit too low). She need sat least another d4 (like a Sage's Journal or the recharge from a Caravan Guard or Balazaar tossing a monster). So we're looking at most likely 2 expenditures to get to 95%. Even Enora, with her 1d12+7 needs a bit of help. She needs either a d10 or 2d4 to get to her 95%+ roll.
Every character is expending some form of resources on this check, with a failure rate of about 27% for the group. These henchman are costly, draining each member of the group of at least 1 to 2 cards (even if the cards are recharged they aren't present for the next check, so it is still 'expended'). And then, you need to do this 5 more times, but most likely more, since if you're keeping up the 95% success level per player, the likelihood of doing 6 of these barriers without a failure is around 15% (a 4 player group is looking at a 43% chance to make it through without failure, and a 3 player looking at 65%).
We tried 4 more times. We always failed. We never even spawned the Citadel. Eventually the group decided that we had to do something beside bashing our heads against the scenario over and over. So we split into 2 groups, each doing a 3 person run. It feels cheap, but it seemed to be our only option.