Battle of Saraighat, 1671
This scenario is based on a historical event set in India. The Battle of Saraighat was fought in 1671 between the Mughal empire , and the Ahom Kingdom (led by Lachit Borpukan) on the bank of Brahmaputra river at Saraighat, now in Guwahati. Although Ahom army was much weaker than also they defeated the Mughal army by brilliant uses of the terrain, clever diplomatic negotiations to buy time, guerrilla tactics, psychological warfare, military intelligence and by exploiting the sole weakness of the Mughal forces—its navy. The Battle of Saraighat was the last battle in the last major attempt by the Mughals to extend their empire in to Assam.
||Age of Empires II (2013): Rise of the Rajas
Features both fixed force and B&D style gameplay.
Battle on multiple fronts land and river to defeat a powerful force! There are also many sidequests for getting upgrades and other units.
Mixed gameplay including FF, B&D and some RPG elements
About two hours of gameplay
Land and river battles
Custom music pack
Extract the two folders from the zip file and put them in your mods directory (HD edition)
You can also subscribe to these mods on Steam workshop.
Steam link (scenario)Steam link (music pack)
Credits to: Bassi for several suggestions and feedback, Cataphract887 for playtesting.
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Battle of Saraighat is a custom scenario depicting a number of events during the last conflict between the Mughal Sultanate and the Kingdom of Ahom in 17th century India. It is a mix of FF, DTS and B&D. Scenario was played using HD edition on Moderate difficulty.
I found no real bugs in the scenario. The only complaint, the elephant in the room, is lag. During the 4th phase of the scenario, when the Mughal offensive begins, the game slows down significantly. This is further emphasized by poor pathfinding and odd AI behaviour around chokes- and while I realize that these are HD-specific problems, nevertheless they do impact the playability.
The early FF parts of the scenario are tough but fair, requiring deft micro in order to win or survive enemy encounters, and, as the hints indicate, the key is minimizing losses.
The B&D buildup phase offers a number of objectives to complete in order to prepare for the Mughal assault, that comes on multiple fronts. This portion offers a few "side objectives" that can be easily accomplished with minimal exploring.
The "meat" of the scenario, the DTS portion, is far too easy. Primarily this has to do with the chosen map design- the enemy columns are to be funneled into narrow chokes, reinforced by castles, and bypassing fortified cities. Unfortunately, I found the AI pathfinding (especially on the south bank) to make holding the massive, constantly spawning enemy waves a trivial task, as the AI (wisely) refused to charge into the narrow gap, under castle fire, as long as my castle was in place. Which meant the challenge was reduced to successfully removing enemy Bombard cannons that would spawn in occasionally as parts of '"elite" detachments. Without these cannons, the enemy massed troops tended to mill around, refusing to cross an imaginary line, and were easy pickings for my own artillery. While ultimately still fun (and still a ton of micro required on the other bank and elsewhere) this reduced the challenge significantly.
The strongest point of the scenario are the twists on water combat. Introducing Turtle Ships, which are foreign to any of the civs involved, as well as giving the player means to convert them via "boarding" turned naval combat into a tense and exciting struggle. Here I actually did encounter an odd bug, whereas sometimes some of the captured ships would get stuck in a single spot, unable to move or attack things out of range, but I actually felt it fitting, as it would also make me configure the rest of the fleet around these "damaged" ships.
The twists on naval combat serve to make this one stand out.
Map Design: 4
Map was busy, with very good detailed work in certain mission critical areas (such as the mangrove jungles on the North Bank where phase 2 guerrilla warfare takes place). As mentioned above, over-reliance on narrow passes, while understandable from a stylistic point, wasn't the best choice given HD's limitations. Aside from that, no real complaints.
The opening cutscene set the stage for the story well. The dialogue during various phases provided clear explanation as to what were the next objectives. Hints and scouts were informative and helpful.
The map layout helped to bring the story and gameplay together, and fundamentally it was very simple easy to understand the goals and motivations at each stage.
Custom music was hit or miss, imho, with some tracks fitting, while a few others feeling out of place.
Additional Comments: A solid scenario, held back not so much by its own design, as by the limitations of the chosen medium (HD version). While it is unfortunate that these limitations don't allow the designer's ideas to really shine through delivering that non-stop DTS action, the innovations in naval combat, as well as the setting still are likely to leave a lasting impression, if one can stomach the lag. Hopefully we can see more from author.
[Edited on 07/09/19 @ 09:08 PM]