Hallo! This is MW reviewing a scenario about a fictional war between the
English and the Celts. The English are in their "Fort Briton". _____________________________________________________________
I really disliked the way the author makes you play this scenario. There were no pop-up objectives, nor triggers. When I killed the King, the game wore on, and I had to kill everything to win. I was never sure of the goals
to accomplish and I had to seek the enemy, not the enemy seek me. If you are defending the last stand, shouldn't the enemy find and try to rout your defenses? At least find an AI that is agressive. 1
In my opinion, this was way too easy. The author gives you a surplus of units that demolish the enemy troops. The addition of levels is crucial to this FF scenario. If the player has some experience, he or she knows what to do. There are no hints in how to defeat the enemy, either. 1
Not every creative...didn't introduce any memorable aspects. The player has an upper hand advantage starting position. And the assumed victory condition did not even work, even after I killed the king. The addition of triggers would raise this score. 1
The map was not very attractive. Basically, the battlefield is grass 1. The camp has bits of dirt 2, path 4, and a mini-moat. 1
Well, there are minimal instructions, but the story is more explanatory than a novel-like chapter. 3 _______________________________________________________ Final Thoughts
-The addition of triggers would help a lot with this scenario.
-Example: Create a condition that says when "object destroyed", this case the king, the player claims victory.
-Example 2: Create an effect that has a timer of 10 seconds and "task" the enemy forces into the base in rounds/waves. This will make the scenario more realistic to the author's description.
-Example 3: Create sudden twists using timer conditions and create object to create reinforcements for the enemy or the player
-Add the option of difficulty levels to create better gameplay.
-Increase the length of the history or story.
-Mix the terrain using dirt 1, 2, 3 or gaia objects to create a better battlefield. The craters were nice...but they abruptly ended.
-The addition of pop-up objectives would tell the player what to do to prevent getting lost