This campaign is actually only a test campaign. I wanted to check the reviews I got on it, and see if it was worth continueing on.
Since I\'m very fond of the Byzantines, I wanted to create a campaign with them. King Solomon had already made a good Belisarius campaign, and I couldn\'t find so much info on Basil II. So I decided to make a fictional story with the Varangian Guard, where you quell rebellions, join the Imperial Army on conquests & chase traitors in Constantinople.
Please go ahead and try!
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Varangian Guard is a campaign where you control a small army, and must quell a rebellion to bring peace to the Armenian Kingdom.
Playability: The playability of this game wasn't bad, but it got boring after a while. You have a fixed force, and must kill enough rebels to win the map, showing a lack of creativity from the author. This campaign is a Fixed Force map that should be interessting for players that enjoy the challange of micro-management.
Balance: The game was well balanced, but it is a little odd balance. What i mean is, if you are not good at micro-management(which is the basis of this campaign), the game will get though, and you will probably lose. You have to use units that are strong against other units. On the other hand, this can be very easy if you are good at Micro-Management.
Creativity: This map lacks creativity from part of the author. It has a creative story... and some GAIA units and a...well, no spoiling.
Map Design: As for Map Design, it was pathetic... there were large blank areas of dirt, and i didn't know that there was jungle in the middle of desert, there are the cliffs and the towns, which don't help very much. The map is basically a tiny map with cliffs, square jungles and more cliffs.
Story: A very well made story! Impressive and the author put a lot of effort into coming up with it. It is a very creative points of the map.(5)
Instructions: The Instructions are: Quell the Rebelion. There are no in-game Instructions. (2)
Meaning: 5 + 2 : 2 = 3.5(Exact 3)
Final Rating: 2.2
Below Average(2) Playability
Below Average(2) Creativity
Pathetic(1) Map Design
Recommendations: Worth a look... if you like micro-management.
Hints&Tips: Improve your design skills. There are forums that can help you.
“Varangian Guard v1.0” is a campaign based around the Byzantine Empire, you take control of some men and have to fight the Rebel Armenians.
Playability: The playability of this campaign is pretty limited, for the most part of this campaign you are wandering around a map fighting enemy units here and there. With the troops you get and the few you gain in game it is hard to kill all units without luring them to your castle were they are promptly killed by arrow fire. On the whole, the playability was below average because it lacked variety.
Balance: The balance of this campaign was good, despite a limited playability the balance was pretty good. At times it was hard but with thinking it was not too bad. I was left with very few units towards the end of the campaign; this was because there is so many enemy units.
Creativity: The creativity was one of the weaker areas of this campaign. There is Armenian town’s but you couldn’t do anything there and they did not help. Finding a castle with a few units is as creative as this campaign got, which is a shame.
Map Design: The map design of this map was bland. There was very little from the basics such as straight roads, lots of usage of cliffs. Most of the palm forest trees were in inaccessible areas, which meant the terrain soon became predictable. With a lack of anything to keep the player occupied, the map design could do with more work.
Story/Instructions: The story of this campaign was reasonable at the introduction’s screen, but very weak in the game. The history, instructions and hints sections look promising as you load up Varangian Guard v1.0 despite having no bitmap. The introductions were few and far between in game. As you began the campaign you just started with units no reason as to why you were fighting.
Overall: This campaign looked promising at the introduction and I’m sure if the author spent more time on his work he could greatly improve his scenario designing skills.