Very strong playability. This is the kind of scenario you want to play all over again when you win. It's an MCrnigoj-inspired battle scenario where you must fight an enemy army on top of sand dune. There are many heroes whose death will impact their soldiers' morale, and they have a different color so you can easily pick them out when in the chaos of battle. I experienced no lag (a frequent complaint in this kind of scenario). There are a few minor problems relating to the AI (sometimes your green ally will stop fighting and just stand there if there are no enemies within range) but nothing that greatly detracts from the scenario. Another minor complaint is that the battle doesn't start until Skar is on the hill, and this allows you to walk around at your leisure killing the isolated groups of enemy soldiers.
The scenario leans slightly towards the "hard" end of the scale, but for experienced players this scenario will be perfect and the custom difficulty levels allows less experienced players to join in the action as well. There are no criticisms I can make of the balance.
This kind of scenario has been around for a while now and there is little of interest here. Desert battles are somewhat novel and that and the hero system earn minor points.
Map Design: 2
The scenario's weakest point, the map consists of large areas of blank desert terrain with little eye-candy. I acknowledge that attractive desert maps are hard to do, but it is possible if you mix desert, dirt 1, dirt 2 and dirt 3 terrain (cf MCrnigoj's Hattin scenario).
No story, but sufficient instructions to play the game. It would have been nice if there had been a list of the enemy heroes and what they do, but that's just a nitpick.
I recommend this campaign, it may not go down as a classic but it's a fun time-waster. To the designer, improve the map, add a simple story, and consider not allowing player 1 to fight the enemy before Skar stands on the hill.