"The Battle of Crecy" depicts a historical battle for a defend the spot contest, though the scenario is more about a large scale battle rather than the usual DtS gameplay. Considering the loss objective is a sheep unit, perhaps it should be classed as a Defend the Sheep map.
The game was entertaining with two large armies smashing together in a gory spectacle, but beyond this there is little gameplay on offer. The enemy attacks are very simplistic as their entire army is being repeatedly tasked to just a few spots on the battlefield. This diminishes the interesting potential of an actual battle as the enemy units tend to stream past your formations to go to there designated locations, and when arriving there they simply bunch up in a massive ball.
On the face of it the scenario seems reasonably well balanced, with the enemy force having a large power advantage while the human needs to control his units carefully, as the hints suggest. The problem is that when the player places his units in the very basic formations, the game becomes an absolute cakewalk, winnable without any further input from the player after initial unit positioning. The two obvious ways are to place your longbows in a tight ball with your melee units on the edges, and the AI has a hard time even engaging this correctly. The other method is to just pull back to the baggage train with your longbows and place the tuetonic knights in the doorway;the enemies again died en masse without any effort.
As far as the challenge offered by the scenario, its rather underwhelming. The loss condition for the player is actually a sheep unit designated as your baggage;fair enough. The problem is the AIs main army is simply tasked to two points on the battlefield;one point where your baggage starts out at, and the other point is where you king starts out at. You could simply move both of these units off to the side somewhere and the enemy will never bother them. Infact if you don't place units in the path of the enemy they will clump up their entire army in a big ball and not move again. This means the scenario is entirely reliant on the player to engage the enemy, quite odd in a defensive battle situation.
Being quite simplistic in nature, the scenario offers very little in the way of engaging mechanics, any atmosphere via audio and music or any trigger complexity. The opening bitmap was nice though, to give a little historical context to start off with.
Map Design 1
The map consists of huge sections of terrain placed with one of the largest brushes, and some bizarre terrain mixing where the tiniest brush was single clicked in straight lines and diagonals. Vast areas can simply be classed as blank terrain, and the little villages and camps scattered about are ES level. The map hasn't a single straggler tree on it nor any eyecandy objects except two sea rocks, one shipwreck and a skeleton. The forest around the edge consists of simple oak terrain placed with a large brush.
Barebones to the point of nonexistent, its just enough to avoid the minimum score. There is some very lightly written hints and a bit of ingame dialogue, and the scenario does impart a basic idea of the battle with the french trampling their own mercenaries at one point.
Final Thoughts:Its a somewhat amusing play if you like some carnage to kill a few minutes with.