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Arethan-Xyrus Confrontation
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Author |
File Description |
Elven |
Posted on 01/02/98 @ 12:00 AM
File Details |
Number of Scenarios: |
9 |
Difficulty: |
Easy-Mod |
Rivalry between the Xyrus and Arethan Kingdoms have been brewing for a long period of time. Eventually things came to a head when several Arethan trade ships were on a course past the Xyrus waters and to the kingdom of Tir. The trade ships were captured with the charge of the ships being in Xyrus water. Nobody could prove it but the Arethans were furious. They sent a small navy fleet to force the Xyrus to hand over the trade ships and their crew. This navy fleet was met and destroyed by the Xyrus navy fleet. With this action, they declared war. You are in command of an Arethan regiment. Your job is to protect the kingdom and eliminate it's enemies. You will receive your orders within the hour. Good luck. Updated 1998/02/15 This is Elven (Ben). I have noticed after some user comments sent to me via email, that there is an error in a scenario in the campaign. My typo confused the user of the objectives. So, if you could kindly replace it with this new one, it would be appreciated. |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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skald |
Posted on 08/25/08 @ 10:00 PM
Level 1--Infantry in front, archers in back. A classical formation. A mass attack, all over in one minute. My hand never touched the mouse. But it was nice to watch military theory actually work in a simulation.
Level 2--We are given a lengthy shopping list of troops and buildings and levels and techs we have to develop. What happened to the big army we started out with in Scen 1? This breaks continuity and doesn't make sense. I created 30 villies, set them all working, went down to the Village to do some shopping, came back after an hour and slowly created the shopping list of units. No opposition, just a very slow Build without the Destroy.
Level 3--I couldn't get past this one, even after trying 3 times. I upgraded my walls and towers, built units as fast as I could pump them out, and tried to block the openings the designer has left in the walls. Still got rolled over with dozens of enemy troops remaining.
Level 4--Fixed Force: Cav, Infantry, Arch. One Priest for a medic. Grind your way through endless little bunches of enemy troops. The designer suggests infantry in front, archers in back. I found I could take out any single bunch with cavalry alone, healing them in between each engagement. Left the archers and infantry back in the rear.
Level 5--All my troops are gone again! Where did they go? The hints say "use catapults" -- what catapults? I don't have any catapults. In fact I don't have anything I had in the previous scenarios, just a TC with 6 villies, 2 houses, Stone Age ! with default minimum resources ! like a Random Map. This breaks the continuity of the campaign again and doesn't make sense.
Level 6--Get two heroes across enemy controlled waters to another destination. Endless enemy ships all over.
Level 7--A beach head landing. The minimap aerial view looks like D Day. Our troops have disembarked successfully and are engaging the enemy up close. Our transports must have retreated and our battleships and cruisers can be seen close to shore bombarding the enemy. Oops! On closer examination, our transports are loitering close inshore while our capital ships are holding position out of range of the beachhead. What's wrong with this picture? Get me the admiral in charge of this operation. Why did you land our troops in the face of enemy defenders without first clearing the landing area with naval shore bombardment from your battleships and cruisers? You are relieved of command. I know our Marines took out the enemy without our lifting a finger to guide them. That just makes the Navy look superfluous. We took the beach without firing a shot.
Level 8--We are in Post Iron with medium sized forces ready to assault the well defended enemy fortress. To support our offensive we have exactly 3 Villies and 200 of each resource. It is said, lieutenants study strategy, but generals study logistics. Somebody didn't study logistics. We are not going to be assaulting any fortress until we finish digging up a lot of the surrounding scenery to provide supplies for our troops and create new troops. Guess we should have brought more supplies with us. But eventually we will get the Victory message "Now comes the battle for the whole city". Let's see what the designer has in store for us. His fortresses are actually quite nicely made. The city should be even better.
Level 9--Well, I guess we'll never know, cuz the final scen seems to be missing.
Overall--recommended for download, just fast forward thru the scens you don't like.[Edited on 08/25/08 @ 10:07 PM]
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VictorIn_Pacific |
Posted on 03/12/14 @ 01:47 PM
Skald pretty much nails it here. Some additional comments:
Level 3 - It's pretty hard. You can easily die. It goes without saying that you need to plug the gaps in the wall with your existing units (until they die) and pump out new units as fast as you can (and upgrade them), but it is critically important to rush your villagers to the front and build new walls AND to control your catapults so that they shoot enemy units and not your own units!
Level 5 - Quite easy. Build up unmolested, and then blow up a small sealed fort. Since it has continuous walls, the enemy units can't get out. You could convert the enemy units and watch them kill each other.
Level 6 - Quite easy. Your fleet will crush the static opposition.
Level 8 - Pretty hard near the beginning. Not only does your enemy have almost 100 combat units, but they are active and aggressive, and they are all elite units. You will need a good wall-in before they attack you. You should have a bunch of priests. You won't need much economic power, though.
All the scenarios are easy or better except 3 and 8. |
Armored_Elephant |
Posted on 03/09/24 @ 03:09 PM
Playability: 3
These levels were fairly playable and possible to beat.
Balance: 2.5
Some of the levels were too easy. I liked to 3rd level though.
Creativity: 2.5
There was some creativity in the story i thought.
Map Design: 1.3
The maps did not have a lot of work put into them.
Story/Instructions: 2.5
I appreciated that the instructions were brief. But there was a problem in that the story did not reach a conclusion but ended early.
Additional Comments:
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HGDL v0.8.2 |
Rating |
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2.4 | Breakdown |
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Playability | 3.0 | Balance | 2.5 | Creativity | 2.5 | Map Design | 1.3 | Story/Instructions | 2.5 |
Statistics |
Downloads: | 481 |
Favorites: [] | 0 |
Size: | 239.00 Bytes |
Added: | 01/02/98 |
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