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World of Orn 3: Orcs of the Broken Spear
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Author |
File Description |
Lord Malibar |
Posted on 02/16/02 @ 12:00 AM
File Details |
Map Size: |
400x400 (Large) |
Difficulty: |
Hard |
Previous installments of the World of Orn:
WOO1: The Helm of Orn. Siege That! map. You are chosen by Zarnath to lead a small raid on the Kingdom of Ramar to steal the Helm of Orn.
WOO2: Attack on Crescent Cove. Siege Map. Given command of Zarnath's elite Army of the Granite Fist, you are tasked to capture the City and Castle at Crescent Cove, a Ramarian trading port and Naval Academy.
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World of Orn 3: Orcs of the Broken Spear.
As agreed upon prior to your attack, Zarnath allows the Lost Islands Pirates to ransack Crescent Cove after you capture the Castle. This backfires to some degree, as the Pirates carry off all the surplus building supplies as part of their bounty. You send quarrymen and wood cutters into the forests and mountains to get more building supplies but it is a slow and tedious process.
To make matters worse, Orcs have been growing increasingly brave in the foothills of the nearby Wandering Mountains. Their raids have already cost you the lives of workers you can not afford to lose. You are forced to send part of your remaining troops with the workers to protect them from the Orcs, leaving your garrison in an extremely weakened state.
Zarnath has already sent reinforcements (mostly archers) to help become the Castle's permanent garrison, however they are still far away. Additionally, Zarnath launches a series of small border raids against Ramarian outposts farther South, hoping to keep Ramar's attentions on defending the entrances to their Kingdom long enough for you to rebuild Crescent Cove. That part of the plan seems to be working. The Orcs, on the other hand, are becoming more and more of a problem.
The Northern part Wandering Mountains have long been the home of a large and ornery tribe of Orcs known as the Broken Spear - named after the picture of a Broken Spear that adorns the wooden shields they carry into battle. As the Kingdom of Ramar expanded, the Orcs of the Broken Spear were slowly pushed back into the sanctuary of the Wandering Mountains. Over the years, an unspoken truce came to be. As long as the Broken Spear left Ramarians alone, the Kingdom of Ramar let them exist in peace in the interior of the WM. Now, with Ramar having been ousted from the Crescent Cove area, the Orcs seem intent on testing the strength and resolve of the Cove's new owners.
As you survey your men working on the Castle walls and towers, you hear a cry in the distance. A Knight rides up at full speed, armor crimson with blood. "Orcs, my Liege! The Broken Spear! Hundreds of them - just outside Towne! We tried to fight them, but there were too many."
You can now hear the sound of metal clashing against metal as the Orcs enter the Towne.
"To the ramparts!" you cry. You don't have many men and have no idea how far off Zarnath's reinforcements are. Your only hope is to hold on until they arrive...
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NOTES:
This scenario is meant to be played as the DEFENDER on NORMAL setting. Position your defense well and you should slow down the Broken Spear's attack. Hold out until March 1069 and victory is yours.
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Since this seems to be confusing some players...
The reinforcements do NOT actually appear on the map! They are a few hundred archers sent to garrison the Castle. When the Orcs hear their approach, the fight is over, thus you get the VICTORY if you are still alive. In January 1069, you will hear the wav saying the reinforcements have arrived. This plays merely so you know the scenario is almost over. Again, the reinforcements never physically appear on the map. Their arrival is simulated and you are awarded the victory for managing to defend the Keep until they get to Crescent Cove.
>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<
I fully expect this scenario will be lower rated than the first two, as the chaotic Orcs lack the discipline and leadership to remain focused on their real goal. If they go for the Keep, you have a real challenge to win. If they get distracted by secondary targets, your job is much easier. There is no way to control where the airheads try to attack - but then - they do indeed act quite Orcish!
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Author | Comments ( All | Comments Only | Reviews Only ) |
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Edster_Doomlord |
Posted on 02/17/02 @ 12:00 AM
I have begun editing my Kingdom War map now expect a scenario like this soon!! |
Lord Malibar
File Author |
Posted on 02/24/02 @ 12:00 AM
lol @ war dogs. As many times as I played that, I never had trouble with the dogs attacking my own men.
By the way: the scenario was designed STRICTLY to be played on Defense. Should you choose to play as the attacker anyway - use the attacking force as it is set up. This is supposed to be an Orc Army - it would not have Knights, Swordsmen, and tons of Archers or Crossbowmen.
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Lord Malibar
File Author |
Posted on 03/18/02 @ 12:00 AM
The stated goal is to hold on to the Castle until Zarnath's large number of reinforcements arrive. Thus, when they approach the Castle, you win. No troops actually appear on the map as the reinforcements consist of a complete garrison of soldiers. The wav plays merely as a signal that you have almost met the time requirements.
By the way... the instructions tell you to play on NORMAL...lol the harder settings are impossible or close to it.
Thanks for rating the scenario!! =)
PS: Look for WOO4 soon! I put the one map that was taking forever on the back burner because it was almost impossible to win and am making a new one.
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Lord Anatoly |
Posted on 03/18/02 @ 12:00 AM
But I do not win when they said that reinforcements have arrived the battle continued for some time I think one or 2 months. |
Lord Malibar
File Author |
Posted on 03/19/02 @ 12:00 AM
The troops are a GARRISON force sent to bolster your small contingent. They do not physically appear. The idea is that , as they begin to move into town, the Orcs realize they are vastly outnumberd by the arriving force and withdraw.
You are NOT supposed to play as the attacker! The scenario is designed for you to play as the defender. I don't know how to make that any more clear in the instructions...lol
It is quite easy to hold out til the required time (right after the reinforcements are simulated to arrive.) In fact, I win on NORMAL about 95% of the time I play it. If all the Orcs decide to go for the Keep, then you have your hands full. But normally, some attack the lesser buildings, allowing you to concentrate your defense on smaller groups of attackers heading towards the Keep.
I might add, victories normally come by hanging on til the set date and not by killing all the attackers. |
HGDL v0.8.2 |
Rating |
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4.1 | Breakdown |
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Playability | 3.7 | Balance | 3.3 | Creativity | 4.0 | Map Design | 4.7 | Story/Instructions | 4.7 |
Statistics |
Downloads: | 1,482 |
Favorites: [] | 0 |
Size: | 509.98 KB |
Added: | 02/16/02 |
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