This is a rendering of Castle of the week, number 13. I have found this to be a very well constructed castle, as much of the fighting is up hill when attacking, therefore slowing your troops down, and making them prone to archer fire.
The scenario is set in 1215, when King John stored around 50000 marks there, before the french campaign. You must either raid the vaults your self, or defend them.
Either way,this is a challenging scenario, with a diverse offence, and a well rounded defense.
Really Nice!!
Defending: This was very difficult, the lack of troops, makes u have to think about the defence. There’s no point leaving your troops were they are. I pulled my troops back to the keep slowly hurting the attacker as I went. I finished and killed them all on my final attempt with 78% losses!!! It really good fun to defend and see them overrun you outer bailey and then cook!!
Attacking:
This castle is great; there are plenty of options, and routes in which to siege it, some of them good and some bad. I find out some of them were bad to great losses of troops. I broke through the wall in the end and killed the lord with 26% losses, which I was very pleased with.
Overall:
A really good rendition of an old historic castle. The shape isn’t too bad due to the map editor’s capabilities. A must for all siege buffs!!
A very nice map Wraith keep em coming!!
Lord Malibar
Posted on 02/18/02 @ 12:00 AM
Rating
3.6
Breakdown
Playability
4.0
Balance
4.0
Creativity
3.0
Map Design
3.0
Story/Instructions
4.0
We are given the option of playing both sides of the walls, so I will comment on each:
ATTACKER: GRRRRRRR - I come on the map under fire from not one, but TWO ballistas! Once again, a designer thinks I am so tactically stupid that I would wait until the enemy is firing at me to organize my troops. (Thus, -1 on map design) After moving people to safety, the Castle is easy to overcome. You do not even need to breach a wall to win.
DEFENDER: Much more difficult. First, you look at all those rows of braziers of fire and then you look at your archers. Then you look back at the braziers and wonder why there are braziers EVERYWHERE but where your archers are.
The setup is such that you don't have any time to waste when the scenario starts. You have much work to do. Move your archers. Move your engineers with oil. Move pretty much everyone who isn't on a tower already. From there, you do what the first review said: trade territory for kills. In the end, it is the final pitch patch that wins the day.
The scenario is well worth playing on defense. On Offense it is no challenge. (14% losses)