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Downloads Home » Stronghold: Invasions » Nargothron road II

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Nargothron road II

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File Details
Map Size: 300x300 (Medium)
Difficulty: Hard
This is a crafty bit of mixing eco's with dastardly must look over the entire map. scope it out and analyze your best strategy.You have a dilemna as you are getting hit, from two sides.I gave us plenty of back up .just will it get there soon soon depends on you.the master mind!I had to start over three times before I could stand my ground.It is not for the novice.I hope I haven;t made it to hard for your taste.nogold
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File Author
This scenario need not be reviewed,thank younogold
docweasel I liked the rangy, sprawling design. So many maps, including my own, are so compartimentalized and unnatural. This gave he feel of a community that felt safe and secure so had simply grown haphazardly over a large area over years, with no thought to defense. I always play a map the first time "cold", without changing or building anything before the invasion and without looking at it through the editor. Then I make adjustments if I can't beat it.

As it turned out, the only thing I really did was pull my troops behind the Crossbowmen and block a few niche paths you'd left and hardly any enemy even made it past the gates, and these were easily dispatched by the hoards of defenders you provided. I didn't draft a single soldier and as I saw how it was going I knocked down all the craft and industries so I could see better since it didn't appear I'd need any weapons anyway. Plus you supplied ample Gold and Trader availablity if I did need some. Basically I sat back and watched the masses walk into the meat-grinder of the Crossbowmen. By the time you added Archers and CBmen, it was pretty much over anyway. As much as I enjoyed the originality of your design, there is no challange to this map or strategy needed in its present form.

If I could suggest, put some long-range attackers in the first few waves to that the great hand to hand battle you seem to have envisioned can take place when they overrun the gates. Some Siege engines to knock down the Gate/Towers or masses of Archers/CBmen to at least thin out the defending CBmen. The first 8 or so invasions never really got past them as it was.

The design has intriguing possibilities, especially if you starve the defender for stone so he can't fence in everything, if the CBmen at the beginning were more vulnerable you could use your footsoldiers to fall back little by little while recruiting new ones and giving ground slowly, hoping to outlast the attacks. As it is, its just too easy, even on Very Hard.

So, great design with a lot of possibilities, I'd personally force the player to engage the enemy more at the onset. Anyone really trying to win is going to just pull back and allow the CBmen to do the work instead of sacrificing defenders on the bridge.

I know you say this need not be reviewed, but hey, its out there, it must be judged :)

Feel free to be harsh with mine.
File Author
Thanks for review.I agree with balance score.Go back and play it now.And see if the review meets your expectations a little better.see if we have improved the balance to what I had intended.:)nogold

I kindly ask according to protocal that you not review anymore of my scenario's effective now.thank you.

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