Tiros Noop set up a small camp near the UFO. He reinforced the base with a moat and ordered his smiths to start weapon production in case some bandits might attack. But it wasn't bandits that would attack. It would be something bigger, much bigger.
The next day, a messenger arrived at the base bringing news of the terror on its way to the region. The messenger told that mercenary forces under control of the Holy Commander of the Synod were approaching to the UFO area. Huge numbers of spearmen, pikemen, macemen and swordsmen were marching towards the UFO site. The messenger told how he had spied on the enemy camp and heard the plans of building a siege camp on the other side of Lake Lish and sending continous waves of troops across the bridges of the lake in order to overwhelm the defending forces on the other side of the lake.
Tiros Noop was uncertain of what to do. Should he protect the UFO or flee and leave the UFO to be destroyed by the Holy Synod. No! Tiros would impress Lord Fheyr by showing that he was capable of defending a base even without any previous combat experience. And so it was that Tiros asked the Royal Council to send more money and weapons to the base, but it wasn't long after the delivery that the Synod attacked.
The battle soon to be fought would be the strangest battle ever fought in Humeria. The Holy Synod of Humeria, the leader of the spiritual life of Humeria itself, was going to attack the forces of the High King! And all because they thought the UFO is a dangerous chaos machine sent by the Devil. But there was nothing the High King could do. The Synod, having existed since the dawn of the Humerii Kingdom, had enormous political, economical and spiritual power in the kingdom, which meant its decisions could not be challenged. So, the battle could not be prevented from taking place.
Defeating the forces of the Holy Synod would make Tiros an outlaw according to the laws of the Synod, but Tiros decided not to let that disturb him. He was determined to build a town here and no mercenary forces would prevent him from doing that. Not even if the forces were led by the only Holy Hero of Humeria still alive...
I had great fun playing this scenario and heartily recommend it. It is a quick but relentless battle, well-orchestrated and challenging. It requires analysis if you mean to beat it.
Playability 5: Great fun. All the elements are well integrated. You don’t have to wait 27 years making cheese until the enemy comes. Addictive until you achieve victory – I had to beat it on the very hard setting to feel satisfied. Longevity and replayability might be affected though, (once you figure out a winning formula) since there is only one way into the fortified camp. In other words no more surprises: they come… you destroy them!
Balance 5: You can feel the time spent in test-play. I give it 5 though after you figure it out it is pretty easy to win. At first, though, you might cry and shudder in fear at the sight of endless lines of swordsmen coming towards your 3 macemen.
Creativity 4: Nothing vitally new: simply an enjoyable well-designed slaughter. The super stockpile had no relevance to game-play in this particular scenario. But the execution and sequencing of events was wonderfully creative. The map design – long bridges filled with enemies – enhanced the beauty of the battle.
Map-design 4: an unusual map (See it for yourself!), well-executed, and well-detailed. It served the events of the scenario perfectly.
Story/instructions 4: Very clear and detailed, with a decent walkthrough if you need help to beat the game. I only cursorily read the accompanying story since I wanted to see the super stockpile and fight.