After a long and bloody battle, an air of quiet and disbelief falls over East Burh. In complete contrast to the emphatic scenes seen after the first great battle of the Burh, your people are tired, cold and scared. Their loyalty is still yours, however they are wary about their future and need reassurance from you that this may be drawing to an end. You cannot give such promises just yet. They have seen bloodshed they never thought possible, and your people are scared.
Your Council are mosre optimistic. They are proud to have fought back two major sieges from the enmy they refer to as the 'new menace'. Buoyed by the euphoria of victory, they turn to you with an ambitious plan to overthrow the enemy stronghold. Your scouting parties have worked tirelessly to bring news to you of the enemy and their movements, but have suffered heavy losses by small bands of troops picking them off with crossbow fire from sheltered positions. What has been learnt though, is that the enemy are now in a strong position from which to both defend their site and to continue to launch raids into these lands. They have had many successes, with a great number of villages razed to the ground and thousands of people taken for a life of slavery.
Follow the Old Coast Road and attempt to wipe out the enemy castle.
Please take time to read the attached notes included in the zip file as this will provide further information and a continuation of the story of East Burh.
Playability: This map was very good. Though when all my men were killed the game didn't end (lose).
Balance: Was very well balanced, even though I lost...hehe, maybe next time.
Creativity: This was an excellent creation, the author definitely took a lot of time in creating this masterpiece.
Map Design: Very well thought and layed out.
Story/Instructions: Story was good, instructions I read them but didn't help me win....:o)
Conclusion:A must play!
Jp Setlak
Posted on 07/13/02 @ 12:00 AM
Rating
4.4
Breakdown
Playability
5.0
Balance
5.0
Creativity
3.0
Map Design
5.0
Story/Instructions
4.0
EastBurh part III
This is really a siege, and a good one. I became deranged, cursing that I would get “them” no matter what. I couldn’t go hunting or play my lute: had to keep moving my accursed archers forward. I admit I wantonly killed cows and bakers to vent my frustrations. This is an archer-crossbowman dominated scenario: one way into a cul-de-sac. When I finally unleashed my drunken macemen, and my unpaid knights and spearmen (no gold allotted), the assault lasted 1.3 minutes. The archer part took several years. No prisoners were taken. Playability 5. Addictive, madness inducing, but great fun. Balance: 5. The game can easily go either way. Creativity 3. Perfectly crafted but no new elements. Map-making 5: a very beautiful and controlled map. Story/instructions 4. Clear and well-written.