Once Upon a Road II is a continuation of your efforts to return your troops safely home. In this episode you are stalled by a road-blocking barricade that was quickly constructed to safeguard a secret meeting of the Wolf’s under-lords. Upon hearing of the meeting you have decided to intervene and risk your troops in another face-to-face confrontation with your arch enemy.
Use archers and crossbow men to their fullest throughout the mission, choosing the highest and least accessible ground to make them fight most efficiently and protect them from ground troops. Ladder carriers will be valuable to assist at this in the beginning.
You will have the chance to disrupt the Wolf’s lords, all of whom await his arrival and are gathered at a small castle like ducks on a pond. From high ground, you may be able to overpower them and seize their stronghold. If this is the case, prepare to defend and repel a main body of the Wolf’s army... or flee to fight another day.
Please play the original game scenarios, "Once Upon a Road Home/Invasion" "Once Upon a Road III"/Invasion and "Once Upon a Road IV"/Invasion.
I stumbled across this enjoyable map while searching for something else. Surprising that it has been on SHH for so long without being rated.
At the beginning of play you have to puzzle out the situation that faces you. There are your forces, the "Blue Team" standing outside behind a wood and stone barrier. At various points beyond are positioned enemy units of various colors. And not far off is the stronghold where the enemy lords wait.
Man for man I was far outnumbered and it took some trial and error for me to figure out the best use of my limited units. The laddermen turn out to be a key to success provided you can get them into position safely.
This is a cede map. In this case the condition for capturing the castle is that all enemy units have been eliminated. Once I achieved that I still had to prepare for the multiple and increasingly large attacks of the Wolf and keep my economy going.
The map is not too hard overall but don't expect to win it on your first couple tries. Balance - 4, Playability - 4
The map is well rendered with good shaping of the terrain and use of various map editor features. Some parts seemed a little plain and empty but overall this is better than average. Nothing too special about the structures on the map. But the main stronghold wall and towers are quite functional. Map Design - 3.5, Creativity - 3.5
Good story. Well written but a bit brief. Unfortunately the designer has placed some hints and strategy suggestions within the main body of the story (my preference is always to put these in a separate file to be referred to only as a last resort). Story - 3
For a good hour or two of fun entertainment some evening I recommend this map to you. And to fleckdoc (if he still stops by SHH) my thanks for producing this enjoyable map.