I concur exactly with the original poster. The battle is VERY long, and, for my part, I play in hard (100% damage to me and my troops). I usually died around wave 3 or 4, especially seeing how I didn't have any troops obeying me after the first waves (it sure doesn't help that the enemy gets reinforcements but you don't until YOUR numbers get low enough, forcing the survivors to get ground to paste before numbers can be evened up a bit).
But the very tedious part is that you cannot afford to get damaged too much (else, you bleed out slowly, which, in this battle, means that you die and have to reload a previous save), you cannot afford to take many risks (a javelin in the back on wave 6, for instance, could just make you lose 2 or 3 hours of battle...), and so, you have to remain on the border of the battle. I used to go, on foot, around the shield wall, and harass enemies where I could get close without taking damage (or only a little bit, when unlucky), to help the battle. It worked quite well, but, after some time, I didn't have enough health to continue this tactic, and had to sit it out far away, looking at the AI armies without anything to do.
I had saved my horse (left it FAR away from the battle lines, for it to survive the constant arrow / javelin hailstorm), so I called it back, and spent 3/4 of the battle circling around at respectful distance, while the big boys had their fun hitting each other with sticks, and I had maybe 5% health left.
Then, when I saw that the battle seemed to near its end (lower quality troops, their shield wall dangerously approaching our side), I began hit and run tactics with lance, on horseback - aiming for the rear corner guys of the enemy wall, and being far enough before others turn on me, rinse and repeat.
Well, it worked, and I managed to finish the battle, after maybe 20 or 30 deaths, reloads, etc.
Not complaining about the difficulty, here, but the cumbersome feeling that this is a battle that I MUST go through ASAP (especially with the battleground following me around), and it being very punishing, and very long (it took me several hours to grind through it, and several near misses of several hours each, too, in addition to a lot of quick fails where I took a javelin in the 10 first minutes, or lost half my life on wave one, etc.), it might use a little reworking.
Additionally, the game speaks about two hills, but you don't really see them (there's a kind of low bump with a tree in the middle of the killing field, but it hardly counts as a "hill", in my humble opinion). I guess it's a historic fact that the battle was fought around two hills, but it could be grounds around which to split the battle in two halves, for instance. Like, first, you help around the "first" hill, then around the second one, or whatever.
To be honest, I didn't use shield wall, at the time (didn't know how), so I merely led my troops around the sides of the enemy shield wall, while they crashed against the shield wall of my allies, or I led my troops against the enemy skirmishers/archers, while the walls lumbered on, fighting each other, far away. But, as the battleground is quite small, and you control only a small portion of the forces, you see a "punish the victor" effect, in that even when you win the engagement, and start pursuing the remnants of their wall, suddenly, you get surrounded by a huge lot of enemies spawning around you, or nearly surrounded by enemies popping very near in front of you, and you have to flee quickly to avoid being slaughtered.
So, in a normal battle, it's fine, because usually you don't fight a lot near the enemy spawn point, and if everything goes wrong, you can back off, or you get stunned, etc, but here, it's a real pain.
I guess that enemy spawn mechanic cannot be modified, but it really harms the overall feeling of the battle, along with the fact that it's too damn long, and that you don't control a thing for a big part of the battle time. Why not split it in several 400-500 men each side battles (here, it was a monster 1250 vs 1250 battle), which would make it more manageable, and, more importantly, let you see a sort of "progress bar" in the battle, instead of wondering how many more waves you'll have to grind before it is through. Like, you would fight against a few waves, get a screen telling you how the enemy regroups, whatever, and you'd know you have reached a "completion threshold" in your battle. Then fight again, have another screen, and last part of the battle, or something like this.
Or, possibly, have the player be named "marshal" before the battle, in recognition of their awesome efficiency at arms, which would, at the very least, give them something to do during the whole battle, as they would be able to command all the troops, not only their own. That way, we could avoid having a lot of troops pursuing the enemy to their spawn point (where they WILL get slaughtered when enemy reinforcement pop up), move the battle away, and, overall, have a much more interesting gameplay. Plus, the possibility of changing history by having comparatively very few casualties
