It was, as always, a magnificent experience. Vikingr events are really what comes closer to a medieval battle simulation.
Standing in the shieldwall, in those long minutes before the charge, observing the cavalry chasing and killing in the distance.
The slow, disciplined, advance towards the enemy, with arrows flying all around, men falling and being substituted immediatly... and then the clash and the slaughter. Well, the actual fighting was indeed a bit short - is not easy to survive the first impact - but still...
Still, I'd like to make some
critics, more gameplay than simulation related.
Civil war:
well, maybe it is not the best setting. It is pretty
complicate to understand who's the enemy and who is not. With the banners on is a lot easier yet, especially when fighting in the shieldwall, you may not have a clear view of what the hell's happening. You may say, disable the banners to have a clear view, but I know I would be one on a lot more fighting with banners on - and no one wants to be the stupid nab teamkiller - simulation or not, people don't take friendly fire like something that could happen on a battlefield.
Also, during conquest, with a red and a dark orange flag, it wasn't easy to see who was conquering what. To make things complicated, when someone was conquering something, a white, neutral message appeared: Normant are conquering X, Normant are conquering Y, but are those normant my friends? Only when the flag is raised I could understand it.
Conquest:
having such a large map was cool, on one hand: run like hell because you don't know when those goddamn cav javeliners will come to ambush you. Stay on open field and you are dead, abandon your men and you are dead, etc.
On the other hand it was a
frustrating experience for infantry, to be respawned miles away from the heart of battle and to spend a lot of time running to a far objective, with basically nothing to do in the meantime.
I think that in such an open field, battle works better because you have enough space to manouver. You have to wait, but it is a matter of strategy, is realistic and tension grows fast. Conquest involves frantic gameplay - conquer the flag as fast as you can - which is frustrated by an endless and slow run, run, run mechanic. So what I think is, conquest should have a more relaxed rythm or cover shorter or less flat areas.
Danegeld, which involved an urban environment, was the perfect map for that.
I salute and thank all who worked to create this event and all who partecipated. A special salute goes to the fellow Fir Araigs, it was the first time I fought in a clan and it couldn't have been cooler than that.