This product is more background than scenario. While thought was put in to the what and why of troop movements, it can be hard to understand what A GM is supposed to do with this information. A few scenario guidelines are included, but they are mutually contradictory, requiring the PCs to be in different places when they encounter the enemy. Thus, it appears that only a small part of the large battlefield would actually be seen and by the PCs, resulting in a very short adventure (apart from the opportunity for prolonged combat with an army of arriving reinforcements).
Some other parts are also puzzling. The village is said to be neutral, so why not just let the troops pass through peacefully? Why do prostitutes constitute something like 10% of the village population and 50% of the described NPCs? Some pages end in the middle of a sentence and appear to be missing several lines of text at the bottom. The overall impression is that of a GMs notes to himself, rather than a guide for others.
Most troubling, however, is that to really understand what is going on, you need to buy several other products which also describe Two Roads Village. Perhaps this product would be a good value for people who already own those other product, but The Battle of Two Rivers Villiage does not justify even its modest cost as a stand-alone. They should edit the whole series into a (better proofread) single product and sell it for $5.
Also, while this product is more of less suitable for any world, its companion products appear to require a silly world of over-abundant magic, with vampires and mystic oracles in every sleepy hamlet. While such worlds are not uncommon in role-playing games, those who avoid such silliness may not want to adventure in Two Rivers Villiage.