I was quite surprised to find out that a lot of people, when defending sieges, chose to retreat to the city square. I think this is due to the fact that they do not know proper defensive tactics. Anyone who does will agree with me that defending at the gates and walls is the best way to defend. So in this thread, I thought I would give some basic tactical outlines. I am hopelessly noobish when it comes to computer so I have no idea how to create a video clip. Instead, I will have to go old school, and use paint
Basic Siege Defense
A: Archers
I: Infantry
Infantry
The infantry is broken up into two groups.
1. Holding the gate
2. Holding the wall
That is all they're there for. For Group one, I prefer spearmen since that's where cavalry will charge in. Do not put them too close together. You want ample room for the enemies to rush into the "kill zone." But not too far apart that they will get over-run. As you can see, at least three units are needed. For Group Two, I prefer swordmen since they're most likely to face some elite infantry, or worse, trolls up on the wall. Usually a unit is enough. If there is no more threat to the wall, have them run down the tower on the far side, and keep them behind as back-up in case the infantry holding the gate gets overrun.
Archers
It's the archers job to do the killing. Notice that none of them are shooting over the wall. Why? Because it doesn't have clear line of sight and therefore it'll do very little damage. What a waste of good arrows. You do your killing in two different spots. The first one is the enemies coming up the wall. They arrive first, but they are few. They will turn to fight your infantry on the wall. This will open up their back to your arrows. Fire at them, and they will route after about 6-7 rounds.
The next spot is the main killing zone. Once the gate is broken down the enemies will flood in. WAIT! Wait till they've flooded in. Wait until there's a substantial amount of them around. Why? Because if there's only a few of them, your arrows will miss, and against overwhelming odds, you need every arrow to count. If there are many of them, your arrows have more chances to hit something. It should take about 30 seconds. A lot of them may still be outside the gate receiving the inferno waterfall that is the boiling oil. Most of them will be inside the gate, surrounded on three sides. At this point, you fire into that block of enemies. There are just so many of them, I think 80% of the arrows just won't miss (doesn't mean it'll be a kill though.)
Notice the line of fire I drawn up. Notice how the archers are not firing at their closest enemies. That would be stupid. That would be stupid because the arrows will be going into the front of the enemies, and since many of them have shields, they won't die as much. It's also stupid because any arrows that fall short will hit your own troops right in the back. Talk about friendly fire. No, you go for the enemies on the far side, then the situation is reversed. You hit your enemy in the back, killing more, and any over hit arrows will hit your own troops in the front, where they have shields to protect them, killing less. The enemies fighting the middle infantry line get hit on the side no matter which direction the arrows are coming from, so they die just as well. One you see the morale of the troops lowered, start using fire arrows. That'll get them routing pretty fast, and don't be afraid of the lowered accuracy. There is usually so many enemies in their killing zone, especially against orcs, that it'll be harder for your arrow to miss than to hit.
And that, ladies and gentleman, is lesson one of Defending Siege 101.
Alternative Set Up
In the case that the side walls are too far away (which will lower your archer's accuracy,) or doesn't exists (eg. Huge Cities) you can place your archers on the same wall as your infantry as described:
Good one. +rep
If those side walls are too far away (accuracy decreases over distance) then you can put the archers up against the other end of that bit of front wall. i.e. Put infantry up one end where the ladders are and archers on the other side of the enemy firing into their backs.
Disadvantages of the alternative setup:
- Not all of your archers will have clear sight at the enemies below
- It cannot fire at the enemies that are too close to the wall
- It may end up in a melee fight, so make sure you put them as far away as possible, without compromising too much of it's accuracy. Also, if the enemy on the wall doesn't engage your infantry on the wall, you have to manually engage them yourselves.
The Inclusion of Ballista
A Ballista can be a valuable addition to any defense. It's main advantages are:
1. It can rack up a good number of kills, due to it's piercing missiles, sometimes killing 10 people with a shot.
2. It's a onekill, EVERYTIME (Except for Mumakil and Ents, I think.) Therefore very useful for killing the general units
3. The fire projectiles will rout enemies very fast. Enemy's morale does not drop simply because one of it's troop is burning. But it'll fall like a rock if 7-8 of them burn simultaneously.
Imagine what it can achieve. Every shot (remember there are two of them in each unit) can kill/burn 10+ enemies, and they kill indiscriminately whether the enemies are snagas or Iron Guards or Elrond.
I: Infantry
A: Archers
B: Ballista
I/C: Infantry or Cavalry
For this set up to work, you need a particular type of city design. The type where there is a straight road from the gate. The set up is very similar to the first set up I showed.
Infantry
You have two infantry units holding the wall. You have a box created by the infantry, to hold the enemy at the gate. Notice though, that in this set up, there is no middle infantry line. Although I did not show this very well in my "drawing" try to line up the infantry between the wall and the buildings. Why? First of all, it is because you no longer have the middle infantry line, so you don't want your men to get outflanked. Second of all, if the ballistas misfire, you don't want the missiles to kill a bunch of your men, so take cover behind the buildings.
Archers
The Archers do the same job every time. Kill the enemies on the wall, and then kill the block of enemies in front of the gate.
Ballistas
The Ballista job is to kill. But it's all about micromanaging. Like with the archers, do not have "fire at will on," and do not fire at first sight. The ballistas are not particularly accurate, and it takes a long time to reload so you want to get every shot, including the first, to count. Wait until a block of enemy has been formed in front of the gate. Then fire away. Turn on the fire projectile right off the bat. First of all, it lowers morale significantly due to the high number of people getting burned each time. Second of all, there are so many enemies there, you can hardly miss even with the lowered accuracy. And finally, it helps you to see where the missiles are going because personally, I find it almost impossible to see where the missile was shot if it's not on fire.
Notice also, the line of fire I showed. Like the archers, I did not have it fire at the nearest enemies. Why? Because if it falls short, it doesn't hit anyone. By having it fire to enemies on the far side, when fired properly, it'll kill/burn everything in it's path to that last unfortunate guy at the back. This is how it rack up kills.
Backup Infantry/Cavalry
You only need one unit here, either an infantry or a cavalry. Personally, I like to use my general unit. Their job is simple, protect the ballistas. When overwhelmingly outnumbered, the enemies tend to flood over and move towards the ballistas. If they pose a danger, fight them off with this unit (that is why I prefer my general unit because I need them to successfully repel the enemies. If they fail, my ballistas become useless, and there goes my masterplan.) and retreat to behind the ballistas once the job is done. Make sure your ballistas stop firing so that they won't accidentally kill your own units.








Reply With Quote






