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  1. #1

    Default Settlement defense tricks and tips

    Figured it would be a good idea to start a thread on how to defend a settlement (town or castle, but obviously castles are a bit easier to do) from attack. I'd like this to focus on good techniques and not bugs (the infamous ladder bug, the occasional siege tower bug) to defeat erstwhile attackers. I'll start with some obvious pointers and a couple tricks I use:
    - lob flaming projectiles at flammable siege engines: flaming arrows and naffatun napalm bombs are good choices. If they enemy only has one ram, aim for that first. Being able to free up all your gate defense units to the walls is a tremendous help, and effectively takes the enemy cavalry out of the equation. Regardless, one should ALWAYS garrison endangered cities with at least 4 units of troops capable of shooting flaming missiles for this reason.
    - make sure to man the walls with the right type of units. Remember that swordsmen/axemen tend to beat spearmen in melee combat, so try not to man your walls with spearmen if you can help it. If you're stuck with militia, use town milita instead of spears if you can - short spears do better against infantry than longer anti-cavalry spears.
    - stick to the town center if you expect to lose the walls easily. If, for whatever reason, you expect to not pose much of a challenge at the walls, keep your forces in the town center. Make each soldier's life count for more, as they'll all fight to the bitter end.
    - remember that the town is mazelike. It's a good idea to keep cavalry units waiting off in the wings to hit enemy units in the flank or rear as they march down the main avenue.
    - remember that enemy units hold shields in their left hands. If you need to overload archers on one segment of wall over the other, choose the left side (so they shoot at the enemy's right side)
    - flat trajectory shooting can really pay off at the gate. Once the gate is broken through, a suicidal unit of crossbowmen or some ballistae shooting down the alley can cause a lot of pain for the advancing enemy by shooting right into the crowd of oncoming troops.
    - catapaults are good, but risky. One well-placed flaming catapault shot can really turn the tide in a siege battle, but be careful about where you aim them. You don't want to nuke your own troops by mistake, much less your general. If you're planning on using some catapaults, keep them in the village square. The game likes to place them by the walls, and they're useless there.
    - trebuchets are all-around useful. Catapaults and ballistae are more accurate against troops, but trebs can clear the castle walls to take out enemy siege towers and rams (if you're lucky) before they get to you. Leave the flaming ammo off here. If you're fresh out of good mechanical targets, lob cow corpses into the oncoming enemy to ensure an easy time of routing your nauseated foes at the walls/gate. In a pinch, you can use the flaming ammo, but it's even less accurate than the catapault. Pray it doesn't go too astray...
    -spear wall units come into their own. There's a lot of debate on the usefulness of these units (I've always liked them, to be honest), spear wall units are exceptionally handy at guarding gates and alleys, where their immobility and weak flanks don't even come into play.
    -schiltrom units take up space. Good thick schiltrom blocks can clog up a major alleyway or constrict a gateway.
    -when in doubt, aim for a rout. If the enemy absolutely overwhelms you, your only hope is to go for a chain reaction rout, hopefully by killing the enemy general. This can be done if you're sneaky about it, usually by luring the enemy general in past your gates and then crushing him. I often do this with a "cup" of infantry and then a "hammer" of cavalry or shock infantry. Let's use a diagram (not to scale) to illustrate:
    === : wall
    |||: gate
    -: empty space
    X: defensive infantry, either in spearwall or schiltrom, if available
    Y: shock unit
    ========||||||===========
    YY--------------XXX-----------
    YY------------XXX-------------
    YY--------XXXX----------------
    The idea is that the enemy will charge through the gate and get stuck on your defensive infantry. The secret is to not charge your shock unit(s) into them too early, or else you'll only get a partial rout and enemy units will keep pouring through the gates and will overwhelm your hammer unit, which means you're still going to get slaughtered. Once you've got a good number of enemy units through the gate and engaging your poor defensive infantry, let loose with a powerful charge on their flanks. This should route some or all of the units. If not completely successful, feel free to withdraw your hammer unit(s), especially if it's a heavy cavalry unit, regroup, and charge again. Repeat until you've managed to kill the enemy general and/or start a mass rout. Chase them down.

    Different strategies depending on enemy army configuration:
    mostly cavalry: destroy the ram at all costs. Then deal with the other threats. Without the cavalry pouring in through your gates you should be fine.
    mostly infantry: man the walls until contact is made and then retreat (assuming they can overwhelm you). Position your best units down key alleyways and position your missile units off down side alleys. As the enemy advances towards your center, shoot their flanks and rears to pieces. Make sure to protect your archer units from any of the relatively few cavalry units the enemy brought with.
    mostly archers: if, for whatever reason, the enemy is using mostly foot archers, then you should engage them in a missile duel, as your walls offer considerable cover. Wait until they get tired, and then sally out with all available units to spook them away.
    lots of siege engines: hide in the town center. You don't want to lose half your army to collapsing walls.
    horse archers: let them into the city. You heard me. Let them in. Once they're stuck in alleyways, they're relatively easy to pin down and carve into. Engaging them outside the walls in the open is not advised at all. Alternatively, with enough archers you can shoot them down, but it's likely to take some time and chasing them down is tedious at best.

    That's all that comes to mind immediately. I welcome all to add their own methods for succeeding in city defense.

  2. #2

    Default Re: Settlement defense tricks and tips

    Here are some:
    -Try and use longbowmen and other missile units that can fire flaming arrows. They can be used as a last resort in destroying enemy siege engines.
    -Upgrade your walls and towers. Once you upgrade to huge wall or advanced towers (ballista or cannon), enemy siege weapons can be stopped dead in their tracks. Not only do the projectiles add flame damage, but they also have impact damage which can devastate the incoming engines.

  3. #3

    Default Re: Settlement defense tricks and tips

    Stakes at the gates.

    I prefer killing the wall siege equiptment first so that they have to bust down the gate. There, I set up the kill pocket. I send out cavalry through the side gates to kill any artillery that they bring foward.

    If I'm heavly outnumbered, i'll put some troops on the towers/segments to at least get some tower hits in then I'll retreat.

  4. #4

    Default Re: Settlement defense tricks and tips

    Quote Originally Posted by mikeon View Post
    Stakes at the gates.
    lol I never thought about that but that must be really annoying for the enemy

  5. #5

    Default Re: Settlement defense tricks and tips

    that must be a glitch. that'd b rly cheap...

  6. #6

    Default Re: Settlement defense tricks and tips

    Quote Originally Posted by parvus View Post
    that must be a glitch. that'd b rly cheap...
    There's some debate over whether it's an exploit or not. I think that given that there aren't too many units that can use the ability (many factions don't get one) AND that it doesn't really do anything to infantry, it's ok to use in a siege defence. Within reason, obviously. It can also be a double edged sword against your own cavalry.
    Son of Sétanta
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    I am a spark, soon to become a flame, and grow into an inferno...

  7. #7
    ♔ST0MPA♔'s Avatar Ordinarius
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    Default Re: Settlement defense tricks and tips

    if you want to take a town, but have few troops, seige it, and build as many towers as you can, when they sally forth, hopefully you have a few towers and you get your troops to quickly drop the seige equipment and back away, enough so that the towers can be used to either cover your flanks or impeed the enemy especial cavalry from getting a clean run at your men. basicly the stuff gets in the way, and as they break formations trying get through you can charge into the dissarrayed units.
    "Yeah tho I walk through the valley of the shadow of death; I shall fear no evil... for I'm the meanest sonofa in the valley."


  8. #8
    Komb.at's Avatar Foederatus
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    Default Re: Settlement defense tricks and tips

    Archers on walls in deep ranks are less prone to fire in high arcs than they are when standing in a single line. This is mostly because when they stand farther away from the wall they can lob the arrow in a normal arc rather than straight up.

    At least that's what I noticed.

  9. #9

    Default Re: Settlement defense tricks and tips

    Any settlement can be defended against practically any army with just four or five good units. Assuming they don't have siege engines.

    I put three units in a square formation around the gate. When the gate is destroyed the enemy rushes in, usually general first. The fact that the enemy is surrounded on three sides crushes their moral, and if you kill the general a mass rout is generally inevitable. The other two units are there to deal with ladders and towers.

    If the enemy does have siege engines I usually only bother defending the last set of walls in castles, and I usually sally forth with cities.

  10. #10
    Germanicus75's Avatar Domesticus
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    Default Re: Settlement defense tricks and tips

    Some useful tips there thanks Snipafist, +rep

  11. #11
    thorbeck's Avatar Libertus
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    Default Re: Settlement defense tricks and tips

    If totally outgunned and you have a general that can reach the besieged city spending some money on mercenaries and then assaulting the besieging army works wonders since you will have get the outgunned army as reinforcements.

    The hunter becomes the hunted kind of thingymebob...
    Last edited by thorbeck; February 08, 2007 at 12:10 PM.

  12. #12

    Default Re: Settlement defense tricks and tips

    I sacked a French citadel called Angers and the next turn the French laid siege to it. Well I have lots of cavalry, so the best the thing do in this case is to sally out quickly and destroy the enemy forces before they even get to your walls, especially if their force is heavy on infantry. Sally out and crush them, it's pretty easy.

  13. #13
    Sacc's Avatar Tiro
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    Default Re: Settlement defense tricks and tips

    Which units for England can deploy stakes?
    Pentium C2Q 9550 OC'd at 3.4, nvidia 780i, 6gb ddr2 800 ram, EVGA 260 core216, OCZ 700 psu, Samsung 22"

  14. #14

    Default Re: Settlement defense tricks and tips

    All longbowmen.

  15. #15

    Default Re: Settlement defense tricks and tips

    Quote Originally Posted by Cassandra123 View Post
    All longbowmen.
    Not all longbowmen. Everyone neglects the poor Scots guard.

    Here's an plan you could use when defending with units that canuse the spear wall formation(halbierders, pikemen(preferably)):

    When you are able to train halbierd units or pikemen in the late game. Set two of the units as follows:
    X=wall
    ==gate or wall breach
    ssss=soldiers(regular)
    pppp=pikemen(or halbierd) facing right
    qqqq=pikemen facing left.
    e=enemy

    eeeeeeeee
    eeeeeeeee
    eeeeeee
    ↓↓↓↓↓↓

    XXXXXXXX=========XXXXXXXXX
    XXXXXXXX=========XXXXXXXXX
    ppppp sssssssssss qqqqq
    ppppp sssssssssss qqqqq
    ppppp ss s sss s s sqqqqq
    ppppp qqqqq

    When the enemy invades and it seems like a losing fight, hide your men behind the pikemen on one side of the gate.
    The pursuing enemy will be met with a wall of spears:

    XXXXXXXX=========XXXXXXXXX
    XXXXXXXX=========XXXXXXXXX
    ppppp eeee ee es e qqqqq
    ppppp seeeeeseqqsqqq
    ppppp eeseeeqqqqq
    ppppp eeeqqqqq

    As the enemy battles their way through the pikes, send in the other group of pikemen to the right(or left) side. This will create a nice sandwich effect and the desperate enemy will have no choice but to retreat.

    XXXXXXXX=========XXXXXXXXX
    XXXXXXXX=========XXXXXXXXX
    → ppppp es e qqqq
    → ppppp s eseqqq
    → ppppp eeseeeqqqqq
    → ppppp eeeqqqq
    Last edited by Ticu; February 07, 2007 at 06:32 PM.

  16. #16
    Sacc's Avatar Tiro
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    Default Re: Settlement defense tricks and tips

    All longbowmen.
    just longbowmen or can the rutine longbowmen and yeoman archers do this as well? I've never seen the option on their available options
    Pentium C2Q 9550 OC'd at 3.4, nvidia 780i, 6gb ddr2 800 ram, EVGA 260 core216, OCZ 700 psu, Samsung 22"

  17. #17

    Default Re: Settlement defense tricks and tips

    Quote Originally Posted by Sacc View Post
    just longbowmen or can the rutine longbowmen and yeoman archers do this as well? I've never seen the option on their available options
    All longbowmen, including retinue, yeoman archers, I am almost certain.

  18. #18
    Sacc's Avatar Tiro
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    Default Re: Settlement defense tricks and tips

    weird, i'm playing 1.1 with no mods and on turn 300 and I've never seen this option except with a mercinary unit once. It's a button I press right? :hmmm:
    Pentium C2Q 9550 OC'd at 3.4, nvidia 780i, 6gb ddr2 800 ram, EVGA 260 core216, OCZ 700 psu, Samsung 22"

  19. #19

    Default Re: Settlement defense tricks and tips

    Quote Originally Posted by Sacc View Post
    weird, i'm playing 1.1 with no mods and on turn 300 and I've never seen this option except with a mercinary unit once. It's a button I press right? :hmmm:
    Yeah, should be their special ability, where you would find spear wall, or flaming arrows. Ah, now I think about it its possible some longbowmen have stakes and some have flaming arrows.

  20. #20

    Default Re: Settlement defense tricks and tips

    Quote Originally Posted by Sacc View Post
    weird, i'm playing 1.1 with no mods and on turn 300 and I've never seen this option except with a mercinary unit once. It's a button I press right? :hmmm:
    It's available to very few units, and can only be used while deploying, not during battle. Look under the "formations" button, or just push F. This will get them to deploy stakes. They do not start off setting stakes by default, so you must choose whether or not you wish to do so.

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