Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
you have an army next to a city
an enemy besieges that city with one army
they they attack your army outside the city with a second army
the sieging army will reinforce the enemy, but the besieged city will not reinforce yours
This is a specific situation for sure
Also not a bug, it’s an intended design feature far as I know. Can do exact same thing to the AI.
I literally reloaded a turn back and tried everything I could think of to defend the city. It's early game and the enemy and I are fairly evenly matched. It's a city in the mountains so there is a narrow pass in front of it. I ran my supporting army up to the city and waited to see what the enemy did (he sieged and then killed both armies one at a time). So I reloaded and ran my supporting army past the city and blocked the pass still in range of the city (and this is what I think has changed)... The enemy literally ran *through* my supporting army to siege the city and killed my armies piecemeal again.
The only thing I could find that resulted in both my armies joining the battle at the same time was to abandon the city and march them both out. As a result of that choice I took a close loss with survivors and held the city. That is a nonsensical tactic that makes building the basic defenses in a city meaningless given that both the AI and human opponents rapidly build to multi-army deathballs.
I'm marginally willing to accept the ambush argument but it does not account for the fact that visibility, particularly in the early game, is such that an enemy can often get from out of site to support range of a city in less than two turns so you have exactly one turn's warning that you need to get a supporting army somewhere to defend. And as you move into later game it becomes a case of rock/paper/scissors where magic items and research can horribly skew movement rates and ambush probabilities making it a crap-shoot not a tactical playing field.
As for the argument that this is a specific situation... Yes, it is. It's not exactly rare, though, as I have seen it used by the AI four consecutive games against both players and other AI. I have yet to apply it myself, only just now grokking the actual mechanics, but as nobody seem to think there is no counter to it....
(Lightning strike at lvl 1-2 just delay reinforcements. Lvl 3 cancels them entirely however.).
It will say so in the pre-battle screen, though, but it's easy to miss.
Basically, that gives an advantage that can be really useful, as you've now seen. And yes, the best 'fix' for that is ambushing them, or attacking them before they attack you (it's a skill that only works on attack).
You say you blocked the pass, but you obviously didn't, you just wish you did. Armies can move through ZoC if they do so to attack something (If they couldn't, they would not be able to move at all if in one or more army's ZoC), and while an army can still physically block a path - as can agents - that's a far smaller area and you can't usually block an approach with just one army.
Start using ambushes right outside the city so the AI doesn't think to trap your garrisoned army. Even if the ambush doesn't work they won't be putting their best foot forward and may bring less stacks or commit to a failing attack.
The AI likes to lock down cities and deny reinforcements that way. You don’t have to abandon the city, just place the second army outside of it as well. That way only the garrison is denied.
There is a sweet spot though: On the edge outside zone of control where the enemy can’t run trough but you get reinforcements.
You're correct that if you want to defend a city with two armies, your best bet is to position them both just outside so that one of them isn't trapped inside while the other ends up fighting alone outside.