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When the fight starts I use the wall towers to kill a couple siege towers (with either high tier melee or ranged that were in it) then have my infantry run back to the defense point (if they die to a flying lord or something it doesnt matter too much, the damage the towers did far outweighs their worth). From that point its just a "defend against piecemeal attacks" as enemies slog into the city.
If I'm playing as a race with good ranged units (like dwarfs), then I'll focus them in the most defensible capture point. My usual strategy is to take out as many heroes, lords and valuable units as I can to slow down their invasion into my territory, especially if it's the good units they start with that they can't replace for a while.
And then there are niches like Vampire Counts, where they can build shrines in wall defense building spots that give all surrounding allied units regeneration. I just find a good chokepoint or two and blob up my garrison on those. It can win a surprising number of defensive sieges that way.
That said, garrisons are going to really struggle against legendary lord armies and high level generic lord armies. All of their skill bonuses vs your garrison with no skill bonuses, not to mention late game when their army is going to be higher quality too, is going to make it a massive uphill battle to win any defensive siege battles with just the garrison in the late game.
Meaning we defend with homeland army and we garrison the walls, brace the gates and counter attack when enemy thinks they got through.
Makes for a great combat visually but it does mean that Sieges are a lot harder cos i don't cheeze Ai... That's why i use defense army and scouts.. and not just cheese it like most players.
As a bonus it makes for some of the best replays, ♥♥♥♥♥♥♥ epic.
Just wish the walls were wider/better made so more combat options were possible...and they had proper exist points. Not like now where you can leave walls wherever huge problem...
Towers, gates and walls could do with more options as well and the ladder system is way to basic... Top of that i want walls - defense layers cos the rest of the city is immersion breaking, like no one at CA ever seen a real castles.
Not the mention other building and parts of the city in the Siege maps are useless and all could be improved...
the usefulness of fighting it will vary a lot depending on the strength of your garrisons too, and there are a lot of ♥♥♥♥♥♥ garrisons overall
And if it's the map I'm thinking of, you can put all of your forces at the victory point and build the more durable barricades to block off most of the paths. The new AI will attack those walls...even with their ranged units while your units are in range. It's really, really dumb but very useful when their ranged units are shooting 12k hp barricades instead of your units.
If they do siege you and it feels like winable even tho you don't get a AR victory, then you just try to hold either the victory point or the secondary point depending on which one is actually defendable.
There are some maps that has 10 different paths leading to the main and secondary point those are completely undefendable with small garrison forces.
So yeah basicly, if you want to actually defend with just a garrison you need a map that doesn't completely gimp your 8-11ish units.
Forget the walls, walls are trash, useless, they don't exist, they serve the attacker and not the defender.
well i guess you never seen Fatigue - vigour stats lol
Walls are detriment when you are outnumbered because every unit can climb them.
You are outnumbered in sieges. There is no other instance you will ever be sieged.
This will mean you do not have enough units to actually even attempt holding the walls, AI will just split up and rush your victory point even if your units can somehow win melee on the walls, which i doubt your trash 0 experiance garrison will.
On top of that, it takes 10 years to move your ranged units down from the walls and dock a melee unit there actively, so by holding the walls, you are getting less value from your ranged units because you need to pull them back without getting full value from your ammo.
And no ranged units will not hold melee on the walls, enemy can be exhausted and have enfeeble foe on them permanently and they will still kill archers. TWWH trilogy has the most irrelevant fatigue mechanic in TW history, i can confirm this as someone who has been playing legendary difficulty since shogun 2. Its something you can entirely ignore vs AI most times. Fatigue is nowhere near as crippling as other total war games.
Let me put it this way, by holding the walls you are essentially allowing AI to fully utilize its numbers because every unit can climb. If you hold a chokepoint you are essentially denying the AI numbers advantage because they will have to fight every dwarf warrior or longbeard one by one even tho they have superior numbers, while getting constantly shot by pop-up bs towers and your other ranged units which they cannot reach because you are utilizing a chokepoint.
If infantry couldn't just pull out ladders from their anus walls would be actually walls. But as long as every infantry carry 10 ft ladders in their anus walls are not walls.
But from 100 battles in a campaign, defensive sieges are like 3-5 of them?
And most are unwinable minor settlement battles.
Defensive Major settlement sieges are super rare.