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Of course, but what if ballistas are out, or you are defending against a competent opponent?
I use a weaker unit to take hits and get the ladders up then either they or a secondary low cost unit will go up the ladders. With a more combat ready troop behind them to actually start the fight once some of the arrows are occupied and there is some room to get up and not be a 1 vs everyone fight as they climb.
So using Rome as an example: Mercenaries or hastati on ladders, mercs or hastati up the ladders with principii close behind. I don't like to waste the more combat ready troops on arrows before they can ever get into combat. From there you can either bring more up to reinforce, or send them to try to capture a gate as the principi will hold off units for a while. (As long as they are not surrounded)
Are you sure about this? In my exerience, firing over obstacles results in a pretty hefty loss of accuracy. slinger can't fire over obstacles at all. Perhaps it's better to save the ammunition until you can get a better shot.
This is definitely true at first, but once you get teched up to reduce siege attrition, the men saved by siege engines might just make up for the losses in attrition.
In my view the core issue is that not only is the pathfinding really wonky in walled assaults, but the AI doesn't seem to realize at all that it's not a place you can just walk into. Even in unwalled settlements, the AI attacks with *never* sieging you but just bumrushes, refusing to use envelopment through multiple entry points and just sends everything into a single choke. One could sort of reasonably argue that the game has been tuned for the impatient. The AI certainly acts in such a way. I usually deliberately let the AI keep building up units to give myself a challenge in the campaign, conducting sieges and such instead of cheesing the crap AI with a single ballista and two breaches. I'm not criticizing anybody here; what I'm saying is that even in Shogun 2 the AI had more understanding of what was going on. I got sieged every once in a while when it didn't want to assault a full stack, and that actually forced my hand with reinforcements. I'm not saying it was better, I'm saying they forgot some things on the way to Rome II. I will not even comment on the AI defending its settlements because that's exactly as pants-on-head. It rigidly and without fail sends skirmishers on the walls to stand, doesn't avoid or hide from artillery fire. There are no ambushes from between the structures, no clear blockage of streets, forming of chokes or anything of the like. It feels as though you're beating someone who just got the game and are supposed to be proud of it.
EDIT: I don't think it's ultimately the most productive thing to do to ruminate over how to siege effectively, although I do admit it does invoke some skill to do it right. It's very fun when fighting head to head against a friend :) Against a human, no set tactics work, whereas the Rome 2 AI is sadly predictable. I'm not angry at you or the game, I'm simply a bit sad over what I perceive as either deliberate lack of work towards the AI (production costs/timetable issues), or simply caving in to demands about making the Total War franchise more Arcade (faster, less waiting, rewarding the player by having a dumber AI to exploit).