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
Yes no fortification locations still counts as a siege. Imagine you clear the jungle with your army and there is another army in open plains (cleared land) hiding in a bunch of wood huts like dummies.
Surrounded - the 1st surrounded on that chart is for field combat. The 2nd one is for siege combat. Same modifiers. I need to put some tabs in there or an "if surrounded" to specify.
Combat factors in a siege - It is the same for melee except no cavalry pursuit. But the defender gets damage reduced for every fortification level of the location. In general, you want to use infantry to attack a location not cavalry due to the cost of losses. Siege weapons allow breaches and destruction of fortification levels.
While you don't need siege engines they make sieges quicker and indirectly cause less casualties due to reducing the fortification levels.
Corrent the BREACH means that you lowered the fortification level. Like you broke through the 1st layer of defenses. It reduces the fort level. Look at some older castles. They had an outer all and an inner wall. Then some has also a court section for a final defense.
Thanks. It's not easy covering everything in the manual correctly and clearly. It takes me a long time to write those and I reread them several times but things slip through.
It is like melee..... no cav pursuit.... siege values lower fort levels.... fort levels directly reduce casualties for the defenders.
surrounded = they can't reinforce = a unit in every hex around it and the port blockaded if it has a port.
Ah, now I get it. The combat table on page 28 lists 6 different modes of combat and for each own conditions apply. They are not meant to read as mixing with each other.
Now that I am sure I have to admit the headline of the table "Battle Type[s]" should had been a strong hint into that direction.
[...a good manual. Very helpful.]
Something to think or rather ask other players' opinion about it... since the game is probably appealing to quite mathminded tactical battleminded players like me but also to (often enough) not at all math minded adventure and role players alike, it might make sense to divide the manual into 2 parts:
One text and lore based for the latter and a table and formula oriented appendix for the former. While I like the mix of both in the manual, I know of enough players whose vision gets foggy as soon as they spot even one math-like formula. While I tend to overlook the text part and concentrate on the tables and formulas.
My games are purposely made to avoid min-maxxing and overcomplexity. As long as you have the general idea of how combat and production work you will do well.
If you are a smaller kingdom defending as long as you know lancers and footmen are the key to defense you are good.
If you are attacking in the open, cavalry is important. You want to have more than your opponent.
Use the trade system to get more resources or gold. It isn't complex. It costs 2x as much to buy as to sell.
You can play a defending kingdom and focus on heroes.
You can play a conquest kingdom.
No single way to win.
Thanks for suggestions.