Fast siege

Field of Glory: Empires is a grand strategy game in which you will have to move in an intricate and living tapestry of nations and tribes, each one with their distinctive culture.
Set in Europe and in the Mediterranean Area during the Classical Age, experience what truly means to manage an Empire.

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Alex351
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 43
Joined: Mon Sep 28, 2015 3:42 pm

Fast siege

Post by Alex351 »

Armies with large siedge value (30 and more) they destroy even large garrisons without losses, not even giving them a chance to go out to fight.
And they do it on the go without even stopping. Maybe it's worth introducing 1 turn delay to siedge so that at least the garrison can get out.
ArcSine
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Mon Feb 28, 2022 11:23 am

Re: Fast siege

Post by ArcSine »

In my experience, that seems to be the case only for poorly developed regions where your garrisons are just urban militia with one hitpoint. That hitpoint will get destroyed during the casualty inflicted on the end turn.
Once you've upgraded your walls to level 2 or have a large enough city that provides some medium garrison, you'll get your 1 turn of extra resistance. :lol:

Nonetheless, if you're playing against humans. That pathetic palisade wall on your border regions would still protect you from an army of cavalry just diving deep into your territory conquering multiple regions in just a single turn.
Alex351
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 43
Joined: Mon Sep 28, 2015 3:42 pm

Re: Fast siege

Post by Alex351 »

Wall level 2 they don't give you anything, they give very little siege resist. For 30 siege value it`s nothing. After lots siege casualties in 1st turn your garrison will no longer be capable do anything, if anyone stays alive at all.
Now how is it used in MP games. An army of 30-40 mercenaries is landing in the center of your territory. And then they just wander around avoiding combat and destroying all the garrisons on the move without losses.
And the army with the same and even slightly higher speed cannot catch up with them and do nothing with them. The siege should take time and not be carried out on the move running away from the chase.

It would be nice to have a siege button. You press it and the army remains on 1 turn in province for the siege. And siege damage apply in end turn after all moves and battles, so that help could come and lift the siege together with the garrison before siege damage.
ArcSine
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Mon Feb 28, 2022 11:23 am

Re: Fast siege

Post by ArcSine »

*By level 2 walls, I meant the Tier 2 ones, Strong Walls and Large Walls that provide stronger garrison

I understand it can be frustrating to lose territory in just 1 turn. But nothing is stopping you from doing exactly the same to the enemy. This is the main reason I don't build up my border regions heavily with commerce or industry. Those should be especially devoted to military first.

Once war is declared, if you share a small border you can immediately recruit temporary units with siege resist to garrison your border. They'll provide the extra hitpoints to hold out a bit longer. If you have a large border, figure out where you want to pick and choose your battles. This is a grand strategy game, you can't save everything. There are hard choices to be made.

For those juicy provinces just behind your border regions, try to generate extra siege resist from non-military buildings like Wells and Fisheries. Again, you can recruit a defensive garrison immediately on the turn the enemy shows up beside it. Dissolving border provinces into their individual regions can help with this kind of targeted recruitment. (This is War! Decadence can go take a hike while the defense of the realm is at stake)

On the other hand, if you look from the aggressor's point of view. One turn is meant to be a year. No overwhelming army would be sieging an unprepared city with only the citizens as garrison for more than a year before the city surrenders. The Persia scenario is just 200 turns, I'll be damned if I have to wait an extra turn each region to move through the entire Persian territory, only to have to go through the same experience once again when the 10 turns peace treaty is over.
Alex351
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 43
Joined: Mon Sep 28, 2015 3:42 pm

Re: Fast siege

Post by Alex351 »

You don't understand. Tier 2 wall useless without coastal fortress or siedge workshop, they work only against AI, they give too small siedge resist and 3 units without siedge resist. This units will be immediately receive lots siedge damage before they do anything and all dies even before wall break.
Yes, i can do same if I play for Hellenic nation. This game has frontage for battle, but no frontage for siege, and theoretically, you can take any city in one turn without losses. If you add here assault with archers (you need only 6 archers and can assault everything) then protection in this game is generally useless and even tier 3 wall won't help you if you don't have archers in defense.
ArcSine
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Mon Feb 28, 2022 11:23 am

Re: Fast siege

Post by ArcSine »

I'm not sure if I understand you correctly. Are you trying to hold out for an extra turn before the casualties taken by the siege roll wipe out the garrison's hitpoints? Or are you trying to defend from a direct assault by an overwhelming army moving in?

If the overwhelming army isn't assaulting in the first turn, you will delay an extra turn with T2 walls and a rush recruitment of javelins.

If the overwhelming army is directly assaulting in the first turn, they will suffer from a +3 terrain penalty, 6 combat width, and delayed for at least a day due the battle with a full strength garrison. So having your neighboring army stack move in to catch up with them is a viable option before they move off. And if I'm not mistaken, should that direct assault end in a draw, your city would still remain intact after they moved away. That makes it a risky move for a human player.
Alex351
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 43
Joined: Mon Sep 28, 2015 3:42 pm

Re: Fast siege

Post by Alex351 »

No posts previously is not about direct assault. It's just that the conversation turned to walls from what they help.

If you have 6 archers, you can try direct assault on enter in province and you will be surprised how exciting it is. Archers give you 3 support strength, defender will have 2 support strenght from urban militia. If defender have skirmishers and urban militia in support will stand urban militia (they have more combat rating). But urban militia not will shooting in range phase, archers will do a lot of damage -2 -3 combat strengh on defender, this practically nullifies the bonus from the wall.
If you have the good attacking units and a general, it's always a victory. Archers here are snipers who hit the enemy in the eye on any terrain.
ArcSine
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 15
Joined: Mon Feb 28, 2022 11:23 am

Re: Fast siege

Post by ArcSine »

Yes, I agree the +8 range provincial archers are very powerful. Fortunately the AI doesn't make many of them. Unfortunately, seems that a stack with +8 archers can only be held off with siege weapons in an assault.
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