Siege
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- It is a type of attacking (the one that is hardest to win, but can take up to 10% of land including forts)
- It is also a Unit Ability (giving some bonus in battles to some Units)
Siege Attack
The biggest form of attack in the game, involving a larger part of a kingdom, including its forts.
- A succesful Siege attack gains land, including at least one fortress from the defeated mage.
- The defender loses max 10% of his land (won Regular attack would give max 5%). The sieging attacker gains 1/3 of that, if the attacker was within 200% of defender net power before the battle (as in any attack).
- To conquer the maximum amount of land in a siege attack, a sufficient number of units needs to have survived the battle to occupy each newly gained acre. The same goes to win forts.
- For eradication mages ('s only!), the enchantment Battle Chant makes that you also capture geld (like in a Pillage) after a won Siege.
Siege attacks are more difficult to win than regular attacks, because:
- Since forts are involved, the targeted mage is granted defensive bonuses when defending.
- On top of that, the sieging army receives a 10% accuracy penalty (base accuracy is 30%, in a Siege it becomes 20%, not taking Marksmanship or Siege Unit Abilities in account).
- A Siege takes 2 turns
- A Siege can be blocked by Hallucination - the attacker loses 2 turns + war expense
- The Battle Chant enchantment can give geld to a succesful invader of Eradication speciality.
- Epidemics can be transferred from attacker to defender and from defender to attacker in Regulars.
- Enchantments can be dispelled by Siege attacking, no matter if you win or not.
Unit ability SIEGE
The Siege ability negates the natural 10% accuracy penalty when sieging an enemy mage.
It has no effect when on defence or when attacking in a Regular battle.
Units with ability SIEGE | ||
White | Catapult | Titan |
Green | ||
Red | ||
Black | ||
Blue | ||
Plain | Iron Golem |