Difference between revisions of "Siege"

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=Siege type attack=
 
=Siege type attack=
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* The most devastating form of attack in the game, involving a larger part of a kingdom, including its [[forts]].
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* A succesful Siege attack gains land, including at least one [[forts|fortress]] from the defeated mage.
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* 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.
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(as in any attack).
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* 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]].
  
  
(no info yet)
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* More difficult to win than a [[regular]].
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* Since forts are involved, the targeted mage is granted defensive bonuses when defending.
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* On top of that, the sieging army receives a 10% [[accuracy]] penalty (base [[accuracy]] is 30%, in a siege it becomes 20%, not taking [[Markmanship]] or Siege [[Unit Abilities]] in account).
  
 
=Unit ability SIEGE=
 
=Unit ability SIEGE=

Revision as of 09:30, 4 March 2006

Siege is a word with double meaning in TR.

  • 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 type attack

  • The most devastating 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.


  • More difficult to win than a regular.
  • 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 Markmanship or Siege Unit Abilities in account).

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 -

Catapult
Iron Golem
Titan