Difference between revisions of "Siege"

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m (Siege Attack)
m (Siege Attack)
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* A [[Siege]] takes 2 [[turns]]
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* A [[Pillage]] can be blocked by [[Hallucination]] - the attacker loses 2 [[turns]] + [[war expense]]
 
* The [[Battle Chant]] [[enchantments|enchantment]] can give [[geld]] to a succesful invader of [[Eradication]] (red) speciality.
 
* The [[Battle Chant]] [[enchantments|enchantment]] can give [[geld]] to a succesful invader of [[Eradication]] (red) speciality.
 
* [[Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.
 
* [[Epidemics]] can be transferred from attacker to defender and from defender to attacker in Regulars.

Revision as of 14:00, 5 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 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.


Siege attacks are more difficult to win than regular attacks, because:


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 CatapultTitan
Green
Red
Black
Blue
Plain Iron Golem

Unit Abilities | Units