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Siege combat is a special type of [[combat]] in Heroes III where the defending player has some significant advantages including [[Arrow towers]], a [[Moat]], and [[Siege walls]].
Siege combat is a special type of [[combat]] in Heroes III where the defending player has some significant advantages including [[Arrow towers]], a [[Moat]], and [[Siege walls]].


A [[Town]] must have at least a [[Fort]] structure built in order to use siege combat, and the defenses are substantially improved upon construction of the [[Citadel]] and [[Castle]]. If there is no fortification built in the town, there is a usual [[battlefield]] instead, as if the combat were outside a town.
A [[Town]] must have at least a [[Fort]] structure built in order to use siege combat, and the defenses are substantially improved upon construction of the [[Citadel]] and [[Castle]].
 


== Tips, combat tactics, and features ==
== Tips, combat tactics, and features ==
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* Attacking creatures will get stuck in a moat for at least 1 combat round. This can be bypassed with the [[Teleport]] spell or by breaking or "trapping" the [[drawbridge]].
* Attacking creatures will get stuck in a moat for at least 1 combat round. This can be bypassed with the [[Teleport]] spell or by breaking or "trapping" the [[drawbridge]].
* Arrow towers can be incredibly effective in all stages of the game, due to their ability to bypass all ranged penalty and ignoring the [[defense]] stat of creatures.
* Arrow towers can be incredibly effective in all stages of the game, due to their ability to bypass all ranged penalty and ignoring the [[defense]] stat of creatures.
* Catapults will damage the walls once per turn (can be augmented by the [[ballistics]] skill.) Walls can also be damaged by [[Earthquake]], [[Cannon]]{{-wh}} and by the special ability of the [[Cyclops]].
* Catapults will damage the walls once per turn (can be augmented by the [[ballistics]] skill.) Walls can also be damaged by [[Earthquake]] as well as the [[cyclops]] creature type.
* [[Flying]] creatures can fly over walls, but they will usually become high priority targets for defending melee creatures as well as the arrow towers.
* [[Flying]] creatures can fly over walls, but they will usually become high priority targets for defending melee creatures as well as the arrow towers.
* The center arrow tower does the highest damage, and usually will not be destroyed until the main walls have been significantly damaged.
* The center arrow tower does the highest damage, and usually will not be destroyed until the main walls have been significantly damaged.
* Several towns have enhanced moats. Most notably, the [[Fortress]] has a high-damage moat that is 2 hexes wide. The [[Tower]] has land mines in place of a moat, which can occasionally detonate several times as creatures walk over them, but are generally considered weaker than standard moats, because they do not hinder movement.
* Several towns have enhanced moats. Most notably, the [[Fortress]] has a high-damage moat that is 2 hexes wide. The [[Tower]] has land mines in place of a moat, which can occasionally detonate several times as creatures walk over them, but are generally considered weaker than standard moats, because they do not hinder movement.


[[File:Siege combat.png|center|link=|frame|A large siege playing out against a [[Stronghold]] town.]]
[[File:Siege combat.jpg|center|link=|frame|A large siege playing out against a [[stronghold]] town.]]
 
== Gallery ==
<gallery mode="packed-hover">
File:Castle-siege (HotA).png
File:Rampart-siege (HotA).png
File:Tower-siege (HotA).png
File:Inferno-siege (HotA).png
File:Necropolis-siege (HotA).png
File:Dungeon-siege (HotA).png
File:Stronghold-siege (HotA).png
File:Fortress-siege (HotA).png
File:Conflux-siege (HotA).png
File:Cove-siege.png
File:Factory-siege.png
File:HC-00 Data-VIDEO VID-defendall-bik-defendall.webm
File:HC-00 Data-VIDEO VID-LoseCSlp-bik-LoseCSlp.webm
</gallery>


[[Category: Combat]]
[[Category: Combat]]
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