Editing Siege
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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]]. | 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]] | * 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. | [[File:Siege combat.jpg|center|link=|frame|A large siege playing out against a [[stronghold]] town.]] | ||
[[Category: Combat]] | [[Category: Combat]] | ||
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