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== Castle Siege == '''Attacker''' [[Hypnotize]] an enemy troop and open the drawbridge. If the enemy has only Fort (early sieges) and you have strong shooters, block the drawbridge with your unit, preventing enemy from getting out of the castle. Six or seven stacks of [[cyclops king]]s can reduce a castle to rubble in as little as two rounds. '''Defender''' Block an open drawbridge with [[Force Field]]. In a [[Tower]] town defending against an AI, send a lone gargoyle to stand on the top or bottom mine after at least one ground troop has advanced all the way to the castle wall, leaving several hexes between the gargoyle and the nearest ground troop. In many cases, the ground troop will walk through every mine on the way to kill the lone gargoyle, and sometimes die before it reaches its target. In a [[Fortress]] town defending against an AI, when a wall is at risk for coming down or has already come down, send a lone serpent or dragon fly to stand immediately outside an intact section of castle wall, not adjacent to an enemy. The two-wide moat means that no creature will be able to attack you without getting morale. AI creatures will typically prefer to approach your dragon fly rather than try to make their way to the weakness or hole, thus ceding their turn. As soon as your fly gets another turn, move it to another location against the wall and watch the AI waste its turn walking up to you again. When the enemy has no or relatively weak flying or ranged units, and you have the [[Castle]] built, don't ever attack with non-ranged units until he can get within the siege wall. By the time he manages to get closer, his army will be much weakened by the arrow towers and your ranged unit(s), so you can beat even much stronger enemies. If the attacker has strong walker units, destroy the catapult as soon as possible by spells and/or ranged units. The arrow towers will do rest of the work. In order to bait enemy to attack your castle, put your hero into the visiting section and units (no hero) into the garrison. The enemy will attack your "weak" hero outside, only to be met by siege battle. This can also be peacefully used to get movement advantage next turn by having only your fastest unit outside.
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