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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]].
| | #REDIRECT[[Combat#Siege]] |
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| 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.
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| == 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]].
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| * 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.
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| * 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]].
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| * [[Flying]] creatures can fly over walls, but they will usually become high priority targets for defending melee creatures as well as the arrow towers.
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| * The center arrow tower does the highest damage, and usually will not be destroyed until the main walls have been significantly damaged.
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| * 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 and are destroyed upon activation.
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| * A glitch can cause a player's army to attack itself. It requires having the hero placed at the entrance of an enemy town but without triggering an attack by moving here. This can be obtained by flying over the town (with [[Fly]] or [[Angel Wings]]) and stopping the movement right at the moment the hero is above the town entrance. Then triggering the siege of the town by using the space bar or the "revisit" button. The hero will count as both the attacker and the defender, with the player controlling both sides of the siege. This glitch is fixed in {{hota}}.
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| [[File:Siege combat.png|center|link=|frame|A large siege playing out against a [[Stronghold]] town.]]
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| == Gallery ==
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| <gallery mode="packed-hover">
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| File:Siege Castle (HotA).png|Castle Siege Screen
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| File:Siege Rampart (HotA).png|Rampart Siege Screen
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| File:Siege Tower (HotA).png|Tower Siege Screen
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| File:Siege Inferno (HotA).png|Inferno Siege Screen
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| File:Siege Necropolis (HotA).png|Necropolis Siege Screen
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| File:Siege Dungeon (HotA).png|Dungeon Siege Screen
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| File:Siege Stronghold (HotA).png|Stronghold Siege Screen
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| File:Siege Fortress (HotA).png|Fortress Siege Screen
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| File:Siege Conflux (HotA).png|Conflux Siege Screen
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| File:Siege Cove.png|Cove Siege Screen
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| File:Siege Factory.png|Factory Siege Screen
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| File:Siege Bulwark.png|Bulwark Siege Screen
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| File:HC-00 Data-VIDEO VID-defendall-bik-defendall.webm
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| File:HC-00 Data-VIDEO VID-LoseCSlp-bik-LoseCSlp.webm
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| </gallery>
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| [[Category: Combat]]
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| __NOTOC__
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