Siege: Difference between revisions

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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 ==
* 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.
* 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.

Revision as of 17:52, 29 March 2018

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.


Tips, combat tactics, and features

  • 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.
  • 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.