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- PRODIGY(R) interactive personal service 04/26/93 1:56 PM
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- BRINGING THE BALLISTA TO BEAR
- Tactical Tips To Help Siegers Wage The Good War
- by Jr. Engineer Chris Lombardi
- Siege, by Mindcraft, is a detailed tactical simulation of
- siege warfare in a fantasy setting. Despite the AI's minor
- quirks, it can wage a challenging offensive and mount a
- stout defense. The following article provides general
- tactics gleaned from too many nights of playing, and
- specific, non-documented numbers provided by Mindcraft, to
- aid fellow Siege players in their campaigns in the land of
- Gurtex.
- Bringing People Together [NEXT]
-
- It's an irritating fact about Siege that when two units
- engage they often do not attack one another in the most
- efficient manner, ie. the two lead creatures of the groups
- engage while the others sit idle. This can be to your
- advantage if you are outmatched and are stalling until
- reinforcements arrive. But if you have the advantage, this
- can be a waste of valuable time. To get more guys in the
- action you will have to 'massage' the groups. One way is to
- split the group between those engaged and those in the back.
- Then order the new group to attack the enemy's flank. You
- can also try moving the group back a few inches.
- Slings and Arrows [NEXT]
-
- Missile units are a major pain for both sides of a Siege.
- On the attack, the computer's first move is almost always to
- roll up its crack missile units and clear the walls. If you
- are outgunned, don't try to fight arrow with arrow. Often,
- the best defense is to draw your troops back out of their
- range and focus catapult fire on the enemy's firing zone.
- A better defensive tact is to have a crack hand-to-hand
- unit stationed discretely outside of the walls. When enemy
- missile units roll up, this group can sally forth and make
- quick work of the poorly armored bowmen.
-
-
- Heros To The Rescue [NEXT]
-
- The most important units on the screen are your crack
- troops. Heros, dreadknights, mazemasters, elementals --
- basically, any group that combines a fearsome attack with a
- daunting defense. Judicious and frequent use of these groups
- can win the day. They should be at the spearhead of a wall
- assault and at the hot-points of a castle defense, but WATCH
- THEM CAREFULLY. You usually only have a few of these troops
- and the loss of 2 or 3 can be a major setback. The key is to
- use the Release command liberally whenever any of these
- units have dropped below half strength, sending them back to
-
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- PRODIGY(R) interactive personal service 04/26/93 1:56 PM
-
- the hospital for rejuvination. Also, see notes on healers.
- Engineers [NEXT]
-
- Engineers are the key to any siege -- for both sides.
- There's nothing like a few groups of catapulters with
- flaming oil for those pesky, hard-to-reach missile units.
- Don't discount ballistae either -- they shoot 1/3 faster
- than a catapult and are a bit more accurate. Of course,
- ballista bolts don't bounce and they don't explode, but they
- can quietly whittle down the enemy, very quickly.
- When defending a castle, keeping ladders off of your
- walls can be the difference between victory and orcs in your
- privy. Non-engineer units have a 5% chance every turn to
- knock down a ladder if they are standing next to it.
- Instant Ladder Removal [NEXT]
-
- Engineers, on the other hand, remove ladders immediately.
- It's a good idea to have a group of engineers handy, just
- for this purpose. During breaks in the action, this little
- demolition force can run around and clean up the walls, and
- thereby keep the enemy engineers busy.
- Engineers with catapults are a primary target for the
- computer AI. Once breaching a wall, the enemy will often
- make a bee-line for these groups. With this in mind, it may
- be a good idea to have at least 5 soldiers Escort every
- engineer group to protect these fragile units long enough
- for reinforcements to arrive should they be attacked.
- Ready, Aim, Attrition [NEXT]
-
- You may notice that the computer opponent will set up
- 'staging grounds' in the country-side when on the attack --
- often piling up a hundred or more units. If you have
- expendible catapult units, these gathering grounds are prime
- targets for boulder attack. And if the enemy's camp is close
- enough, you can even attack his unit-release area next to
- his main tent. In this way, 3 catapult units can inflict
- severe casualties on these groups (especially with burning
- oil) and keep that kill ratio up. Idle catapults can also
- attack enemy bridges at major river/crevice crossings and
- thereby frustrate the enemy's engineers.
- The Healing Touch [NEXT]
-
- Did you know that Purple Wizards and Zorlim heal units
- they are joined with? I've found that rather than sending
- these healers into the fray where their weak defense leads
- to a quick death, it is best to have them hang out around
- the barracks where they can join up with beat-up troops
- returning from battle. This is especially useful with
- important troops like Heros and other crack troops. Rather
- than sending an injured Hero to the hospital for a 4-day
-
- Copyright 1993 Prodigy Services Company. All Rights Reserved.
- PRODIGY(R) interactive personal service 04/26/93 1:56 PM
-
- vacation, have him join up with a healer. Within a few hours
- or less, the unit will be at full strength and ready to
- rejoin the melee.
- Hard Data [NEXT]
-
- The following chart provides the attributes of all
- creatures in Siege. Combined with the discussion of the
- combat mechanics that follows it, player can determine which
- troop to troop match-ups will yield the best results.
- We recommend that you print out this section and keep it
- handy for reference.
- You may notice that these numbers do not match the
- information provided in the game. These numbers combine the
- information made available in the game (Attack and Defense
- Factors) with information not avaiable to the player (Weapon
- and Armor values).
- Creature Attribute Table [NEXT]
-
- Name Temper Damage Armor Attack%
- Rating Rating Defense%
- ------------------------------------------------------------
- Arachnid Warrior 4 65 30 55 10
- Behemoth Warrior 3 70 45 50 0
- Blue Wizard 1 195 30 70 -60
- Domug Archer 2 45 5 45 -40
- Domug Warrior 1 45 10 35 0
- Dreadknight 4 110 137 90 30
- Dwarf Axe Thrower 3 15 45 25 10
- Dwarf Elite Warrior 4 75 60 50 15
- [NEXT]
-
- Dwarf Engineer 4 40 40 10 10
- Dwarf Hero 4 110 102 90 30
- Dwarf Sergeant 3 50 45 35 5
- Dwarf Warrior 3 40 45 30 15
- Elemental of Air 4 95 85 75 45
- Elemental of Earth 2 125 125 75 10
- Elemental of Fire 4 125 85 75 45
- Elemental of Plant 2 95 85 75 10
- Elemental of Water 2 95 85 75 10
- Elf Archer 1 35 10 60 -35
- Elf Elite Archer 2 50 25 80 -25
- [NEXT]
-
- Elf Sergeant 2 40 20 65 -30
- Gnome Engineer 1 5 10 10 15
- Goblin Elite Warrior 2 35 10 50 20
- Goblin Engineer 1 5 10 20 10
- Goblin Sergeant 1 20 15 35 15
- Goblin Rock Thrower 1 5 10 10 -30
-
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- PRODIGY(R) interactive personal service 04/26/93 1:56 PM
-
- Goblin Warrior 0 15 10 30 10
- Human Archer 2 20 15 30 -40
- Human Berserker 3 100 55 35 -20
- Human Engineer 1 10 20 20 10
- Human Hero 4 110 137 90 30
- [NEXT]
-
- Human Sergeant 3 35 40 35 15
- Human Spear Hurler 2 35 20 20 10
- Human Warrior 2 30 35 32 10
- Jerrah 1 195 30 70 -60
- Minotaur Engineer 4 80 15 30 15
- Minotaur Mazemaster 4 120 65 110 30
- Minotaur Sergeant 4 110 40 70 15
- Minotaur Warrior 4 105 25 60 15
- Orc Elite Warrior 2 45 50 45 15
- Orc Engineer 2 25 40 15 5
- Orc Sergeant 2 25 35 30 10
- [NEXT]
-
- Orc Spear Hurler 1 35 10 15 10
- Orc Warrior 1 20 25 30 5
- Purple Wizard 1 195 30 70 20
- Skeleton Warrior 4 65 40 50 5
- Tekhir Archer 2 55 15 40 -35
- Tekhir Elite Archer 3 80 30 60 -25
- Tekhir Sergeant 3 70 25 40 -30
- Troll Warrior 2 95 35 40 10
- Zorlim 1 180 20 50 20
-
-
-
- Notes on the Chart [NEXT]
-
- -- The DAMAGE and PROTECT factors are a combination of the
- creature's armor and weapon ratings, and the creature's
- inherent fighting ability.
- -- The TEMPER factor is a general rating of a creature's
- courage. The higher the rating, the more deaths a group of
- creatures will take before retreating.
- -- Spiders and Air Elementals can climb walls.
- -- In general, bow weapons have a minimum range of 5 and a
- maximum range of 15-25. Spears and Throwing Axes have a
- range of 1-8, Rocks 1-10.
- -- All creatures have 15 hit points.
- The Combat Formulae [NEXT]
-
- When two creatures fight, a hit is determined by a random
- number from 1-100. If the attacker's random number is less
- than the Attack% - the Defense% then the attacker hits. For
-
- Copyright 1993 Prodigy Services Company. All Rights Reserved.
- PRODIGY(R) interactive personal service 04/26/93 1:56 PM
-
- example, if a Dwarf Warrior (30%) attacks an Orc Warrior
- (5%) then the Dwarf has a (30-5) = 25% chance to hit.
- Whereas the Orc's counter-attack against the Dwarf would
- have a (30-15) = 15% chance of landing true.
- Damage is assessed by subtracting the defender's Armor
- Rating from the attacker's Damage Rating. For example, if
- the Dwarf above hit the Orc, then the Orc would take
- (40-25) = 15% points of damage from its 15 hit point total.
- On 'Negative Damage' [NEXT]
-
- If we turn the situation around, we find that the Orc
- would do (20-45) = -25% damage. In this case, the 'negative
- damage' would turn into a token 1% damage against the
- dwarf's 15 hit points. Thus, any creature who hits another
- is ensured of at least this 1% damage. This may not seem
- like much, but note that any fractional hit points are
- truncated off, so that fifteen 1% hits will kill a creature.
- A completely rested player (full fatigue bar) will attack
- once per animation frame. At the lowest fatigue levels (no
- fatigue bar) this drops down to one attack every three
- frames. Keep those troops rested!
- Items Of Mass Destruction [NEXT]
-
- Item Damage Min Range Max Range
- ---------------------------------------------
- Battering Ram 200% 1 1
- Ballista 200% 2 30
- Catapult 200% 5 40
- Pool of Burning Oil 50% 0 0
- Wizard Attack 300% 2 20
-
- Note: Burning Oil does 50% damage per animation frame.
- Ballista shoot 1/3 faster than the catapult, are a bit more
- accurate, and can damage equipment.
- Good Luck [NEXT]
-
- In the hands of a wise commander, these numbers and tips
- could turn the tide in even the most unevenly matched
- scenario. May your troops fare well.
-
-
- We can be reached on the Computer Club bulletin boards at
- EXPT40B. Please do not send us private e-mail. Thank you,
- CGW.
-
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- Copyright 1993 Prodigy Services Company. All Rights Reserved.
-