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James D Burns
Posts: 561
Joined: Mon Sep 25, 2006 12:28 am
Location: Salida, CA

Siege and supply

Sun Sep 23, 2012 5:39 pm

I would like to see a change to siege in this game that requires a minimum number of heavy (I.E. Legion, Iberian, heavy infantry, etc.) units be required to siege a city based on its population size. It’s a tad unrealistic to see a tiny auxiliary unit of perhaps 900-1200 total men march up to a large city and set siege to it and cut off all supply.

In game terms the net effect is that any garrison units are then required to sortie outside their works to drive off the tiny unit else they will die/surrender. If the garrison is heavily dug in, they lose their entrenchments due to the sortie and that allows a larger force to come in and easily take the city by storm. Not to mention the fact they are forced to remain outside the city for a full month thus risking another stack coming along later in the turn and crushing them.

If each heavy unit was capable besieging 3 or less population, then a large city like Athens with a size of 11 or 12 would need at least 4 heavy units to set siege to the place. Anything less and the city would still be allowed to create supply. Or perhaps only a percentage of its total supply production ability.

Anything is better than allowing tiny units to starve out entire cities. Even a simpler solution that saw only heavy units allowed to set siege without any other limits would be preferable.

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Sun Sep 23, 2012 5:47 pm

i understand your point, and would have agreed in the earliest stage, but have to make some statements....

- level one forts, which can be besieged, are not giving "hard" protection, the Aux or what so ever can also attack red-red without breaches, but would be worse off.
since level one forts can be besieged, this appears to be a great problem.

- cavalry can only lay siege, but not attack forts. naturally, its more about the cutting off the provinces supply than a siege

- the automated garr. drag+drop out of the city (three urban militias or more) can destroy an AUX or drive them out of the province

as larger the city, as more infrastructure, as more automated garr. (18+ elements militia will do a lot of harm)
if no legion fights them back, the militia and the special guard in important places are killing even thousands of barbarians

for the entrenchment, true in small towns with level one forts. but either the fort is stormed instantly or the supply is cut. if the supply is cut, the larger garr. will move out and drive the AUX away, while larger troops however make sense in a siege

- the devs had even to bring in additional siege equipment to make sieges for Non-roman troops more feasible, practical

****

means, no need to stay idle and wait... not in most cases at least.
...not paid by AGEOD.
however, prone to throw them into disarray.

PS:

‘Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War . . . in War, through the influence of an infinity of petty circumstances, which cannot properly be described on paper, things disappoint us, and we fall short of the mark.‘

Clausewitz

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