Maltz
01-27-2012, 16:43
This guide is written for beginners who find castle assaults difficult, and those who love to exploit AI's weakness for evil laughs. Let's use the most basic castle as an example.
Autoresolve or Not?
There are two conditions that favor autoresolve during a siege battle:
(1) You vastly outnumber the AI, say more than 2 to 1
(2) The AI has a lot of ranged units than you
If both of the conditions satisfy, auto-resolve will actually cut your loss. If only (1) is true, fight manually (if autoresolve gives you 0 loss, of course go for it). If only (2) is true, wait for the sally. If none are true, fight manually. You will get better outcome, much better than the outcome of a field battle if you wait for the AI to sally from the castle.
This is because AI's behavior can be easily predicted and exploited, as explained below.
Ranged units
There are two kinds of AI's ranged units.
(A) The wall defenders
AI uses ranged units to defend walls, just like a human would. These bowman can only attack the area in front of them - they cannot turn around and fire all of a sudden as if on the field. So basically as long as you march to their side or back, they ignore you even if you are within their range.
Besides, once the AI assigns a unit of bowman to a particular wall, it is extremely reluctant to move away , unless you have successfully breached into the castle (then they will abandon the wall and attempt to shoot you - see B - the mobile army).
The location of these wall defenders are determined based on your deployment. This means that you can easily lure all wall defenders to one or two sides of the castle by deploying all units together, then march individual units away to work on undefended places in complete safety, if there is no mobile shooters.
(B) Mobile shooters
The AI usually assigns half of its ranged unit to defend walls, and make the other half ranged units mobile. They will do their silly march inside the castle, and shoot at anything that comes close. If you don't kill off the mobile shooters first, you will suffer heavy loss.
The most conventional, and not very good way to work on the mobile shooters is use one of your own ranged units to duel them one by one. March your unit in loose formation to the other side of the castle so they only have to worry about incoming fires from one mobile shooter unit. Slap your general's inspiration on them. You can usually win the duel with reasonable losses.
If the AI has more than one mobile shooter, you might have to worry about another mobile shooter joining the shootout. That could be a bad news for you. So pull your guys back as long as that happens. That brings us to the "better way" to deal with mobile shooters.
As long as you pull back your duel unit, there is a very high chance, if not 100%, that the duelled AI mobile shooter will "chase you" out of the castle. Lure them far away from the castle with your general, and mob them up with everything you have once they are out of their friends' fire coverage!
If you have light cavalry, a charge sandwich by the light cavalry and your general should be good enough to rout them in seconds and kill them off. If you immediately retreat from the duel without killing off too much of the AI's duelled unit, you might have a harder time routing them quickly. It is a good idea to plan your ambush unit in nearby forests if there is any.
You can lure out the AI's mobile shooters one by one this way, without suffering heavy losses on your end. When you have disposed all mobile shooters, the AI will not reassign the wall defenders to become mobile shooters. So...
(C) Scoring 10/10 in targeting range
Since the wall defenders do not move, this is exactly like those brainless sieges where the AI has no ranged unit, so you can you march up your bow crew to kill everything. All you need to do is to pick a good angle from the back or side. Here is how to achieve most kills from your arrows.
First, you are in a real treat if you have "unlimited" battle timer. Because you can always wait for your general's next inspiration once the old one expires. Inspiration greatly increases your ranged unit’s accuracy. (Each Inspiration lasts about 10 rounds of fire.) Remember to turn off fire at will.
The AI's melee units march around the castle in a fixed pattern. They will remain stationary in one place for a while, and move to their next destination. They will also move away if they are being targeted by arrows, usually after 2 volleys.
What this means is that you can:
- Wait for at least one group to come into your range and just begins to stand still (stationary).
- Start shooting.
- When you see your first volley hit the target, attack a different stationary target (as the second volley might have just left the bows by the time the first volley hits).
Repeat this until the inspiration runs out, or when you cannot find any stationary target to shoot. Then you can order them to stop shooting and wait for the next inspiration.
This way you can make every one of your arrow count. Don't shoot sheltered targets (such as the wall defenders if the walls are not damaged). Don't shoot if you find out that if the arrows travel rather flat and mostly get blocked by the wall.
Sometimes, an AI unit will get stuck in a running mode, although they are actually stationary. This makes them really easy targets for you - just keep shooting them.
You can usually achieve at least 200 kills per ranged units. After some practices you might even get more than 300 kills! Keep shooting until all of your ranged units have run out of arrows. It is a very good idea to bring a lot of ranged units to these kind of siege assaults. By the time you run out of arrows, the battle is almost over.
(D) Storming the castle
When you finally run out of arrows, the rest is quite fair game. You can expect a 1 to 1 exchange of lives if the troop quality are roughly equal. If you have a lot of yari ashigaru, here is the perfect use of them. Don't forget to inspire the first unit charging in!
If one of the un-opened doors is not covered by a wall defender, you can safely burn it down without any loss, and rush your men in. Try not to attack the doors that is covered by arrow fire - those arrows hurt a lot.
Once your men are in, assign at least one unit to attack the wall defending archers. If you leave them alone, they will keep shooting you while you deal with the melee units. Your general can kill them pretty easily, too. Force them to melee as soon as possible.
That's it! Have fun!
Autoresolve or Not?
There are two conditions that favor autoresolve during a siege battle:
(1) You vastly outnumber the AI, say more than 2 to 1
(2) The AI has a lot of ranged units than you
If both of the conditions satisfy, auto-resolve will actually cut your loss. If only (1) is true, fight manually (if autoresolve gives you 0 loss, of course go for it). If only (2) is true, wait for the sally. If none are true, fight manually. You will get better outcome, much better than the outcome of a field battle if you wait for the AI to sally from the castle.
This is because AI's behavior can be easily predicted and exploited, as explained below.
Ranged units
There are two kinds of AI's ranged units.
(A) The wall defenders
AI uses ranged units to defend walls, just like a human would. These bowman can only attack the area in front of them - they cannot turn around and fire all of a sudden as if on the field. So basically as long as you march to their side or back, they ignore you even if you are within their range.
Besides, once the AI assigns a unit of bowman to a particular wall, it is extremely reluctant to move away , unless you have successfully breached into the castle (then they will abandon the wall and attempt to shoot you - see B - the mobile army).
The location of these wall defenders are determined based on your deployment. This means that you can easily lure all wall defenders to one or two sides of the castle by deploying all units together, then march individual units away to work on undefended places in complete safety, if there is no mobile shooters.
(B) Mobile shooters
The AI usually assigns half of its ranged unit to defend walls, and make the other half ranged units mobile. They will do their silly march inside the castle, and shoot at anything that comes close. If you don't kill off the mobile shooters first, you will suffer heavy loss.
The most conventional, and not very good way to work on the mobile shooters is use one of your own ranged units to duel them one by one. March your unit in loose formation to the other side of the castle so they only have to worry about incoming fires from one mobile shooter unit. Slap your general's inspiration on them. You can usually win the duel with reasonable losses.
If the AI has more than one mobile shooter, you might have to worry about another mobile shooter joining the shootout. That could be a bad news for you. So pull your guys back as long as that happens. That brings us to the "better way" to deal with mobile shooters.
As long as you pull back your duel unit, there is a very high chance, if not 100%, that the duelled AI mobile shooter will "chase you" out of the castle. Lure them far away from the castle with your general, and mob them up with everything you have once they are out of their friends' fire coverage!
If you have light cavalry, a charge sandwich by the light cavalry and your general should be good enough to rout them in seconds and kill them off. If you immediately retreat from the duel without killing off too much of the AI's duelled unit, you might have a harder time routing them quickly. It is a good idea to plan your ambush unit in nearby forests if there is any.
You can lure out the AI's mobile shooters one by one this way, without suffering heavy losses on your end. When you have disposed all mobile shooters, the AI will not reassign the wall defenders to become mobile shooters. So...
(C) Scoring 10/10 in targeting range
Since the wall defenders do not move, this is exactly like those brainless sieges where the AI has no ranged unit, so you can you march up your bow crew to kill everything. All you need to do is to pick a good angle from the back or side. Here is how to achieve most kills from your arrows.
First, you are in a real treat if you have "unlimited" battle timer. Because you can always wait for your general's next inspiration once the old one expires. Inspiration greatly increases your ranged unit’s accuracy. (Each Inspiration lasts about 10 rounds of fire.) Remember to turn off fire at will.
The AI's melee units march around the castle in a fixed pattern. They will remain stationary in one place for a while, and move to their next destination. They will also move away if they are being targeted by arrows, usually after 2 volleys.
What this means is that you can:
- Wait for at least one group to come into your range and just begins to stand still (stationary).
- Start shooting.
- When you see your first volley hit the target, attack a different stationary target (as the second volley might have just left the bows by the time the first volley hits).
Repeat this until the inspiration runs out, or when you cannot find any stationary target to shoot. Then you can order them to stop shooting and wait for the next inspiration.
This way you can make every one of your arrow count. Don't shoot sheltered targets (such as the wall defenders if the walls are not damaged). Don't shoot if you find out that if the arrows travel rather flat and mostly get blocked by the wall.
Sometimes, an AI unit will get stuck in a running mode, although they are actually stationary. This makes them really easy targets for you - just keep shooting them.
You can usually achieve at least 200 kills per ranged units. After some practices you might even get more than 300 kills! Keep shooting until all of your ranged units have run out of arrows. It is a very good idea to bring a lot of ranged units to these kind of siege assaults. By the time you run out of arrows, the battle is almost over.
(D) Storming the castle
When you finally run out of arrows, the rest is quite fair game. You can expect a 1 to 1 exchange of lives if the troop quality are roughly equal. If you have a lot of yari ashigaru, here is the perfect use of them. Don't forget to inspire the first unit charging in!
If one of the un-opened doors is not covered by a wall defender, you can safely burn it down without any loss, and rush your men in. Try not to attack the doors that is covered by arrow fire - those arrows hurt a lot.
Once your men are in, assign at least one unit to attack the wall defending archers. If you leave them alone, they will keep shooting you while you deal with the melee units. Your general can kill them pretty easily, too. Force them to melee as soon as possible.
That's it! Have fun!