Nice to see an honest battle-preview.

Scaling walls should definately take much longer, by the very minimum doubled, prefferably trippled. And having ranged units at the walls should allow them to fire down on the climbing men. These two things are absolute nessecities imo. Also I believe having put a unit at the wall, it would be preferable if they do not target a single unit but instead just fire on whatever target is most urgent at the time, to save the AI from making stupid mistakes and the player from tedious micromanagement.

I see some retarded running back and forth by fleeing units, causing them to be cut down needlessly. I seriously expect CA to fix this, because from the gamers perspective it will be utterly frustrating in a battle like this to lose his precious soldiers in such a way. If this is a problem about them being caught between closed gates, refused to open due to proximity of enemies, then have the cut off unit make a last stand with their back to the gate, or allow them to rout over the walls. Surely if the enemy can climb them, so can the defender right.

Overall I feel hopeful, the AI seem agressive and strategic enough to make a siege interesting, and I'm very happy about the visual side of the units, the buildings and the landscape. Props to CA for the awesome research on arms and armour. Now I just want to see a bigger emphasis on spears and pikes, and a down-tuning of swords to the status of a sidearm rather than main-weapon.

Another wish is for the units to be more loosely grouped, and I would love if they were internally divided into smaller contingents, each marked by a nobori and headed by a lieutenant; i.e. more organic look of units and more banners. Even if this would just be an aesthetic touch rather than practical, it would do much to improve my gaming-experience.