From Celt Centurion,Originally Posted by Enjoi_BlackHawk
For starters, I avoid trying to take the walls early on. If you have the patience;
1. Send in a spy. He will tell you what is in there, AND will stir up "discontented souls" in the city.
2. lay siege to the city. Start with one sapping point, and build about 6 towers. Depending on the number of men you have, this will take at least two, and probably more turns for fewer men.
3. Then wait. The discontented souls will kill off their soldiers, while yours enjoy their camps. On larger cities which will wait 10 or so turns before surrendering, their army will attirition down to about 40% of what it was. It may also be advisable to have a second army close by not laying siege which you can use to attack any enemy army coming close. Sometimes, a tiny army will "ring your shield" and in so doing, drag the entire army out of the city to fight you as well. You want to get rid of these guys before they are close enough to draw the city's garrison out as reinforcements.
4. If you wait long enough, the city may surrender, and you take it without loss of lives of your own troops. If they come charging out, it's usually when they are down to 50% or less except in the cases where you use a two unit army to besiege a city with 20. Not advised.
5. If you feel you must storm the walls, perhaps because a full 20 unit army is 1.25 turns from attacking your besiegeing army, and you do not have a second one to send after it, then either withdraw or assault.
6. As I said earlier, a sapping point and 6 towers (minimum you may make more if you wish over a ten turn wait). I prefer my archers not pulling towers. They are much better at defending against enemies who choose to charge out, but, I do have archer units directly behind a tower out of range of the walls.
I have a unit ready to go into the sap point, but if enough of my towers survive their arrows, I don't even use it. That saves me the cost of repairing the wall when the city becomes mine.
Once the battle is joined, and my heavy infantry have taken the enemy towers immediately around the siege tower, I bring my archers on up. They come in quite handy to shoot the enemy soldiers on the ground inside the wall. I also try to have a light infantry at each end of my lines to literally run through all of the towers, all the way around the perimeter of the walls while the rest of the battle is in progress. This opens ALL the gates to my cavalry, and it gets the towers shooting at enemy troops wherever they are close enough. It also locks out any enemy troops who have gone outside of the walls. It's funny to watch them try to find a way back in when you control all of the gates! This also ties into not using the sap point if it's avoidable. Enemy troops outside the walls stay outside the walls if you control the gates and have not blown a hole in the wall. Use the sapping point, and they can use it too.
By the same token, one time, I was defending a city, and my infantry reinforcements found the enemy tower closer than my gate. I sent them up the enemy's siege tower, and their men found themselves having to fight both the men I had on the wall, as well as the ones who came up behind them on their tower.
Patience makes it a lot easier.
Celt Centurion
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