Mount&Blade/Siege: Difference between revisions

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m (added a minor note about enticed parties returning to the siege)
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There will also be one or more archers in each of the side tower areas, but since they are secluded and can't be aided by newly-spawned enemies they shouldn't be too much trouble. The remainder of the defenders will be in the compound. It may take your troops some time to work their way up the ramp and down the stairs, especially if they are newly spawned. New enemies will always spawn just in front of the keep's door, so you will probably want to set that as a gathering point (with {{kbd|F1}}). There will usually be a few archers on the far wall (the one you didn't climb up on) so you will want to head up there after the initial group in the courtyard is under control. Unlike normal battles (where the "round" will eventually end depending on the enemy's forces and your battle size setting) enemies will keep spawning in front of the doorway until all of the defenders' combined forces are defeated.
There will also be one or more archers in each of the side tower areas, but since they are secluded and can't be aided by newly-spawned enemies they shouldn't be too much trouble. The remainder of the defenders will be in the compound. It may take your troops some time to work their way up the ramp and down the stairs, especially if they are newly spawned. New enemies will always spawn just in front of the keep's door, so you will probably want to set that as a gathering point (with {{kbd|F1}}). There will usually be a few archers on the far wall (the one you didn't climb up on) so you will want to head up there after the initial group in the courtyard is under control. Unlike normal battles (where the "round" will eventually end depending on the enemy's forces and your battle size setting) enemies will keep spawning in front of the doorway until all of the defenders' combined forces are defeated.
Since the .950 Version there is a chance of multi-staged siege, which in case of castles will be just a small fight in lord's hall. Usually enemy outpover you by 1-3 troops, so you better call your allies close (with {{kbd|F2}}) and take scattered enemies on one at a time. Having strong troops on top of your party will make them to assist you in this small battle.
In towns, you have to first defeat enemy on the streets, which will go with same style as mentioned above. After succesful streetfight, you will fight in the castle of the town, but this fight is even smaller.
If you are experienced in taking more than 1 enemy at a time you will find this easy. Usually these battles have ~you + 4 allies vs 6-7 enemies, so there really isn't lots of things to worry about.


==Aftermath==
==Aftermath==
When the defenders surrender or are defeated you will take the fortress (any enemy heroes present will escape) and receive the usual gold and experience, and you will then arrive at a menu with the usual exploration options. After you capture a location it will become the property of your faction along with one or more nearby villages. After a few hours or days the king will assign the town or castle and its village(s) to his vassals, possibly giving one to you (see [[Mount&Blade/Fiefs|Fiefs]]). From the exploration menu you can also specifically ask to be given this property, although you may not be successful.
When the defenders surrender or are defeated you will take the fortress (any enemy heroes present will escape) and receive the usual gold and experience, and you will then arrive at a menu with the usual exploration options. After you capture a location it will become the property of your faction along with one or more nearby villages. After a few hours or days the king will assign the town or castle and its village(s) to his vassals, possibly giving one to you (see [[Mount&Blade/Fiefs|Fiefs]]). From the exploration menu you can also specifically ask to be given this property, although you may not be successful.
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