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Made by someone i don't know the name of. And on a guild page i dont know the name of. Got it from a mate in a mail... Ask barag for the info.
Im not new to siege, but since I have been to some sieges both as defender and attacker I have gotten a quite good grasp on how to successfully defend a bk and how to fail really bad.
One of the most successful times was defending a keep together with Sangus Attexo. The defense was extremely well planned and almost everyone knew excatly what they was doing. Bellow I'm going to post the entire tactics plan that was used. After that I will make a few comments about what was the most important elements to us winning fairly easy.
PS this is going to be a very long post.
Map of the BK we did defend
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The Battle plan
“As you know there are two external siege points and four internal ones. There is one remaining siegepoint next to the battlekeep.
Phase 1:
The siegepoint near the gate will be referred to as the gate siege point and the siege point further along down the walls will be referred to as the alternate siege point.
We expect the main assault to be directed against the gate as it is the logical choice. We are going to keep one scout at the alternate external siegepoint while concentrating the mass of our players around the gate siegepoint. In the inital stage of attack we are going to hold that position as long as possible. It is expressly forbidden to open the gate under any circumstances. If you die you must jump over the wall to get back to the gate siegepoint. We have scouted a few safe locations to do this. I cannot relay these to you until we are in the battlekeep itself. So be on time.
Once we have lost the siegepoint and an enemy camp has been constructed our forces will continue to assault the weapons at that point. Killing the siege weapons is your highest priority. Focus all fire onto them. Do not worry about dying. The assaults onto the gate siegepoint will be from two locations; over the gate itself and from around the corner of our walls that are nearest nakaset village.
If at any point during the first phase of attack the enemy send forces to the alternate siege point we will bleed our main force of first 1 group, then an additional group if it is required. Remember the objective is to kill the enemy siegeweapon. Not to necessarily retake the point. This should allow us to have less members than the enemy at a siege point to render it ineffective.
During phase one there will be a rogue group outside our walls between their res point and the siegecamp, it is the job of this team to intercept enemies returning to the fight and kill them. This should hopefully cause the enemy to regroup at their res point buying us valuable time.
Phase 2:
Phase two begins once our walls/gate has been breached and we are unable to prevent the enemy from entering our inner city.
As mentioned earlier there are four siege points within the walls. It is absolutely vital that we destroy any weapon set up within our walls as quickly as possible. To achieve this we are going to organise our forces into groups on seperate vent channels with the officers sharing a channel on a different server. This will allow groups to be assigned where they are needed.
It is vital that all members are vigilant and report enemy activity on a siegepoint that is likely to lead to an active siege weapon or an active siege weapon itself to their group leaders. The group leaders will in turn relay the news to the officer channel.
In order to easily identify each siegepoint they will each be assigned a colour.
The siege point directly in front of our innergate is refered to as point ORANGE.
The siege point between the outer gate and the trader is referred to as siegepoint PINK.
The siege point near the innercity walls that has ability to attack our keep is referred to as point RED.
The siegepoint at the back of our base near only one building is referred to as point GREEN.
It is important that at least the officers/group leaders know these as it would otherwise be to difficult to try and describe each point during combat.
The tactics used for phase two of the assault will be as follows: Assuming we have 48 players,
Point ORANGE will have a permanent guard of three teams. If point ORANGE falls into enemy hands it is the responsibility of those teams to kill the siegeweapons at this point as fast as possible. If they are unable the relevant group leaders will need to call for assistance. If point ORANGE is not under attack at any particular point in time the defending teams will be sent to assist at other points. It is the responsiblity of the group leaders to either leave scouts behind or themselves keep an eye on the siegepoint they are not at. ( The same can be said to any/all point guards).
Points PINK and RED will be collectively guarded by three teams setting themselves up on the ridge alongside point RED and above point PINK.
The casters will deploy in a line along the ridge giving them line of sight over the exterrior gate, point PINK and to their right point RED. The melee classes will only engage when a siegeweapon is deployed, otherwise they will protect the ridge line.
It is likely that point PINK will be a hotspot, in which case other teams will be sent in and are to adopt the same general rules, keep the casters alive on the ridge nuking the enemy. When a siegeweapon is deployed all fire must switch to the siegeweapons accompanied by the melee charging in.
This leaves out two groups, 12 players.
The stealth group will be deployed on the wall tower, next to the gate on the stairs. It is their job once againt to intercept enemy returning to the fight and slow down the enemies ability to recover his losses. If that section of wall is destroyed the rangers in rogue team will deploy to a position where they have the ability to attack enemies returning to fight at point PINK, preferably on the wall. Any other rogues will assist as the group leader sees fit.
The remaining six players will be a self sufficient group, with plenty of ranged dps and healing. It is the job of this group to set themselves up behind the enemy siegepoint PINK (on the wall) and to attack them from their rear, paying special attention to siege weapons. If this team succeeds in drawing a lot of enemy up the ladders onto the wall, they have succeeded allowing our three main defense teams an opportunity to perhaps clear point PINK.
Scouts will be deployed at point GREEN and single groups may be expected to move to clear it.
If at any point there is an active siegeweapon at a siegepoint and it is not being destroyed we will not wait to regroup, when a player respawns it is expected of him/her to form up with around 5 of his nearest allies and charge the siegeweapon in an attempt to destroy it. The unity of specific pre-defined groups is not expected. Do not stand around waiting for periods of time. At the same time do not go in 1 by 1. It is a balance.
On a personal note try draw the enemy in and use group stuns then destroy the weapon. The weapons cannot be allowed to stand for more than 5 seconds!
Phase 3:
Phase three begins once the enemy has more points than us and is attempting to destroy our keep. We expect to be able to hold the siegepoint inside our keep walls with some ease. The point we are worried about is point RED. It is of vital importance that this siegepoint be the priority of our forces. If we are unable to clear the siegepoint we will use charging tactics directed specifically against the siegeweapons regardless of losses. The same tactics will be used against point ORANGE. Again I cannot stress the importance that these siege weapons are not allowed to fire.”
Notes
1: NEVER open the battle keep gates. Jump over the walls instead. This makes it less likely hostile rogues sneak by the walls to set up siegecamps.
2: Meet the enemy outside the walls as early as possible, If you know what entrance he is going to use (there are 2 different ones) have a couple of rangers follow them from that entrance to warn about what siegeingpoint they are going to attack first.
3. The very first encounter is very important. Imo its a bad idea to split the two raids. When they attack full force and wipe one of our raids its very difficult to regroup properly.
If we have both raids (minus scouts) in one spot they might have time to put up a siege engine on the other one, but if we come full force and manage to wipe them, they will lose alot of time regrouping.
4. Keep mages in tight bundles spellweaving supported by healers, prefferably PoMs and ToSses.
5; Always try to meet the enemy with a wall of soldiers, if defender gets to spread out, defencce is going to fail.
6: One group should have an assignment to stop the reinforcement of the enemy from reaching the keep. Having a group guard the road from resspoint to keep will make things easier for those that fight the enemy inside. That group can also warn about where the attackers are heading. The group should preferably, have 1 tos with Lifespark, so that if it wipe they can self res. When we know from which entry point the enemy raid is coming they should head over there and attack the “tail” of that raid and tale out as many soft targets as possible, before they die, then they self res(life spark) and try to kill any people from the enemy raids that tries to rejoin the siege. This will force the enemy raid to regroup at the respoint and lose valuable time.
7: All members of a siege should be invited into the defending guild, that way you avoid TONS of bugs and problems with friendly fire etc.
8: Everyone in a siege should have red the strategy before they arrive. Everyone should have visited the BK and marked down siege points and safe places to jump the wall in there map before the siege starts.
Class Balance
Now, looking at some of the newer videos you see large groups of mages, teams of 4-6 hox used as hellstep/shock troops to stun large numbers of enemies so the Necros can sw/god and the demos can pact/sw/ltb. The result of this is style of play is that the side with the most mages wins and that the smart guild leader will sub a soldier in favour of a mage if a mage is available.
Look at it this way - any soldier, assassin, barbarian or any combo based player even if they are the best pvper on the server - they are still in most situations a single target dps character. The dps of any mellee character can be easily interupted or prevented. The mellee character basically has everything stacked against him in a siege, root,stun,fear and enemy aoe. On top of this he has to actually stand close the caster to unload his combos. And at the end of it all their dps is lower than any mage.
What about the Mages? Necros and Demos hit 3 buttons and get a 1000hp aoe channeling spell. A single mage can easily hit large numbers of enemies with 1000+ damage per tick. Think about the damage of 8 mages in a raid all sw/god or sw/ltb...
Now if you defend this group with 3-4 toses with storm fields and idols any melee getting in range will die in a few milliseconds.
Last edited by dermiox on February 25th, 2009, 11:14 am, edited 1 time in total. |