Attacking a castle
How to bring the rival’s castle down, and what your troops do at its walls.
The plan
- Cut first. Take the provinces that link the rival’s land to their castle: their income falls before the fight begins.
- Tear the buildings down. Click an enemy building with units in hand (“Tear it down!”); a province with enemy buildings cannot be taken.
- Mind the walls. The castle has 1,500 hit points and 2 archers; towers nearby add theirs.
- The Pirate Cannon (1,000 gold, 120 s) can take the castle down to 1 hit point from 1,800 away. Troops must be there to finish it, and outside the ring: the blast hits both sides.
- Use the forests. Troops in a forest deal 20 % more damage and are hard to see.
How a siege goes
- Defenders first. Your troops standing by the rival’s base answer every enemy fighter they see within 420.
- Then the nearest building. With nobody to fight, they strike the nearest enemy building they see, whatever it is: the castle is a building like the others, and the match is won when it falls.
- You choose what falls first. Click a building with units in hand (“Tear it down!”): the barracks before it trains more, a tower, or the castle itself. Marked, they answer only enemies within 160, then go back to it.
- Pawns draw nobody. A pawn that walks into reach is struck down, but nobody leaves the walls to chase one; click them to send a raid.
- The castle shuts its door. Struck in the last 5 s, it calls the pawns of its own mine inside (that mine pays nothing) and sends no pawns anywhere. The pawns of the houses work on.
- Get off the belts. Riders strike no building: send the troops by the walls with a move order, or mark the building.
Tip: Keep the siege going: once the castle has gone 5 s without a blow, its pawns come out and its mine pays again.