SiegeWeapons RvR in emain?

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old.NorME

Guest
Hi all !

This just an idea, but we would have alot more fun in RvR if we all used some more siege weapons :)

If we could try to set up some weapons on strategic places in emain for instance it would rock!

This should go good both for invaders and defenders tho we cant move them but if we set them up on good places it would be a new dimension of strategic thinking , lol.
Difficult to do yes, but maybe it is doable?

Yeye, All i want to say is: I want more siege wepons in RvR :)

ok flame on
 
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old.Carnak

Guest
Love the idea

One major factor for me getting DAoC was the fact that there were keeps that could be taken, and siege engines. I havent participated in any RvR so far, but i could imagine how having more siege engines weaponry increase the fun level. Being a great fan of strategy games as well i cant wait to think of tactics and locations for siege engines.;)
 
H

Heish

Guest
Siege weapons are, however, expensive and the parts weigh -alot- so I doubt anyone would want to set one up just to have it destroyed in no time.
 
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old.Finster

Guest
putting up a battery of siegeweapons is a logistic nightmare that costs a lot of resources and needs many coordinated hands..

doesn t go down too well with casual RvR in emain...
 
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old.NorME

Guest
True, emain might be a bit difficult, but i havent even seen a RAM in a keep takeover even. And in a keepraid we could also make catapults useful, esp in defence :)

Let us know next time u want crauchon and we set up some nice catapults and ballistas for you :D

They arent that expencive, i have all parts for a catapult in my vault, not those 1200 oakenwood tho. People have over 1P so it should really be a quite fun event and not so hard to get those parts either, IF hibbies still have crauchon ;)

I urge all invaders to bring on their Siegeweapons to attacks on keeps. :) I wanna see them ! (hope they dont look alike in all realms tho)
 
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old.Charonel

Guest
from what i've seen seige weapons look the same regardless of who made them... they dont change because it's a midgard ram for instance.

but about them being destroyed in no time in emain rvr. not true if you do it right. you could have catapults firing at the space between the doors of the albion wall to supplement the army's attempt to keep the tin can's nicely stored in the cupboard where they belong :p

it's all about positioning that's all, put them in the right place and defend them from small raids against them and your made!

having three or four catapults firing at the door area of the albion wall combined with our mages and archers... along with the tanks that any invaders will meet if they ever get past all that will mean that the albion numbers advantage should really be basically nutralized.

anyway. it'd be a hell of a lot of fun if nothing else :D
 
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Aeiedil

Guest
siege weapons are best used at keeps, especially merchant keeps from the defenders point of view, because all the parts they need including ammo are there

Defence : Catapults to bombard those at the gates from inside, if possible a ballista or 2 outside to attack the rams (line of sight needed i think)

Offense : Rams on the doors (obviously), and Catapults to get the enemies inside over the wall :)
 
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old.Odium

Guest
They're not really needed yet, they will be next patch as weap damage to the doors is nerfed :)
 
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old.NorME

Guest
Yeah would be nice :)

And Finster , thanks for killing me u fool. I had all Ram parts in my group they just freezed lol . I had buffs on them :p
 
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old.Odium

Guest
Used a ram tonight for DC, a bit overkill but looked...ok :)
 
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fatgit

Guest
I used 2 rams and 2 ironwood trebuchet's tonight and only one word can describe it - amazing

Ironwood Siege Ram does 600 to 750 dam per swing on a level 5 door.

Ironwood Treb, anyone unlucky to be on the impact point can expect a hit of 1k to 1.2k, with a large AoE splash of 50 to 500 depending how close they are to it.

1 hit killed quite a few middies & pets when firing between the doors after outer doors fell at bledmeer :)

About 126g for an ironwood treb, so theyre not cheap, but theyre fun - even if bugged to hell :)
 
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Zag Barr

Guest
Problems with siege weapons in open field are the following:

1. Lots of stuff to carry and lots to organize. You can'T carry a trebuchet and enough amunition in one group. Even in two groups you need a strength buffer and if he dies, you are way encumbered and can't move a bit. Which leads to almost certain death in the frontier and you better hope you are bound at the same location your strenth buffer is bound to.

2. Siege weapons will get attacked in open field and destroyed - unless you outnumber the enemy and you are able to keep him away from your siegecraft - but what's the point then?

3. Siegeweapons at walls will most likely be avoided. The enemy will feel the stones falling on their heads and they will pull back. As you can't move siegeweapons, and you can't salvage them (only parts of the wood) you will stand there with your trebuchet with nothing to hit. After 30 minutes it will disapear, even if you repair it.

So siege weapons are for keep sieges really - hence the name :)

They are just too much trouble to fool around with anywhere else.
 
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Xandax

Guest
Originally posted by Aeiedil
<snip>Defence : Catapults to bombard those at the gates from inside, if possible a ballista or 2 outside to attack the rams (line of sight needed i think)
<snip>

Still have nightmares about Bledmeer some time ago when a group of Alb.s hold out due to catapults - it is annoying that the AE effect can go under keepdoors :(
Catapult at a merchantkeep can, if money holds up, devestate an attacking army.
 

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