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Difference between revisions of "40d:Siege engine"

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A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.
 
A drawbridge can be combined with the channeled area to provide a practice area, as discussed above.  The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.
 
==A guide for siege engine operations==
 
 
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately.
 
 
* Download LabourDF from here:
 
::http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF
 
 
* Start off with two [[miner]]s and a [[woodcutter]] trained to proficient siege engineer status
 
 
* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom [[stockpile]] within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone.
 
 
* Make sure only one of your dwarfs is set to have siege engineering as an active labour. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new [[Mechanic]] or [[Siege engineer]] dwarfs arrive, make sure to disable siege engineering for them.
 
 
* You'll need [[wood]], lots of wood.
 
 
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements.
 
 
* Train six dwarves to legendary status with mining or another fast-training skill: their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to "fire at will"
 
 
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows. Don't bother with metal arrowheads as they'll use 3 pieces of metal each, and that certainly adds up.
 
 
* Now that his or her skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts.
 
 
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Dump any inferior components.
 
 
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.
 
 
==An alternate training program==
 
 
This works well if you have a secure above-ground enclosure, a statue garden or farm plots with a surrounding wall, or a privatized plateau, as it can avoid cave adaptation while training (and the engines could be placed where they also have a useful field of fire).  At a minimum, a wall with an interior area of 6x6 is barely adequate for two practice engines, stairs up and recovery trench, but a training facility could be built entirely underground.
 
 
Embark with a Proficient Siege Engineer.  (Training takes far too long, and it's not a moodable skill.)
 
 
After the first caravan departs and your fortress begins to settle in, build your Siege Workshop near access to the topside if possible - parts are heavy, and [[clutter]] a workshop quicker than other finished goods.  Manufacture a half-dozen or a dozen (or more) of one type of siege weapon part, enough for 2-3 decent engines - higher overall quality is better, if you have the logs and time to spare.  Choice between ballista/catapult is up to you, but don't worry about building up ammo supplies - you will have some stone lying around, and one ballistae arrow per engine is enough for training.  No rush, don't have to be done until your operators are actually ready to practice.
 
 
If possible, build theses close to the dining hall and barracks/bedrooms - not too close (see [[noise]]), but close enough to reduce travel time.  Dig a channel (double-wide if for ballistae ammo) on one side that can catch ammo, and add a wall (or drawbridge) behind that, plus a ramp or stairs down behind the engines to access the fallen ammo in the trench.  (If ballistae, take precautions against accidental friendly fire accidents.)  If the location allows the engine to be turned and used when needed, so much the better, but this is mainly for training for now.
 
 
Once your first wave of immigrants shows up (first Winter or second Spring or so), pick a bunch to become "military" - don't decide who will become what, not quite yet.
 
 
Put them to training on [[pump]]s, mining through soil and/or [[Bookkeeper|bookkeeping]] to improve [[attributes]]. "Tough" recruits chase more attributes and go into military training, where sparring will be dangerous and injuries expected - "Very Strong" recruits, with no other attributes, become siege operators, for lugging heavy ammo (and to avoid hurting each other during sparring).  ''(Agility is universally beneficial, dealer's choice.)''
 
 
Set your chosen few to firing the siege weapons into the wall asap, as soon as they have some useful attribute increases - you aren't looking for uber-dwarfs, just something above peasant level.  If you want, use [[cross-training]] to allow them to become useful masons when the need arises, tho' this delays their siege training.  (This can be done sooner if you have a lot of urgent building projects, or later once they have achieved acceptable levels of siege operator.)
 
 
If you want to manufacture more ammo, you can set a stockpile adjacent to the engines and designate some haulers, and that will speed training some, but the walk down to retrieve ammo is not a long one.
 
 
Add more trainees and training engines as your work-pool grows.  Final numbers depend on your needs, defensive plan and environment.
 
 
Once they've trained to Legendary (some few years?), they can be fully cross-trained to be productive while not firing the engine.  Give them beds near their final stations, and don't forget to train replacements before accidents happen.
 
  
 
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Revision as of 22:14, 4 June 2009

A siege engine in Dwarf Fortress is half building/half heavy weapon, and includes both the catapult and the ballista. Both are formidable weapons of tremendous range (more than a screen-width, perhaps 100 tiles for a catapult and around 150 for a ballista) and capable of dealing out horrendous damage. A ballista arrow will possibly kill or cripple each and every common creature in its path indiscriminate of friend or foe, and can severely injure even a dragon, and anything unlucky enough to be hit by a falling catapult stone is likewise in for a world of hurt.

Once constructed, they can be instantly turned 90 degrees in any direction, but cannot be moved - they can, however, be deconstructed back into their 3 parts, to be used elsewhere individually or together. Both the manufacture of the parts and the construction of the engine itself require a dwarf with the "Siege Engineering" labor designated and use the "Siege Engineer" skill, as does the manufacture of ammo for the ballista (and the de-construction of any engines, if desired).

The player determines when/if each engine is actively firing or not; when active, a single engine is crewed by a single siege operator. Ballistae require specially made ammo, ballista arrows, made from wooden logs at the siege workshop (and optionally tipped with metal ballista arrowheads that have been made at a forge by a weaponsmith). Catapults use simple stone as ammunition.

Building Siege Engines

In order to build a siege engine, you first need to produce (at least) three catapult or ballista parts in the Siege Workshop; catapults are made from any 3 catapult parts, and ballistae are made from any 3 ballista parts. All parts are made from any type of wood at a siege workshop. Beyond that, "parts" are generic - there are no particular "sub-types" of parts beyond the distinction between those for the two different engine types. The quality of the parts determines the overall rate of fire and accuracy of the engine - the best are made with 3 masterwork parts. This won't make up for an untrained siege operator, but every little bit helps.

Once you have the parts, you may then build the respective siege engine like any other building, selecting the parts that you wish to construct that particular engine with. It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from masterpiece parts have a much higher rate of fire and accuracy.

The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.

Using Siege Engines (simple)

o will let you change the orientation, whether the siege engine is pointing north / south / east / west. This takes effect immediately, it does not require a dwarf to come and turn the engine.

f toggles the current status between:

  • Not In Use: Dwarves with the Siege operator job will reload unloaded engines and leave them unattended.
  • Prepare to Fire: Siege Operators will load the engine and remain stationed for further commands.
  • Fire at Will: Siege Operators will fire and load normally.

Once an engine is given orders to fire (or prepare to), a dwarf with the siege operating labor designated will respond and report to the engine. The dwarf(s) will (re-)load any siege engine that is not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves or forbidding every piece of ammo (or otherwise blocking a path to it, perhaps by locking doors.)

Ammo is usually destroyed upon being fired, unless it falls a z-level.

########
CCC..._#
CCC..._#
CCC..._#
########

The channel at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.

The design can be further improved by using a drawbridge rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your fortress the drawbridge can be lowered allowing the catapult to fire.

#####################
CCC..._¦.............
CCC..._¦.............
CCC..._¦.............
#####################

Drawbridge raised deflecting stones into channel.

#####################
CCC...[].............
CCC...[].............
CCC...[].............
#####################

Drawbridge lowered allowing catapult to shoot down the corridor.

Special considerations

  • Both catapults and ballistae have narrow fields of fire - they will only shoot at creatures basically "in front" of them, and so cannot target anything off at an angle. They can be turned 90 degrees, but that often will not solve the problem. (The field of fire is perhaps only 10-20 degrees wide. Wild shots may go (well) beyond this, but those are not aimed.)
  • Both catapults and ballistae aim and fire only along one z-level. While ammo from both may drop down z-levels, they do no damage to creatures there. This also means that no "head room" is necessary - ammo just flies out, never up.
  • Catapults have a minimum range - at least 30 tiles.
  • Catapults can and will fire over any creatures between them and their target.
  • Siege operators are "civilians", and as such they will run in fear if enemy units come too close to them. "Too close" varies somewhat, but may be as far as 10 tiles.

Safety Warning

Ballistae can and will kill anything in their path! Ballista arrows appear to hit any units in any square that the head passes through. They are devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine. Always designate a restricted traffic area for a lot of tiles along the firing arc and keep dwarves out of the area or, better, wall off anything in front of them with fortifications to prevent all friendly traffic, or both. The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista.v0.28.181.40d If the bolt passes through a tree, the tree will disappear, presumably reduced to toothpicks.

Surprisingly, catapults are relatively safe. Catapult operators will target enemies (and wild animals) if there are any in their field of fire. If not, they will loose the shot in a high arc (not requiring additional z-levels, though) that misses everything until it lands. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.

Using catapults to shoot into the open may provide some meat: as said above, the operators will target animals if there are any. However, elephants don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or caravan escorts if they happen to be hunting the selfsame animal (and hence are close to it).

Using Siege Engines (advanced)

Placement

Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to prepare the position so that the enemy will be channeled through the field of fire.

Siege operators are civilians! They will drop their work and run if the enemy comes too close, which is about 5-10 tiles. You should therefore place the engines behind a moat that will keep the enemy at a safe distance, or shield access to their location in some other fashion.

Siege engines can shoot through fortifications, just like any other projectile weapon. As fortifications appear to provide some protection against incoming bolts and arrows, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.

Skill and Quality

The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.

The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the engineer skill. Dwarves will occasionally produce masterpieces long before reaching Legendary skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to Proficient level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.

The operator skill certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy. Operator skill has little or no effect on accuracy.

Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds.

Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.

An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment. With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf. Rotating Legendary miners out to siege-operation and then to stone-hauling duties sets up an efficient cycle.

In Battle

Ballistae hit any unit that the ballista arrowhead passes through. This makes them an order of magnitude more effective in combat than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything smaller than a troop of goblins. Also, ballista arrows fired through too many successive targets will be destroyed or lost. The limit seems to be roughly 5-6 goblin-sized targets hit before the arrow is lost.

A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.

When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.

Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst and sleep always go first. That's why you trained more operators than you actually need; that's also why you disabled all other work that might distract them. The most effective way to ensure that your operators won't run off is to lock them in with the siege engine when the time comes.

Ballista battery

If you place ballistae close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place fortifications to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so.


Three tile-wide corridor (battery room 5 tiles wide)
                                                                |╦|═|═|═|
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|╦|═|═|╩|▐|▀|▀|
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|   |╩|▐|▀|▀|◄|═|«  (~ammo~)
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|▐|▀|▀|◄|═|«|▐|▄|▄|
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|◄|═|«|▐|▄|▄| (~ammo~)
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|▐|▄|▄| (~ammo~)
                                                      |═|═|═|═|═|═|═|═|═|
  • + - floor
  • - wall
  • - ramp
  • \ - channel
  • - fortification
  • ◄|═|« - center of ballistae

Due to the rare wild shot, the staggering should always be from one side to the other, and not put one ballista far ahead of the one it overlaps, as this may increase friendly-fire accidents.

Ammo storage can be on the same level, or via stairs or ramps on another z-level. Expand the room as desired for more storage. Also note that ballista arrows are stored in furniture stockpiles, not ammo stockpiles.

An alternate strategy could be to place a floodgate or retracting bridge in the center of the 3x3 hallway, and activate it during times of crisis so that the Goblins are forced to fight in two separate 1x1 corridors rather than a single 3x3 corridor. If the corridors are further lined with spike traps and weapon traps, this combined defense can assure your men that any attempts to assault your base will be very, very bloody.

A drawbridge can be combined with the channeled area to provide a practice area, as discussed above. The channels would be accessible from the battery area via a staircase, keeping the dwarfs below/behind the lines of fire at all times.



See Also: