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40d:Ambush

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Revision as of 21:03, 20 April 2011 by Quietust (talk | contribs)
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This article is about an older version of DF.

(Disambiguation - see also the Template:L skill)


An ambush is a sudden event in Template:L when a small force of enemies attempts to attack your Template:L. While smaller in scope than a full Template:L, ambushes are not related to the number of Template:L in your fortress, and so can be triggered by relatively small populations. An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a Template:L or come close to your dwarves or Template:Ls. While Template:Ls will reveal ambushes, Not all traps trigger alerts, Template:Ls and Template:Ls do not. You can still detect invaders from checking your traps "visually" - if the trap killed an invader the Template:L and gear will be there. An ambush is announced with the message: "An Ambush! Curse them!". Ambushs tend to arrive with Template:Ls but can happen any time. They are not limited to one race - Template:Ls and Template:Ls can arrive shortly after each other although they will not join forces as such. Note that Goblins will usually ambush with more than one squad, each of which will trigger a separate message and also has to be detected separately.

The same alert will also occur if a non-citizen creature has been using the ambush skill and stops, e.g. while hunting. In this case, only the creature being stalked has been ambushed, and the player should not be alarmed.

(A rare announcement is "A kobold is hidden away here" - which occurs only "if a kobold is discovered that is already unconscious or otherwise incapacitated".Toady One )

Ambushers

Goblins

Template:Ls will send a small force of attackers numbering between 4-8 soldiers. These forces are frequently accompanied by one goblin with somewhat better gear, and he is always of a different troop than the rest.

Usually they send more than one squad at once - up to 4 squads, each with its own "leader". These squad leaders may be from different goblin towers.

Goblins are unable to navigate traps safely and can easily be killed or caught by simple Template:Ls or Template:Ls. They also can not pass forbidden Template:Ls.

Kobolds

Template:Ls will test your fortress by sending Template:L dependent on your fort's population and wealth. If they are detected they will attempt to flee from you. Kobold soldiers - usually archers, though Template:L and Template:L are possible - will begin to arrive if the Kobold thieves successfully steal any items; the number of successive soldiers and thieves who arrive will depend on how many items were stolen previously. Kobold melee soldiers have Template:L Template:Ls and little or no Template:L, making them somewhat easy to dispatch, but ranged attackers can be deadly.

Kobold thieves are very crafty at finding unpatrolled venues into your fortress, and will not set off Template:Ls or stop for locked doors. It is wise to chain animals near possible entrances to detect kobold infiltrators. Template:Ls (and probably other animals) will detect a kobold up to 2 tiles away, and will stray up to 1 tile in any direction away from their Template:L - to make sure, bracket a 3-wide hallways with two animals, one against each wall, so no thief can pass without being within 1 tile of an animal.

Humans

Hostile Template:Ls will not ambush.

Elves

Hostile Template:L have been known to ambush, but can be easily destroyed being that they only use wooden weapons and wrestlers.

Note that elves are often (if not always) riding horseback (or worse, Template:Ls) when they arrive at your fortress, and will still be on horseback when springing from ambush. If you are notified of an ambush and see only a gaggle of Hs, you are dealing with an elven ambush. This behavior seems to have been programmed hastily as there is no apparent way to inspect the horse to see who, if anyone, is riding it.

On the upside, elves on horseback do not seem to attack with equipped ranged weapons. Killing the horse will dethrone its rider. If the horse steps on a trap, both horse and rider will be inside the cage together when it is brought back to a stockpile, but there is no way to know this until the horse is released and killed later. Note the horse will still be tagged as an invader, even if you tame it.

Tips

The following was blind-copied from Template:L and still needs plenty of work. Please modify!

Active Defense

  • The very nature of an ambush makes it difficult to actively defend against one. If an ambush is detected and heads towards your fortress, Template:L and defenses apply. However, until an ambush is detected, there is oftentimes simply too much ground to cover without spreading your forces too thinly to do any good. If you want to actively defend friendly workers and Template:Ls and whatnot from potential ambush, probably the best way to do so is to deploy your forces strictly to areas that you want to keep secure. Building small towers with only underground access in these areas and stationing Template:L in them is proven to be a very effective way of doing so.
  • One of the largest advantages an ambushing enemy has is the fact that they go undetected until they encounter something. This means that active detection can be extremely helpful in minimizing the damage dealt by an ambush by actually letting you react to the attack. One such way of doing so is by placing dwarves or Template:L in the direction from which an ambush is expected, sacrificing them to bait the ambushers into attacking them and thereby revealing their position. A less-lethal way is to Template:L Template:L (any animal will do) in such areas, albeit with the disadvantage of needing a lot more cages to cover an area. Finally, cage traps will usually capture ambushers and alert you to their presence, but they cover even less area than an animal cage.
  • Template:Ls and Template:Ls are much less effective against an ambush than they are against a siege. Trying to cover large areas with war dogs is liable to do little more than get them killed and an ambush out in the wild will often be too far away for a siege engine to attack. When ambushers do get into range, insufficient detection measures may let them get close enough to scare off the civilian siege operators before they can fire a shot.

Passive Defense

  • Template:Ls will all attack goblin ambushers, and cage traps work against any ambushers (except kobolds and other creatures with the Template:L tag) while alerting you as they do so. Thus traps make good defenses, especially when placed in places that you know the enemy will be forced to go through.
  • Creating chokepoints in which to place detectors like chained animal and cage traps can greatly increase their effectiveness by reducing the number of ways the attackers can simply bypass them. If an ambush manages to make it to the outer edge of your defenses, a chained animal placed in such a chokepoint and backed up by several rows of traps is often enough to break the enemy and send them into retreat.
  • A Template:L - especially combined with Template:Ls - is just as effective against detected ambushers as against a siege. However, it can also help keep outdoor workers such as Template:Ls safe by sealing off access to areas that hold valuable resources. For example, isolating a large patch of trees behind a moat so that it can only be accessed from your fortress will allow you to harvest that lumber with literally zero threat from melee-weapon ambushers, and a line of Template:Ls behind that moat will reduce the threat posed by enemy archers and crossbowmen. Note that Template:L-filled moats in cold or temperate climates can freeze during winter, so in those situations, filling that moat with water may not be a good idea.

Civilians

  • One of the best things you can do to increase civilian survivability in ambushes is to assign Template:Ls to them. In case of an ambush, the war dog will charge the enemies while the civilian runs the hell away. The war dog will almost certainly die, but it is easier to replace dogs than dwarves. Plus, if you're lucky, the dog will maim or kill an important enemy before going down. Train every dog that reaches maturity and request them from the human and dwarven caravans (costs about 35¤ base and you get to keep the cage they come in). Then, simply go down the military menu and assign war dogs to every legendary dwarf, woodcutter, or child (guard from snatchers) that you see. Hunters, obviously, work best with hunting dogs instead. Do note, however, that assigned dogs are considered Template:Ls, so if a dwarf's guard dog dies, he will receive an Template:L and want the pet buried properly. As an alternative, you can have your woodcutters and other important dwarves train the dogs themselves; the dogs will follow their trainer until reassigned and are not counted as pets.
  • Like a siege, your normal dwarves will still attempt to do their jobs during an ambush. Even worse is the fact that ambushes are all too often detected when the ambushers reveal themselves by slaughtering civilians working outdoors. Template:L will reduce further casualties, but that is little comfort to the woodcutters, Template:Ls, etc. that are already full of Template:Ls and stab wounds. To minimize the casualties taken in the first place, active and passive measures like those described above can be used to detect and combat incoming ambushes, giving you time to get your civilians to safety.
  • The best way to keep ambushers from killing your workers, however, is to keep your workers from going outside in the first place. Providing indoor pastimes (like Template:L, Template:L, Template:L, or a meeting area Template:L) will make dwarves spend their break time in the fortress rather than outside. Just as importantly, finding a way to gain "outdoor" resources without actually going there (such as getting wood from Template:L farms or getting water and Template:L from a tunnel connecting a safe area to a river) will further reduce the need to send civilians into harm's way.



See also: