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Editing 40d:Siege

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===Active Defense===
 
===Active Defense===
 
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksman|marksdwarves]] where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortification|fortifications]].)
 
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own [[marksman|marksdwarves]] where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortification|fortifications]].)
** A good tip for your military is to make sure that you take out goblin squads early. They tend to arrive all over the map, so you have a chance to strike while they are still scattered. Send groups of dwarves large enough you know you will win with no casualties (normally, a modestly trained group around three-quarters the size of a goblin group has nothing to fear unless there are crossbows, but use extra dwarves just in case) to each squad, so that you don't have to deal with 50 goblins beating down your door in one massive group. In such large numbers, goblins are far more likely to seriously injure or kill even the hardiest of dwarven warriors, while when they are in their initial squads dwarves have much less to fear.
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** A good tip for your military is to make sure that you take out goblin squads early. They tend to arrive all over the map, so you have a chance to strike while they are still scattered. Send groups of dwarves large enough you know you will win with no causualties (normally, a modestly trained group around three-quarters the size of a goblin group has nothing to fear unless there are crossbows, but use extra dwarves just in case) to each squad, so that you don't have to deal with 50 goblins beating down your door in one massive group. In such large numbers, goblins are far more likely to seriously injure or kill even the hardiest of dwarven warriors, while when they are in their initial squads dwarves have much less to fear.
  
 
*[[War dog|War dogs]] are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and release them via [[lever]]/[[pressure plate]] as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.
 
*[[War dog|War dogs]] are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or [[cage]] them before the siege, and release them via [[lever]]/[[pressure plate]] as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.
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===Passive Defense===
 
===Passive Defense===
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[trap|traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help. [[Cage]] [[trap|traps]] are one guaranteed removal in most cases (even some [[megabeast]] can be seized by these) and there are a lot of entertaining ways of dealing with [[Captured creatures#Execution|captured creatures]] once their friends have been beaten back.
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*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[trap|traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help. [[Cage]] [[trap|traps]] are one guaranteed removal in most cases (even some [[megabeast]] can be siezed by these) and there are a lot of entertaining ways of dealing with [[Captured creatures#Execution|captured creatures]] once their friends have been beaten back.
  
 
*Locked (forbidden) doors will keep [[invader|invaders]] out indefinitely, if locked before they seize the door. Doors won't keep siege trolls out, but drawbridges will. Closing all entrances will result in enemies milling around outside your walls without a destination. The siege will end after some (LONG) time have passed, but if you intend to sit it through, make sure you have enough wood, a well and a food source.
 
*Locked (forbidden) doors will keep [[invader|invaders]] out indefinitely, if locked before they seize the door. Doors won't keep siege trolls out, but drawbridges will. Closing all entrances will result in enemies milling around outside your walls without a destination. The siege will end after some (LONG) time have passed, but if you intend to sit it through, make sure you have enough wood, a well and a food source.

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