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Editing User:Dree12/Siege engine guide

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[[Siege engine]]s, when used correctly, can be potent defences and greatly assist in proper fortress defence. Although [[ballista]]e are indisputably more powerful, especially when used with [[metal]] arrowheads, even the lowly [[catapult]] has its own quirks — being able to fire many of them in a line is one of the most evident.
 
 
Independent of whether siege engines form the core of the defense system or merely supplement the [[military]], proper usage of siege engines requires two main details to consider: the operators, and the operations.
 
 
 
==Siege operators==
 
==Siege operators==
There are four important things to remember about [[siege operator]]s:
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There are four important things to remember about siege operators:
  
# They are civilians.  This means that when manning their stations, they will flee if enemy units approach too close. It doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being "Activated" for the military - it's just another civilian job.
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# They are civilians.  This means that when manning (dwarving?) their stations, they will flee if enemy units approach too close. Doesn't matter if there is no actual path, it's the mere distance that triggers it. On the plus side, they don't get unhappy thoughts from being "Activated" for the military - it's just another civilian job.
# Training siege operation is very slow.  Start early.
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# Training siege operation is slooooow.  Start early.
 
# Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.
 
# Siege engines do not fire quickly, so you want high skill to make the few shots you get ''count''.
 
# Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations. (See [[cross-training]] for suggestions.)
 
# Once trained (some years later), they can be trained up in other civilian skills that are useful whenever they're not at their stations. (See [[cross-training]] for suggestions.)
  
With these in mind, pick the proper civilians to do siege operating. If any [[migrant]]s had arrived with the siege operating skill, no matter how little, picking them could result in several months or even years cut off from their training time. Otherwise, choose dwarves without any other important jobs; [[mason]]s, being constantly in high demand, may not be good choices.
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===Siege engine operations===
 
 
==Design==
 
=== Catapults ===
 
Unlike [[trap]]s, siege engines can be positioned in many different ways. For example, it is possible to position a row of catapults, all firing at the same time. A selective [[stone]] [[stockpile]] should be placed nearby, ideally forbidding economic stones (which dwarves will not fire.
 
 
 
[[Fortification]]s are just as useful for catapults as they are for archers, and will help protect your siege operators from enemy fire. Unfortunately, they will not stop the from running away on sight of an enemy.
 
 
 
=== Ballistae ===
 
There is much less flexibility when arranging ballistae than there is when arranging catapults, primarily because they can harm allied dwarves and members of the military as well.
 
 
 
==Operations==
 
  
 
Please bear in mind that this is very long term stuff (10 [[Time|years]]). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately.  
 
Please bear in mind that this is very long term stuff (10 [[Time|years]]). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately.  

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