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Author Topic: Sapping a Siege  (Read 2457 times)

AlBravo

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Sapping a Siege
« on: February 11, 2011, 08:41:46 am »

I'm stuck in my fort under siege by a band of goblin pikemen.  My military stands no chance in a skirmish.  The goblins have camped in one location for quite some time.  I can tunnel below them.  Is there anyway to cause a cave in from below?  I've also heard that alcohol is explosive.  Can I pile up a bunch of barrels below them and sap them with an explosion?
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Sphalerite

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Re: Sapping a Siege
« Reply #1 on: February 11, 2011, 08:47:29 am »

There are no explosives.  Booze doesn't explode, it burns and boils.

What you can do, if the enemy is stationary, is dig a trench around them from below.  You can channel out the ground on the surface from below if you dig an up stair just below the surface, then channel the surface.  Do this in a large rectangle around the goblins, and you will have isolated them on a piece of land surrounded by channels.  It will then be possible to dig a large hole beneath them, then drop the piece of land they are on into the hole.  You'll need a quite large hole to make this work, and it'll take a long time to dig out, so it's not clear if it's really worth it.
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dwarfhoplite

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Re: Sapping a Siege
« Reply #2 on: February 11, 2011, 08:50:38 am »

this happened to me too. We forged equipment and then we slaughtered them like pigs
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Bererez

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Re: Sapping a Siege
« Reply #3 on: February 11, 2011, 02:34:44 pm »

Set up some traps. Cage traps are simple to set up in a pinch.
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tolkafox

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Re: Sapping a Siege
« Reply #4 on: February 11, 2011, 02:52:12 pm »

Take sphalerite's advice, just put a support under the land they are standing on and drop them down 1-2 Z levels. Have the tunnel leading to the hole underneath them closed off with a floodgate. Build a floor over their hole. Ignore them.

If you have a lot of wardogs, check what they're wearing on their heads. If their heads don't have metal armor on, send in some wardogs when you drop them. A wardog and a prone goblins head is usually insta-kill, as the wardog goes straight for shaking the head continuously.

If there aren't any archers with the pikemen, carve a fortification in a nearby wall and shoot them with wooden/bone bolts.

Don't underestimate the power of 50 unarmed/unarmored dwarfs. Alone they are nothing, but together they can kick some heads in. Sure, you might lose one or five, but if you send the useless ones in first that's not a problem.
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ltprifti

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Re: Sapping a Siege
« Reply #5 on: February 11, 2011, 06:06:50 pm »

siege or ambush?  if its an ambush build cage traps and let them in, if siege many many more cage traps, if its an ambush they leave sometimes or flee after a few are killed
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AlBravo

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Re: Sapping a Siege
« Reply #6 on: February 11, 2011, 08:52:39 pm »

I was almost finished with a goblin grinder trap (wiki) when the seige was lifted.  So I guess I'll get to try out my new toy on the next ambush.  Part of that trap design calls for a hole.  Is there a way to channel a single hole and remove the ramp?

€ - hatch with hole beneath
^ - pressure plate to open hatch

^ - trap
^ - trap
^ - trap

^ - pressure plate to open hatch
€ - hatch with hole beneath
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rephikul

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Re: Sapping a Siege
« Reply #7 on: February 12, 2011, 12:27:27 am »

pikemen? They have no shields!! Dwarf up and send crossbowmen.
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Peaceful Slugman

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Re: Sapping a Siege
« Reply #8 on: February 12, 2011, 01:45:47 am »

For an aesthetically repulsive solution you can use a stair or ramp outside of the grinder, dig into the grinder, de-ramp the area with your dwarves on the same level as the ramp, and rebuild the wall to seal off the grinder.

For an aesthetically pleasing solution but using an external tool you may be able to use the de-ramp tool at http://www.bay12forums.com/smf/index.php?topic=68160.0 but be sure to update at least memory.xml file.

i tried deramp with updated memory.xml and it worked. However, it changed the ramp tile from regular silt to furrowed silt. a small price to pay for such a tool, if it is the only price.
« Last Edit: February 12, 2011, 03:22:19 am by Peaceful Slugman »
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Uristocrat

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Re: Sapping a Siege
« Reply #9 on: February 12, 2011, 03:58:04 am »

For an aesthetically repulsive solution you can use a stair or ramp outside of the grinder, dig into the grinder, de-ramp the area with your dwarves on the same level as the ramp, and rebuild the wall to seal off the grinder.

For an aesthetically pleasing solution but using an external tool you may be able to use the de-ramp tool at http://www.bay12forums.com/smf/index.php?topic=68160.0 but be sure to update at least memory.xml file.

i tried deramp with updated memory.xml and it worked. However, it changed the ramp tile from regular silt to furrowed silt. a small price to pay for such a tool, if it is the only price.

I make two sets of grinders and have a stairway underneath them leading to the central walkway between the two.  So anyone who falls down there has to go back up... and face a grinder again.

But then I combined that with the "walkway of pain" type idea (a long twisty path with lots of channeled out tiles for them to dodge into that's covered with weapon traps filled with training weapons, blunt weapons, spiked green glass balls, an occasional deadly trap and even one cage trap smack in the middle).  Dodge off of that and you have to go through the underground "hell" part filled with massively deadly weapon traps.

Oh, and there's also the spike zone, using that floodgate-bridge-pressure_plate-floodgate repeater.

The only way out is to be carried out as a corpse :)
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zooeyglass

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Re: Sapping a Siege
« Reply #10 on: February 12, 2011, 05:37:52 am »

siege or ambush?  if its an ambush build cage traps and let them in, if siege many many more cage traps, if its an ambush they leave sometimes or flee after a few are killed

A siege will also flee after a few are killed: you just need to kill/trap/stun more goblins than during an ambush to hit that magic percentage where the rest of the siege breaks and flees.
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myrkul

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Re: Sapping a Siege
« Reply #11 on: February 12, 2011, 10:37:07 am »

My grinder traps look like this:
Code: [Select]
Outside
+XXX     X Wall
X^vX     + Floor
X.^X     ^ Weapon trap (usually with serrated disks - I want body parts!)
X^.X     v Downslope
+XXX     . Open space
To Fortress

This is, of course, an abbreviated version. the tunnel is much longer in practice. What happens is, goblins go in, Hit the traps, and are likely to dodge into the pit below. the pit below is nothing special, Simply flattened, all except that one upslope to allow goblins that fall in to come back up. Of course, when they do, they're back at the start of the gauntlet...

This has the advantage of being able to send in your military, since dodging out into the pit isn't lethal, just inconvenient. Also: Diagonal entrances mean miasma is contained. Just let 'em rot in there.
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ral

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Re: Sapping a Siege
« Reply #12 on: February 12, 2011, 02:31:26 pm »

Dig a long tunnel out to the edge of a cliff without digging out the last tile to the outside. Fill the passage with cage traps. At the interior end of the tunnel chain up a kitten and later wall the tunnel up just inside of the kitten, or just allow it to lead into your fort if you're sure you have enough cage traps. Dig out the last tile to the outside and watch them all get caged. Later you can toss them into a pit of death using something like http://www.bay12forums.com/smf/index.php?topic=77051.0