How does a D&D siege work?

S'mon

Legend
I've run a lot of AD&D sieges with fair amounts of magic. The main difference from historical norms - apart from the use of high level strike teams by both sides - is the battle for air supremacy. Generally you have Wizard 'bombers' whose goal is to fly over the enemy lines/castle, Invisible if possible, and Fireball the hell out of the enemy. Then you have Fighter 'interceptors, warrior types with Fly spells or winged mounts (also may be Invisible) whose goal is to kill those wizards. You end up with a rather 20th century battle where whoever wins air superiority by wiping out the enemy's flight-capable forces, wins. This is much more true of sieges than field battles because in a field battle the short time duration means that spellcasters may quickly run out of magic, limiting their impact. In a siege, spellcasters can always wait a day to 'recharge', plus you have static targets - the castle and the besiegers' lines.
 

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A little off topic and nothing really to add but...

History Channel has a great show playing in the Modern Marvels on forts and sieges. It discusses how forts and weapons evolved together to defeat the other and on the most part things have come complete circle.

One of the eariest ways to defeat a wall was to dig under it, one of the best ways to protect from air attacks is to go underground. Loose earth protects better than hard structures against bullets.

Try to catch the show it is rather interesting.
 

Flying attackers (using the fly spell) aren't such a big deal. As soon as they are spotted one good dispel magic spell and they are in a world of hurt. Yes I know they will just float slowly down but it makes an easy target.

In reaaally high magic games I usually have most castles enchanted with a no fly zone. The entire air space of the castle usually had a dispel magic field covering it, which quite nicely prevented aerial bombadiers.
 

Plug time!

If you want to boost the defenders and give them a fighting chance, take a look at my article on Nexus Towers that I created for my setting proposal.

With these, spellcasters can effectively cast epic spells from a certain, fixed location (usually a high tower, which could easily be integrated into a castle...). The downside to this is that you need to drain some life force (how much depends on how greedy you are...) over a long time from everyone who lives in the vincity. But for many rulers, the result would be worthwhile.

And this section contains a spell ("Mass Conflagration") that utilizes Nexus Towers and can be used to deal with all those pesky infantry... :D
 

considering the magic capablities of many in the average fantasy world, castles seem a staggering anachronism.

stone can be altered or outright destryed, and an antimagic field seem to handicap defense as much as attack.

seems to me fantasy castles would have concentric rings of defense spread out for miles around the castle and even more thought would be given to strategic locale.
 

I just described a background siege while the pcs were doing their stuff.

Originally it was like castle dracula under siege by a broad alliance of an order of paladins, stone giant clan, 2* city state armies complete with elite companies.

I soon realized that a state of siege was impossible, the defenders were largely undead and had clerics creating food and water. The attackers had a supply problem, both food and money so they had to simply assault.

Eventually the attackers gained a magical advantage, defeated the champions, breached the walls, slew the clerics and turned the undead.

It really depends who you are defending against. Heavy fortifications vs conventional enemies, warded and augmented watch towers vs flying/invisible foes. You'd really have to do your homework before building any expensive structure.
 

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