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Worlds of Design: Besieged!
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<blockquote data-quote="lewpuls" data-source="post: 9315915" data-attributes="member: 30518"><p>Let’s talk about sieges, both how they work in the real world, and something about how they might work in fantasy.</p><p></p><p style="text-align: center">[ATTACH=full]357622[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/photos/battering-ram-siege-medieval-castle-2842783/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p></p><p>Fortifications, both city defenses and military forts, play a large part in warfare, especially in pre-gunpowder times. Sieges occur when fortifications stop attackers from capturing their objectives immediately. So let’s discuss real-world sieges and observe how fantasy worlds may change how things work.</p><h3>Attacker Options</h3><p>If you’re the attacker, you have several options to besiege* a fortification:</p><ul> <li data-xf-list-type="ul">Go <strong>over</strong> the walls (scale with ladders etc. (escalade), make a ramp, siege towers)</li> <li data-xf-list-type="ul">Breach (go <strong>through</strong>) the walls</li> <li data-xf-list-type="ul">Undermine (go <strong>under</strong>) the walls</li> <li data-xf-list-type="ul"><strong>Surround</strong> the fortress and starve it out</li> <li data-xf-list-type="ul"><strong>Betrayal</strong> from within</li> <li data-xf-list-type="ul">Use<strong> water! </strong>whether to interfere with defender water supply, or reroute watercourses</li> <li data-xf-list-type="ul"><strong><a href="https://www.enworld.org/threads/worlds-of-design-stratagems.682526/" target="_blank">Stratagems of war</a></strong> (e.g. the Trojan Horse)</li> </ul><p><strong>Siege engines</strong> can make a big difference when it comes to going over the walls, breaching them, or undermining. But siege engines (towers, rams, catapults) have to be invented, and built. Siege engines were not much used in ancient Greece, for example, so it’s possible not every culture has them at their disposal.</p><p></p><p>Superior <strong>stealth</strong> may make a big difference in all these tactics. Invisible or otherwise hidden attackers may be able to capture gates (or posterns, door-size entryways). This is a big difference between real world and fantasy where such tactics were not always at the disposal of most armies.</p><p></p><p>Magic can make a big difference in a siege. In general, the more superhero-like the characters, the less likely that fortifications can be useful. For example, going past/through a wall includes using spells such as (in AD&D) <em>passwall</em>, <em>dimension door</em>, <em>teleport</em>. And includes creatures that can break through walls. Going under the wall takes into account umber hulks and other tunneling monsters. Going over the wall includes fliers, spells, even <strong>Spelljammer</strong>-style ships. And so forth.</p><p></p><p>Before I show the lists of defender options, keep in mind that in fantasy, a world of common powerful magic is likely to make fortifications less valuable or practical, while low levels of magic (as in Middle-earth) leave us closer to medieval Europe. But even in Tolkien’s world, magic could make a significant difference.</p><h3>Defender Options</h3><p>Defenders have options too.</p><ul> <li data-xf-list-type="ul"><strong>Attack</strong> the besiegers (to drive them away or to discomfit them)</li> <li data-xf-list-type="ul">Hole up and wait for <strong>relief</strong> force to drive away attackers</li> <li data-xf-list-type="ul">Hole up and <strong>outlast</strong> the attackers (disease, supplies)</li> <li data-xf-list-type="ul"><strong>Break out</strong> and run for it (the defenders, not city inhabitants)</li> </ul><p>Which of these options they choose depends heavily on the state of their supplies, especially water, food, and (where applicable) ammunition. Holing up is by far the most common. If defenders think before the siege begins that they can’t hold out, they’ll likely run beforehand if that’s practical. Sometimes the delay is worth the loss, however.</p><p></p><p>Disease was an ever-present threat to both sides, but especially attackers living in outdoor camps. Healing spells might mitigate this, making sieges more likely. Many sieges ended as long affairs, months rather than days, whether the target was captured, or the attackers had to leave.</p><h3>Results of a Successful Siege</h3><p>As you might imagine, a successful siege can be dire for the inhabitants. Some might surrender, or flee (if that’s an option). Surrender agreements often included provisions for treatment of the populace, even for the defenders to retain their weapons as they marched away.</p><p></p><p>Once attackers have control, the population within is at their mercy. Sometimes the slaughter is contingent on the defenders not surrendering immediately. “If you don’t surrender now, we’ll slaughter you all when we succeed.” </p><h3>Historical Sieges</h3><p>Sieges in history tended to be bound by the same laws of nature and physics that spells can sometimes break. Ancient Greeks rarely besieged cities, because the non-professional soldiers of the time were unwilling to risk an escalade (lots of casualties) and siege engines were rarely seen. Even the practically professional Spartans didn’t want to risk casualties, so the several-miles-long walls connecting Athens to its port Piraeus stood inviolate for decades. In general, the more valued the individual soldiers, the less likely they are risked in a siege.</p><p></p><p>In a world with dragons and wizards, it’s not unreasonable to conclude that walls are simply not good enough and fantasy defenses need to be underground. Though if you’re defending a city, going underground is impractical, so walls will still appear, more likely earthen walls such as ancient hill forts or Marquis de Vauban-like 17th century star forts. In the real world, artillery destroys conventional masonry walls, hence the need for Vauban’s star forts, and later for the pillboxes and underground forts of the French Maginot Line. The more powerful magic is, the closer we come to the kind of warfare General Patton knew, which led to his disdain for fortifications.</p><p></p><p><em>*The verb is "besiege," not "siege." Siege is a noun. That is, you don’t siege a town, you <strong>besiege</strong> it. I don’t know why, English is an odd amalgam of German-Dutch, Celtic-Gaelic, Latin, Danish-Norse, French, and other languages.</em></p><p></p><p><strong>Your Turn: How are fortifications in your world(s) different from medieval European forts and castles?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 9315915, member: 30518"] Let’s talk about sieges, both how they work in the real world, and something about how they might work in fantasy. [CENTER][ATTACH type="full" alt="battering-ram-2842783_1280.jpg"]357622[/ATTACH] [URL='https://pixabay.com/photos/battering-ram-siege-medieval-castle-2842783/']Picture courtesy of Pixabay.[/URL][/CENTER] Fortifications, both city defenses and military forts, play a large part in warfare, especially in pre-gunpowder times. Sieges occur when fortifications stop attackers from capturing their objectives immediately. So let’s discuss real-world sieges and observe how fantasy worlds may change how things work. [HEADING=2]Attacker Options[/HEADING] If you’re the attacker, you have several options to besiege* a fortification: [LIST] [*]Go [B]over[/B] the walls (scale with ladders etc. (escalade), make a ramp, siege towers) [*]Breach (go [B]through[/B]) the walls [*]Undermine (go [B]under[/B]) the walls [*][B]Surround[/B] the fortress and starve it out [*][B]Betrayal[/B] from within [*]Use[B] water! [/B]whether to interfere with defender water supply, or reroute watercourses [*][B][URL='https://www.enworld.org/threads/worlds-of-design-stratagems.682526/']Stratagems of war[/URL][/B] (e.g. the Trojan Horse) [/LIST] [B]Siege engines[/B] can make a big difference when it comes to going over the walls, breaching them, or undermining. But siege engines (towers, rams, catapults) have to be invented, and built. Siege engines were not much used in ancient Greece, for example, so it’s possible not every culture has them at their disposal. Superior [B]stealth[/B] may make a big difference in all these tactics. Invisible or otherwise hidden attackers may be able to capture gates (or posterns, door-size entryways). This is a big difference between real world and fantasy where such tactics were not always at the disposal of most armies. Magic can make a big difference in a siege. In general, the more superhero-like the characters, the less likely that fortifications can be useful. For example, going past/through a wall includes using spells such as (in AD&D) [I]passwall[/I], [I]dimension door[/I], [I]teleport[/I]. And includes creatures that can break through walls. Going under the wall takes into account umber hulks and other tunneling monsters. Going over the wall includes fliers, spells, even [B]Spelljammer[/B]-style ships. And so forth. Before I show the lists of defender options, keep in mind that in fantasy, a world of common powerful magic is likely to make fortifications less valuable or practical, while low levels of magic (as in Middle-earth) leave us closer to medieval Europe. But even in Tolkien’s world, magic could make a significant difference. [HEADING=2]Defender Options[/HEADING] Defenders have options too. [LIST] [*][B]Attack[/B] the besiegers (to drive them away or to discomfit them) [*]Hole up and wait for [B]relief[/B] force to drive away attackers [*]Hole up and [B]outlast[/B] the attackers (disease, supplies) [*][B]Break out[/B] and run for it (the defenders, not city inhabitants) [/LIST] Which of these options they choose depends heavily on the state of their supplies, especially water, food, and (where applicable) ammunition. Holing up is by far the most common. If defenders think before the siege begins that they can’t hold out, they’ll likely run beforehand if that’s practical. Sometimes the delay is worth the loss, however. Disease was an ever-present threat to both sides, but especially attackers living in outdoor camps. Healing spells might mitigate this, making sieges more likely. Many sieges ended as long affairs, months rather than days, whether the target was captured, or the attackers had to leave. [HEADING=2]Results of a Successful Siege[/HEADING] As you might imagine, a successful siege can be dire for the inhabitants. Some might surrender, or flee (if that’s an option). Surrender agreements often included provisions for treatment of the populace, even for the defenders to retain their weapons as they marched away. Once attackers have control, the population within is at their mercy. Sometimes the slaughter is contingent on the defenders not surrendering immediately. “If you don’t surrender now, we’ll slaughter you all when we succeed.” [HEADING=2]Historical Sieges[/HEADING] Sieges in history tended to be bound by the same laws of nature and physics that spells can sometimes break. Ancient Greeks rarely besieged cities, because the non-professional soldiers of the time were unwilling to risk an escalade (lots of casualties) and siege engines were rarely seen. Even the practically professional Spartans didn’t want to risk casualties, so the several-miles-long walls connecting Athens to its port Piraeus stood inviolate for decades. In general, the more valued the individual soldiers, the less likely they are risked in a siege. In a world with dragons and wizards, it’s not unreasonable to conclude that walls are simply not good enough and fantasy defenses need to be underground. Though if you’re defending a city, going underground is impractical, so walls will still appear, more likely earthen walls such as ancient hill forts or Marquis de Vauban-like 17th century star forts. In the real world, artillery destroys conventional masonry walls, hence the need for Vauban’s star forts, and later for the pillboxes and underground forts of the French Maginot Line. The more powerful magic is, the closer we come to the kind of warfare General Patton knew, which led to his disdain for fortifications. [I]*The verb is "besiege," not "siege." Siege is a noun. That is, you don’t siege a town, you [B]besiege[/B] it. I don’t know why, English is an odd amalgam of German-Dutch, Celtic-Gaelic, Latin, Danish-Norse, French, and other languages.[/I] [B]Your Turn: How are fortifications in your world(s) different from medieval European forts and castles?[/B] [/QUOTE]
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