Pillager,
Pillager wrote:That actually sounds pretty good to me. I'd like to see how this would play out in an actual game.
Me too. I think the vectoring part is the part I'm most interested in because it prevents a city from being a vector point into your lands when you lose one. That ability to block is important. The others less so but can still be useful.
Pillager wrote:It would be good to make which stack is actually besieging the city quite visually obvious...perhaps by giving them a little fort attached to the palisade.
Agreed. The besieging stack needs to be clearly indicated as well as having the ring around the city.
Pillager wrote:When a defending stack tries to break out, they would need to fight any units actually occupying the square they are attacking, plus the besieging stack...so they could be up against 16 units.
Agreed again. But who would be foolish enough to do that when there are 11 other squares to chose where you only flight 8 units
One other thing: Any relief armies should also be able to attack the besiegers on any of the 12 squares too. That's because say on a map with a narrow strip of land (due to mountains/water) it might end up that a besieger is on one side of the city while the relief armies are on the other and have no way to attack the besieger except by passing through the city (which they can't do). So they'd need to be able to use any of the 12 squares to force battle.
KGB