It seems we can’t go a
week or so without another ‘controversy’ surrounding the upcoming
release of Total War: Warhammer. This time, it’s about the new
siege system. I’ve said before how I feel it’s time for a shake
up of the Total War ‘formula’ in terms of mechanics and that the
Warhammer license is a fantastic opportunity to do just that.
But as much as change and
innovation is desired, it can also be feared. We’ve seen that
repeatedly as more information has emerged regarding various game
systems, most notably Regional Occupation and now Sieges. People
don’t want the series to grow stale, but they’re surprisingly
resistant when the developers attempt to shake up the core formula.
If you’ve read my other
posts on this title, you’ll know that personally, I’m very much
in favour of shaking things up. I feel the series needs it. That’s
why I’m very open to these new systems, these new twists on the
formula. Because I hope they’ll provide a unique and fresh Total
War experience.
Sieges in Total War have
changed dramatically from one title to the next, but they’ve always
suffered from similar issues, most notably – AI. Navigating
complicated siege maps and correctly utilising siege equipment has
always proven troublesome to the siege AI. I think many would agree
that the ‘best’ or at least, the most consistent, siege AI of the
series was in Shogun 2.
But Shogun 2 was subject to
a similar level of criticism upon release regarding its new siege
system. Many saw it as a step back from previous titles such as Rome
or Medieval 2. This is because Shogun 2 heavily simplified its siege
maps and mechanics. Maps were more open, removing many navigation
obstacles that might present a problem to the AI. It also gave
infantry units an inherent ability to scale walls without the need to
build or deploy specific siege equipment.
The result? Siege AI that
was, at the time, the most consistently competent of the series. But
in truth, the Shogun 2 siege AI wasn’t doing anything particularly
complex – the maps and mechanics were simply arranged in such a way
that made it much easier for the AI to perform. When Rome 2 increased
the complexity of its siege maps, the flaws in the AI were plain for
all to see.
I wouldn’t say the siege
AI in Rome 2 or, more particularly, Attila, were bad,
however. In fact, considering the complexity of the settlements and
the addition of barricades, deployable defences and siege escalation,
I’d argue the capability of the siege AI in Attila is the best it’s
ever been – even more so than Shogun 2. But the fact is, the siege
AI has proven to perform and behave at a higher and more consistent
level when the obstacles placed before it are reduced.
Which is why it’s not
surprising that the sieges in Total War: Warhammer seem to be taking
a Shogun 2 style approach in terms of simplicity of design. Instead
of multiple walls or gates, we instead have a map with a single wall
to assault or defend. The city streets are significantly widened, as
are the city walls. And, like Shogun 2, may units possess the ability
to climb the walls (with ladders) without the need to build or deploy
the equipment.
The intention is to create
a new siege dynamic where the battle for the walls is all the more
important. In previous titles, including Rome 2 and Attila, it was
often sensible to abandon the walls and instead defend choke points
within the city. Walls were always a terrible place to fight, most
notably due to the lack of manoeuvrability for the units stationed
upon them. It was also incredibly easy to punch a hole through these
walls, making them rather redundant in terms of city defence.
As much as I enjoyed the
sieges in Attila, I wouldn’t argue they gave any great degree of
tactical choice. Despite the complexity of the settlements, walls and
terrain, they played in a very similar manner to those in the
original Shogun or Rome – create an opening and grind your way
inside. It seems the intention of the new siege system in Total War:
Warhammer is to instead make the walls the focus of the siege and the
action.
With city tower range now
extending into the enemy deployment zone, sieges should now be far
faster paced with the attacker unable to simply sit back and whittle
down the walls and defences. Now, they must take the initiative and
immediately advance. But city towers must now also be manned to
function, making it advantageous for the defender to hold the walls
for as long as possible.
It appears units using the
‘magic’ ladders (as they’ve been referred to) will receive a
hefty penalty in terms of either morale, attack or defence, meaning
siege towers and battering rams (or monsters) will be the preferred
way to go. And the reduction of the settlements to a single wall and
gate (or two, in some cases) now means that the action is focused
entirely on a single location.
This can be seen as a
reduction of tactical choice, but let’s be honest – in previous
games, even custom battles of the largest city maps – siege battles
tend to be fought at only one or two locations anyway, and a good
60-70% of the city goes unused. Because the larger the map, the
smaller the action.
The siege maps in Total
War: Warhammer appear to quite snugly accommodate a 40 stack army –
meaning that in the largest possible siege, every part of the map
shall be used. I’ve seen people use videos of ‘epic’ custom or
MP siege battles as an example of the tactical variety possible in
the complex city maps of Rome 2 or Attila, but these custom set up
engagements are in no way representative of the typical siege battles
a player will fight during a campaign.
No, siege battles in a
campaign will typically only involve a single stack or less. By
reducing the map size and simplifying the design, it means these
sieges will still feel like important engagements. Especially
compared to Rome 2 or Attila, where you’d have very large and
complex cities such as Constantinople, but campaign sieges of the
city would seem rather small, because the maps dwarfed the typical
number of units present in such a battle.
They also didn’t feel
very much like ‘real’ cities, as many were just walls surrounding
a small number of buildings. In Total War: Warhammer, the playable
siege area only represents a single section of the city, and the rest
of it serves as an impressive backdrop, creating the illusion of a
vast cityscape, but without losing the focus.
And all this sounds good to
me. It’s another shake up of the system. It’s taking lessons
learned from previous games and applying them with a new twist. That
said, there are some concerns I have. The first is the number of city
templates. Not every settlement will have a unique layout, which I
think is perfectly understandable. But the more map templates – the
better. Hopefully they’ll have an extensive selection.
I also hope we’ll see
variation between settlement layouts in terms of race. This isn’t a
major issue, as the races will each possess unique architecture,
somewhat disguising the map design. From what I’ve seen, the human
and vampire architecture looks stunning. But the dwarf siege maps do
concern me as the ones I’ve seen were very visually flat and poorly
detailed compared to the human and vampire maps.
Obviously, new siege maps
could be patched into the game over time – as we saw with Shogun 2.
I also like the notion that non-capital settlements won’t have
sieges but field battles unless the settlement is specifically
upgraded – hopefully this will cut down on the siege-fest that
plagued the more recent titles.
As I’ve said before,
there’s still a lot we don’t know and we’re really just
speculating about how a lot of this will play out in practice. But
like with Regional Occupation, I do see this new siege system as a
potential benefit to the overall experience. A fresh experience. A
chance for Total War to shake up the formula and try something new. I
understand people may be wary of that, but all we can do now is wait
and see.
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