Siege in Heroes of Might and Magic IIThis material does not claim to be original and is intended primarily for future compilers of a full reference guide for Heroes of Might and Magic II. For Heroes of Might and Magic I, there is a handbook by the esteemed VDV_forever; for Heroes of Might and Magic III, there is PhysMiG by the esteemed AmberSoler. I hope that someday something similar will appear for "the two"! At the moment, the best source of information on Heroes of Might and Magic II, in my opinion, is the FAQ from the FIDO era, compiled by users of the RU.GAME.STRATEGY echo:
"Oracle | A puddle between the rocks (where is their SQL server, in a puddle?) :) | Full info on opponents" (c)
If anyone doesn't have it, download it from here (61754 B) Well then, let's begin...
I Defensive Shooting Towers (Ballistae)Defensive shooting towers can be viewed as units of shooters that cannot be blocked. The attack of the central tower is 2, and the damage is (2-3) * k, where k is the number of buildings in the town. The attack of the left and right towers is 2, and the damage is (2-3) * [k/2].
Note: the castle itself is also considered a building, so the value of k can range from 1 (empty castle) to 20 (fully built castle).The turn of the defensive shooting towers occurs before the turn of the fastest defending unit. First, the central tower fires, then the left (upper), and finally the right (lower).
The attack of the shooting towers can be increased by:
1) the number of levels of the mage guild built in the town (+1 for each floor);
2) the attack of the defending hero or captain.
Notes:
1) The mage guild is considered a single building regardless of its level;
2) Upgraded creature dwellings are not buildings in this context;
3) The values of k and [k/2] can be found in the information window of the central tower.The damage of a shooting tower can be increased or decreased depending on the difference between its attack and the defense of the attacking unit of the besiegers. For each unit of difference A - D, the damage increases by 10% if the tower's attack is greater than the enemy unit's defense, and decreases by 5% for each unit of difference D - A if the defense is greater than the attack:
Damage = [Base_Damage * (1 + 0.1 * (A - D))], if A >= D;
Damage = [Base_Damage * (1 - 0.05 * (D - A))], if D > A.
Notes:
1) The coefficient 1 + 0.1 * (A - D) is capped at a maximum value of 3, which is observed at A - D = 20;
2) The coefficient 1 - 0.05 * (D - A) is capped at a minimum value of 0.2, which is observed at D - A = 16.
Thus, depending on the attack/defense ratio, the resulting damage can exceed the base by three times or be five times lower than the base, but not less than 1 HP.So,
Base_Damage = (2-3) * k (for the central tower),
Base_Damage = (2-3) * [k/2] (for the left and right towers),
A = 2 + Hero_Captain_Attack + Mage_Guild_Level,
Delta = min(A - D, 20), if A >= D,
Delta = max(A - D, -16), if A < D,
Damage = [Base_Damage * (1 + 0.1 * Delta)], if A >= D;
Damage = [Base_Damage * (1 + 0.05 * Delta)], if A < D.
Note: [x] denotes the integer part (for example, [1.99] = 1), meaning the resulting tower damage is an integer and the fractional part is truncated, unlike the damage of regular units, where it is rounded, i.e., for regular units Damage = [x + 0.5]Since a tower is formally a shooting unit with a number of combat units equal to the number of constructed buildings in the town, base damage is generated separately for each combat unit (it can be 2 or 3), so damage from the center of the range [Min_Damage..Max_Damage] is more likely. Damage near the boundaries of this segment is unlikely (the higher the value of k, the higher the probability of damage from the center of the range and the lower the probability of damage near its boundaries: the probability distribution curve resembles a bell).
II Defensive MoatThe defensive moat serves as an obstacle for foot units and is crossed by them in two turns, i.e., to cross the moat, a unit must first enter it (this applies to units of both sides). Unlike the third part, units inside the moat receive no damage and no penalties to their stats.
A unit receives a +3 attack bonus if it attacks a unit standing in the moat (exception - shooting towers: they do not receive the specified bonus). In order for foot units to enter the castle bypassing the moat, it is necessary to either force the enemy foot unit to open the gates, use the Teleport spell, or wait for them to be destroyed by a catapult.
I will describe the gates in more detail later and separately. III Penalties for Shooting Units of the Besieging SideThe fortress wall provides protection from shooting attacks to all units of the defending side, meaning that the shooters of the besieging side receive a penalty when firing at enemy units sheltered behind the fortress wall. Visually, the presence of a penalty is displayed as a cursor in the shape of a broken arrow when hovering over an enemy unit. When firing with a penalty, the damage dealt by shooters is halved. There are rules that allow one to determine in which cases the penalty is absent (everything is quite complex here: the penalty may be absent even with half-destroyed sections of the fortress wall, i.e., when no section is completely destroyed!)
To be continued...