MEDIEVAL REAL TIME STRATEGY Walls, Towers, Trebuchets, Wagons
Crack a defended keep without feeding Knights into stone and slow towers.
A defended castle in MEDIEVAL REAL TIME STRATEGY is a different puzzle from an open keep. Walls stall melee. Watchtowers (about 40 HP, slow damage) punish builders who wander onto a farm. Towers and Outposts (limited mini-castles) add more chip. If you only know how to plant mills, you will bounce. This page is the siege kit: what to build, what to bring, and how to unload it on the keep without donating the army.
You still need the mill line. Siege Workshop units are expensive relative to a $10 builder. Fund them from the windmill income breakdown, then come back. The win object is still every enemy castle, as macro and army compositions repeats; siege is the tool when stone is in the way.
Read the defense before you buy the workshop
Walk a scout or a cheap swordsman up the road. Note:
- Naked keep: Knights plus King aura can finish it. Do not overbuy Trebuchets.
- Watchtower on a mill or choke: swordsmen or Knights kill it. Builders do not.
- Wall ring: Trebuchets. Melee into stone is a donation.
- Tower plus wall plus blob: Catapults for the blob, Trebuchets for the stone, tanks in front.
- Balloon risk on your own mills: leave a home guard. A siege that takes a keep and loses three mills is a trade you may still lose.
Outposts act like extra keeps with a cap on how many you may plant. If the defender’s Outpost is the thing shooting you, it is a castle for targeting purposes. Kill it or ignore it on the way to the real keep, but do not pretend it is a mill.
Workshop roster
Siege Workshop trains:
- Catapult. Area damage against troops. Generally better than Ballista when the enemy is a clump of Crossbowers or a courtyard pile. This is your anti-blob tool.
- Trebuchet. Buildings and walls. This is your anti-stone tool. Point it at walls, towers, Outposts, and the keep. Do not use it as your anti-Knight plan.
- Ballista. Single-target. Players mention fire arrows on this line. Use it to pick a wagon, a King who is mispositioned, or a single high-value body - not to solve a blob.
- War Wagon. Load units with Q, which is the interact button on mobile. Medics belong inside. Mages or Wizards belong inside. A wagon that never loads is a slow hut.
Hospital Medics exist to keep those wagons and the front line alive. Protect them. A dead Medic is a wagon that now dies to chip. Repairman from the keep repairs buildings; he is the defender’s best friend on walls and the attacker’s best friend on a Trebuchet that is taking return fire.
If you need a one-screen reminder of what each engine does, the building power ranking lists workshop and tower value without walking through a full siege.
Balloons, boats, and skipping the road
Balloons bypass towers. That is the entire point. Fly the payload over a Watchtower road, drop on the mill line or the courtyard, and force the defender to peel off the wall. Unlock, load, and raid steps live on balloon raids and air drops. Balloons are not a win condition. Ground still has to hold your own farms, which is why the first-hour castle walkthrough told you to split builders instead of sending everyone on a joyride.
Ports unlock fishing boats, attack ships, and battleships. Water maps make a shoreline keep a naval siege. Load troops with the same Q / interact control documented on the PC and mobile hotkey table. The dock, blue circles, and siege ferries are on ports, fishing, and ships. Do not discover that button in the last thirty seconds of a landing.
Attacking sequence
- Park Trebuchets out of panic range and start the wall. Do not walk them onto the tower’s focus if you can help it.
- Catapults on the defending blob. If there is no blob, skip them.
- Knights or other tanks in front of splash. King aura on the tanks, not on the Trebuchet animation.
- Load War Wagons. Medics in at least one. Unload only when you want bodies on the keep, not in the middle of a Catapult splash.
- Balloons only if the tower line is the actual blocker.
- Sit on the keep until it dies. Walking away at 10 percent because a mill pinged is how sieges reset.
Spell factory is late. If you have one, it is extra pressure, not a reason to skip Trebuchets. Armory research that adds a builder slot is eco, not siege, unless you are replacing dead builders mid-push.
Defending sequence
Walls stall; they do not win. A wall without a Repairman is a countdown. Watchtowers slow raids and will not stop a Trebuchet. Leave swordsmen or Knights at home, especially against balloons. Outposts are capped mini-castles - plant them on the mill cluster you cannot lose. Builder Hut cap around six still applies; fear does not grant extra rebuilders. HP and range shifts land in the patch-by-patch changelog.
Do not melee walls with only Crossbowers, do not send builders at a Watchtower, and do not unload Medics into Catapult splash. Do not siege two keeps unless an ally is the second hammer. The defender is another player on a 200-player server. When the stone is gone, tanks on the keep, splash behind, mills still ticking. The guides overview links siege to how-to-win on purpose. Ranked 6+ punishes slow sieges; queue rules sit on ranked unlock and etiquette.
Frequently Asked Questions
Quick answers for codes, ranked, windmills, and siege fights.
Catapult or Trebuchet for a walled castle?
Trebuchet for walls and buildings. Catapult for the troop blob in the courtyard. Ballista is single-target and a poor wall plan.
How do I load a War Wagon?
Select units and press Q on PC, or the interact button on mobile. Put Medics in a wagon and keep them alive. Details are on the PC and mobile hotkey table.
Do balloons make towers useless?
They bypass towers. They do not bypass a home guard, and they do not destroy a keep by themselves. Use them to skip a Watchtower road.
Should builders attack a Watchtower?
No. Watchtowers have about 40 HP and slow damage, but builders are not the answer. Send swordsmen or Knights, then resume mills.
Where do I see if siege HP changed in a patch?
Read the patch-by-patch changelog. This page uses community-tracked figures such as barracks at 35 HP and watchtowers near 40.