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A Guide to Total World Domination: or, How to Sack a City in Warhammer Online
The following guide to sacking the enemy's city is no way intended to be 'Realm-ist'. The author even plays Order himself. The example of Altdorf is merely to illustrate the complexity of the City Siege process, and is not an effort to give Destruction an edge in sacking their enemy's Capital. Further detailed guides on both cities and their content will be illustrating each Realm's finer points at a later date.
Contesting the Enemy's City
The culmination of the ever-present conflict in Warhammer Online is the capture and ransacking of the enemy's capital city. Herein we'll detail the steps necessary for opening the gates of the city, and ultimately taking it for your realm. Later on, we'll have more specific guides for each step along the way, but every razing and pillaging group of warriors must start somewhere, so let's begin with the basics.
Opening up the gates of either city is a long and arduous process that begins in the Tier 4 zones primarily. In order to force your enemy's city into the contested state, you and the fellow warriors of your realm must first capture 2 fortresses in the Tier 4 zones within 12 hours of each other.
In order to attack these fortresses, you must first capture the zones prior to the Fortress zones in Tier 4 by Zone Control (participating in Scenarios, queuing for Scenarios, capturing Objectives and Keeps, Killing enemy players and completing PQs). What this means is you'll first push to a zone between your Tier 4 home and the enemy's (Praag for example), and once you've taken control of that zone you would push forward to Reikland or Chaos Wastes (depending on your allegiance) and capture the objectives there.
Once both are held by your Realm, you will be free to take on the challenges of sacking the enemy's fortress in that racial pairing. What goes into taking an enemy's fortress in Tier 4, you ask?
Fortresses are the last bastion of defense before you can start knocking on your enemy's city gates. If ever there is a need to work together against all odds, this is it. If you don't win here, there is no hope for bringing the fight to the city.
Each fortress has its own zone, and once players enter this area they'll have 60 minutes to topple the defenses and take down the Fortress Lord. The outer reaches of each fortress has 10-12 siege weaponry pads for the attackers to use in order to take down the defenses. Similarly, the fortress walls are lined along the top with 6-8 of their own weaponry pads for the defenders to use.
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