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Editing 40d:Ambush

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{{quality|Exceptional|15:49, 30 September 2010 (UTC)}}{{av}}  
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{{av}}
 
''(Disambiguation - see also the [[ambusher]] skill)''
 
''(Disambiguation - see also the [[ambusher]] skill)''
  
  
An '''ambush''' is a sudden event in [[fortress mode]] when a small force of enemies attempts to attack your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarves]] in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves or [[pet]]s. While [[cage trap]]s will reveal ambushes, Not all traps trigger alerts, [[stone-fall trap]]s and [[weapon trap]]s do not. You can still detect invaders from checking your traps "visually" - if the trap killed an invader the [[corpse]] and gear will be there. An ambush is announced with the message: "An Ambush!  Curse them!". Ambushs tend to arrive with [[caravan]]s but can happen any time. They are not limited to one race - [[Kobold]]s and [[goblin]]s can arrive shortly after each other although they will not join forces as such. Note that Goblins will usually ambush with more than one squad, each of which will trigger a separate message and also has to be detected separately.
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An '''ambush''' is a sudden event in [[fortress mode]] when a small force of enemy [[humanoid]]s attempts to attack your [[fortress]]. While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarves]] in your fortress, and so can be triggered by relatively small populations.  An ambush is not announced immediately, but instead is announced when your fortress becomes aware of the attackers, such as when they set off a [[trap]] or come close to your dwarves or [[pet]]s. Not all traps trigger alert, specifically [[trap|stone fall traps]] and [[weapon trap]]s do not , [[Trap#Cage_Trap|cage traps]] do {{version|0.28.181.40d}}. You can still detect invaders from checking your traps "visually" - if the trap killed an invader the [[corpse]] and gear will be there. An ambush is announced with the message: "An Ambush!  Curse them!". Ambushs tend to arrive with [[caravan]]s but can happen any time. They are not limited to one race - [[Kobold]]s and [[goblin]]s can arrive shortly after each other although they will not join forces as such. Note that Goblins will usually ambush with more than one squad, each of which will trigger a separate message and also has to be detected separately.
  
The same alert will also occur if a non-citizen creature has been using the ambush skill and stops, e.g. while hunting.  In this case, only the creature being stalked has been ambushed, and the player should not be alarmed.
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The same alert will also occur if a non-citizen creature has been using the ambush skill and stops, e.g. while hunting.  In this case, only the creature being stalked has been ambushed, and the player should not be alarmed.{{v|0.27.176.38c}}
  
 
(A rare announcement is "A kobold is hidden away here" - which occurs only "if a kobold is discovered that is already unconscious or otherwise incapacitated".<sub>Toady One</sub> )
 
(A rare announcement is "A kobold is hidden away here" - which occurs only "if a kobold is discovered that is already unconscious or otherwise incapacitated".<sub>Toady One</sub> )
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== Ambushers ==
 
== Ambushers ==
 
=== Goblins ===  
 
=== Goblins ===  
[[Goblin]]s will send a small force of attackers numbering between 4-8 soldiers. These forces are frequently accompanied by one goblin with somewhat better gear, and he is always of a different troop than the rest.
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[[Goblins]] will send a small force of attackers numbering between 4-8 soldiers. These forces are frequently accompanied by one goblin with somewhat better gear, and he is always of a different troop than the rest.
  
 
Usually they send more than one squad at once - up to 4 squads, each with its own "leader". These squad leaders may be from different goblin towers.
 
Usually they send more than one squad at once - up to 4 squads, each with its own "leader". These squad leaders may be from different goblin towers.
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=== Kobolds ===
 
=== Kobolds ===
[[Kobold]]s will test your fortress by sending [[thief|thieves]] dependent on your fort's population and wealth. If they are detected they will attempt to flee from you. Kobold soldiers - usually archers, though [[swordsdwarf|swordsmen]] and [[speardwarf|spearmen]] are possible - will begin to arrive if the Kobold thieves successfully steal any items; the number of successive soldiers and thieves who arrive will depend on how many items were stolen previously. Kobold melee soldiers have [[copper]] [[weapon]]s and little or no [[armor|armour]], making them somewhat easy to dispatch, but ranged attackers can be deadly.
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[[Kobolds]] will test your fortress by sending [[thief|thieves]] dependent on your fort's population and wealth. If they are detected they will attempt to flee from you. Kobold soldiers - usually archers, though [[swordsdwarf|swordsmen]] and [[speardwarf|spearmen]] are possible - will begin to arrive if the Kobold thieves successfully steal any items; the number of successive soldiers and thieves who arrive will depend on how many items were stolen previously. Kobold melee soldiers have [[copper]] [[weapon]]s and little or no [[armor|armour]], making them somewhat easy to dispatch, but ranged attackers can be deadly.
  
Kobold thieves are very crafty at finding unpatrolled venues into your fortress, and will not set off [[trap]]s or stop for locked doors. It is wise to chain animals near possible entrances to detect kobold infiltrators. [[War dog]]s (and probably other animals) will detect a kobold up to 2 tiles away, and will stray up to 1 tile in any direction away from their [[restraint]] - to make sure, bracket a 3-wide hallways with two animals, one against each wall, so no thief can pass without being within 1 tile of an animal.
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Kobold thieves are very crafty at finding unpatrolled venues into your fortress, and will not set off [[traps]] or stop for locked doors. It is wise to chain animals near possible entrances to detect kobold infiltrators. [[War dog]]s (and probably other animals) will detect a kobold up to 2 tiles away, and will stray up to 1 tile in any direction away from their [[restraint]] - to make sure, bracket a 3-wide hallways with two animals, one against each wall, so no thief can pass without being within 1 tile of an animal.
  
 
=== Humans ===
 
=== Humans ===
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Hostile [[elves]] have been known to ambush, but can be easily destroyed being that they only use wooden weapons and wrestlers.
 
Hostile [[elves]] have been known to ambush, but can be easily destroyed being that they only use wooden weapons and wrestlers.
  
Note that elves are often (if not always) riding horseback (or worse, [[unicorn]]s) when they arrive at your fortress, and will still be on horseback when springing from ambush. If you are notified of an ambush and see only a gaggle of {{Raw Tile|H|7:0:0}}s, you are dealing with an elven ambush. This behavior seems to have been programmed hastily as there is no apparent way to inspect the horse to see who, if anyone, is riding it.
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Note that elves are often (if not always) riding horseback (or worse, [[Unicorn]]s) when they arrive at your fortress, and will still be on horseback when springing from ambush. If you are notified of an ambush and see only a gaggle of {{Raw Tile|H|{{COLOR:7:0:1}}|{{COLOR:7:0:0}}}}s, you are dealing with an elven ambush. This behavior seems to have been programmed hastily as there is no apparent way to inspect the horse to see who, if anyone, is riding it.
  
 
On the upside, elves on horseback do not seem to attack with equipped ranged weapons. Killing the horse will dethrone its rider. If the horse steps on a trap, both horse and rider will be inside the cage together when it is brought back to a stockpile, but there is no way to know this until the horse is released and killed later. Note the horse will still be tagged as an invader, even if you tame it.
 
On the upside, elves on horseback do not seem to attack with equipped ranged weapons. Killing the horse will dethrone its rider. If the horse steps on a trap, both horse and rider will be inside the cage together when it is brought back to a stockpile, but there is no way to know this until the horse is released and killed later. Note the horse will still be tagged as an invader, even if you tame it.
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===Passive Defense===
 
===Passive Defense===
*[[Trap]]s will all attack goblin ambushers, and cage traps work against any ambushers (except kobolds and other creatures with the [[Creature token#T|trapavoid]] tag) while alerting you as they do so.  Thus traps make good defenses, especially when placed in places that you know the enemy will be forced to go through.
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*[[Traps]] will all attack goblin ambushers, and cage traps work against any ambushers (except kobolds and other creatures with the [[Creature_tokens#T|trapavoid]] tag) while alerting you as they do so.  Thus traps make good defenses, especially when placed in places that you know the enemy will be forced to go through.
 
*Creating chokepoints in which to place detectors like chained animal and cage traps can greatly increase their effectiveness by reducing the number of ways the attackers can simply bypass them.  If an ambush manages to make it to the outer edge of your defenses, a chained animal placed in such a chokepoint and backed up by several rows of traps is often enough to break the enemy and send them into retreat.
 
*Creating chokepoints in which to place detectors like chained animal and cage traps can greatly increase their effectiveness by reducing the number of ways the attackers can simply bypass them.  If an ambush manages to make it to the outer edge of your defenses, a chained animal placed in such a chokepoint and backed up by several rows of traps is often enough to break the enemy and send them into retreat.
 
*A [[moat]] - especially combined with [[drawbridge]]s - is just as effective against detected ambushers as against a siege.  However, it can also help keep outdoor workers such as [[woodcutter]]s safe by sealing off access to areas that hold valuable resources.  For example, isolating a large patch of trees behind a moat so that it can only be accessed from your fortress will allow you to harvest that lumber with literally zero threat from melee-weapon ambushers, and a line of [[fortification]]s behind that moat will reduce the threat posed by enemy archers and crossbowmen.  Note that [[water]]-filled moats in cold or temperate climates can freeze during winter, so in those situations, filling that moat with water may not be a good idea.
 
*A [[moat]] - especially combined with [[drawbridge]]s - is just as effective against detected ambushers as against a siege.  However, it can also help keep outdoor workers such as [[woodcutter]]s safe by sealing off access to areas that hold valuable resources.  For example, isolating a large patch of trees behind a moat so that it can only be accessed from your fortress will allow you to harvest that lumber with literally zero threat from melee-weapon ambushers, and a line of [[fortification]]s behind that moat will reduce the threat posed by enemy archers and crossbowmen.  Note that [[water]]-filled moats in cold or temperate climates can freeze during winter, so in those situations, filling that moat with water may not be a good idea.
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:* [[Military design]]
 
:* [[Military design]]
  
{{Category|World}}
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[[Category:World]]
{{Category|Military}}
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[[Category:Military]]
{{Category|Fortress defense}}
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[[Category:Fortress defense]]

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