Two Siegebop fortresses with troops fighting between them
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Strategy Guide

Siegebop Strategy Guide

How battles are won: Flux, roads, cannons, counters and fortress builds.

The basics

  • Flux pays for troops. One Flux every 2.5 seconds, up to 10; you start with 5. Sitting at 10 wastes it: if you're full, deploy something.
  • Charge pays for cannon shots. It refills about 5 a second up to 100. A full Charge bar is a shot you didn't take.
  • Your hand is 5 of your 10 cards, dealt in a new order every battle. Build a lineup that works in any order: a tank, a damage dealer behind it, an answer to fliers, and a way to hurt walls.
  • At most 10 troops each on the field. A squad (Squire Pair, Scamp Trio, Bat Swarm) counts once however many bodies it has.

Roads and flags

  • The tunnel is safe and slow. Troops in it move at 72% speed, but shells can't reach them. Use it for anything fragile or expensive.
  • The high road is quick and exposed, and it passes the summit flag. Holding the flag pays extra Flux, so an early, cheap troop on the hill pays for itself.
  • Each battlefield changes one thing:
BattlefieldWhat changes
Ridgewall
Tunnel or high road: safe and slow, or quick and shelled. The summit flag gives +33% Flux.
Twin Peaks
Two summits, two flags at +17% Flux each. Split your push, or stack it.
Split Canyon
No tunnel: the canyon floor is open, sheltered only under the rock spur.
Volcanic Shelf
Rock overhangs stop lobbed shells: hit the terraces with flat, low shots.
Windward Crest
A visible wind bends every shot, flipping every 30 seconds.
Ruined Pass
Broken walls block the high road until smashed, and stop flat shots. The undercroft runs beneath.

Aiming the cannons

  • Drag back from a fire grip, then let go. Further back means more power. Tapping a cannon's button swings the view to it.
  • Lead moving targets. Shells take time to land: aim where the troop will be, not where it is.
  • Shoot clumps, not singles. Splash and spread hit everything near the burst, and swarms melt under it.
  • Shoot the core when the lane is quiet. When no enemy troops threaten you, every spare shot is core damage, and core damage decides the bell.
  • Read the week. The weekly modifier (Low Gravity and others) can change how shells fly in Ranked, Casual and Vs AI, and Windward Crest adds a wind you can see.

Counters

Every troop has a job and an answer. These are the abilities that decide matchups:

TroopFluxAbilityTip
Pikeling
Frontline
2First Strike: Lands one free hit on an enemy charging into reach.Cheap reach. First Strike punishes chargers like Hare Riders and Berserkers.
Vanguard
Frontline
3Guard: Allies within 1.5 m of it take 25% less melee damage.Lead with it: its Guard cuts melee damage to allies right behind it.
Squire Pair
Frontline
4Back to Back: When one squire falls, the other attacks 30% faster.Soaks hits and holds a lane. Splash hurts it: keep it away from shells.
Bastion Knight
Frontline
5Brace: Takes 40% less artillery splash damage.6 armour shrugs off light hits. Breakers and Crossbowmen are its counters.
Clockwork Golem
Frontline
6Unstoppable: Cannot be slowed or knocked back.A machine: a Field Tinker repairs it. Slows don't work on it.
Skirmisher
Skirmisher
2Hunter: Slips past the enemy front line to reach archers within 8 m.Hunter dashes past the front line at enemy archers. Send it behind a tank.
Duelist
Skirmisher
3Parry: Ignores the first melee hit it takes.Parry ignores the first melee hit. Strong one-on-one against melee troops.
Smokerunner
Skirmisher
3Smoke: When hit, ranged enemies lose track of it for 2 s.Ranged enemies lose track of it after a hit: it soaks archer fire for others.
Hare Rider
Skirmisher
4Charge: Its first hit deals double damage.The fastest troop. Quick pressure on a lane before the enemy can answer.
Parasol Guard
Shield
3Parasol: Blocks a ranged hit on itself or an ally within 1.5 m, then recharges for 8 s.Blocks a ranged hit on itself or a neighbour every 8 s: the answer to enemy archers.
Shieldbearer
Shield
4Shield Wall: Absorbs the first artillery splash for allies within 2 m.Shield Wall cancels a cannon blast for allies within 2 m. Put fragile troops right behind it.
Mirror Knight
Shield
5Mirror: Reflects the first Disruptor or Spark effect back at its source.A sturdy 5-armour tank for the middle of a push.
Tower Wall
Shield
5Bulwark: Projectiles that hit it stop there.8 armour and 239 HP: a slow wall for long-range shooters to hide behind.
Bubble Tinker
Shield
6Bubble: A dome absorbs 150 artillery damage, recharging every 12 s.Hits from 3 m behind the front line. Keep it protected.
Anvil Smith
Heavy
5Sunder: Hits strip 2 armour for 4 s.Counters heavy tanks. Pair it with a healer for long fights.
Berserker
Heavy
5Rage: Attacks 50% faster below half HP.Fast hits for a heavy (every 0.9 s). Strong in a long brawl.
Breaker
Heavy
6Crush: Deals 50% extra damage to armoured targets.The answer to Bastion Knights and Golems. Slow: a Medic keeps it going.
Boulder Troll
Heavy
7Regrow: Regenerates 4 HP per second out of combat.The biggest body in the game. Breakers and Ember Imps wear it down.
Steam Juggernaut
Heavy
7Ram: Knocks the first enemy in its path back 2 m.An 8-armour machine: a Field Tinker repairs it.
Ranger
Ranged
2Volley: Long-range support that picks off light troops and fliers.Long reach and your first anti-air. Keep it behind a tank.
Crossbowman
Ranged
3Pierce: Bolts punch through armour.Picks off armoured troops from far back. Keep a wall in front of it.
Harpooner
Ranged
4Reel: Pulls a flier down for 2 s.Pins fliers for 2 s: the hard counter to Gliders.
Ember Imp
Caster
2Burn: Targets take 3 damage per second for 3 s (armour doesn't help).Burn ignores armour: cheap pressure on Bastion Knights and Golems.
Frost Weaver
Caster
4Chill: Slows its target 35% for 2 s.Big hits from 5 m. Needs a front line to stand behind.
Spark Caster
Caster
4Chain: The bolt jumps to 3 targets, 70% damage per jump.Its bolt chains to 3 enemies: best against swarms like Scamp Trio and Bat Swarm.
Storm Kettle
Caster
5Chain 4: The bolt jumps to 4 targets.A machine caster: a Field Tinker keeps it running.
Thunder Sage
Caster
6Thunderclap: Calls a lightning strike with 2.5 m splash.The biggest single hit (142) from 6.5 m. Very slow to swing: protect it.
Drummer
Support
3Tempo: Allies within 3 m attack 15% faster.A cheap extra body for a melee push.
Mason
Support
3Repair: Holds by your gate and restores 8 core HP every 2 s, up to 150 a battle.Drop it early and keep it behind your wall. Shell the enemy's Mason.
Medic
Support
3Patch Up: Heals the nearest wounded ally 12 HP every 2 s. Cannot heal the core.Heals instead of attacking. Keep it behind a tank. It can't heal the core.
Banner Bearer
Support
4Rally: Allies within 3 m move 15% faster.A mid-cost fighter to fill out a melee push.
Field Tinker
Support
4Rivets: Repairs constructs 15 HP every 2 s and gives the nearest ally +2 armour.Repairs machines within 3 m and gives its nearest ally 2 armour.
Alchemist
Support
5Tonic Flask: Lobs a flask that heals allies in 2 m for 25.53 damage from 4 m: a back-line hitter.
Ladder Crew
Siege
3Ladder: Climbs over Palisades and barriers, and crosses a Moat at full speed.Goes over walls instead of through them. Fragile: keep it out of cannon fire.
Powder Runner
Siege
3Kaboom: Explodes on first contact (2 m splash) and is destroyed.Fragile: send it behind a tank so it reaches the wall.
Ram Crew
Siege
4Battering Ram: Only attacks structures; troops must stop it.Escort it: enemy troops have to stop it before it reaches the gate.
Pebble Catapult
Siege
5Lob: Arcs boulders over the ridge at structures only.Long reach but slow and soft. Keep a front line ahead of it.
Siege Mole
Siege
5Dig In: Tunnels through the ridge's steep faces; slowed 50% while under artillery fire.Nothing can target it underground. Send it when the enemy front line is busy.
Drill Wagon
Siege
6Tunnel: Travels underground and surfaces at the enemy wall.Travels underground. A machine: a Field Tinker repairs it.
Clockwork Mouse
Saboteur
2Gnaw: Enemy Charge regenerates 20% slower for 5 s.Slows the enemy's Charge: fewer cannon shots against you.
Gremlin
Saboteur
2Jam: Each hit on the fortress jams a launcher for 3 s.Every hit on the fortress jams a launcher for 3 s. Cheap and fast.
Saboteur
Saboteur
3Sabotage: On reaching the fortress, disables one module for 6 s.Jams a launcher when it reaches the fortress: fewer shells on your push.
Sapper
Saboteur
4Demolition: Plants a charge on a wall module (90 damage after 3 s).Escort it to the wall: it's soft on the way there.
Turncoat
Saboteur
5Disguise: Enemies ignore it until it attacks.A solid 31-damage fighter for the middle of a lineup.
Paper Kite
Air
2Spotter: Enemies near it take 10% more artillery damage.Enemies within 3 m of it take 10% more shell damage. Fly it over a crowd then fire.
Gyrocopter
Air
4Strafe: Shoots ground and air targets alike.The flier that hunts other fliers: send it after Gliders and Bat Swarms.
Glider
Air
5Overflight: Flies over the ridge. Weak to anti-air.Flies over the ridge. Only fliers and anti-air can hit it: Ranger · Spark Caster · Harpooner · Gyrocopter.
Balloon Bomber
Air
6Bombs Away: Drops bombs on structures with 2 m splash.Slow and big. Clear the enemy's anti-air first.

Fortress builds

You fit one defence and one support module. Each defence has an answer already in the roster, and a Saboteur's hit switches both off for 6 seconds.

ModuleWhat it doesHow to beat it
Palisade
Defence
A timber wall in front of your gate. Enemy troops must break it (350 HP) before they can reach the core.Ladder Crews climb over it; fliers and an underground Siege Mole pass it; siege troops break its 350 HP.
Spike Field
Defence
Hits the first enemy on the ground within 5 m of your gate for 45 (armour doesn't help), then resets for 10 s. Answer: send a cheap troop first.Send a cheap 1-2 Flux troop first to spring it, then the real push while it resets.
Guard Tower
Defence
Shoots the nearest enemy on the ground within 7 m of your fortress: 12 damage a second.Fliers ignore it; a Shield troop in front soaks its arrows; a Saboteur switches it off.
Moat
Defence
Enemy ground troops within 8 m of your fortress march at 45% speed. Fliers, the Siege Mole and Ladder Crews cross freely.Fliers, the Siege Mole and the Ladder Crew cross at full speed.
Boiling Oil
Defence
Every second, 12 damage to every enemy at your wall: deadly to squads and swarms. Armour soaks it, so knights shrug it off.Armour soaks it: knights and constructs shrug it off, swarms and squads do not.
Anti-Air Spire
Defence
Shoots the nearest flier within 11 m: 28 damage a second. Ignores the ground.It ignores the ground. Push on foot, and keep fliers for when a Saboteur has it dark.
Flux Regulator
Support
+10% Flux income: more troops over a battle.A support module: switched off for 6 s by a Saboteur hit, like every module.
Charge Capacitor
Support
+25% Charge regeneration: more shots over a battle.A support module: switched off for 6 s by a Saboteur hit, like every module.
Scout Tower
Support
Your troops see through disguises, and your shells hit enemies within 10 m of your fortress as if a Paper Kite marked them (+10%).It reveals Turncoats: against a Scout Tower, spend that Flux on something else.
  • Masonry adds 10 core HP a level, up to 1,110.
  • The Mason holds by your gate and repairs your core 8 HP at a time, up to 150 a battle. Drop it early, and shell the enemy's Mason when you see one.

Masterworks

Fit five Masterwork parts into one of these troops and put it in a Masterwork slot of your lineup. Every second or third deploy of it then comes out as a Masterwork, with a power on top. A gear on the card in your hand counts down to the next one.

TroopPowerEveryWhat it does
Ranger
Triple Volley2nd deployEach hit also strikes up to two more enemies within 1.5 m of the target.
Ember Imp
Wildfire2nd deployIts burn also catches enemies within 1.5 m of the target.
Pikeling
Phalanx2nd deployIts free First Strike hit deals triple damage.
Medic
Field Hospital3rd deployEach heal reaches every wounded ally within 2 m, not just one.
Gyrocopter
Rotor Storm3rd deployEach hit also strikes one more enemy within 3 m.
Hare Rider
Stampede3rd deployIts double-damage charge hits every enemy within 1.5 m of the target.
Bubble Tinker
Big Bubble3rd deployIts dome soaks 250 artillery damage instead of 150.
Pebble Catapult
Boulder Barrage3rd deployIts boulders deal triple damage to walls and the core.
Boulder Troll
Mountain3rd deployArrives with 50% more HP.
Turncoat
Ambush3rd deployIts first hit, from disguise, deals triple damage.

Upgrades

  • Troops: each level adds 5% HP and damage, up to level 12. They count in every mode.
  • Cannons: each level adds 5% troop damage and 2% core damage and reloads 1% faster.
  • Spend on the cards you play most. A level-6 lineup you use beats ten scattered upgrades.

Climbing the AI ladder

Each computer opponent has a fixed rating, so beating a harder one moves your Vs AI rating more. From the Commander up they bring their own stronger troops, sturdier walls and, at the top, Masterworks.

OpponentRatingWhat to expect
Recruit
400Waits, answers what you send, forgets its gate.
Corporal
550Answers you, guards its gate with spikes.
Veteran
700Rushes the high road and the flags.
Commander
1000Brass and Silver units at your level, 2 cannons.
Marshal
1300Silver and Gold, a level up, a Masterwork.
Warlord
1500Gold and Mythril, two Masterworks, 3 cannons.

Against the top tiers, bring an answer to fliers: the Warlord's Gyrocopter is a big part of its strength.

Winning at the bell

  • A destroyed core ends the battle at once.
  • At 3:00 comes a minute of overtime with double Flux: save a strong push for it.
  • If both cores still stand, the winner is whoever destroyed the bigger share of the other's core. Chip damage on the core all game long is what wins close ones.

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