During Sieges

Siege Screen Equipment Condition Icons

Once a siege starts, officers will independently decide how to proceed, but the daimyō may also give them direct orders.
Points are placed throughout the battlefield, and units will move between them. More damage can be dealt by surrounding an enemy unit in a pincer.

How to Start Sieges

Siege Screen

Total Soldier Count, Marching Unit Numbers, Standby Unit Numbers

This is the total soldier count of all marching units.
indicates the number of marching units.

Total Morale

Unit abilities increase in proportion to total morale.
Morale is altered by various occurrences, such as the defeat of units or destruction of equipment.
The morale of the attacking side will decrease over time. When it reaches 0, the attackers will lose.

Soldier Count and Stamina Gauge

When a unit's soldier count reaches 0, the unit will be destroyed. The officers of a destroyed unit may be captured or die in battle.High defense makes it harder for soldier count to be reduced.
Stamina is consumed as the unit performs activities, and abilities will decrease as stamina falls. Stamina will recover while a unit isn't acting. High defense makes it harder for stamina to be reduced.

Unit Abilities
Cavalry LV and Muskets LV Performs a powerful attack when encountering an enemy unit.
Inflicted damage increases in proportion to the LV.
Attack Offensive power. High attack deals more damage to the enemy. Affected by the unit's VAL.
Defense Defensive power. High defense helps prevent reductions to soldier count and stamina. Affected by the unit's LEA.
Mobility Movement speed. Units with high mobility move faster.
Tactics

Activate tactics to gain special effects.
When the gauge is full, the tactic can be activated. Officers will do this automatically, but you can also give the order.

Equipment

Equipment is destroyed when its HP reaches 0. The HP of equipment changes according to the castle's HP.
By destroying equipment, the attacking side gains morale and can pass through.
The defending side can freely pass through equipment. Units fighting atop equipment will take reduced damage because the equipment will be damaged instead.

Citadel Important equipment situated in the middle of the castle. If destroyed, the defenders lose.
Gate Important equipment that defends the citadel. Inflicts damage on nearby attacking units and hinders their progress.
If destroyed, the defenders' total morale decreases.
The gate is strengthened if the castle possesses a Stone Drop or Incendiary Artillery (unlocked through the Defense Infrastructure policy).
Barricade Equipment used to defend the castle. Has no special effects.

Important Equipment

Manually activated important equipment can be activated by pressing the button when its gauge is full. If units are located atop important equipment, the time taken to activate its special effect will be reduced.
Constantly active important equipment will have a continuous and constant effect on the surroundings.
Constant growth important equipment can gain levels. As its gauge fills, its level goes up, and its effect gradually becomes stronger (up to LV5).

Arrow Tower Constantly Active Reduces soldier count.
War Drum Constantly Active Increases tactic restoration.
Small Supply Camp Constantly Active Restores stamina.
Camp Enclosure Constantly Active Increases defense.
Arsenal Constant Growth Increases musket LV.
Stables Constant Growth Increases cavalry LV.
Secret Camp Manually Activated Applies confusion and lowers defense.
Camp Fort Constantly Active Nullifies pincer attacks and increases defense.
Battery Manually Activated Reduces soldier count.
Relief Station Manually Activated Restores soldier count.
Boulder Tower Manually Activated Reduces stamina and soldier count.
Lumber Yard Constant Growth Increases HP of equipment.
Subversive Camp Constant Growth Decreases defense and mobility.
Watchtower Constant Growth Reduces soldier count.
Music Outpost Manually Activated Restores stamina.

Condition Icons

When units are inflicted with status effects, their actions will be restricted.

Confusion Triggered by tactics, special post activations, or the destruction of disengagement points.
The unit cannot move, fight, or respond to commands. This effect will wear off after a certain amount of time.
Retreat Triggered by decreased soldier count.
The unit cannot fight or respond to commands, and it will move toward the nearest allied disengagement point.
The unit will leave the battlefield once it has arrived at a disengagement point.
Units of officers or tribes with low loyalty will retreat faster than normal.
Uncontrollable The unit cannot be controlled.
Restoration If a unit doesn't move and performs no actions, stamina will recover.