As well as being uniquely situated, the fortress city of Allenburg - recently introduced via the Wrath of the Nomads update - is unique in its defences. Attackers will effectively have to conduct two sieges to win, in between which a desperate counter-attacking battle for the streets will have to be fought.   


Legend has it that a powerful sorcerer, travelling in disguise (as wizards often do), was so taken with Allenburg’s lively taverns and brewhouses that he vowed that the city should stand for a thousand years. To ensure it survived the ages, he’s said to have cast a spell that changed the land around the city to better protect it from invaders. It is why, some believe, Allenburg is so snug within the bow of its nearby river, and why it can count on such impassable terrain to prevent it from being attacked on all sides. It is also why the high tower overlooking the lower city is known as the Wizard’s Perch, and why some believe that the nameless conjurer resides there, forever keeping watch. Of course, it’s all nonsense, but the administrative authorities are happy to embrace any superstition that might aid in the city’s defence, especially when it is so often threatened.


  • There is a wealth of attacking options, but Allenburg is a large map with a lot of ground to cover and so time can quickly slip away if you let it. Focus your efforts to breach the outer wall in one or two places and be prepared to move quickly when you do.
  • You only need to secure one of Point A or B in order to be able to capture Point C, which you should try and complete as soon as possible to keep the defenders on the back foot. If you try and take A and B both, before C, you will give the defenders the initiative. Instead, secure the first two capture points after you’ve taken C - the extra time you’ll receive could make all the difference as you prepare your final assault on the inner walls.
  • If you allow the defenders too much time to regroup, taking Capture Point D will almost be a mini-siege in itself. Try to establish and maintain a path to the final capture zone while the defenders are engaged elsewhere (still defending C perhaps), ideally by leaving a gate open that you can storm through when the area becomes unlocked.


  • Despite being a large map, the initial front line along the outer wall is conveniently compact, meaning that defending it is far from a lost cause. You could buy your side a lot of time for when the attack does eventually breakthrough by defending it in numbers.
  • Once the outer wall is breached, fall back quickly to pre-arranged defensive positions. Defending Capture Point C should be the team’s priority (a highly mobile counter-attacking force might be handy for that), but be wary of attempts by the attackers to get a foothold in and around Point D while your attention is elsewhere. The high walls will be your last redoubt and you want them to be watertight when Point C is taken.
  • As with the loss of the outer wall, you need to be organised when you’re down to the final capture point. As well the ability to quickly reinforce your troops, the battlements offer a stout defence and should be used to their fullest. Treat the final encounter like it’s a full-on siege and hold the line ‘til the bitter end!