Just some observations on the siege map (largely inspired by people who will remain nameless complaining about the difficulty of assault ):
1. Ladder locations (note the "front" of the castle is the side with the gate). Note that each ladder offers a separate benefit you can utilise depending on the team make up. The one most people go for at the front should never be used by itself. Note that a short distance around the side (literally on the other side of the corner tower) is another ladder. Two ladders in relatively close proximity? If you attack via both ladders at the same time it forces the defender to split his forces. If you gain the ladders, it also puts more people on the wall at once. Sneaky method - attack one ladder with the majority of your force while a small group split off to attack the other. Whichever group gets to the top first can assist the second group by attacking those guarding their ladder from behind.
The ladder at the back of the keep tower(on the left wall if facing the gate) is less popular than it should be. For a start, the keep blocks defenders in the courtyard and ramparts from shooting at you, which is always nice. Secondly, the narrow rampart constricts the defenders to a space little wider than the ladder to fight in, preventing them bringing their numbers to bear. Sneaky method - send a small infantry force to this ladder while you feint at the front. Keep your cavalry near the gate. Your small force can run along the front rampart (think about using the little wooden archer post to hide your movements from the courtyard) and jump down the murder hole in the gate tower. Once in there, someone opens the gate to let in the cavalry and the rest of your forces.
The rear ladder - it's a long hike for infantry, however the tree in the courtyard obscures the top of this ladder from anyone not on the rear wall. Since the defenders usually rush to the front of the castle, this can provide a sneaky and unopposed route into the castle. I would suggest assaulting the front with your infantry while your cavalry rush around the back to use this ladder; the infantry feint should keep the defenders interested in their traditional position at the front of the castle, meanwhile you can get a sizeable cavalry force over the walls and under their very noses. What you do with this is up to you; assault the defenders from the back, sieze the gate or I've even used it to sneak a win (which should be a lesson for the defenders to keep an eye on the flag as much as possible)
2. Numbers, numbers, numbers. Biggest mistake most attackers make is to split up. I don't just mean people tearing off around the castle (though with cavalry it can happen). Quite a lot of the time I see people run up to the front wall, erect the ladder and then start running up it immediately. If they're lucky you have two or three guys nearby who do the same thing, but since there's usually five or six defenders waiting for them it's a suicide mission. Generally, when the attackers win it's always because they've breached the castle in force. If necessary, hugging the wall and waiting for support is always worthwhile. Get enough men on the walls and the game is in the bag.
3. Communication. Biggest complaint in this regard is that it's purely text based at the moment. However, while you are on a time limit it's better to waste thirty seconds coming up with an effective plan than waiting respawn from charging the enemy haphazardly and getting killed. You spawn in an area protected by a pallisade and mantlets which will protect you from enemy sniping, and let you keep a watch for sneaky sallies. Spend a little time to ensure the team is on the same page before charging in and you'll be glad you did in the long term.
1. Ladder locations (note the "front" of the castle is the side with the gate). Note that each ladder offers a separate benefit you can utilise depending on the team make up. The one most people go for at the front should never be used by itself. Note that a short distance around the side (literally on the other side of the corner tower) is another ladder. Two ladders in relatively close proximity? If you attack via both ladders at the same time it forces the defender to split his forces. If you gain the ladders, it also puts more people on the wall at once. Sneaky method - attack one ladder with the majority of your force while a small group split off to attack the other. Whichever group gets to the top first can assist the second group by attacking those guarding their ladder from behind.
The ladder at the back of the keep tower(on the left wall if facing the gate) is less popular than it should be. For a start, the keep blocks defenders in the courtyard and ramparts from shooting at you, which is always nice. Secondly, the narrow rampart constricts the defenders to a space little wider than the ladder to fight in, preventing them bringing their numbers to bear. Sneaky method - send a small infantry force to this ladder while you feint at the front. Keep your cavalry near the gate. Your small force can run along the front rampart (think about using the little wooden archer post to hide your movements from the courtyard) and jump down the murder hole in the gate tower. Once in there, someone opens the gate to let in the cavalry and the rest of your forces.
The rear ladder - it's a long hike for infantry, however the tree in the courtyard obscures the top of this ladder from anyone not on the rear wall. Since the defenders usually rush to the front of the castle, this can provide a sneaky and unopposed route into the castle. I would suggest assaulting the front with your infantry while your cavalry rush around the back to use this ladder; the infantry feint should keep the defenders interested in their traditional position at the front of the castle, meanwhile you can get a sizeable cavalry force over the walls and under their very noses. What you do with this is up to you; assault the defenders from the back, sieze the gate or I've even used it to sneak a win (which should be a lesson for the defenders to keep an eye on the flag as much as possible)
2. Numbers, numbers, numbers. Biggest mistake most attackers make is to split up. I don't just mean people tearing off around the castle (though with cavalry it can happen). Quite a lot of the time I see people run up to the front wall, erect the ladder and then start running up it immediately. If they're lucky you have two or three guys nearby who do the same thing, but since there's usually five or six defenders waiting for them it's a suicide mission. Generally, when the attackers win it's always because they've breached the castle in force. If necessary, hugging the wall and waiting for support is always worthwhile. Get enough men on the walls and the game is in the bag.
3. Communication. Biggest complaint in this regard is that it's purely text based at the moment. However, while you are on a time limit it's better to waste thirty seconds coming up with an effective plan than waiting respawn from charging the enemy haphazardly and getting killed. You spawn in an area protected by a pallisade and mantlets which will protect you from enemy sniping, and let you keep a watch for sneaky sallies. Spend a little time to ensure the team is on the same page before charging in and you'll be glad you did in the long term.