Microscend
Micro drill · 90 seconds

Siege Dodge

Read the landing zone, step out, keep shooting.

Catapults outrange your riflemen, and one shell kills everything it lands on. Each shot is marked on the ground before it lands: step out of the circle, then get back to shooting. Dodging is half of it; the other half is not stopping the fight to do it.

Free in your browser. No download, no account needed.

What it trains

Rounds of one to five catapults, a fresh squad for each. The catapults shell whoever stands still, so a squad that never moves loses everyone, and a squad that only runs never brings a catapult down. It trains reacting to an attack you can see coming, fighting in two or three groups so that one shell moves only one of them, and firing the volley you are in before you step.

Rated in Micro alone. It also uses Mechanics, which their own drills rate.

The drill

90 seconds · measures Bronze – Master Play

The situation

Catapults out-range your riflemen and take five volleys to bring down, and one shell kills everything it lands on. They shell riflemen who stand still: shoot, step out of the red circle, shoot again.

Scoring

+100 per catapult destroyed, +8 per rifleman alive when a round is cleared. Each round brings a fresh squad, and later rounds more catapults. Lose more than half a squad and its round starts again, catapults repaired.

How to play it

  • A red circle marks where a shell will land. Step out of it, then send the riflemen back to their target.
  • Catapults take turns shelling the biggest group standing still. Fight in two or three groups and a shell moves only one.
  • Fire the volley you are in, then step: the rifles reload while you walk.

Your best Not played yet

In your games

The same reflex dodges ravager biles and disruptor shots in StarCraft II and steps archers away from mangonel and onager shots in Age of Empires, without letting the fight stop.

Every drill