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This article is about the unit in Age of Empires II. For other uses, see Siege Tower.

Siege weapon used to scale enemy walls; resistant to archer attack.
Age of Empires II description

The Siege Tower is a siege unit introduced in Age of Empires II HD: The Forgotten that was only available in a few campaign scenarios and the Scenario Editor.

Since The African Kingdoms, it is trainable at the Siege Workshop. Its purpose is to unload foot soldiers beyond enemy walls, enabling troops to quickly penetrate an enemy settlement.


The Forgotten[]

Animation of the Siege Tower unloading units over an enemy wall.

The Siege Tower has a high amount of hit points and pierce armor for a siege unit, and is capable of firing volleys of arrows at nearby enemies for defense. Despite this, however, it is almost useless against fortifications, even losing a one-on-one battle against a Watch Tower, but rather shines as a decent armored troop transport similar to the Battering Ram.

Garrisoning soldiers inside the Siege Tower will increase its speed, but not the amount of arrows it fires.

A new variant of the Siege Tower was introduced in The African Kingdoms. This variant is hidden in the Scenario Editor, but still exists in the game files.

The African Kingdoms[]

The Siege Tower in The African Kingdoms has changed functionality, gaining the ability to unload garrisoned troops on the other side of a wall, while losing its attack. It can help bypass base fortifications, avoid raising enemy suspicion too quickly, and reduce the time spent on destroying walls for entry during a siege.

A fully garrisoned Siege Tower also has a speed of 1.3, as fast as an Elite Eagle Warrior without Squires. This makes it an effective armored land transport, which can move vulnerable units such as Gbetos or Shotel Warriors through enemy pierce attacks with relative safety. Its speed also aids the transport of slow, kitable infantry, such as Teutonic Knights. The Mongols may utilize Drill to make their Siege Tower one of the fastest possible land units (with a speed of 1.7 when fully garrisoned). Should they garrison 10 units within, and have researched Drill, their Siege Towers will race even a Hussar with Husbandry.

To make the Siege Tower unload troops over walls, it must be instructed to attack the wall section that the player wishes to unload over. This is opposed to simply ungarrisoning the troops, which will merely make them reappear around the tower. This behavior is in some ways counter-intuitive due to Siege Towers having a unique mechanic, without it being explicitly explained in game.

The Siege Tower cannot unload if there is not enough room on the other side, or if there are multiple layers of walls blocking it. As it can no longer attack, the Siege Tower becomes highly vulnerable towards melee attackers and should be escorted until contact with an enemy wall is made and the troops inside are deployed.

Another factor that makes Siege Towers difficult to use is the way unit pathing works in Age of Empires II. Oftentimes, the Siege Towers will not move in ways the player intends, especially when trying to position the Siege Tower next to a wall.

Siege Towers can help to defend walls against sieges, when paired with infantry, such as the Elite Eagle Warrior. Should enemy units block a player's Gate, a group of 10 Eagles may vault their own wall (where deployment space exists), ambushing and dismantling siege weapons such as rams. Alternatively, Halberdiers can be deployed against cavalry assaults, and Condottiero can likewise counter Bombard Cannons.

Siege Towers also provide protection to allied units behind them from arrow-fire of enemy fortifications (but not from projectiles of enemy units or ships). As long as the projectiles from the enemy defenses hit the collision box of the Siege Tower, it absorbs all the damage and the units behind remain safe.

This cover from arrow-fire is also provided by all the rams. Due to their larger size, Siege Towers can provide better cover to several units behind them, but they have a tendency to move away when under attack as their stance can not be set.

Campaign appearances[]

  • In An End and a Beginning, the first level of the Sforza campaign, there is a Siege Tower standing around in the camp of Captain Luigeusi.
  • It also appears in the second level O Fortuna at the very end, where Carmagnolas troops destroy the attacking Siege Tower of Malatesta.
  • In Arrival at Bari, the first level of the Bari campaign, there is a Siege Tower being part of the player's troops to be landed at Emperor Louis II's port.

Further statistics[]

Unit strengths and weaknesses
Strong vs. Nothing
Weak vs. Melee units, especially Magyar Huszars and Eagle Warriors
Hit points Unique-tech-imperial.jpg Furor Celtica (+40%, Celts only)
Attack ChemistryDE.png Chemistry (+1, only in The Forgotten)
Range SiegeEngineersDE.png Siege Engineers (+1, only in The Forgotten)
Accuracy BallisticsDE.png Ballistics (hit moving targets, only in The Forgotten)
Armor CastleAgeUnique.png Ironclad (+4/+0, Teutons only)
Speed Unique-tech-imperial.jpg Drill (+50%, Mongols only)
Conversion defense FaithDE.png Faith
HeresyDE.png Heresy

Civilization bonuses[]

  • Aztecs: Siege Towers are created 11% faster.
  • Burmese: Researching Faith is 50% cheaper.
  • Celts: Siege Towers fire 25% faster (only in The Forgotten). Siege Towers can convert herdables even if enemy units are next to them.
  • Chinese: Researching Faith is 20% cheaper.
  • Portuguese: Siege Towers cost 20% less gold. Faith and Heresy are researched 30% faster.
  • Slavs: Siege Towers are 15% cheaper.

Team bonuses[]


The Forgotten[]

  • Siege Towers are only available in the Scenario Editor and campaigns.
  • Siege Towers have 6 range (minimum range 1), 6 attack (+6 against buildings), a ROF of 4, and an accuracy of 90%. They always shoot volleys of arrows.
  • Siege Towers move at a speed of 0.6.

The African Kingdoms[]

  • Siege Towers are available in Siege Workshops.
  • Siege Towers are no longer able to attack, but can drop troops behind enemy Walls instead.
  • Siege Towers move at a speed of 0.8.
  • Siege Towers initially cost 300W/160G. With patch 4.8, Siege Towers cost 200W/160G.

Definitive Edition[]

Dynasties of India[]

  • With update 61321 Siege units and ships are now resistant to armor-ignoring attacks similarly to buildings. Siege Towers were reworked to unload units more consistently.


  • The Siege Tower is the only military unit incapable of attacking any enemy unit or structure (since The African Kingdoms).
  • Despite being introduced in The Forgotten, it is shown with a The Conquerors icon in the Scenario Editor of the HD Edition.
  • With Drill researched, Mongol Siege Towers fully loaded with infantry move at the speed of 1.7, making them one of the fastest land units in the game, outsped only by Shrivamsha Rider and Scout Cavalry with Husbandry researched, and by the Cuman Scout Cavalry line in the Imperial Age.
  • The new (The African Kingdoms) Siege Towers have become center of a huge debate within the AoEII HD community due to its lack of attack. It has been described as being the "most useless" and "weakest" unit due to its very limited use of tactics, being a 'one trick pony', and high price.
  • In addition to all infantry and foot archer units (and such-classed Hero units), Siege Towers can also be garrisoned with Villagers. Further, they can be garrisoned with unique Scenario Editor units Photon Man and Penguin. They can never be garrisoned with Petards, Saboteurs, Kings or Queens (or similar Hero units), Monks (and other Monk-like units), Merchants, or animal units like Hunting Wolves or Furious the Monkey Boy.


The siege tower or belfry was a wheeled wooden structure used to get over the city walls. The outer part of a siege tower was often covered with animal hides to make it fireproof. For further protection against hostile troops, siege tower carried archers who fired from inside and top.[1]