Armies tend to be fairly small in Dune: Spice Wars. The hostile environment of Arrakis means it's necessary to choose quality over quantity. With only a handful of units at your disposal at any given time, besieging an enemy capital can feel like an incredibly daunting task.
Related: Dune: Spice Wars - House Atreides Strategy Guide
Capitals, or Main Bases as the game calls them, require a prolonged, concentrated effort to bring down. The investment is worth it, however, as successfully taking a capital will remove its controlling player from the game. Knowing how to approach a capital siege is the surest way to make sure you win.
Dune: Spice Wars is currently in early access. The contents of this guide may be updated alongside the game's development process.
All four factions' capitals have identical stats, though certain districts can improve their defensive capabilities. A capital has twenty thousand Health points and twenty points of Armor, meaning it will take a huge amount of firepower to bring one down. A Main Base does not gain or lose any combat ability as its Health degrades, but it's important to note that there is no way to restore a capital's Health once it has taken damage.
Every capital is equipped with a single missile launcher at its center, which deals sixty AoE damage per shot. The capital's defenses have a long enough range that they can hit targets just outside the capital's Region. An unsupported army will eventually fall to the barrage of fire from a Main Base, even without defending units, and the damage will start to pile up before the attackers can take their first shots.
Attacking an enemy capital is not something to be done on a whim. If you're going to make an attempt, you should be prepared
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