1. not more then 20 ladders from what i counted
2. the ladders besides the high/big keep, i am totally ok with
3. the ladders on the high/big keep, enabled firing arcs, which either lead to increased headshot capability, rendered siegeshields useless and therefor we lost like 4-5 weapon rags through 2-3 shots each, which totally messed up the overall planning and flow of this battle.
4. on the right back there is at least 1 invisible wall, whereby ladders where rendered useless to attack from there.
We have had close to 200 ladders for 1500 tickets and ran out of those with about 600 tickets left.
As retreating doesn't make sense as you then give the enemy even more then trying to let yourself get shot somehow, we used up all ranged and other gear which was awfully boring and people disconnected understandably.
At the time i saw that we have a problem with getting our Seige Tower build, due to loosing Weapons RAck after Weapons Rack, may the Weapons Rack have been directly at the Wall, behind 2-3 Seigeshields or behind shield wall, i then asked alpha to build catapult(which also got shot ^^), that then but fucked up in the end, teh overall materials we needed to finish the Siege Tower or get a wall down. We have had 10 Sites and 300 Materials, which clearly isn't enough for this castle.
Again, the interconnecting Ladders within the castle i think off complettly ok, but the Ladders on that huge Keep are totally bullshit. I would therefor suggest that that Keep either gets even more increased in hight, so it can't be laddered at all, or delete the fenses on top of that keep, so that ladders can't be put with an upwards arc/angle like it was done here. I don't think this is a rule breaking issue but a issue how to improve the outlay and design of Slezhk Castle.