You have to approach through the city, which may or may not be from an adjacent wilderness. On the four primary gates there are two gate guards, and as many as six battlement guards that I would swear are progged to come down when they hear a yell at a gate. These battlement guards can weapon break, bash, trip, dent etc. The enforcer wanders through town able to put out hellacious damage, and bashes/trips. Now we add in special guards and lieutenants, two for each defender, and guards that the executioner calls in during raids which I've seen build up to a group of 9. So one of the last raids I was in we'll say that there were 3 lowbie defenders and 2 high level, plus the guards called by the executioner. That is 19 guards running around, just in the spire. I've seen them take one person from perfect health to convulsing in a round from first round attack initiative. Now let's also add in the retarded provost power of conscription where they can call in 3 mobs (two spec warriors and a mage), that follow you like servitors and hit like friggin trucks and can see you anywhere. Let's also include bloody shackles that will kill you just from running away starting at MANGLE, after about 10 steps getting down to maim and mutilate for every step you take or action you perform. Last let's include that every "good" outlander should be wanted most of the time, which allows tribs to pull out ALL the stops and attack on sight, bringing as many people as possible including out of range people with guards/manacles/shackles/lieutenants/conscripts.
Now let's talk about almighty outlander powers. Beast call, one reasonably powerful beast that can only be called in the woods on one person. Vandalize, non fighting power. Feral rage, great against undead and servitors, but otherwise useless. Bioempathy, hurts the target IF they keep hitting the huntress. Trepidation, makes it hard to move in the woods. Deadfall, a one time medium damage with small lag. Fire, starting fires in cities. Strengthen, adding small hp and ac to any natural piece of gear. Last, Harvest, finding food in the wild.
I really don't feel sorry at all for the tribs that they have so many gates in their primary city. Fort has two approaches, and yes the last half is wild. Empire has 3 approaches, but once you hit their city it is all civilized and usually sealed off before you get in and after you get in with cents. Scions have 2 approaches. Nexus have two approaches. Village has two approaches. Outlander has 3 approaches but once you hit the woods it's all wilds with two nearby civilized areas (and the dark wood maze is very very simple). Tribunal has multiple approaches, but if you even step in the spire they can flag you making any further approach or retreat nightmarish, plus all the other previously mentioned powers/numbers etc.