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Siege
Siege rules update by Gav Thorpe & Alessio Cavatore
On the following pages, the Tilean scribe Cavatore and I have delved into the art
of siege warfare, to investigate the tumbling down of walls, the morale of the
troops and that ultimate arbiter of Sigmars grace victory. Also, whilst
ruminating on such castlesque subjects, I discovered the ancient tactic of the
Undermine, which is presented for you to use. Enjoy, then, our ponderous
labourings, o faithful adherent to all that is Warhammer.
When Owen Branham and Alessio fought
a siege for the battle report in White
Dwarf 255, certain anomalies (aka fudgie
bits) were discovered in the Siege rules
from the Warhammer rulebook. Here we
clarify some of those vaguer points. Also,
we had a look at the way some of the
rules worked, and included are some
additions and changes that you may like
to use. Note that most of these were
thought up after the battle report and
were not used during that game.
MOVEMENT
Units moving inside the castle courtyard
follow all of the normal movement rules.
To make things simpler regarding walls
and towers, divide the rest of the castle
into sections, so that individual wall
TOP
RAMPART
INSIDE
Although the top of the tower, the rampart and the inside can all house troops, they
are all counted as the same tower section on the Damage charts.
This unit has moved from the tower onto the rampart, but could have moved up to
the top, to the other rampart, or into the courtyard.
MAGIC
No effect.
13-14
15-16
17-18
19
20+
17-18
19
20+
No effect.
Shaken. Add +1 to further results on this chart.
Severely shaken. Any troops in the tower may
not shoot on a D6 roll of 4+ during their next
turn. Roll separately for each unit. Add +1 to
any further result.
Rampart Destroyed. Any unit on the top of the
tower suffers D6 Strength 4 hits. Any troops at
the top of the tower are no longer in hard
cover. Add +1 to any further results. If you get
this result again there is no further effect apart
from the cumulative +1 modifier.
Partial Collapse. Any troops in the tower must
roll under their Initiative or suffer a
Strength 5 hit. Add +1 to any further results. If
you get this result again there is no further
effect apart from the cumulative +1 modifier.
Collapse! Roll a D6:
1-3 The tower partially collapses as above. In
addition all troops within 4" of the tower
suffer 1 Strength 3 hit.
4-6 The entire tower collapses! All troops
inside suffer 1 Strength 5 hit. All models
within 4" suffer 1 Strength 3 hit. The
ruin counts as hard cover and a defended
obstacle.
DAMAGE
At this point its worth clarifying how the
castle damage system works. Each attack
that hits a wall, gate or tower causes one
result on the appropriate Damage table.
This result is equal to the Strength of the
attack plus the number of wounds it
causes or the number of hits it does. So,
for a Dwarf Cannon, this is 10+D3 (the
Strength plus the number of wounds
caused by a hit). For something like a
Volley Gun at close range, this would be 5
plus an Artillery dice roll (the Strength
plus the number of hits caused). Note that
with a Volley Gun, each barrel is
considered a separate attack, not all three
barrels as one attack. An easy way to work
out what constitutes a separate attack is to
FLEEING AND
PSYCHOLOGY.
One of the trickiest things we had to
adjudicate was where fleeing troops inside
the castle ran. It seemed odd that models
holed up in a tower would run out of their
well-defended position to be hacked down
on the ramparts or in the courtyard. To
make things a lot simpler, we recommend
you play with the following additions to
the siege rules:
The following rules apply to any unit
inside the castle including in the
courtyard, in the towers and on the
ramparts.
1) Any unit which flees is automatically
destroyed as the fleeing warriors find
themselves trapped and surrender.
2) All units automatically pass any
Psychology tests. Note that they are not
Immune to Psychology as such, so, for
instance, a unit charged by a fear-causing
VICTORY CONDITIONS
A few people have commented that it is
odd for troops on the walls and in towers
not to count for victory purposes. After all,
it could be claimed that a unit in the
courtyard surrounded on all sides by
handgunner-filled ramparts hasnt taken
the castle at all! For this reason, use the
following victory conditions for
determining who has won:
Divide the castle into sections, with each
section of rampart and tower counting as a
separate section. In addition, the courtyard
is divided into quarters, each of which is
also a section. Next, determine who
controls each section. To control a section
a player must have a unit with a Unit
Strength of at least 5 in that section. There
must also be no enemy models in the
section. The player whose army controls
the most sections is the winner.
Tunnel
Fight
Overview: In this scenario,
one small force attacks
another in close underground
confines.
12"
Defenders units must be
deployed 12" away from
Attackers units
SCENARIO BENEATH
CASTLE KRANTZ (Imperial Year 2305)
Movement rates:
Dwarfs and Skaven move 8".
Chaos Dwarfs move 7".
Night Goblins move 7".
All other models move 6".
Victory Conditions
Unless one player concedes, use the
Victory points chart on page 198 of
the Warhammer rulebook to
determine the winner.
Historical re-fight:
The mine workings of Castle
Krantz can be re-fought
between an Empire
army and a force of
Night Goblins.
Slitkog is a Night
Goblin Big Boss, while
Gustav Krantz is an
Empire Captain.
SIEGE
CAMPAIGN
If fighting a tunnel fight as a
prelude to a siege game, victory
has the following effects:
If the attackers win then they can
collapse the mine and do considerable
damage to part of the castle. One wall
section or tower suffers D6 hits. Each hit
is Strength 10 and does D6 damage. Any
survivors are assumed to either hide out
in the tunnels to make sure the job is
finished, or take a well-earned break
from the hard fighting!
If the defenders win, then any defending
survivors will be able to rejoin the main
army when the main attack goes in, after
chasing down or scattering any
remaining enemies in the tunnels. They
may even follow the attackers tunnels to
the surface, outflanking the besiegers.
Keep a note of which defending models
survived
the battle. When the final
assault is played, roll a dice
for this force at the start of the besieged
players second and subsequent turns. On
a roll of 1, 2 or 3 the mining force is still
underground. On a roll of 4 or 5 the force
reappears inside the courtyard. On a roll
of a 6, the entire force turns up on one of
the table edges. Units arriving in the
courtyard can do nothing else that turn.
Units moving onto the table edge do so
following the rules for units which have
pursued an enemy off the table (see page
76 of the Warhammer rulebook).
Lord Helmig von Hurtz surveyed the citadel of his rival, Lord Kolk. He wanted to add the castle to his domains, but
so far his assault had been repulsed with much loss of life to his own men. As he pondered the problem, the wizard
Marganus stepped up next to him.
Breach the gate for me, spellcaster, von Hurtz commanded him. The wizard chanted for a few moments, his hands
tracing mystical sigils in the air in front of him. Opening his eyes, he pointed upwards, and von Hurtz followed the
gesture. In the sky he could see a tiny flaming dot, which grew with each passing moment. Within half a minute the
descending comet could be seen quite clearly, rushing towards Castle Kolk. Von Hurtz smiled to himself; already the
wizard was proving to be worth his exorbitant fee. The meteor continued to descend and one minute passed into the
next.
Its a little large isnt it? shouted von Hurtz as the celestial missile roared overhead. With a mighty detonation the
comet slammed into the castle, the shockwave hurling von Hurtz to the ground, the flash momentarily blinding him. As
he recovered his senses he saw pieces of shattered stone and charred wood dropping from the sky. All that remained of
Castle Kolk was a smouldering ruin. He rounded angrily on Marganus.
You were only supposed to blow the blooming gates off!