Siege and Conquest PDF

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Siege and Conquest

I: Siege Equipment
Siege equipment is broken into 3 categories: War Engines which may be purchased by either
side during the final assault, The Beseiger's Equipment which may only be used by the attacker during
the final assault, and The Beseiged's Equipment, which may only be purchased by the defender for the
final assault.

A: War Engines
War engines represent various ranged artillery used by both sides in a Siege and
Conquest game. They may be purchased by both attacker and defender as part of their Legends of
War alottment. Most war engines will follow the rules for artillery found in War and Conquest on
page 146. Additional rules as they apply to Siege and Conquest games will be spelled out here, and
these supercede any conflicting rules found in War and Conquest.

1: Additional Statistic

War engines will have a new statistic added to their profile for dealing with
damaging fortifications. This is the Demolition Attack Value (DA). The Demolition Attack Value is used
to determine how much damage a War Engine will cause to a section of fortress wall, a fortress gate,
or a tower. If the war engine's DA is more than the Fortification Strength (Covered later) of it's target,
then the war engine will cause d6 Structure Points worth of damage. If the war engine's DA is equal to
the Fortification Strength, it will cause d3 Structure Points worth of damage. If the war engine's DA is
less than the Fortification Strength, it will cause 1 Structure Point worth of damage.

Example: A trebuchet (DA 9) targeting a Stone Tower (FS 10) will only do a single Structure
Point of damage. If the Trebuchet were to target a Wooden Palisade Wall (FS 8) it would do d6
Structure Points worth of damage. A freestanding Stone House (FS9) would take d3 Structure Points of
damage from the Trebuchet.

Note that the War Engine still must roll to damage the structure as if targeting any other unit,
using the the Killing Ability of the shot, and the FS as the targets Durability.

Example: The Trebuchet (KA 5) must score a 5+ in order to damage the Stone Tower, a 3+ to
damage the Wooden Pallisade, or a 4+ to damage the Stone House.
2: Additional Crew and Destroying War Engines

War engine Profiles will specify the number of crew that are included with the
cost. Additional crew may be purchased for 7 point a piece. These have no effect on the operation of
the engine, other than allowing extra casualties before the engine cannot operate effectivly, and
additional strikes should the engine be engaged in combat. Each crew member adds 1 to each L and
S. You may purchase crew up to double the original value. War engines hit and wounded by an attack
of KA5 will lose d3 lives, while those hit by an attack of KA 6 or greater will lose d6 lives. This
represents not only the loss of crew, but potential damage to the war engine itself.

3: War Engine Profiles

Siege Cannon (Medieval Only)


CA SA DA KA Mo L S D AV Pts Range

2 3 10 6 7 4 4 8 2 100 60"

Special: Slow Loading-This engine may not fire two consecutive turns. The crew takes a turn to reload
the War Engine.

Fixed-This engine may only target in it's frontal attack zone. It may not be pivoted by the crew
during the game.

Will cause d3+1 hits against battle formations, and d3 hits against skirmishing units.

Trebuchet (Dark Age and Medieval only)


CA SA DA KA Mo L S D AV Pts Range

2 3 9 5 7 4 4 8 2 80 12"-72"

Special: Slow Loading-This engine may not fire two consecutive turns. The crew takes a turn to reload
the War Engine.

Fixed-This engine may only target in it's frontal attack zone. It may not be pivoted by the crew
during the game.

Will cause d6+1 hits against battle formations and d3+1 hits against skirmishing units.

Onager
CA SA DA KA Mo L S D AV Pts Range

2 3 8 4 7 3 3 8 2 60 12"-48"

Will cause d6 hits against battle formations and d3 hits against skirmishers
Ballista
CA SA DA KA Mo L S D AV Pts Range

2 3 7 4 7 3 3 8 2 50 48"

Special: Pivot-This engine may fire at any target within it's front arc, not just it's frontal attack zone.

Will cause d3+1 hits against battle formations and d3 hits against skirmishers

Scorpion
CA SA DA KA Mo L S D AV Pts Range

2 3 6 4 7 3 3 8 2 40 36"

Special: Pivot-This engine may fire at any target within it's front arc, not just it's frontal attack zone.

Small Engine-This engine may not damage Stone structures. Roll normally against Wooden or
Mud Brick structures. The Scorpion will only ever cause 1 Structure Point worth of damage.

Will cause d3+1 hits against battle formations and d3 hits against skirmishers

4: Other Artillery

Various AOL's may include other artillery used during regualr games of War and
Conquest. As a general rule, these should fit into one of the above profiles and should be purchased
using the cost above. smaller artillery designed to be used against infantry may still be taken as
normal, but will be unable to damage fortifications unless agreed upon by both parties.

B: The Beseiger's Equipment


1: Ladders and Grappling Hooks (Free)

Ladders may be taken by any battle formation. They are free to take, and do
not hinder the movement of a battle formation. A battle formation may take one ladder for every two
files in the unit. Ladders require 1 turn to raise once contact with the walls is made (Covered Later)

Grappling Hooks may be taken by skirmishing units and like ladders are free to take. They do
not hinder movement, and each skirmisher may take take one. Grappling hooks require 1 turn to
climb the walls once contact is made (Covered Later)

2: Mantlets (1 point per model)

Mantlets are typically a wooden barricade mounted on wheels, with firing holes
or crenelations for missile troops to shoot over while being provided with cover. Mantlets may be
purchased for any missile armed units for 1 point per model. They must be purchased for every model
in the unit.

Mantlets allow a unit to deploy 6" closer to the fortress at the beginning of the game. Units
equipped with mantlets may not march or charge, and will lose the benefits of the mantlets for the
remainder of the game should they fail a panic check or be assaulted. Units may not Move and Fire
while equipped with Mantlets. A unit equipped with mantlets may not have ladders or grappling
hooks.

A unit shooting at a unit equipped with mantlets will suffer -2 to their RA value. Artillery
equipped with mantlets will add +2 to their AV against any shots not from a War Engine instead.

3: Fascines and Firey Rollers (5 points per unit)

Fascines are bundles of wood tied with a rope. They held two purposes; firstly
to be used to fill in and cross ditches more easilly, and secondly to be lit on fire once in contact with a
wooden structure to burn it down. The term "Firey Roller" refers to the practice of lighting the facines
on fire, and then rolling them into the structure from a short distance. These could also be sent at
attacking sortie troops to cause panic and potential damage.

Fascines may be purchased for 5 points per unit. They may fill a section of moat or ditch 5"
across by simply moving over that section. this section is treated as clear ground for any other troops
following. Any ditch in contact with a wall may be lit on fire by fire armed troops (Covered Later) and
will cause fire damage. Any unit which has not used its fascines by the time it makes contact with a
wall or gate may also light them on fire if so equipped and drop them at the wall or gate. as long as
the fire burns however, this area will be impassible terrain.

A unit may elect to light a "Firey Roller" and use it during the shooting phase to roll it up to 6"
forward to make contact with a wall or gate. If used this way it will not fill in a ditch or moat section
and will only cause fire damage. Fascines must be declared as "Firey Rollers" the turn before they are
to be used. If declared a Firey Roller, they may be used as a stand and fire reaction to assaulting
troops. Firey rollers will hit automatically and cause d3 KA3 hits. If casualties are caused, the unit
must make an immediate panic check at -1 Mo. This is a one shot weapon.

4: Fire (1 Point per model for Melee Troops, 2 points per model for Missile Troops, 10
points per War Engine)

Fire may be used either by War Engines to make them more powerful against
wooden structures, or by foot troops to set fire to wooden fortifications. When used by War Engines
Fire will give +1 to the weapon's KA against wooden structures. Should the attack cause damage to
the fortification, it will automatically start a fire (See Below). When used by missile armed troops, it
will allow them to directly attack a wooden structure. Missile troops armed with fire will roll to
damage a wooden structure in an attempt to light it on fire. Any rolls of a 6 will start a fire on the
structure. Melee troops may use fire to light fascines at the base of a structure (See Above) and
automatically start a fire without having to roll. Towers, gates, and small structures will have a
maximum of one fire, while walls and large structures will have a maximum of one fire per 6".

A burning structure will take an automatic KA3 hit against it's FS every turn for each fire on it.
A successful roll will cause a structure point of damage. On a roll of a 1, the fire will go out. On a roll
of a 6, the fire has a chance to spread to an adjacent structure. The attacker will roll a KA3 hit against
one adjacent structure, and if successful that structure will begin to burn as well. Any units defending
a burning structure must make a panic test each turn as long as the structure burns. Attackers may
not assault a burning structure.

Units defending a burning structure may attempt to douse a fire during the assault phase.
Each unit may make 1 roll to douse the fire, succeeding on a 6. If the unit is near a well or other
suitable water source, they may add their rank bonus to the attempt.

5: Greek Fire (25 points per War Engine or Unit) (Chinese, Byzantine, and Arab only)

Greek fire may be fired by a Trebuchet or Onager to devastating effects against


wooden fortifications. It will not only add +1 to the KA as fire (See Above), but will also add +1 to the
DA of the War Engine. Any units inside a structure hit by Greek Fire must make an imediate panic
check at -1 Mo.

A unit armed with greek fire may throw it as Javelins at either a wooden structure or used
against troops. Greek Fire may only be used once per unit. When used against a structure, the unit
will collectively cause a single KA 4 hit on the structure, doing d6 structure points worth of damage,
and forcing a panic check on any defending troops as well as causing a fire. When used against troops,
they are treated as javelins with a KA of 4. No armor saves are allowed, and any casualties caused will
force a panic check. Any rolls to hit of a 1 will cause an automatic wound on the attacking unit and
force a panic check.

Structures that catch on fire as a result of Greek Fire will take a KA4 hit from burning rather
than a KA3 hit.

6: Battering Rams (10 points per Ram, 15 points per Iron Shod Ram)

Rams may be purchased by any battle formation and used against fortifications.
They require 8 models per ram to use, but do not hinder movement in any way. One ram may be used
to attack a gate, or any number against other structures. Rams will make d3 attacks each turn against
a structure during the assault phase, using the following profiles:

A Ram will make attacks against the FS of the structure using the number of ranks of the unit
as the KA (maximum of 3). An Iron Shod Ram will add 1 to the KA (Maximum of 4). Any damaged
caused will force a gate to make a reliability check (Covered Later) Other structures take a structure
point of damage as normal.

Example: a unit of 24 Fatimid Guard Spearmen (6x4) are attacking a Crusader's Reinforced
Fortress Gate (FS8) with an Iron Shod Ram. They make d3 attacks at KA 4 against the gate requiring a
roll of 4+ to damage the gate.

7: Tortoise (40 points per Tortoise, 50 per Reinforced Tortoise)

A tortoise may be taken by a unit as protection from missile fire while


approaching a fortress. It requires a minimum of 8 models to push, and will move 1" plus 1" per rank
of the unit pushing it (to a maximum of 4"). The extra protection of the tortoise allows troops to
deploy 6" closer to the walls at the start of the game.

Any units firing on a unit with a tortoise must randomize their shots in the following manner:
1-4 hits the tortoise, 5-6 hits the unit. A tortoise may be set on fire by the defenders, taking a hit from
fire each turn as noted above under "IB4: Fire" A tortoise may house a single ram or iron shod ram
(Purchased as above) and has a durability of 9. A reinforced tortoise gains +1 Durability against any
attacks (but not against burning if lit on fire). Tortoise's have 5 Lives.

8: Siege Towers (80 points per Tower, 100 per Reinforced Tower)

A siege tower is taken by the attacker in order to more easily assault the walls of
a fortress. It requires a minimum of 8 models to push, and will move 1" plus 1" per rank of the unit
pushing it (to a maximum of 4"). The extra protection of the siege tower allows troops to deploy 6"
closer to the walls at the start of the game.

A siege tower may house an additional unit inside the tower which is able to fire from the top
platform. This unit may be of any size, but only 10 models may fire from the platform. These models
may fire even if the tower moves (including crossbows and handguns). Due to the height of the tower,
models firing on the ramparts will only suffer a -1 to their SA when firing from the tower rather than a
-2 (Covered Later). Alternativly, a siege tower may house up to 3 Scorpions or 2 Ballistas purchased as
above, however if more than one is taken the movement rate will be reduced by 1.

Any units firing on a unit with a seige tower must randomize their shots in the following
manner: 1-4 hits the tower, 5-6 hits the unit. Due to it's size, units firing upon a siege tower will gain
+1 SA when shooting. Alternatively, the tower itself may be targeted independently of the unit
pushing it. A siege tower may be set on fire by the defenders, taking a hit from fire each turn as noted
above under "IB4: Fire". If a siege tower is destroyed, any model inside must roll a 4+ to escape or
take a KA5 hit. The unit pushing the tower and any unit housed within will need to make a panic
check should the tower be destroyed.

A siege tower may house a single ram or iron shod ram (Purchased as above) and has a
durability of 9. A Reinforced Siege tower gains +1 Durability against any attacks (but not against
burning if lit on fire). Siege towers have 6 Lives.

Once a siege tower has moved to within 3" of a wall, it may drop the siege ramp and the unit
pushing the tower may move into the tower to assault the walls. Models assaulting from a siege
tower do not suffer -2 CA from assaulting the ramparts (Covered Later). 2 Models may attack from the
ramp. should they survive, those models will fight their way onto the ramparts and two more models
may come down the ramp and so on. If the attackers win a round of combat, then they may move as
many models onto the ramparts as will fit. This will be covered in depth later.

9: Siege Platforms (40 per Platform, 50 per Reinforced Platform)

A siege platform is essentially an immobile siege tower used to better fire upon
the ramparts. It has the same profile as a siege tower (see above) but may not be moved. It may be
deployed 6" closer to the walls, and may house a single unit of missile troops (although only 10 may
fire). alternatively, it may house up to 3 scorpions or 2 Ballistas purchased as above. Models firing on
the ramparts from a siege platform only suffer a -1 SA rather than a -2 (Covered Later).
10: Siege Troops (See Below)

Sappers were used to directly attack fortifications and to undermine walls and
towers. A unit of Sappers may attack a fortification during the assault phase by inflicting one
automatic KA 4 hit every turn until they have less than 6 models in the unit. The unit will do one
additional KA 4 hit per rank, up to a maximum of 4 hits per turn. Sappers may not also use a ram.
One unit of sappers must be taken per fortification to be undermined (Covered Later). Sappers use
the following profile:

Sappers
CA SA KA Mo L S D AV Formation Special Pts

3 3 3 6 1 1 7 1 Regular Sappers 8

Sappers may upgrade to AV2 for +1 point per model.

C: The Besieged's Equipment


1: Rocks and Boulders (1 point per model for Rocks, 2 points per model for Boulders)

Rocks and boulders are used by the defenders to ward off troops attempting to
assault the walls. They may also be used by the gatehouse defenders to attack troops assaulting the
gate. Rocks are treated as javelins with a range of 4". Boulders may be used against troops assaulting
the walls with ladders or grappling hooks and give the defenders KA4 in the first round of combat.
Boulders may be dropped through murder holes in the gate house and are treated as javelins with KA
4, but may only target units in contact with the gate. Units without either rocks, boulders, or missile
weapons do not get a chance to repulse a ladder attack (Covered Later). Rocks and boulders may not
be used against siege towers.

2: Boiling Liquid (25 points per cauldron)

Boiling liquid may be purchased by the defenders for each battle formation in
the army. It may be deployed on the ramparts and moves up to 3" a turn. Boiling liquid may be used
in two ways. The entire cauldron may be emptied as a stand and shoot reaction to the walls being
assaulted. The cauldron will make 2d6 attacks that hit on a 4+ and have KA4. No saves are allowed
against the liquid. Defenders make panic checks as normal for shooting. If used in this way, the entire
cauldron is expended and should be removed. Alternativly, the cauldron may be poured on the
attackers in controlled dousings. If used in this way the defenders gain one extra strike at KA4 each
turn of the assault until losing a round of combat. Boiling Liquid cannot be used against siege towers.

3: Fire (2 points per model for Missile Troops, 10 points per War Engine)

Fire as used by the Defenders in a siege is mainly to burn down the attackers
siege equipment and to panic their troops. This is covered above in the attackers section but repeated
here as it applies to defenders.
War Engines equipped with fire will add +1 to their KA when targeting tortoises, siege towers,
or siege platforms. Any successful damage to these will cause them to catch fire, taking a KA3 hit each
turn until the fire goes out. Missile units equipped with fire add +1 to the KA of their shots against
this equipment, and the target will catch fire if successfully wounded.

If the target catches fire, any unit within or pushing must make a panic check each turn. On a
roll of a 1 the fire will go out. The unit pushing may attempt to put the fire out in the assault phase if
not otherwise engaged in combat. The unit may roll a dice to douse the fire, succeeding on a 6. If the
unit is nearby a moat or river it may add its rank bonus to the roll.

4: Greek Fire (25 points per War Engine or Unit) (Chinese, Byzantine, and Arab only)

Greek fire may be fired by a Trebuchet or Onager to devastating effects against


enemy troops and siege equipment. Any unit hit by these weapons when equipped with greek fire
must make an automatic panic check at -1. A siege tower, tortoise, or siege platform hit will take the
shot at +1 KA as per fire, and force an automatic panic check at -1 for any unit inside or pushing it.

A unit armed with greek fire may throw it as Javelins. Greek Fire may only be used once per
unit. When used against a structure, the unit will collectively cause a single KA 4 hit on the structure,
doing d6 points worth of damage, and forcing a panic check on any defending troops as well as
causing a fire. When used against troops, they are treated as javelins with a KA of 4. No armor saves
are allowed, and any casualties caused will force a panic check. Any rolls to hit of a 1 will cause an
automatic wound on the attacking unit and force a panic check.

Equipment that catch on fire as a result of Greek Fire will take a KA4 hit from burning rather
than a KA3 hit.

5: Reinforced and Double Gates (20 points to Reinforce, 30 points for a Double Gate)

Reinforced gates have a FS of 8 rather than 7 (Covered Later). A double gate


adds a second gate which must be broken through in order for the attacker to enter the courtyard. A
double gate may also be reinforced for a total of 50 points (30 for the double gate, plus 20 for
reinforcement.

6: Siege Troops (See Below)

Commoners and Militia


CA SA KA Mo D L S AV Formation Points

3 3 3 6 7 1 1 0 Regular 6

Armed with a Hand Weapon. May take rocks for +1 point. Undisicplined.

Peasants and Serfs


CA SA KA Mo D L S AV Formation Points

2 2 2 5 7 1 1 0 Regular 3

Armed with a Hand Weapon. May take rocks for +1 point. Undisciplined. Unmotivated.
II: Fortifications
A: Fortification Values
The following is a list of different fortifications and their associated Fortification
Strength (FS) and Structure Points (SP)

Type Fortification Strength (FS) Structure Points (SP)

Mud and Straw Hut 7 2

Mudbrick Hut or House 7 5

Timber or Brick House 8 5

Stone House 9 5

Fortress Gate 7 5

Reinforced Gate 8 5

Pallisade Wall 8 10

Stone Wall 10 10

Reinforced Wood Tower 8 10

Stone Tower 10 10

B: Damaging Fortifications
1: Houses and Huts

Houses and Huts are destroyed after they have been reduced to SP 0. They may
be damaged by any unit using the FS as the Durability.

2: Walls and Towers

a: Damage

Walls and Towers may only be damaged by units with a Demolition


Attack Value (DA) as covered above. exceptions to this are noted in the relevent sections (such as
sappers, rams, and fire). A war engine does not need to roll to hit a wall or tower as these will have
been dialed in prior to the final engagement and the machines fire in relativly shallow arcs. Simply roll
to damage.

If the War Engine's DA is more than the FS of it's target, then the War Engine will cause d6 SP
worth of damage. If the War Engine's DA is equal to the FS, it will cause d3 SP worth of damage. If the
War Engine's DA is less than the FS, it will cause 1 SP worth of damage. Note that the War Engine still
must roll to damage the structure as if targeting any other unit, using the the KA of the shot, and the
FS as the targets Durability.

Once a wall or tower is reduced to 0 SP, then the defender must roll on the catastrophic
damage chart for each subsequent hit which causes damage. Keep track of how many damage points
over the original SP are caused.

D6 roll Result Effect_______________________________________

0 Standing Firm The wall continues to hold!

1 Minor Collapse Counts as a prepared defended obstacle

2 Partial Collapse Counts as an improvised defended obstacle

3-5 Breached! A full breach is created

6 Major Collapse A full breach is created, adjacent structures damaged

Modifiers:

+1 per 5 points of SP damage over original value

+1 if undermined prior to attack

-1 if reduced to exactly 0 SP

-1 if damage is due to an adjacent structure's major collapse

b: Obstacles and Breaches

A full breach is treated as 4" wide open ground. Units of any width may
pass through the breach, though only those models that fit the breach may fight across it. Units
attacking a breach will count their normal bonuses and weapons for combat per War and Conquest.

A prepared defended obstacle, such as a minor collapse counts as difficult terrain for any
troops. Units trying to attack over and through a prepared obstacle will suffer -2 to their CA, but
retain the use of any weapons or applicable bonuses per War and Conquest. An improvised defended
obstacle is treated the same, however the penalty is only a -1 to the CA of the attacking troops.

A major collapse result also has two additional effects to a full breach. First, any troops
occupying the wall or tower must roll a 4+ to escape the collapse or suffer a KA5 hit with no save.
Next, any adjacent structure will suffer 2d6 SP worth of damage from the major collapse, possibly
triggering a chain reaction.

3: Gates

The actual gate portion of a castle wall cannot be targeted by Trebuchets,


Onagers, or Siege Cannons. these weapons are far too inaccurate to effectly hit such a relativly small
portion of a castle wall from a distance. Other war engines may attempt to hit the gate on a 5 or 6,
and if they miss will resolve the shot against the castle wall instead.
A gate is damaged in the same fashion as walls or towers above, however it must make a
reliability check each time it takes damage. The gate begins at a reliability (R) of 12. The gate must
roll equal to or below this value on 2d6 to hold. The following modifiers are used when making the
check.

Modifiers:

+1 per rank of defenders bracing the gate (Maximum of 3)

-1 per rank of attackers assaulting the gate (Maximum of 3)

-1 per point of damage to the gate

If this check is failed, the bracing unit is drivin back d6 inches and the attacking unit forces its way
through the gate and into combat with the bracing unit. The bracing unit must make a panic check or flee the
attack. If the gate is reduced to 0 SP, it will splinter and break, but the bracing unit is not driven back and
combat does not begin right away. Note that only one unit in contact with the gate may be bracing it, but a
single unit may brace both gates in a double gate.

B: Movement onto, into, and through Fortifications


1. Walls

a: Defenders

Defending units may be deployed onto a wall section in a single


rank, up to the width of the wall. Any unit which will not fit entirely on the wall must be split into sub
units. Sub units must be at least 6 models strong, and may move off of the parent unit with no
penalty. This must be done in the movement phase and none of the units involved can engage in
combat this turn.

A unit may man an undefended wall by simply moving into contact with it from inside the
castle. it is assumed their are stairways and ladders to the ramparts. Any number of units may man
the same wall so long as there is room for them. A unit on the wall may move along the wall at their
base movement rate, or may abandon the wall at a march rate. units which abandon the wall are
placed in the courtyard and ranked up as the player sees fit, provided there is room for them.

A player may charge from the walls into the courtyard only if there is room to move the unit
into the courtyard. If there is no room, the unit will have to either remain on the wall, move to an
adjacent section, or an adjacent tower or gate house.

A defending unit which flees the wall will move their entire flee move off of the wall and
towards the defenders board edge. Should they fail their last chance to rally, the unit is assumed to
have fled the castle through a tunnel, sally port, or otherwise. remove them as casualties.
b: Attackers

Attacking units may move onto the walls from outside the castle
in one of two ways; a ladder or grappling hook assault, or a siege tower assault. Units with ladders or
grappling hooks which make it into contact with the walls may raise ladders or grappling hooks. This
takes the entire first round of combat (covered later), and beginning the second round they may begin
moving to the ramparts. One model per ladder may attack the walls, or the entire unit of grappling
hook troops.

Should a model on a ladder survive the round of combat, he will battle his way onto the
ramparts and make room for another model to advance up the ladder. this will continue to happen
until either the attackers break and flee, or they win a round of combat. If the attacking unit wins a
round of combat, they may move as many models as will fit on the ramparts up the ladders. If they
fail a morale check, they will flee the base of the wall toward the nearest rally point. Any models on
the walls when the unit breaks are removed as casualties as they are tossed from the ramparts.

Troops assaulting the walls from a siege tower will be able to drop the ramp once the tower is
within 3" of the wall. 2 models may charge down the ramp. should either of these models survive the
round of combat, they will battle their way onto the ramparts and two more may take their place. as
before, if the siege tower unit wins combat, the entire rampart may be manned by the attacking unit.

Once the attackers have secured the ramparts and eliminated any defending troops, the entire
unit may be moved inside the courtyard, provided there is room, during the next turn. If there is a
suitable target, they may charge from the walls into combat in the courtyard. As with the defenders,
they may be arranged as the attacker wishes.

If there is not room to place the attacking models in the courtyard, then the unit is
automatically broken into sub units. Models on the wall may be moved to assault an adjacent section,
tower, or gatehouse, while fresh models from the parent unit may man the wall.

2: Towers

Defending troops may be deployed in and on top of a tower. Any size


unit may occupy the inside of a tower, however only 5 models may shoot from each side of the tower.
A unit of no more than 16 may occupy the top of a tower. This provides the best vantage point for
shooting at incoming attackers. Units on top of a tower may all fire at oncoming attackers.

War Engines may also be deployed on a tower to provide the best area of fire. This will take up
the entire roof and therefore no other units may be on top of the tower. 2 Ballistas or 3 Scorpions
may share a tower roof. As there is no other suitable vantage point for most war engines to fire from,
Scorpions, Ballistas, Siege Cannons and Onagers MUST be placed in a tower if taken. Onagers fire in
too shallow of an arc to fire from the courtyard over the walls. Only Trebuchets may fire from the
courtyard.

Units may move from inside the tower, onto the roof or into the courtyard and vice versa. A
unit fleeing from a tower or roof will immediately flee down to the courtyard. Units within the tower
or on the roof may only be directly assaulted from an adjacent wall or the courtyard as the tower is
too tall to be reached by ladder or siege tower. Attacking units must clear the inside of the tower
before assaulting the roof. Units inside a tower may assault onto the walls or into the courtyard, but
will not gain any rank bonus in the first round if attacking the courtyard.

3: Gatehouses

Gate houses are treated as walls except that they may house units in up
to 1 additional rank. A gate house may not be assaulted via ladders as it is generally too tall for them
to reach, however a siege tower may attack the gate house. A unit occupying the gate house may
open or close a fortress gate (unless it is destroyed!) provided they are not themselves engaged in
combat. Units may assault onto the gate house via short ladders from the walls and vice versa.

C: Defensive Bonuses and Repeling Attacks

Units attacking troops manning the ramparts will suffer various penalties due to the
protection afforded by them. Any unit firing upon troops manning the ramparts with missile weapons
will suffer a -2 penalty to their SA for hard cover, in addition to any other penalties for range, moving
and shooting, etc. Note that this does not apply to shots that originate from within the courtyard!

When assaulted via ladders or grappling hooks, attackers will suffer a -2 penalty to their CA.
this represents the difficulty of attacking a prepared defender while negotiating a ladder or rope.
Should the attackers win a round of combat, this -2 penalty will cease to apply as the attackers sieze
the ramparts.

Units armed with rocks or missile weapons may attempt to repel attackers as they raise their
ladders and grappling hooks. During the first round of combat, the attacker is not allowed any strikes.
The defenders get a round to drop rocks and shoot at the attackers as they climb to the ramparts. The
defenders will make close combat attacks as normal against the attackers. The attackers may add their
rank bonus for this round of combat only to determine the outcome. If the attackers win this round of
combat, the assault continues as normal. Note that the attackers need to win one further round of
combat to sieze the ramparts if the defenders fail to cause any wounds. If the attackers lose combat,
they are pushed back 2" from the wall and must attempt to raise ladders or hooks again next turn.

Troops manning a gatehouse may fire any missile weapons or drop rocks and boulders down
murder holes at a unit attacking the gate. They may do this during the shooting phase as if the
attacking unit were unengaged. this applies too if a bracing unit holds the attackers in the gate. the
entire unit may attack from the gate house as if it were a tower in this case, otherwise normal
shooting applies when firing at oncoming troops.

A note on weapons and fighting on the ramparts: Neither attacking or defending troops may gain
any weapon bonuses on the walls. There is not enough room to manouver large weapons on the
ramparts as effectivly as in open battle. Any weapons are treated as normal hand weapons, and
therefore combatants will not benefit from any armor piercing, re-rolls, etc gained from their
weapons.
III: The Siege Scenario "Final Assault"
A: The Forces
The "Typical" siege scenario should be played with a 2:1 ratio of Beseigers (Attackers) to the
Besieged (Defenders). Normally this will be 3000 points of attackers against 1500 points of defenders
or 4000 points of attackers against 2000 points of defenders.

Each force will have an additional 25% of their army to choose as Legends of War or Siege
Equipment. So a 3000 point attacking force could take an additional 750 points of siege equipment,
and the 1500 points of defenders would get 375 points of siege equipment.

The defender may take one Army General free for free. The attacker may take a free Army
Standard. Either side may choose to take mounted troops as "dismounted" versions. If a separate
category does not exist, deduct 10 points from the model's cost. the model will not benefit from any
barding or special rules such as shock cavalry or nomad cavalry, and loses feigned flight if this option is
taken. Lances are discarded and treated as hand weapons, however thrusting spears may be used as
infantry. units will remain as the formation listed.

Siege Prelude Options

Another option both side have to spend their Legends of War or Siege Equipment alottment is
to take pre game measures to bolster or weaken the fortifications. These are known as "Siege Prelude
Options".

Attacker's Siege Prelude Options:

Undermining: the attacker may choose one section of wall or other fortification to be the target of an
undermining operation. This section will take d6 damage points and any rolls on the damage chart
during the siege will have a +1 modifier. The attacker must take a unit of Sappers to choose this
option. 100 points

Bombardment: The attacker utilizes his siege equipment to batter a section of wall prior to engaging
their troops. The wall section will take d6 damage. This may be re-rolled if the attacker took any
trebuchets as siege equipment, and is doubled if siege cannons are taken. choose which if both are
included. The attacker must take a siege engine of equal or greater DA than the wall's FS to choose
this option. 100 points

Brutality: The attacker uses brutal tactics to undermine the morale of the defending troops such as
executing prisoners, sacking nearby villages, lobbing rotting livestock and dead bodies over the walls,
etc. All defending troops suffer -1 Mo for the duration of the siege. 150 points

Traitor!: The attackers have managed to bribe a defender into opening a sally port or even opening
the main gate! The attacker may either begin with one unit of no more than 12 models occupying a
tower or unmanned wall section, or may force the gate open on a successful morale check once
making contact with it. 500 points
Defender's Siege Prelude Options:

Repairs: defender may choose to repair a section of wall or other fortification after the attacker
resolves their preludes. this will repair d3 damage to the section. 50 points

Sortie Team: The defender uses a rear sally port to send a sortie out and attempt to panic the
attackers. The defender may use up to 2 units utilizing "Veiled Hand" rules from War and Conquest to
come onto the table from any edge starting on turn 3. these units may not charge the turn they
arrive, but may shoot as normal. 100 points

Starvation: The defender has a larger force contained within the castle, however the rations cannot
support them for long! All defending troops are at -1 Killing Ability and Durability. +500 points

B: The Battlefield
The fortress is to be set up on the defenders table half, with walls extending at lease 12"
toward the attackers table edge. There must be at least one gate, but more may be taken. A typical
fortress for a siege scenario will consist of 4 wall sections, 2 or 4 towers and a gate house section. Feel
free to adjust this as needed for the forces or available terrain bu at least 3 wall sections, 2 towers,
and a gate house section should be chosen. Walls are typically 12" wide, Towers are 4x4 at the base
and 5x5 on the top, and gate house sections are typically 10" wide.

There will be 18" of clear terrain around the castle. Ditches and/or a moat may be placed
adjacent to the castle walls. These will count as very difficult ground if not filled in by fascines. The
ditches and moats should not exceed 3" in width.

Each player may place up to d3 terrain pieces on the remaining table space, but no woods may
be chosen. These will have been cut down to form siege equipment by the attackers.

C: Objectives and Game Length


The attacker will claim victory if either all of the defending troops have been slain or routed, or
if he controls the courtyard by the end of the game. Control of the courtyard is determined by having
3 unbroken units of over 6 models in the courtyard. This condition can be adjusted up or down based
on the size of the game.

The defender will claim victory if the attacker fails to take the courtyard by the end of the
game. The game will last for 10 turns. Strategic Advantage and Strategy Intervention Points may be
used as normal per War and Conquest.

A Note on Personalities and Siege: In most games of war and conquest, a personality is merely a
marker depicting the general area of the commander. When assaulting the walls, a commander does
not enjoy this anonymity. Personalities may be stationed to defend or attack the walls, but may be
targeted directly without the protection of divine intervention or rolling to see if a soldier jumps in the
way. Personalites will roll a number of strikes equal to their profile and are equipped as the unit. They
may take a number of hits equal to their lives before being slain. Needless to say it is a bold
commander who attacks the walls!

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