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Post by Andrew on Feb 6, 2009 8:55:18 GMT -6
Ian! Post your shiz!
I also found rules for playing sieges in 7th edition; they were printed in white dwarf 323, December 2006, and 7th came out earlier than that. So no need to sweat sieges, it's covered! I'll sweat it though...freakin' peasants, don't let me down!
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Post by Andrew on Feb 6, 2009 14:16:38 GMT -6
Oh, and the Eldar did fall around 10,000 years ago; Keith was right, I found the references in my various codecies...so yea, it was the birth of Slaanesh that blew away the warp storms, allowing for travel, then the crusades started. So what if this is a 40k post in a fantasy area...it has relevance to Ian.
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Post by Andrew on Feb 6, 2009 16:52:51 GMT -6
Castle Roolz:
The Castle A fortress consists of four distinct areas: Walls, Towers, a Gatehouse, and a Courtyard. The battlements count as hard cover against enemy shooting, and any unit on the battlements counts as occupying the entire section in the same way as a building (rulebook pg 97).
The Gatehouse Treated like a wall. Whichever side controls the gate may freely open and close it during the Movement Phase. It may also be battered down, as described below.
Automatically hit in close combat. Add the number of hits cause by any model to the strength of the attack: if it's 10+ a wound is caused. Gates have 3 wounds; after they are gone the gate is destroyed.
Moving within the Castle All units on a wall or tower count as skirmishers.
Defending the Walls When a section of the castle is charge, any defending models on that section may move up to 2" to block the progress of the attacking unit. If there isn't any, the attacking unit may simply move over the battlements in their next turn.
Otherwise the two must fight. Defending units count as occupying a building and fighting behind a defended obstacle as described in the main rules. A model defending a castle wall will only be hit on a roll of 6 in close combat; in addition they gain a +1 combat resolution for occupying high ground until they lose a round of combat, though there are no outnumbering bonuses.
Siege Attackers All infantry units - except for skirmishers - on the attacking side have ladders. They may charge any wall section, but not tower sections as the ladders are not long enough. When an attacking unit reaches combat with the defenders of the wall, the front rank may attack as normal. However, as the castle is so well defended, attackers require 6's to hit. Additionally, the attacking unit cannot count its ranks or outnumbering bonuses while fighting over the walls.
Grappling Hooks Skirmishing units on the attacking side are equipped with grapples. They work in the same way as siege ladders but allow the skirmishers to charge towers too.
Siege Towers It's placed in the middle an attacking unit, displacing 6 models. Skirmishers may not push towers. Models may move up and down the siege tower during the unit's movement. The addition of a siege tower to a unit makes them a Large Target.
Gets a free normal move of 2D6" before the game begins; afterwards they move at the same speed as the pushing unit. May not march.
Once a siege tower contacts a wall section, the access ramp is lowered, and any models within or atop the tower may be ranked up to fight on the ramp. Models fighting from a tower follow all the usual combat rules and negate the defended obstacle status fo the battlements.
It can be separately shot at and destroyed, having Toughness 7 and 4 wounds. It is a Large Target.
Battering Rams Placed in the same way as towers and moves in the same way. A unit equipped with a battering ram always counts as Strength 10 when attacking a gate and inflicts D3 wounds on it. May not be used to attack normal units.
Deployment & 1st turn The attackers deploy first. They may be deployed anywhere on the battlefield, but no closer than 24" to any part of the castle. The defending force is then deployed anywhere in the fortress. The defenders have the 1st turn.
Special Deployment Any troops with special deployment rules, such as Dark Elf Shades, may not use them in this scenario.
Winning the Game Each wall section and tower counts as a distinct section. The courtyard is divided into three equal-sized sections. To control a section, a player must have an unbroken unit of Unit Strength 5+ within it. Flyers cannot claim sections. If a section is contested, it cannot be claimed by any side. The player who controls the most sections after 7 full turns is the winner.
There are the rules I'm talking about. I like them. I think players should have to spend a crown per army to equipment each with siege towers and battering rams, which otherwise don't come out of the normal army points.
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