Post by Cromwell on Feb 2, 2020 13:26:46 GMT
Having a fevered mind and little else to do I came up with some rules for DBA siege operations.
Actually more the assault part of a siege as I did not want to wait 2 months to starve the little tin guys out!
I have a plastic castle model. I set this up in the centre of my table and carried out an assault where the English were assaulting a French castle during the HYW Defenders get 8 elements 4 elements is still the loss point.. 4 Bow and 4 Blade. Option to mount a Blade at anytime and to dismount any time. This allows the defenders a chance to sally out and maybe destroy the attackers artillery! They can only sally out through the main castle gate.
English had normal size DBA army. They set up 500 BW away from the Castle. Three sides of the castle must have troops opposite it.
Artillery fire at the castle walls using normal combat factors. The walls can take 10 points of damage and have a combat strength of 4. So if the cannon roles 4 and the wall 2 the wall scores 6 and the cannon 8 so the wall loses 2 strength points. Obviously if the wall wins the cannon takes no damage.
When the wall is breached ( no strength points left) the attackers can move up to that wall and fight any defenders in the courtyard as normal DBA
Bowmen can fire at troops on the walls troops on the walls add +1 to their combat value. Attackers recoil as normal, defenders move down to the court yard.
Attackers are assumed to carry scaling ladders. My castle can take 3 elements on the ramparts of each wall, attackers can also only fit three elements along the base of the wall. To scale fight normal DBA but in the third dimension. Defenders receive a +1 bonus, all other DBA rules apply. If the defending unit is eliminated or recoiled the attacker is placed on the rampart. Recoiled defenders move to the court yard. Recoiled attackers recoil back from the wall. If an attacker is on the ramparts and subsequently recoiled he goes back to the base of the wall.
My castle has a keep on the rear wall and a gatehouse tower on the front wall. These walls are too high to be scaled and can only be breached by artillery.
The defenders roll pips as normal. It takes 1 move to go from court yard to rampart and another to go rampart to tower or gatehouse and vice versus.
I have played one quick siege. Great fun! Very hard to scale the walls. No sallying out in this game but defenders still won. 4 elements to ).
Rules need refining so will keep tinkering away.
Actually more the assault part of a siege as I did not want to wait 2 months to starve the little tin guys out!
I have a plastic castle model. I set this up in the centre of my table and carried out an assault where the English were assaulting a French castle during the HYW Defenders get 8 elements 4 elements is still the loss point.. 4 Bow and 4 Blade. Option to mount a Blade at anytime and to dismount any time. This allows the defenders a chance to sally out and maybe destroy the attackers artillery! They can only sally out through the main castle gate.
English had normal size DBA army. They set up 500 BW away from the Castle. Three sides of the castle must have troops opposite it.
Artillery fire at the castle walls using normal combat factors. The walls can take 10 points of damage and have a combat strength of 4. So if the cannon roles 4 and the wall 2 the wall scores 6 and the cannon 8 so the wall loses 2 strength points. Obviously if the wall wins the cannon takes no damage.
When the wall is breached ( no strength points left) the attackers can move up to that wall and fight any defenders in the courtyard as normal DBA
Bowmen can fire at troops on the walls troops on the walls add +1 to their combat value. Attackers recoil as normal, defenders move down to the court yard.
Attackers are assumed to carry scaling ladders. My castle can take 3 elements on the ramparts of each wall, attackers can also only fit three elements along the base of the wall. To scale fight normal DBA but in the third dimension. Defenders receive a +1 bonus, all other DBA rules apply. If the defending unit is eliminated or recoiled the attacker is placed on the rampart. Recoiled defenders move to the court yard. Recoiled attackers recoil back from the wall. If an attacker is on the ramparts and subsequently recoiled he goes back to the base of the wall.
My castle has a keep on the rear wall and a gatehouse tower on the front wall. These walls are too high to be scaled and can only be breached by artillery.
The defenders roll pips as normal. It takes 1 move to go from court yard to rampart and another to go rampart to tower or gatehouse and vice versus.
I have played one quick siege. Great fun! Very hard to scale the walls. No sallying out in this game but defenders still won. 4 elements to ).
Rules need refining so will keep tinkering away.