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Warhammer Siege

Castle Walls
Placing Wall Defenders

A unit defending a Castle Wall places a single rank of models on the


Wall. All other models are assumed to be hunkering down at the base
of the Wall, or waiting on the stairs to reinforce their comrades – they
are not placed on the table. The number of models on the Wall will
dictate how many models may shoot, but not how many may fight in
close combat (see below). Casualties (other than characters and
champions as normal) are removed from the models not on the table
first, as models will step up to defend the wall as gaps appear.

Shooting at the Wall

Castle Walls offer occupants the same protection as a Building. Castle


Walls and Towers may not be damaged or destroyed during the course
of the game, unless the scenario special rules dictate otherwise.
Castles are built to withstand a serious battering – far more than can
be inflicted during a single battle.

Shooting from the Wall

Models of unengaged units on the Castle Wall may shoot in the


shooting phase. The same models may also Stand and Shoot as a
charge reaction against enemies charging the Wall. Note that a unit
defending a Castle Wall may Stand and Shoot regardless of how close
the charging enemy is to the Wall. A unit may only Stand and Shoot at
enemies charging from the outside of the Wall – not against enemies
attacking from adjacent Wall or Tower sections, or from the inside of
the Wall.
Assaulting the Wall

Assaulting a Castle Wall follows the same rules as buildings, with the
following exceptions:

• Infantry and Monstrous Infantry may assault a Wall using


Ladders, Ropes or Siege Towers. They may also assault a Wall
from adjacent Wall sections or Towers, or from the inner
courtyard (by using the stairs).
• Models assaulting the Wall using Ladders or Ropes count as WS 1
for the first round of combat.
• Attackers that lose combat must take a break test (unless they
are attacking from an adjoining section, in which case they are
automatically pushed back to where they came from). There are
no modifiers for the break test except for the difference in
Wounds inflicted. Note also that the Defenders on the Wall count
as having 0 ranks, so if the Attackers have at least 1 rank of 5 or
more models, they will be Steadfast. If the Attackers fail their
break test, they will flee directly away from the Wall. Attackers
that lose combat and do not break are repelled and moved back
to 1” away from the base of the Wall.
• Defenders that lose combat take a break test as per the normal
Building rules. However, if the Defenders pass their break test or
the combat is a draw, the Attackers are not repelled. They have
gained a foothold on the wall and will continue to fight in the
following round. Note that they will no longer be WS 1 if
attacking from Ladders or Ropes, as the foothold they have
achieved on the Wall allows reinforcements to climb the wall
relatively unmolested.
• Defenders that flee from combat flee into the courtyard, directly
away from the Castle Wall.

Assaulting from the Inside

A Castle Wall is a highly defensible position, provided your enemies are


on the outside of the Wall. Once they get in behind however, things are
very different. A charge from inside the Castle will bypass most of the
defences that make a Wall so effective, catching reinforcements in the
rear and leaving Defenders with no avenue of escape.

• A unit defending a Castle Wall loses its Steadfast if charged from


the inner courtyard (ie in the rear). It will only regain Steadfast
once the units attacking from the courtyard are driven off.
• Wall defenders attacked from the courtyard are in big trouble –
their retreat is blocked. If the defenders break from combat when
fighting enemies attacking from the courtyard, they are
destroyed. There is nowhere to run.
Assaulting from Adjoining Sections

Castle Walls and Towers are connected by doors, allowing troops to


move from one section to another with relative ease. Units may
assault a Wall from an adjoining Wall or Tower. The following rules
apply:

• As per the Building rules, up to 10 models (or 3 Monstrous


Infantry) may fight from the unit assaulting from the adjoining
section.
• If the assaulting unit is defeated or the Defenders do not break,
the unit is automatically pushed back into the section from which
it came.
Supporting Assault

It is permitted for a player to use forces in adjoining sections to assist


Wall Defenders in an ongoing combat. This involves nearby troops
rallying to the call and assisting the beleaguered Defenders in clearing
the walls of attackers who have gained a foothold on the battlements.
It is not a true charge - once the effort to repel the assault has been
made, the unit must resume its post.

• A unit in an adjoining section may declare a charge on an


ongoing combat. It may not be the first round of combat - the
attackers must already have a foothold for the unit to have a
valid target for their attack.
• The unit is not truly launching an all-out assault on the Wall - it is
an effort to aid an ongoing fight in which their comrades are
struggling, and there is not a lot of room on the Wall for more
Defenders. As such, only half the normal number of models may
fight from the charging unit - so 5 Infantry, or 1 Monstrous
Infantry. Attackers may allocate attacks to the charging unit as
normal - see Multiple Assaults.
• Regardless of the outcome of the combat, the unit charging from
the adjoining section will automatically withdraw from the
combat and resume their posts in their starting location. The unit
never really left - they were simple sending temporary relief to
their allies.
Multiple Assaults

Only one unit at a time may attack from the outside of a Castle Wall.
The assault takes the whole section of the Wall, leaving no room for
other units to launch an assault. However, this leaves room for attacks
from other directions. In such situations, the Defenders will quickly be
overwhelmed.

For each unit attacking from the outside of the Wall, an adjacent Wall
or Tower, or up the stairs from the courtyard, the attacker may fight
with the usual permitted 10 Infantry models (or 3 Monstrous Infantry).
So an attack up the Wall and one from an adjacent Tower would give
the attacker up to 20 models to attack, and so on. The Defenders may
only fight with the usual 10 models, no matter how many directions
they are being attacked from. However, they may choose which
models will fight in which direction, splitting attacks as they see fit.

Note that in the same way as only one unit at a time may assault the
outside of a Castle Wall, there is only room for one unit to assault the
Wall from the courtyard.
If the Defenders flee or are killed, the Attacker may choose which unit
will occupy the captured Wall. Other units will do one of the following:

• Units attacking from an adjacent Wall or Tower remain where


they are, preparing for the next fight.
• Units attacking from the inner courtyard may make a Reform
move, to prepare for fresh enemies.
• A unit attacking from the outside of the Wall is pushed from the
Wall and may make a Reform move, 1” from the outside base of
the Wall.
Occupying the Wall

An attacking unit occupying a Castle Wall is placed in the same way as


the defenders (see Placing Wall Defenders), however the owning
player may choose to face the unit backwards (facing the courtyard) if
he or she so desires.

Leaving the Wall

A unit wishing to move off the Wall may do so by one of the following
means:

• Charge an enemy-held adjacent Wall or Tower section


• Charge off the wall, into the courtyard (see below)
• Move the entire regiment into an adjacent Wall or Tower section
(which counts as moving, but the unit may still shoot)
• Make a Reform move, 1” away from the inside base of the Wall. A
unit moving off a Wall may not make a Swift Reform.
Charging the Courtyard

A unit may charge from a Wall or Gate section into the Courtyard
below. This is contrary to the normal building rules, but represents the
easy access of stairs down to the ground below, and helps prevent
situations where troops are trapped on the wall due to nearby
enemies, with no recourse.
• A unit charging the courtyard may charge even if there will be no
room to place the unit. Instead place as many ranks as possible,
and keep the other models to the side. If possible, push the
charged unit back in order to accommodate the rest of the
chargers, however this is not mandatory for the charge to be
successful.
• The charging unit will automatically assume a formation with a
width equal to the maximum number of models that can fight
against the charged unit. Ranks are then filled as normal (where
room permits).
• The charging unit counts as Skirmishers for the duration of the
combat, and gains no charging bonuses due to the difficulty of
charging off the Walls and the loss of organisation this entails.
• If the charging unit loses combat and flees, it will most likely be
automatically destroyed due to the wall immediately behind it.
Such an assault is not without risk.

An Almost Impenetrable Barrier

A Castle Wall is a formidable obstacle, impervious to all but the most


powerful assaults. It provides a barrier separating the denizens within
from the outside world, many of whom have no idea what occurs on
the other side.

In general game terms, the following rules apply to all sections of the
Castle, be it Walls, Towers or the Gate:

• Units on the inside of the Castle may march even if there are
enemy units within 8” on the outside of the Castle. The Walls are
sufficient barrier for the presence of the troops to be
inconsequential. Note that this rule does not apply if the enemy
are on the Walls themselves.
• Units that flee into a Castle Wall, Tower or Gate have nowhere to
run – there is no forcing through such an obstacle, and a unit
fleeing into it will be either crushed or dispersed. Units that flee
into a Castle Wall, Tower or Gate are destroyed. The exception to
this rule is if the unit happens to be fortunate enough to pass
directly through the opened or destroyed Castle Gate, in which
case it moves as normal.

Castle Towers
Castle Towers largely follow the same rules as Buildings. The number
of models that fit on the roof of the Tower is irrelevant – it is treated
as a normal level of the building. Castle Towers are assumed to have
at least 2 levels from which models can fire, or more if the model
permits.

Assaulting the Tower

The height of a Castle Tower makes conventional ground assault


methods (using Ladders, Siege Towers etc) unsuitable. A Castle Tower
may not be assaulted from the ground, unless it has a door on the
ground for the attackers to enter by. Assuming there is no door, the
Tower may be assaulted from an adjacent Wall section or Tower, using
the normal rules for assaulting Buildings.

Like assaulting a Building, if the Defenders are not broken from the
Tower, the Attackers are automatically pushed back (no break test is
required). They will be pushed back to the location they came from
(adjacent Wall or the Courtyard). If the unit cannot be placed there
(because another unit has occupied the space they came from), the
unit will be pushed back again, to a location adjacent to that occupied
one, chosen by the owner of the unit (with a preference to unoccupied
locations – you may not choose another occupied location if there was
the option of an unoccupied one). This process will repeat until a valid
location is found for the unit. If there is no valid location at all, the unit
is removed – they become lost in the fighting and are scattered.
War Machines on Towers

Unlike normal Buildings, it is permissible to deploy a War Machine on


the roof of a Castle Tower. The War Machine counts as occupying the
entire Tower, and may not move. It is assumed the Machine was either
assembled on the roof of the Tower, or lifted there with the aid of
hoists. When shooting at a War Machine on a Tower, do not use the
Building rules. Instead, the War Machine counts as being in Hard
Cover. Template weapons are placed over the model as normal – as
though it were on open ground.

Castle Gates
A Castle Gate will normally resemble a reinforced Wall section with a
gate at ground level. The Castle Gate behaves in the same way as a
Castle Wall, with the following exceptions:

• Forces occupying the Castle Wall unopposed (ie not locked in


combat) may elect to open or close the gate at the start of the
controlling player’s turn. This action is in addition to any normal
actions the unit may wish to perform that turn.
• Units from both sides may move through an opened or destroyed
Castle Gate, treating it as open terrain, with the following
restriction: a Gate is always assumed to be just wide enough to
admit a unit 5 models wide (or 3 models in the case of Monstrous
Infantry, Monstrous Cavalry or Monstrous Beasts). Units wider
than this must reform if they wish to enter through the Gate.

Damaging the Castle Gate

The Gate is the most vulnerable point of the Castle, however this does
not mean it is weak. The Gate will be made of thick timber or even
iron, reinforced and braced in case of attack. A Castle Gate has the
following profile:

Castle Gate Toughness: 7 Wounds: 3 Armour Save: 1+


Note that a Castle Gate can only take 1 wound per phase, regardless
of how many saves it fails, or any other effects like multiple wounds.
Effects that would normally destroy the Gate outright will instead inflict
1 wound. This reflects the fact that even if you punch a hole clean
through the gate, that does not mean the entire gate can be opened –
it must be weakened in multiple places before it will collapse.

A Castle Gate is immune to Impact Hits. Even the bravest warriors will
not willingly run face-first into a wall of timber and iron, and those too
angry or drugged to notice are unlikely to make it intact through the
tangle of broken warriors and rubble surrounding the Gate.

Shooting at the Castle Gate

Models may shoot at the Castle Gate (which is a separate target from
any unit on the wall above), provided that there is not a unit attacking
it in close combat. Shots from Stone Throwers at the Castle Gate will
only hit the vulnerable gate itself on a 5+, provided the template is
touching the Gate itself (as opposed to the wall around it). All other
shots are assumed to hit the stonework around the Gate, and have no
effect. However, templates with different strength profiles will always
hit the Gate at the highest strength on a 5+, regardless of where the
centre of the template lies.

Attacking the Castle Gate in Close Combat

A Castle Gate may be charged and attacked in the same way as an


enemy unit. In the same way as attacking a building however, the
number of models that may attack are restricted by the size of the
gate and its reinforced surrounds. Refer to the Building rules to
determine how many models may attack each turn. Note however that
cavalry mounts may still make their normal attacks against the Gate –
the riders need not dismount in order to charge the Gate.
Refer to the rules for Damaging the Castle Gate to determine the
effects of attacks made against it. Attacks made in close combat
against the Gate will hit automatically.

Models may shoot at a unit attacking the Castle Gate, provided it is


not also in combat with another unit. The unit must take any Panic
tests as usual, so may flee from attacking the Gate as a result. When
this happens, the unit will flee directly away from the Gate, regardless
of the source of the Panic test.

A unit in combat with the Castle Gate will remain locked in combat
until the Gate is destroyed or the unit flees. There are no combat
results at the end of each round of combat, unless another unit
charges the one attacking the Gate. After each round of combat, a unit
which is in combat with the Gate (but was in combat no other units)
may choose to withdraw from the combat. The unit may make a
Reform move 1” away from the Gate.

If the Castle Gate is destroyed in close combat, the attacking unit may
immediately make an Overrun move straight forwards, assuming it will
fit through the gate. Note that this Overrun move is permitted even if
the unit did not charge that turn – it represents the unit surging
through the broken Gate in an attempt to seize control of the entrance
to the Castle. Alternatively, the unit may choose to Reform as normal
(most likely because the unit is too wide to Overrun through the Gate).

Siege Equipment
Siege Equipment may be purchased by a player as part of his or her
army selection before the game, using the points cost specified. Unless
stated otherwise, all Siege Equipment is a unit upgrade and cannot be
transferred between units or used by a different unit should the
original unit be destroyed.

Siege Defender Equipment


Rocks (25 points)

A section of Castle Wall may be equipped with a supply of Rocks for


Defenders to throw at enemy forces as they try to climb the Wall.
Place a marker on the Wall section to show that there are Rocks
available. Any unengaged unit defending the Wall when an enemy unit
declares a Charge (from the outside of the Wall only) may elect to
Stand and Shoot by dropping Rocks on the Attackers. Each model on
the Wall (not those hidden in reserve) may inflict a Strength 4 hit on
the unit as it Charges. This is instead of any other Stand and Shoot
reaction the unit may make. The player must choose which weapons to
Stand and Shoot with.

Boiling Oil (50 points)

A section of Castle Wall may be equipped with a pot of Boiling Oil for
Defenders to pour onto enemy forces as they try to climb the Wall.
Place a marker on the Wall section to show that there is a pot of Oil
available. Any unengaged unit defending the Wall when an enemy unit
declares a Charge (from the outside of the Wall only) may elect to
Stand and Shoot by dropping Oil on the Attackers. Unlike other Stand
and Shoot reactions, Boiling Oil is resolved after the charge is
completed (and the models are in base contact with the Wall). Note
that it may still cause Panic, however. Place the small blast marker
anywhere touching the outside base of the Wall. Models touched by
the template suffer a Strength 5 hit. This is instead of any other Stand
and Shoot reaction the unit may make. The player must choose which
weapons to Stand and Shoot with.

Note that each pot of Boiling Oil may only be used once per game.
However, the player may purchase more than a single pot for the same
section of Castle Wall.
Siege Attacker Equipment
Ladders and Ropes

All Infantry and Monstrous Infantry in the Attacking force are equipped
with Ladders or Ropes for no additional cost. It is assumed the unit
carries sufficient equipment to launch an effective assault, and should
the unit be crippled on the way to the wall, any excess equipment is
dropped. You may wish to convert some models to carry siege
equipment, however this is not compulsory.

Log Ram (25 points)

A Log Ram is the most rudimentary method of assaulting a Castle


Gate. It can be quickly constructed whenever there are trees available,
and whilst not as effective as a full Battering Ram, a Log Ram will still
get the job done (eventually). Due to its relatively light weight and
lack of complexity, it is even possible for cavalry to make effective use
of a Log Ram.

Moving the Log Ram

Any unit of Infantry, Monstrous Infantry, Cavalry or Monstrous Cavalry


may be equipped with a Log Ram at the cost shown above. The Ram
simply sits between models and does not affect the formation of the
unit. Whilst carrying the Ram, the unit may not declare a Charge
(except against a Castle Gate), and may not Overrun or Pursue. The
unit may elect to drop the Log Ram at any time (for instance in order
to declare a Charge), however the Ram is then lost and may not be
retrieved.

If the unit carrying the Log Ram is forced to declare a Charge, either
due to Frenzy, Animosity, or for any other reason, it must abandon the
Log Ram – the player has no choice.

Assaulting the Gate with the Log Ram


A unit must have at least 2 complete ranks to employ the Log Ram
against a Castle Gate. It is used in combat instead of any models in
the unit making attacks against the Gate, and makes a single attack
each Combat Phase at Strength 6.

Note that the unit may only use the Log Ram against the Castle Gate
when it is not otherwise engaged in combat.

Battering Ram (100 points)

A Battering Ram follows the same principles as a Log Ram (ie use a big
log to open the door). However, a Battering Ram is far better
prepared; it is larger and heavier than a basic Log Ram, attached to a
frame to enable it to be swung more effectively. A Battering Ram also
includes a roof, the better to protect its operators from the attentions
of those above.

Moving the Battering Ram

A Battering Ram may be purchased as an upgrade for, and deployed


with, any Infantry or Monstrous Infantry unit. The Battering Ram is
automatically placed in the middle of the front rank of the unit, and
displaces a number of models appropriate for the size of the model.

A unit must have at least 2 complete ranks to move the Battering


Ram. If the unit drops below this size, the Battering Ram will cease
moving (and in most cases the unit will then choose to abandon it).

A unit pushing a Battering Ram may not March, declare a Charge


(except against a Castle Gate), Overrun or Pursue (see Abandoning
the Battering Ram).

Damaging the Battering Ram

A Battering Ram is a sturdy construction which offers its operators


some protection from incoming missile weapons. Shooting at the unit
with the Battering Ram will hit the Ram on a 5+. Templates will hit the
Ram if they touch it, as well as any other models lying under the
template, as normal.

In close combat, models in contact with the Battering Ram may elect
to attack it instead of the unit pushing it. Attacks made against the
Battering Ram will hit automatically.

A Battering Ram has the following profile:

Battering Ram Toughness: 7 Wounds: 5 Armour Save: 1+

Abandoning the Battering Ram

A unit may abandon the Battering Ram at any time (for instance in
order to declare a Charge), in which case the Ram is left where it is
and may be taken by another eligible unit that moves into contact with
it.

If the unit pushing the Battering Ram is forced to declare a Charge,


either due to Frenzy, Animosity, or for any other reason, it must
abandon the Battering Ram – the player has no choice.

A unit which takes an abandoned Battering Ram is immediately


Reformed around the Ram, and its movement ends for that turn. A
unit which flees whilst pushing a Battering Ram abandons it on the
spot.

For all other purposes, an abandoned Battering Ram counts as


Impassable Terrain and provides Hard Cover.

Assaulting the Gate with the Battering Ram

A unit must have at least 2 complete ranks to employ the Battering


Ram against a Castle Gate. It is used in combat instead of any models
in the unit making attacks against the Gate, and makes a single attack
each Combat Phase at Strength 8.

Note that the unit may only use the Battering Ram against the Castle
Gate when it is not otherwise engaged in combat.

Siege Tower (100 points)

Siege Towers are the ideal way for troops to assault a Castle Wall.
They offer protection on the way up to the walls, and eliminate the
need for a dangerous climb up the Wall under the attentions of the
Defenders.

Moving the Siege Tower

A Siege Tower may be purchased as an upgrade for, and deployed


with, any Infantry or Monstrous Infantry unit. The Siege Tower is
automatically placed in the middle of the front rank of the unit, and
displaces a number of models appropriate for the size of the model. 10
Infantry or 3 Monstrous Infantry are automatically placed inside the
Tower. Any casualties from the unit will always be taken from the back
of the models pushing the Tower, unless there are no remaining
models outside the Tower. The exception to these rules is if the player
elects to man the tower with a separate unit. See Separate Units,
below.

A unit must have at least 2 complete ranks to move the Siege Tower. If
the unit drops below this size, the Siege Tower will cease moving (and
in most cases the unit will then choose to abandon it).

A unit pushing a Siege Tower may not March, declare a Charge (except
against a Castle Wall), Overrun or Pursue (see Abandoning the Siege
Tower).
Separate Units

Instead of a single unit pushing and manning the Siege Tower, the
player may elect to put a small, separate unit within the Tower itself.
This unit must be no larger than 10 Infantry or 3 Monstrous Infantry,
as nothing more will fit. This unit may be deployed in the Tower, or
enter it by moving into contact with the unit pushing the Siege Tower,
which may not move further that turn (and thereby displacing the
models currently inside the Tower).

The unit may choose to leave the Siege Tower in the movement phase,
in which case it will Reform 1” away from the Tower. It may not make
a Swift Reform. If there is still a unit pushing the Tower, that unit may
not move in the turn the unit leaves the Tower.

If the unit pushing the Siege Tower flees (for instance from Panic), the
unit inside the Tower will remain where it is.

If the unit inside the Tower is slain or leaves, the unit pushing the
Siege Tower must move models into the Tower in their place in their
next movement phase (this does not affect the unit’s movement in any
other way – the unit may still move or Charge as desired). If the Siege
Tower is at the Castle Wall, the models moved into the Tower may
attack the Defenders on the Wall as though charging, although only if
the unit is not already engaged from that direction by another unit
(this would most commonly be due to the previous occupants of the
Siege Tower having stepped onto the Wall and continuing to fight the
Defenders.

Damaging the Siege Tower

A Siege Tower is a massive construction of wood, hides and sometimes


even metal. It offers complete protection for its occupants from all but
the most powerful missile weapons, and can take considerable
punishment before it is rendered inoperable. For shooting purposes, a
Siege Tower is a separate target from the unit pushing it. Shooters
may elect to shoot the unit or the Tower. Templates that touch both
will affect both as normal.

When firing at the unit pushing the Siege Tower, if the majority of the
unit is behind the Tower, the unit will count as being in Hard Cover.

In close combat, models in contact with the Siege Tower may elect to
attack it instead of the unit pushing it. Attacks made against the Siege
Tower will hit automatically.

If the Siege Tower is destroyed by shooting or in close combat, any


models within it take a Strength 5 hit. If the Tower is abandoned to
enemy forces (due to the pushing unit breaking from combat), the
Tower is destroyed and all models inside the Tower are automatically
slain.

A Siege Tower has the following profile:

Siege Tower Toughness: 7 Wounds: 5 Armour Save: 1+

A Siege Tower is a Large Target

Abandoning the Siege Tower

A unit may abandon the Siege Tower at any time (for instance in order
to declare a Charge), in which case the Tower is left where it is and
may be taken by another eligible unit that moves into contact with it.

If the unit pushing the Siege Tower is forced to declare a Charge,


either due to Frenzy, Animosity, or for any other reason, it must
abandon the Siege Tower – the player has no choice.

A unit which takes an abandoned Siege Tower is immediately


Reformed around the Tower, and its movement ends for that turn. A
unit which flees whilst pushing a Siege Tower abandons it on the spot.
For all other purposes, an abandoned Siege Tower counts as
Impassable Terrain and provides Hard Cover.

Assaulting the Wall with the Siege Tower

A unit pushing a Siege Tower declares a Charge against the Castle Wall
in the normal manner, however it is the models inside the Tower that
will do the fighting (which may or may not be models from the same
unit). Note that any Stand and Shoot reaction is made before the
drawbridge of the Tower opens, so the shots will be resolved against
either the pushing unit or the Tower itself (shooter’s choice, as
normal).

Once the Siege Tower arrives at the Wall, the drawbridge crashes down
and the troops inside surge onto the battlements. Models in a Siege
Tower assault a Castle Wall in the normal manner, with up to 10
Infantry or 3 Monstrous Infantry making attacks against the Defenders
on the Wall. However, models assaulting from a Siege Tower are not
WS 1 in the first round of combat. In addition, the unit in the Siege
Tower counts as Steadfast – once a Siege Tower is up against the Wall,
it is very difficult to dislodge.

At the end of the round of combat, one of the following will happen:
· Defenders lose and flee: If the Defenders lose the combat and flee,
or are wiped out, the unit in the Siege Tower will occupy the Wall as
per usual.
· Defenders lose and hold, combat is a draw or Attackers lose and
hold: Where the losing side holds or combat is drawn, the fighting on
the Wall will continue in the next round. Place 10 models from the unit
in the Siege Tower on the Wall, to represent them forcing a foothold on
the battlements. This may leave the Siege Tower unoccupied.
· Attackers lose and flee, or are wiped out: If the Attackers flee or
are wiped out by the Defenders, the Defenders will set fire to the
Siege Tower and destroy it. Any models still within the Siege Tower are
slain. If there is still a unit pushing the Tower after these casualties are
taken, it will Flee as normal, away from the Wall.

Special Rules
The following Special Rules for units require additional clarification for
Siege games:

Ethereal

Castles in the Warhammer World are constructed with its many


dangers firmly in mind. Walls are blessed by priests and sealed with
protective runes, protecting the inhabitants from many dangers a
simple wall cannot. Ethereal units cannot move through Castle Walls or
Towers. They may ascend a Wall using ropes, ladders or Siege Towers
as normal. However, an Ethereal unit may pass through a closed Castle
Gate, provided that it has taken at least 1 wound during the battle. It
is assumed that the wards on the Gate are weakened, leaving gaps in
the defences. The damaged Gate still counts as Dangerous Terrain,
though; the wards are merely weakened – they are not entirely gone.

Strider

Some units have the ability to scale sheer Castle Walls without the aid
of Ropes and Ladders. These models may assault the Wall in the usual
manner, however mounts and monstrous mounts may attack (which is
not normally permitted using the Building rules) Both mounts and
riders will still count as WS 1 in the first round of combat. Strider may
mean that some units such as Cavalry which could not normally
occupy a Castle Wall may assault and occupy it. Note however, that
such units may still not enter Towers.
Fly

Flyers may assault a Castle Wall or Tower, using the normal Building
assault rules. However, even if the Defenders flee, the Flyers will
automatically land 1” away from the Wall or Tower after the combat.
The Flyers may not occupy the Wall. Note that infantry or monstrous
infantry with the Flyer special rule may occupy a Wall, but not on the
same turn as they use their flight movement.

Relentless

Dwarfs are engineers unmatched anywhere in the Warhammer World.


Their skills, combined with the unflagging stamina common to their
race, allows Dwarf units pushing Siege Towers and Battering Rams to
March, despite the rules stating that this is normally not permitted.

Siege Scenarios: Frontal Assault

The Armies

One player is designated as the Attacker and the other is the Defender.
This can be done by mutual agreement or by dicing off with the high
roller choosing to be the Attacker or Defender.

Each player chooses his force using the army list from a Warhammer
Armies book with the Attacker gaining +50% more points than the
Defender. For example if the Defender had a 2000-point army then the
Attacker would have a 3000-point army. Both players may select siege
equipment as part of their forces.

The Battlefield

Place an alternating series of Castle Walls and Towers across the table,
with the outsides of the Walls making a line 12” from the Defender’s
long table edge (see below). One of the centre-most Castle Wall
sections will contain the Castle Gate. The Defender may place up to
two forests anywhere more than 16” from the outside of the Castle
Walls and each other. The Defender then deploys all of his forces either
on the Castle Walls and Towers, or in the Courtyard behind them.

Deployment

The player who is the Defender must deploy his entire army first,
either on the Castle Walls and Towers, or in the Courtyard behind
them. The Defender may elect to start the game with the Gate opened
or closed. The Attacker then sets up his entire force at least 20” away
from the outside of the Castle Walls (do not count the Castle Towers,
which will generally stick out).

First Turn

The player who is the Defender receives the first turn of the game.

Game Length

The game lasts for six turns.

Victory Conditions

Victory is determined by which player controls the most points at the


end of the game. Points are allocated as follows:
· Each section of Castle Wall: 1 point
· Each section of Castle Gate: 2 points
· Each half of the Castle Courtyard (divided in half with a line
midway down the long table edge): 1 point

Scenario Special Rules

None
Siege Scenario Frontal Assault
Deployment

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