Escolar Documentos
Profissional Documentos
Cultura Documentos
Castle Walls
Placing Wall Defenders
Assaulting a Castle Wall follows the same rules as buildings, with the
following exceptions:
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:
A unit wishing to move off the Wall may do so by one of the following
means:
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.
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.
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
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:
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:
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.
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.
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.
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.
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.
Note that the unit may only use the Log Ram against the Castle Gate
when it is not otherwise engaged in combat.
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.
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 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.
Note that the unit may only use the Battering Ram against the Castle
Gate when it is not otherwise engaged in combat.
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.
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.
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.
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.
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
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
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
Victory Conditions
None
Siege Scenario Frontal Assault
Deployment