Siege Rules

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Brian Bradford [BBradford1973@aol.com] has contributed this, what are your thoughts?

My group will be doing a campaign of RPOW using the Games Workshop
game "Mighty Empires" as a basis.  I have already completed all the
rule convertions and taken out all the fantasy crap!

Battles will be fought using RPOW, but the situation arrises when a
city or fortress is attacked.  There is a simple system for doing a
starvation, sit-and-wait siege, but in situations when the attacker
wants to assault I needed some rules.  Here is what I came up with;
may I get comments:

Cities and fortresses in battles:
If a player chooses to assault a city or fortress the walls will
provide the defender with enough cover to give all his troops -2
(city)/-3 (fortress) level cover.  There is also one gatehouse. 
Battles fought in this manner are subject to these new rules:

1.The attacker must allocate his objective points to areas inside the
walls.

2.Instead of having to purchase every unit on the list before being
allowed to go back a purchase duplicates, the attacker may purchase
up to three of each artillery on their list.  The defender can
likewise purchase two of each.

3.No cavalry is allowed on walls.

4.The attacker may not engage any unit on the wall with melee unless
the wall it is on is breached.  For each 6" section there is 9 SP
(city)/ 12 SP (Fortress) which can be attacked by artillery only. 

For each hit mark one point of the SP of the wall section.  Once all
points are gone then the wall is breached for that 6" section,
allowing melee troops to engage.  The rubble will still provide 1
cover.

Missile troops can still fire at units on the wall, but do so with
the cover shift equal to the settlement's defense.  Artillery does
not overshoot intact walls.

5.The gatehouse may be assaulted by any non mounted/artillery unit in
order to force entry.  The entry way is enough for one unit on each
side to be involved. A standard melee sequence is fought with the
defender getting cover equal to the settlement level.  If the
defender is driven back then the gate is considered opened and if not
it is contested or closed if the attacker retires or routs. 

On following turns the attacker and defender may bring at most one
additional unit (placing it in the rear) as support to the unit
fighting at the gate.  If the gate is captured and the defenders
driven off then other attackers may use it for entry.

6.To claim victory the attacker must capture all his victory
locations by the end of the battle and have more VP's than the
defender.  If this is done then the enemy army is considered to have
surrendered, otherwise the attacker is driven off.
 
7.Breached wall sections only repair at the conclusion of a campaign
season.

Contact me by clicking here Richard Holling