Post by baaderthegreat on Jan 15, 2022 9:42:35 GMT
For siege battles, our group uses the siege rules from Blood in the Badlands with a lot of house rules of our own (as I wrote in the Siege of Babenheim thread, we mixed it with the rules for destroying buildings that you can find in the Raze and Ruin scenario).
In the Blood in the Badlans books, you are encouraged to invent siege equipment on page 91:
"Inventing your own Siege equipment
The list of siege equipment we included in this article is very limited [...] creative groups of players can have a lot of fun expanding on what we've included here."
So that's what we did - a lot.
A few examples here:
ATTACKER'S SIEGE EQUIPMENT
Acrobatic Pyramid (300 points per unit)
Lizardmen only.
This upgrade can be taken by Skink Cohorts and Skink Skirmishers. During the battle, those skinks will try to climb over one another and support each other in order to reach the top of a tower or a wall. When such a Skink unit is assaulting a fortress section, 15 models of the unit cannot participate in close combat as they are needed for the acrobatic pyramid. The Skinks that do participate, however, do not have their Weapon Skill and Initiative halved - they attack the fortress section normally. If you have less than 15 models in the unit left or you simply choose not to execute the pyramid (because you need more models in combat), none of this applies.
Demolition Fanatics / Demolition Mangler Squigs (100 per Fanatic, 250 per Mangler Squig)
Orcs & Goblins only.
Fanatics with this upgrade are still removed as casualties when conacting a building / fortress section, but the building as well as it occupiers suffer D6 Strength 5 hits with the Armour Piercing rule.
Mangler Squigs with this upgrade do not stop their movement 1 inch short of buildings / fortress sections, but are removed as a casualty when contacting a building. The building as well as it occupiers suffer 2D6 Strength 6 hits with the Armour Piercing rule.
Doom Engine (1600 for Chaos Dwarfs, 1800 for Daemons of Chaos and Warriors of Chaos, 2000 for Beastmen)
Beastmen, Daemons of Chaos, Chaos Dwarfs and Warriors of Chaos only.
This is a special kind of siege tower. The rules can be found in the Warhammer Rule Book for the 8th edition on page 426. In addition to these rules, the following also applies:
- Strength 5 or higher is needed to damage the Doom Engine.
- The Doom Engine has the special rule Flammable.
- The Doom Engine uses the movement rules for a normal siege tower from Blood in the Badlands.
- Its hits from the Grinder special rule are applied against buildings / fortress sections.
- A Doom Engine must not back away 1 inch from the building after the assault. Insteand, it is counted as a "connected fortress section" like a normal siege tower.
The Knights lead the Assault on the Fortress! (100)
Bretonnia only.
Any number of Knight characters can choose the Virtue of Empathy without additional cost.
Next is some new defender's siege equipment...