|
Post by KevinC on May 30, 2017 14:39:12 GMT
TheREALricksalamone, dannytee, avatarofbugman, wilsonthenarcSeveral forum members have been asking about the siege rules we have been using in our Dark Tidings campaign. We have been using the WFB 5th edition Siege rules with a number of amendments. The most updated amendments are attached to this post (below). In the future, my intent is to write a full set of EEFL siege rules based on the old Siege rules updated for 8th edition (i.e. with the amendments here). One important note, we have been playing that an Attacker's models need to outnumber the defender models on a particular wall section in order to Seize the Ramparts and attack as normal (no longer needing 6s to hit). However, in the updated siege rules for 6th edition, Seize the Ramparts changed to the Attacker's needing to win a round of combat. So, as soon as the Attackers win a round of combat they count and seizing the ramparts and may fight as normal. What are your thoughts of this? Outnumber models or winning a combat for seizing the ramparts? Any other comments are welcomed. Thanks. Siege Rules.docx (80.59 KB)
|
|
|
Post by avatarofbugman on Jun 3, 2017 12:50:11 GMT
Outnumber is rough. If my ogres are manning the walls, as soon as someone is attacking they can effectively outnumber immediately. That version of the rule was before Ogres were an army book. Winning a round of combat seems more in line with how building work in 8th as well, and gives the sense of pushing the defenders back.
|
|
|
Post by KevinC on Jun 4, 2017 12:34:50 GMT
I think that wining a round of combat is overall more fair as well. I was looking over the siege rules for Warhammer: Ancients and to negate the attacker penalties the attacker must win a round of combat as well. TheREALricksalamone, dannytee, wilsonthenarc???
|
|
|
Post by TheREALricksalamone on Jun 4, 2017 12:51:44 GMT
I think that wining a round of combat is overall more fair as well. I was looking over the siege rules for Warhammer: Ancients and to negate the attacker penalties the attacker must win a round of combat as well. TheREALricksalamone, dannytee, wilsonthenarc??? Agreed. The ogre point sold me.
|
|
|
Post by pendrake on Jun 4, 2017 14:56:16 GMT
Cool. I can actually download and read the docx attachment without a problem. [!]
Outnumbering and Ogres Ogres (or anything else on 40 or 50mm squares) should count as four infantry, e.g.: four empire archers = one Ogre. But large targets should double that, e.g.: eight empire spearmen = one Giant.
Physics Rearing it's Ugly Head There should be a section of rules that specifically disallows or bans all ludicrous effects. FREX: —A falling giant should do no damage to a stone wall section or a tower. —A falling giant could smash wooden things like Belfreys (Siege towers), catapults, or covered rams. —Arrows, Bullets and Xbow bolts should have no discernible effects on Belfreys built of timber (and they should absolutely bounce off that Dwarf iron tower.) —Gnoblars should not be able to push a Belfrey that is weighted down with Ogres.
That is not ^ an exhaustive list.
|
|
|
Post by gregwarhamsters on Jun 4, 2017 16:15:55 GMT
Going to add to this post as I'm writing my own set of rules and coming up with various problems as I go. Didn't like the blood in the badlands way of doing it but I want to update a few things to make the rules a bit 8th.
Think we've sorted the combat thing but I'm not happy about the cannons tearing down the walls - or more likely the little wooden door!
Greg
|
|
|
Post by pendrake on Jun 5, 2017 3:37:49 GMT
Going to add to this post as I'm writing my own set of rules and coming up with various problems as I go. Didn't like the blood in the badlands way of doing it but I want to update a few things to make the rules a bit 8th. Think we've sorted the combat thing but I'm not happy about the cannons tearing down the walls - or more likely the little wooden door! Greg That and rock lobber fire doing the same thing...both probably belong on my PRIUH list. Neither should be able to bring a stone wall down in six shots. (Six turns: best case six shots) Creating a big hole in a wall is a process needing days/weeks. But, IF... ...the besieging army has Cannon, The Final Assault battle scenario should probably start with a shattered gate and a breached wall or a fallen tower. Because given enough time the outcome is certain: shattered walls. But that makes a really boring tabletop game. (I know of one historical scenario where the stone walls defeated the Cannon. One in all of real history. Admiral Sir Francis Drake v. The fort at St. Augustine Florida, when that was a Spanish possession. The Spanish built their fort from marine limestone quarried out of the bay, because it was the only local source of stone. Turns out it when it is fresh it absorbs cannonballs like ballistic gel absorbs bullets. Oops. Drake landed guns and tried bombarding the Spaniards for two weeks but bailed when a hurricane approached.)
|
|
|
Post by wilsonthenarc on Jun 5, 2017 12:29:27 GMT
That is the best historical anecdote I have heard this week. +3 points.
|
|
|
Post by KevinC on Jun 5, 2017 13:11:44 GMT
Cool. I can actually download and read the docx attachment without a problem. [!] Outnumbering and OgresOgres (or anything else on 40 or 50mm squares) should count as four infantry, e.g.: four empire archers = one Ogre. But large targets should double that, e.g.: eight empire spearmen = one Giant. Physics Rearing it's Ugly HeadThere should be a section of rules that specifically disallows or bans all ludicrous effects. FREX: —A falling giant should do no damage to a stone wall section or a tower. —A falling giant could smash wooden things like Belfreys (Siege towers), catapults, or covered rams. —Arrows, Bullets and Xbow bolts should have no discernible effects on Belfreys built of timber (and they should absolutely bounce off that Dwarf iron tower.) —Gnoblars should not be able to push a Belfrey that is weighted down with Ogres. That is not ^ an exhaustive list. The goal here is to get the siege rules to work as best as possible as the same time as being as fare as possible. The Giant template causes a S6 hit with D3 wounds, it can crush a siege tower, and it can hurt a severely damaged wall. With a max total of 9, it's not normally going to be able to damage a wall, though. There is no reason to make addition rules regarding any of this. Regarding the missiles, they all need 6 to wound T7, so they pretty much bounce off siege towers. Lastly, if a mob of Gnoblars can lift up Greasus Goldtooth and carry him around, enough of them can push a heavy siege tower. They are like ants. Or else imagine they have a Rhinox helping them out, etc. It's important to remember that game rules don't translate exactly to real world practicality. Regarding Monstrous infantry, you can come up with all kinds of reasons for representing an equal number of infantry sized models. Perhaps they count as 3 because they have 3 Wounds each, for example. In my eyes the simplest, most practical, and fair way is to simply count monstrous infantry as two infantry models for purposes of using siege equipment. You only need two Ogres to carry a ladder at normal speed for example. That seems right, especially since Ogres would need larger ladders than men do.
|
|
|
Post by pendrake on Jun 8, 2017 6:58:02 GMT
About Belfreys/Siege Towers: What does the list of spells (versus stone walls) do to a wooden construction Siege Tower or a covered ram? Like this: Same question but would the effects be different against Dwarf and Chaos Dwarf iron towers? About Dwarf Iron Toys: If they can add a ram to a steam powered, self propelled iron tower, can the two kinds of Dwarf not bother with the tower and just build steam powered, iron covered, self propelled battering rams? Adding Moats: Does adding a moat rule out use of Steam Tanks, Belfreys, Covered Rams or any other wheeled contraptions? Does adding a moat automatically add a raised draw bridge in front of a gate? Edit: located my copy of the old 5th edition Siege book today. Noticed that they call a covered ram a "Battering Ram". I also found that are some rules for Fortress Upgrades, Assault Scenarios, and Siege Equipment in a book called The General's Compendium from sometime in the 2000's.
|
|
|
Post by dannytee on Jul 8, 2017 17:01:36 GMT
I know I am very late in commenting on this but I just got around to reading the updated file. A few comments.
I think the rules you wrote in regards to monsters attacking the walls are good. It eliminates the confusion we had with giants in our last game. Plus it gives armies that don't have access to regular giants the option to use their regular monsters in a similar way.
In regards to seizing the ramparts I think that if we want to change to winning a combat we should play test this (which could be play testing during campaign). It is really difficult to say based on theory alone if it would be better. I think both ways favor certain armies and builds. The outnumbering your opponent favors defenders who can put a lot of bodies on the walls. This is why in our most recent siege game Rich and I took zero warmachines. It is simply more important to have bodies because it keeps you from being outnumbered. Horde armies such as goblins, skaven, empire can make great defenders. Kevin can afford to put a unit of 50 goblins on a wall because they are cheap and if he looses 6 in a round so what. So the other option is winning a round of combat and in siege all that counts toward combat resolution is kills. So high damage output armies or builds now have the upper hand. Dwarf hammerers, chaos warriors, witch elves, executioners, swordmasters, white lions, grave guard come to my mind as units that have high damage output. These units against the same 50 goblins from before should be able to win the first round of combat (even needing 6's to hit). Then they go to hitting normal and the goblins are done in no time. So in a way it seems like trading one somewhat off balance system for another.
But again I think it is worthwhile to try and if it proves worse for some reason we can always change it back.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 10, 2017 20:19:55 GMT
So...I may have lost/thrown away my old siege book.
Any hope of getting those rules?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jul 10, 2017 20:25:24 GMT
It's the one with the O&G's on the cover right? There's a couple on ebay in the UK going for around $35 US, I'm considering picking one up. Just wanted to make sure before I do. I have a buddy with the castle set, I wanted to play a siege game with my WoC attacking his castles sometime. Going to need to build some towers, battering rams, and ladders that are suitably Chaos first though
|
|
|
Post by KevinC on Jul 12, 2017 13:10:59 GMT
Yes, large siege engines and orcs attacking a castle.
|
|
|
Post by KevinC on Jul 12, 2017 13:15:55 GMT
I know I am very late in commenting on this but I just got around to reading the updated file. A few comments. I think the rules you wrote in regards to monsters attacking the walls are good. It eliminates the confusion we had with giants in our last game. Plus it gives armies that don't have access to regular giants the option to use their regular monsters in a similar way. In regards to seizing the ramparts I think that if we want to change to winning a combat we should play test this (which could be play testing during campaign). It is really difficult to say based on theory alone if it would be better. I think both ways favor certain armies and builds. The outnumbering your opponent favors defenders who can put a lot of bodies on the walls. This is why in our most recent siege game Rich and I took zero warmachines. It is simply more important to have bodies because it keeps you from being outnumbered. Horde armies such as goblins, skaven, empire can make great defenders. Kevin can afford to put a unit of 50 goblins on a wall because they are cheap and if he looses 6 in a round so what. So the other option is winning a round of combat and in siege all that counts toward combat resolution is kills. So high damage output armies or builds now have the upper hand. Dwarf hammerers, chaos warriors, witch elves, executioners, swordmasters, white lions, grave guard come to my mind as units that have high damage output. These units against the same 50 goblins from before should be able to win the first round of combat (even needing 6's to hit). Then they go to hitting normal and the goblins are done in no time. So in a way it seems like trading one somewhat off balance system for another. But again I think it is worthwhile to try and if it proves worse for some reason we can always change it back. -------You raise a lot of good points. It does seem much easier to seize the ramparts by merely winning one combat...
|
|