Siege Battles
Posted: Thu Jun 12, 2014 11:49 am
Alright, I don't mind admitting that part of the reason I enjoyed wargaming when I first got into it was the prospect of siege battles. We have all seen the siege of Helms Deep, and I can remember spending many happy hours, with a bunch of cardboard boxes roughly resembling a long wall, a load of elves and an endless horde of orcs.
So My question is are siege battles practical in FOG? At it's most basic no modification or special rules are needed, the walls could simply be classed as Field Fortifications, but that just doesn't seem to be enough for me.
I have been toying with this idea for a while now and would like to know what rules you guys use or think of the possibility of FOG siege battles. Here are a few rules which I think night be suitable.
1 Wall are field fortifications, (no-brainer)
2 Troops can assault other troops at the top of walls freely (ladder/grapples) but there is no Impact phase. In addition all troops attacking walls count as disordered, to simulate the effect of having less men on the walls, and the fact that you can't form an effective spear formation on ladders.
3 If a Defending base is killed it is replaced with an assaulting base, and the assaulting unit negates the Disorder effect, having formed a wedge at the head of the ladder
4 Because there is no Impact phase no BG on either side, needs to test to restrain from a charge at the walls.
5 Cavalry can dismount at any time. This might make them a little unbalanced, but lets face it they are useless for attacking walls anyway, and if they have taken a courtyard, but the enemy is still fighting at the walls, they don't want to sit around twiddling their thumbs. Hopefully they will provide a little flexibility.
6 Defending BGs can only be set one rank deep on the walls, and assaulting units only count as having the first rank fighting.
7 Siege towers are the exception. BGs assaulting with these do not count as disordered and count as having 2 ranks in the combat.
8 Rams can destroy gates. In the melee phase after a BG with a ram has contacted a gate it rolls one dice. If at least one three is rolled in the next melee phase an additional die is rolled. Only one die can be accumulated per turn. If an assaulting unit rolls 4 threes in any one melee phase the gate is destroyed and units may pass through freely.
9 Defenders can get burning oil over a gateway or in pots along the walls. Over a gateway oil is three dice at + POA against all troops beneath it, pots on the walls are 2 dice at + POA
Movement along walls and from courtyard to walls or vice versa, may be difficult. I had thought that units on walls could split up to defend or attack different areas and allow players to measure resources more carefully, but this might get to complicated (auto break anyone) and will probably be ignored.
It might be possible to play a siege in a campaign setting, allowing players to attempt certain amounts of preamble before assaults (taking down walls, sallying out, poisoning provisions, calling for reinforcements, biowarfare etc,) But I don't have much of that yet.
Any way that is pretty much all I have to say about straight up siege battles. They are heavily weighted against attackers, but then they always were (Historical accuracy oooo.....) I'd like to know what you guys think, and what you like to use for siege battles. I haven't been able to test these rules either, so don't think that they are perfect. If there is anything I have left out please let me know.
Good Luck to you, Ben
So My question is are siege battles practical in FOG? At it's most basic no modification or special rules are needed, the walls could simply be classed as Field Fortifications, but that just doesn't seem to be enough for me.
I have been toying with this idea for a while now and would like to know what rules you guys use or think of the possibility of FOG siege battles. Here are a few rules which I think night be suitable.
1 Wall are field fortifications, (no-brainer)
2 Troops can assault other troops at the top of walls freely (ladder/grapples) but there is no Impact phase. In addition all troops attacking walls count as disordered, to simulate the effect of having less men on the walls, and the fact that you can't form an effective spear formation on ladders.
3 If a Defending base is killed it is replaced with an assaulting base, and the assaulting unit negates the Disorder effect, having formed a wedge at the head of the ladder
4 Because there is no Impact phase no BG on either side, needs to test to restrain from a charge at the walls.
5 Cavalry can dismount at any time. This might make them a little unbalanced, but lets face it they are useless for attacking walls anyway, and if they have taken a courtyard, but the enemy is still fighting at the walls, they don't want to sit around twiddling their thumbs. Hopefully they will provide a little flexibility.
6 Defending BGs can only be set one rank deep on the walls, and assaulting units only count as having the first rank fighting.
7 Siege towers are the exception. BGs assaulting with these do not count as disordered and count as having 2 ranks in the combat.
8 Rams can destroy gates. In the melee phase after a BG with a ram has contacted a gate it rolls one dice. If at least one three is rolled in the next melee phase an additional die is rolled. Only one die can be accumulated per turn. If an assaulting unit rolls 4 threes in any one melee phase the gate is destroyed and units may pass through freely.
9 Defenders can get burning oil over a gateway or in pots along the walls. Over a gateway oil is three dice at + POA against all troops beneath it, pots on the walls are 2 dice at + POA
Movement along walls and from courtyard to walls or vice versa, may be difficult. I had thought that units on walls could split up to defend or attack different areas and allow players to measure resources more carefully, but this might get to complicated (auto break anyone) and will probably be ignored.
It might be possible to play a siege in a campaign setting, allowing players to attempt certain amounts of preamble before assaults (taking down walls, sallying out, poisoning provisions, calling for reinforcements, biowarfare etc,) But I don't have much of that yet.
Any way that is pretty much all I have to say about straight up siege battles. They are heavily weighted against attackers, but then they always were (Historical accuracy oooo.....) I'd like to know what you guys think, and what you like to use for siege battles. I haven't been able to test these rules either, so don't think that they are perfect. If there is anything I have left out please let me know.
Good Luck to you, Ben