Warhammer Siege

This is a set of rules intended to allow players to play Siege games using the Warhammer Fantasy 8th edition rules. The rules are intended to be simple, in keeping with the approach taken by this edition of Warhammer as a whole. The rules will be complemented by a series of scenarios, offering variations of the basic Siege game. Contained at the bottom of this article is the basic Frontal Assault scenario.

These rules are still being playtested.

 

Playing Siege Games in Warhammer 8th Edition

 

Castle Walls

Placing Wall Defenders

A unit defending a Castle Wall places a single rank of models on the Wall. All other models are assumed to be hunkering down at the base of the Wall, or waiting on the stairs to reinforce their comrades – they are not placed on the table. The number of models on the Wall will dictate how many models may shoot, but not how many may fight in close combat (see below). Casualties (other than characters and champions as normal) are removed from the models not on the table first, as models will step up to defend the wall as gaps appear.

Shooting at the Wall

Castle Walls offer occupants the same protection as a Building. Castle Walls and Towers may not be damaged or destroyed during the course of the game, unless the scenario special rules dictate otherwise. Castles are built to withstand a serious battering – far more than can be inflicted during a single battle.

Shooting from the Wall

Models of unengaged units on the Castle Wall may shoot in the shooting phase. The same models may also Stand and Shoot as a charge reaction against enemies charging the Wall. Note that a unit defending a Castle Wall may Stand and Shoot regardless of how close the charging enemy is to the Wall. A unit may only Stand and Shoot at enemies charging from the outside of the Wall – not against enemies attacking from adjacent Wall or Tower sections, or from the inside of the Wall.

Assaulting the Wall

Assaulting a Castle Wall follows the same rules as buildings, with the following exceptions:

  • Infantry and Monstrous Infantry may assault a Wall using Ladders, Ropes or Siege Towers. They may also assault a Wall from adjacent Wall sections or Towers, or from the inner courtyard (by using the stairs).
  • Models assaulting the Wall using Ladders or Ropes count as WS 1 for the first round of combat.
  • Attackers that lose combat must take a break test (unless they are attacking from an adjoining section, in which case they are automatically pushed back to where they came from). There are no modifiers for the break test except for the difference in Wounds inflicted. Note also that the Defenders on the Wall count as having 0 ranks, so if the Attackers have at least 1 rank of 5 or more models, they will be Steadfast. If the Attackers fail their break test, they will flee directly away from the Wall. Attackers that lose combat and do not break are repelled and moved back to 1” away from the base of the Wall.
  • Defenders that lose combat take a break test as per the normal Building rules. However, if the Defenders pass their break test or the combat is a draw, the Attackers are not repelled. They have gained a foothold on the wall and will continue to fight in the following round. Note that they will no longer be WS 1 if attacking from Ladders or Ropes, as the foothold they have achieved on the Wall allows reinforcements to climb the wall relatively unmolested.
  • Defenders that flee from combat flee into the courtyard, directly away from the Castle Wall.


Assaulting from the Inside

A Castle Wall is a highly defensible position, provided your enemies are on the outside of the Wall. Once they get in behind however, things are very different. A charge from inside the Castle will bypass most of the defences that make a Wall so effective, catching reinforcements in the rear and leaving Defenders with no avenue of escape.

  • A unit defending a Castle Wall loses its Steadfast if charged from the inner courtyard (ie in the rear). It will only regain Steadfast once the units attacking from the courtyard are driven off.
  • Wall defenders attacked from the courtyard are in big trouble – their retreat is blocked. If the defenders break from combat when fighting enemies attacking from the courtyard, they are destroyed. There is nowhere to run.

Assaulting from Adjoining Sections

Castle Walls and Towers are connected by doors, allowing troops to move from one section to another with relative ease. Units may assault a Wall from an adjoining Wall or Tower. The following rules apply:

  • As per the Building rules, up to 10 models (or 3 Monstrous Infantry) may fight from the unit assaulting from the adjoining section.
  • If the assaulting unit is defeated or the Defenders do not break, the unit is automatically pushed back into the section from which it came.

Supporting Assault

It is permitted for a player to use forces in adjoining sections to assist Wall Defenders in an ongoing combat. This involves nearby troops rallying to the call and assisting the beleaguered Defenders in clearing the walls of attackers who have gained a foothold on the battlements. It is not a true charge - once the effort to repel the assault has been made, the unit must resume its post.

  • A unit in an adjoining section may declare a charge on an ongoing combat. It may not be the first round of combat - the attackers must already have a foothold for the unit to have a valid target for their attack.
  • The unit is not truly launching an all-out assault on the Wall - it is an effort to aid an ongoing fight in which their comrades are struggling, and there is not a lot of room on the Wall for more Defenders. As such, only half the normal number of models may fight from the charging unit - so 5 Infantry, or 1 Monstrous Infantry. Attackers may allocate attacks to the charging unit as normal - see Multiple Assaults.
  • Regardless of the outcome of the combat, the unit charging from the adjoining section will automatically withdraw from the combat and resume their posts in their starting location. The unit never really left - they were simple sending temporary relief to their allies.

Multiple Assaults

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:

  • Units attacking from an adjacent Wall or Tower remain where they are, preparing for the next fight.
  • Units attacking from the inner courtyard may make a Reform move, to prepare for fresh enemies.
  • A unit attacking from the outside of the Wall is pushed from the Wall and may make a Reform move, 1” from the outside base of the Wall.

Occupying the Wall

An attacking unit occupying a Castle Wall is placed in the same way as the defenders (see Placing Wall Defenders), however the owning player may choose to face the unit backwards (facing the courtyard) if he or she so desires.

Leaving the Wall

A unit wishing to move off the Wall may do so by one of the following means:

  • Charge an enemy-held adjacent Wall or Tower section
  • Charge off the wall, into the courtyard (see below)
  • Move the entire regiment into an adjacent Wall or Tower section (which counts as moving, but the unit may still shoot)
  • Make a Reform move, 1” away from the inside base of the Wall. A unit moving off a Wall may not make a Swift Reform.

Charging the Courtyard

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.


An Almost Impenetrable Barrier

A Castle Wall is a formidable obstacle, impervious to all but the most powerful assaults. It provides a barrier separating the denizens within from the outside world, many of whom have no idea what occurs on the other side.

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.

Assaulting the Tower

The height of a Castle Tower makes conventional ground assault methods (using Ladders, Siege Towers etc) unsuitable. A Castle Tower may not be assaulted from the ground, unless it has a door on the ground for the attackers to enter by. Assuming there is no door, the Tower may be assaulted from an adjacent Wall section or Tower, using the normal rules for assaulting Buildings.

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

Unlike normal Buildings, it is permissible to deploy a War Machine on the roof of a Castle Tower. The War Machine counts as occupying the entire Tower, and may not move. It is assumed the Machine was either assembled on the roof of the Tower, or lifted there with the aid of hoists. When shooting at a War Machine on a Tower, do not use the Building rules. Instead, the War Machine counts as being in Hard Cover. Template weapons are placed over the model as normal – as though it were on open ground.

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:

  • Forces occupying the Castle Wall unopposed (ie not locked in combat) may elect to open or close the gate at the start of the controlling player’s turn. This action is in addition to any normal actions the unit may wish to perform that turn.
  • Units from both sides may move through an opened or destroyed Castle Gate, treating it as open terrain, with the following restriction: a Gate is always assumed to be just wide enough to admit a unit 5 models wide (or 3 models in the case of Monstrous Infantry, Monstrous Cavalry or Monstrous Beasts). Units wider than this must reform if they wish to enter through the Gate.


Damaging the Castle Gate

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:

    Castle Gate    Toughness: 7    Wounds: 3    Armour Save: 1+

Note that a Castle Gate can only take 1 wound per phase, regardless of how many saves it fails, or any other effects like multiple wounds. Effects that would normally destroy the Gate outright will instead inflict 1 wound. This reflects the fact that even if you punch a hole clean through the gate, that does not mean the entire gate can be opened – it must be weakened in multiple places before it will collapse.

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.

Shooting at the Castle 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.

Attacking the Castle Gate in Close Combat

A Castle Gate may be charged and attacked in the same way as an enemy unit. In the same way as attacking a building however, the number of models that may attack are restricted by the size of the gate and its reinforced surrounds. Refer to the Building rules to determine how many models may attack each turn. Note however that cavalry mounts may still make their normal attacks against the Gate – the riders need not dismount in order to charge the Gate.

Refer to the rules for Damaging the Castle Gate to determine the effects of attacks made against it. Attacks made in close combat against the Gate will hit automatically.

Models may shoot at a unit attacking the Castle Gate, provided it is not also in combat with another unit. The unit must take any Panic tests as usual, so may flee from attacking the Gate as a result. When this happens, the unit will flee directly away from the Gate, regardless of the source of the Panic test.

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.

Siege Defender Equipment

Rocks (25 points)

A section of Castle Wall may be equipped with a supply of Rocks for Defenders to throw at enemy forces as they try to climb the Wall.  Place a marker on the Wall section to show that there are Rocks 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 Rocks on the Attackers. Each model on the Wall (not those hidden in reserve) may inflict a Strength 4 hit on the unit as it Charges. 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.

Boiling Oil (50 points)

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.

Log Ram (25 points)

A Log Ram is the most rudimentary method of assaulting a Castle Gate. It can be quickly constructed whenever there are trees available, and whilst not as effective as a full Battering Ram, a Log Ram will still get the job done (eventually). Due to its relatively light weight and lack of complexity, it is even possible for cavalry to make effective use of a Log Ram.

Moving the Log Ram

Any unit of Infantry, Monstrous Infantry, Cavalry or Monstrous Cavalry may be equipped with a Log Ram at the cost shown above. The Ram simply sits between models and does not affect the formation of the unit. Whilst carrying the Ram, the unit may not declare a Charge (except against a Castle Gate), and may not Overrun or Pursue. The unit may elect to drop the Log Ram at any time (for instance in order to declare a Charge), however the Ram is then lost and may not be retrieved.

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.

Assaulting the Gate with the Log Ram

A unit must have at least 2 complete ranks to employ the Log Ram against a Castle Gate. It is used in combat instead of any models in the unit making attacks against the Gate, and makes a single attack each Combat Phase at Strength 6.

Note that the unit may only use the Log Ram against the Castle Gate when it is not otherwise engaged in combat.

Battering Ram (100 points)

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.

Moving the Battering Ram

A Battering Ram may be purchased as an upgrade for, and deployed with, any Infantry or Monstrous Infantry unit. The Battering Ram is automatically placed in the middle of the front rank of the unit, and displaces a number of models appropriate for the size of the model.

A unit must have at least 2 complete ranks to move the Battering Ram. If the unit drops below this size, the Battering Ram will cease moving (and in most cases the unit will then choose to abandon it).

A unit pushing a Battering Ram may not March, declare a Charge (except against a Castle Gate), Overrun or Pursue (see Abandoning the Battering Ram).

Damaging the Battering Ram

A Battering Ram is a sturdy construction which offers its operators some protection from incoming missile weapons. Shooting at the unit with the Battering Ram will hit the Ram on a 5+. Templates will hit the Ram if they touch it, as well as any other models lying under the template, as normal.

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 Battering Ram has the following profile:

Battering Ram     Toughness: 7     Wounds: 5     Armour Save: 1+

Abandoning the Battering Ram

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.

If the unit pushing the Battering Ram is forced to declare a Charge, either due to Frenzy, Animosity, or for any other reason, it must abandon the Battering Ram – the player has no choice.

A unit which takes an abandoned Battering Ram is immediately Reformed around the Ram, and its movement ends for that turn. A unit which flees whilst pushing a Battering Ram abandons it on the spot.

For all other purposes, an abandoned Battering Ram counts as Impassable Terrain and provides Hard Cover.

Assaulting the Gate with the Battering Ram

A unit must have at least 2 complete ranks to employ the Battering Ram against a Castle Gate. It is used in combat instead of any models in the unit making attacks against the Gate, and makes a single attack each Combat Phase at Strength 8.

Note that the unit may only use the Battering Ram against the Castle Gate when it is not otherwise engaged in combat.


Siege Tower (100 points)

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.

Moving the Siege Tower

A Siege Tower may be purchased as an upgrade for, and deployed with, any Infantry or Monstrous Infantry unit. The Siege Tower is automatically placed in the middle of the front rank of the unit, and displaces a number of models appropriate for the size of the model. 10 Infantry or 3 Monstrous Infantry are automatically placed inside the Tower. Any casualties from the unit will always be taken from the back of the models pushing the Tower, unless there are no remaining models outside the Tower. The exception to these rules is if the player elects to man the tower with a separate unit. See Separate Units, below.

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.

Damaging the Siege Tower

A Siege Tower is a massive construction of wood, hides and sometimes even metal. It offers complete protection for its occupants from all but the most powerful missile weapons, and can take considerable punishment before it is rendered inoperable. For shooting purposes, a Siege Tower is a separate target from the unit pushing it. Shooters may elect to shoot the unit or the Tower. Templates that touch both will affect both as normal.

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.

If the Siege Tower is destroyed by shooting or in close combat, any models within it take a Strength 5 hit. If the Tower is abandoned to enemy forces (due to the pushing unit breaking from combat), the Tower is destroyed and all models inside the Tower are automatically slain.

A Siege Tower has the following profile:

Siege Tower     Toughness: 7     Wounds: 5     Armour Save: 1+

A Siege Tower is a Large Target

Abandoning the Siege Tower

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.

If the unit pushing the Siege Tower is forced to declare a Charge, either due to Frenzy, Animosity, or for any other reason, it must abandon the Siege Tower – the player has no choice.

A unit which takes an abandoned Siege Tower is immediately Reformed around the Tower, and its movement ends for that turn. A unit which flees whilst pushing a Siege Tower abandons it on the spot.

For all other purposes, an abandoned Siege Tower counts as Impassable Terrain and provides Hard Cover.

Assaulting the Wall with the Siege Tower

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

Castles in the Warhammer World are constructed with its many dangers firmly in mind. Walls are blessed by priests and sealed with protective runes, protecting the inhabitants from many dangers a simple wall cannot. Ethereal units cannot move through Castle Walls or Towers. They may ascend a Wall using ropes, ladders or Siege Towers as normal. However, an Ethereal unit may pass through a closed Castle Gate, provided that it has taken at least 1 wound during the battle. It is assumed that the wards on the Gate are weakened, leaving gaps in the defences. The damaged Gate still counts as Dangerous Terrain, though; the wards are merely weakened – they are not entirely gone.

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

Dwarfs are engineers unmatched anywhere in the Warhammer World. Their skills, combined with the unflagging stamina common to their race, allows Dwarf units pushing Siege Towers and Battering Rams to March, despite the rules stating that this is normally not permitted.

Siege Scenarios: Frontal Assault

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

The game lasts for six turns.

Victory Conditions

Victory is determined by which player controls the most points at the end of the game. Points are allocated as follows:
·    Each section of Castle Wall: 1 point
·    Each section of Castle Gate: 2 points
·    Each half of the Castle Courtyard (divided in half with a line midway down the long table edge): 1 point

Scenario Special Rules

None

Siege Scenario Frontal Assault DeploymentSiege Scenario Frontal Assault Deployment