Rules for "siege" and "cry havoc"



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3. SIEGE SCENARIOS



Scenario 1: Coup de Main (Wulfric le felon)

Victory conditions 3 and 4 (clarification): If, at any time during the game, Blodwin is adjacent to an enemy knight, who is not also adjacent to a friendly character, she will surrender. The attackers will then win the game, so long as Blodwin’s surrender has not just taken place inside the keep and the attackers are unable to leave the keep. In that situation, the game is drawn because Sir Wulfric, unable to escape from the castle, would still be able to save the lives of himself and his men in exchange for the life of Sir Richard’s wife.
Scenario 2: Assaulting the Breach (A l’assaut de la brèche)

Victory condition 3 (change): The scale of victory is decided by reference to the formula below using the system of Victory Points for casualties described in the General Rules for Scenarios:

Attacker victory: A Decisive Victory if they suffer no more than 20 casualty points, a Substantial Victory if they suffer no more than 30 casualty points, or a Marginal Victory if they suffer more than 30 casualty points. Defender victory: As above, with the numbers above changed respectively to 10 and 15 casualty points.
Scenario 3: Burning the Camp (Le campement brûle!)

Defenders’ equipment (addition): Note: mangonels and trebuchets are subject to the same restrictions on movement and shooting as the ballista. In this scenario the siege tower cannot be moved.

Attackers’ equipment (clarification): Each character carries a flask of oil and lighted tapers which enable him to set fires according to the procedure described in the rules.

Starting positions (change): The Attacker starts the first Game Turn by entering his characters through sides A and/or D of the map [not either A or D]. He can hold back some of his force in reserve and enter them though the sides mentioned in one or more later turns.

Victory conditions (change): There is no mention that total destruction is required; the French rules on fires are in fact specific that the burning of any one hex of a siege engine is enough to destroy it.
Scenario 4: The Duke’s Justice (La justice du Duc)

Sequence of Action 4 (correction): The Attacker then sets up his characters and any siege engines that he wishes to use on the Camp map and/or outside the Castle map if he wishes to attack any wall other than that on side G [not E].
Scenario 5: In extremis (Pour l’honneur du Roi)

Special rule (addition): Use the special rule from scenario 4 on the Attacker’s right to halt the assault if all the defenders have taken refuge in the keep.
Scenario 6: Retreat (Avant que l’étau ne se reserre…)

Daily sequence of play, section 4 (addition): If a player decides not to undertake any action, the initiative passes to his opponent.

Daily sequence of play, section 5 (clarification): At the end of each day, mark off the corresponding day on the Siege Record Sheet and note down the date on which those wounded during the day will be healed of their wounds (this is particularly important for the action on the first day).

Combat action 3: Sally for supplies (clarification): Each time that a new patrol arrives, the Attacker can choose one from among those that have not yet arrived and enter it onto the game board through any side (2, 3, 4, E, H or G).
Scenario 7: Raising the Siege (A la rescousse!) No change

4. SCENARIO BOOK 1 (Scénarios Supplémentaires pour le jeu Cry Havoc, Livret 1)

The French version of Scenario Book 1 omits the final section on “Using lead figures with the Cry Havoc and Siege games”, but adds an extra scenario. Scenario 7, “For the Love of Edith” by Duccio Vitale, was first published in the French magazine Casus Belli #54; it includes new rules for night actions and is translated into English by Bob Gingell in the ‘Cry Havoc One-map Scenarios’ file.


The introduction to the booklet adds an extra paragraph on what happens when characters leave the map and includes some slightly modified playing times alongside the list of scenarios. There are a few changes to the scenario rules, including a new set of rules on capturing riderless horses.
Introduction

Characters that leave the map: Any character that voluntarily leaves the map cannot return before the end of the game. A character that is made to retreat by missile-fire or by combat and who would be forced to leave the map during any part of his retreat, will instead stay where he is and suffer a wound. If he is already wounded, he dies.

Scenarios

Approximate time to play the game

English version

French version

Scenario 1: The Knight Errant / Le Chevalier Errant

1h30 to 2h

1h30/2h

Scenario 6: The Battle of Little Wootton /

La Bataille de Little Wootton



Part 1

1h

1h

Part 2

2h30 to 3h

2h30/3h

Scenario 7: (For Love of Edith) / Pour l’Amour d’Edith

-

1h/1h30


Scenario 1: The Knight Errant. No change
Scenario 2: The Foraging Party. See notes in Section 6.74 on revised rules for capturing horses.
Scenario 3: The Knight’s Lady

The characters of Audrey and Edith are swapped so that Audrey is the lady and Edith her maid. This has no significance for game play since both characters are identical. Presumably this was done because Edith is the central character in Scenario 7 and so it helps distinguish the two scenarios.
Scenario 4: Reconnaissance Patrol

Radult becomes English and Giles becomes French. This has no significance for game play since both have identical characteristics.
Scenario 5: The Rescue. No change.
Scenario 6.1: The Battle of Little Wootton Part 1

Correction: Sequence of Action, section 3: The table should read that the player enters through Side 3 on a die roll of 6-9 (not 7-9).

Clarification: Characters that leave the map cannot return to the game until the Part 2 of the scenario.

Special rules: Recruiting the peasants, section 2: The rule on recruiting enemy peasants should not include a mention of walls – walls act as a barrier to control just as they are a barrier to recruitment. The first 2 lines of this rule should now read: “If there is no enemy knight or sergeant within 6 hexes (including windows and doorways) of an enemy peasant, and the enemy peasant is adjacent to …”

Scenario 6.2: The Battle of Little Wootton Part 2

Victory conditions: Any character that leaves the map during the game is treated as killed.

PLAY SHEETS (GAME AID CARDS)
1. TERRAIN EFFECTS TABLE

Terrain type

Movement cost per hex

(in Movement Points)

Type of cover

Effect of terrain on combat

Flat terrain

1

None

0


Notes

* From “Cry Havoc”

# Added in the light of information given within the rules.


NOTES:

(1) No combat is allowed across windows in “Cry Havoc”, but the English version of “Siege”, “Scenario Book 1”, and both “Samurai Blades” and “Samouraï”, specify that window hexes give + in combat. Later games, from “Outremer” onwards, state that all defences against attacks across a window are at + (i.e. irrespective of from which side the attack is mounted). The French “Siège” omits the window terrain type, which is not present on the maps supplied with the game.

(2) Doorways are impassable to horses in all of the French versions of the games from “Siège” onwards.

(3) There is no specific terrain type of ‘spiral stair’ on the terrain tables for any of the games of the series, yet the design of the terrain in the hex makes it clear that ‘No cover’ is inappropriate. In addition, since spiral stairs were designed to give an advantage to characters fighting from above, it seems unrealistic that attacking up from the bottom of a spiral stair should be + against –. As a result, it is proposed that spiral stairs give Medium cover (as for a doorway hex) and are + in defence when attacked from below.



(4) The heavy four-wheeled cart in “Siege” has different rules to those for the lighter two-wheeled cart of “Samouraï”. In particular, foot characters can pass through and missiles can be fired through a light cart hex, and two or more characters are able to move a light cart by hand. However, “Croisades” uses the same rules as “Samouraï” for carts so the light/heavy distinction may in fact be unnecessary.

2. MISSILE-FIRE TABLES


MODIFICATIONS TO DIE-ROLL DUE TO RANGE AND STATE OF HEALTH

Type of missile-weapon

Short range

+ 0 to die roll

Medium range

+ 1 to die roll

Long range

+ 2 to die roll

Wounded archer or crossbowman: +1 to die roll.



REVISED RANGES

Croisades (Short/Medium/Long)

Vikings / Dragon Noir (Short/Medium/Long)

Shortbow

1 to 15

16 to 40

41 to 70

1 to 10

11 to 25

26 to 50



Bow ranges can optionally be reduced to either of these sets of ranges from the later games of the series.




MISSILE RESULTS TABLE: SHOOTING AT MOUNTED TARGETS (1D10)

Die roll by weapon type

Cover type

Ballista

Crossbow

Longbow

Shortbow

None

Light

Medium

(Heavy)

1

2











F

E


E

D


D

C


There is no heavy cover for mounted characters

3

4


1

2

1





D

C


C

B


B

B




EXPLANATION OF RESULTS

B

Horse killed, rider stunned and dismounted (2)

E

Horse unharmed, rider killed and dismounted

-

Shot misses. No effect.

C

Horse unharmed, rider wounded and dismounted (2)

F

Horse killed, rider killed and dismounted

A

Target rider retreats 4 hexes immediately (1)

D

Horse killed, rider wounded and dismounted










MISSILE RESULTS TABLE: SHOOTING AT CHARACTERS ON FOOT (1D10)

Add +1 to die-roll if target is a dismounted knight

Die roll by weapon type

Cover type

Ballista

Crossbow

Longbow

Shortbow

None

Light

Medium

Heavy


EXPLANATION OF RESULTS
A

Target character retreats 2 hexes immediately (1)

B

Character wounded.

-

Shot misses. No effect.

C

Character killed.


NOTES:

(1) Retreats: The retreat result applies to all the defenders or attackers involved. A retreating character cannot displace other characters nor end the retreat adjacent to an enemy. A character that cannot comply with the two conditions above is automatically wounded. [Note that both these conditions were changed in “Croisades”.]

(2) Mounted Targets Table: From “Croisades” onwards the following changes are made: Result B becomes ‘Horse unharmed, rider stunned and dismounted’; and Result C becomes ‘Horse unharmed, rider wounded’.

(3) Special: A stunned or wounded character is considered to be dead if wounded or stunned again. A stunned character that is forced to retreat is also considered to be dead.

(4) Ballista Ranges: Ballista ranges were not reduced in the later games, so players may keep the original ranges for ballistas if they use either of the revised ranges for crossbows, longbows and shortbows. Alternatively, ballista ranges could also be reduced in proportion to the other missile weapons, suggested to 50/70/140 (Croisades) or 30/60/105 (Vikings/Dragon Noir).

(5) The Missile-fire tables above are the same in the French version of “Cry Havoc”, in both versions of “Siege”, and in “Samurai Blades” / “Samouraï”. The system from the English version of “Cry Havoc” (based on missile attack strengths) was withdrawn and replaced in the English version of “Siege”.


3. COMBAT RESULTS TABLES

THE EFFECT OF TERRAIN ON COMBAT

Attacker in

Defender in
Effect on the odds column (1:1, 2:1, 3:1, etc.)
Notes

-

+

shift 2 columns to left

-

Unfavourable terrain

0


-

shift 1 column to right

If the two sides are on equivalent terrain, the column does not change and the odds remain the same.

+

0

shift 1 column to right

+

-

shift 2 columns to right
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