Rules for "siege" and "cry havoc"



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D

Defender stunned


B

Attacker retreats 1 hex

E


Defender wounded

-

No effect

C


Defender retreats 1 hex

F

Defender 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) 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.


(3) The Combat results tables above are identical in both English and French versions of “Cry Havoc” and “Siege”, and in both “Samurai Blades” and “Samouraï”.


4. BATTERING, HEALING AND FIRE TABLES

The tables below are specific to “Siege”; the Battering and Healing Tables appear on the French Siege Record Sheet.


Die Roll

Number of battering points

BATTERING TABLE

1

3

6

9

12+
Key

1

1C

1C

2C

3C

4C

D

The wall has been damaged

2







1C

2C

3C

C

Specified number of battering points lost, because of damage to engines

(Do not apply this to battering rams)



3










1C

D / 2C

5











D

D

Modifier

7








D

D

D

NOTE: Wall hexes in the interior of the castle (e.g. the keep) cannot be battered until a breach has been opened in the outer wall (see Rule 4.21)

8







D

D

D



Number of Battering Points per siege engine

Mangonel: 1

Trebuchet: 3

Battering ram: 9

Note from “Siege Extension Sets”: Four results of ‘D’ are needed to demolish an external wall, but only one ‘D’ is needed for an internal wall hex immediately behind a demolished external wall hex.




HEALING TABLE

Revised table in “Croisades”

Die roll (D10)

The wounded character heals in:

Die roll (D6)

Heals:

7


8 days

Note: The reference here is to strategic game turns:

1 turn = 3 days of siege.


8

10 days


Note: The revised table from “Croisades” is only more appropriate if the siege is just one part of a wider campaign and other actions are taking place simultaneously elsewhere.




Die Roll

Spreading Fire

Barrel of Oil

Flaming arrow against:

Dousing the fire

FIRE TABLE

Trebuchet,

Mangonel,

Ballista,

Screen,

Tent

Siege tower,

Battering ram,

Ladder







1







D
Key

2







D
F

Fire catches

(or spreads)



3







D

4







DA

D

Fire has been put out in hex

5













DA

6
















DA

Fire caused by flaming arrows only has been put out in hex

7

F













10


F

F

F

F








NOTES:

(1) The English rules require two die-rolls for flaming arrows whereas the French tables simplify matters (and make flaming arrows more effective) by combining the two into one single die-roll. The English table omits the references to screens, tents and ladders.



(2) Neither rule-set mentions buildings, so they should either be inflammable or treated like Siege Towers; they would have been difficult but not necessarily impossible to set on fire. In addition, neither rule-set mentions carts: they should be treated like Ballistas, as should any other wooden equipment that has not been specially protected against fire (with wet hides, etc.). Optionally, screens could be given extra protection so that they could only be set on fire under the Siege Tower column: this could be a special rule for a particular scenario, or alternatively such screens might cost more to construct during a siege.

5. LEVELS OF ELEVATION AND RESTRICTIONS ON SHOOTING AND COMBAT

These tables appear in the Scenario booklet. SIEGE is a game in three dimensions whereas the game board only shows two dimensions. It is therefore important to consider each situation individually so as to work out whether shooting is possible or whether combat can take place. The table below summarises the different height levels in the game:


Levels of elevation in “Siege”

Level

Castle map

Camp map

2

Tower and rampart hexes; the second hex of the keep stairway; exterior ladder hexes

Detailed notes on the Castle map: The Morrigan’s Tower should logically have a stairway, and the doorway hex to the North Tower does not link to the adjacent rampart hex (they are 2 elevation levels apart!).

2.5

Hexes on the upper level of siege towers


Note that the arrow-slits in the Morrigan’s Tower could be at Level 0 and so it is not in fact necessary to imply the presence of a stairway. The castle diagram on the Siege Results Sheet highlights all the castle hexes that can be battered, but although all other tower doorways are highlighted it specifically does not highlight the doorway to the Morrigan’s Tower (thus accepting that it is at ground level and different from the other towers).


The keep basement (dungeons and store-rooms) would have been accessible through a trap-door in the keep interior.



Restrictions on shooting

  1. As a general rule, when the shooter and his target are on the same level of elevation, shooting is impossible if there is an obstacle between them: a living character or animal, cart, ballista, trebuchet, mangonel, screen, siege tower, battering ram, tent, lip of a slope, tree, or wall with no openings.


  1. Shooting at an enemy adjacent to a friendly character: Such a shot is only possible if the characters concerned are a whole elevation level apart (half levels being treated as being at the same height). Alternatively, the optional rule (6.21) ‘errare humanum est’ could be used.




Restrictions on combat

  1. Any combat is impossible if the attempted attacker is unable to move into the hex that he is attacking, or if there is more than one level of elevation between the combatants. Exception: It is possible to attack a rampart hex (level 2) from a rubble hex (level 0), and vice versa.

  1. Retreat after combat: As a general rule, retreat into a hex adjacent to an enemy character is prohibited. Such a retreat is, however, allowed if the enemy cannot attack the hex in question.



6. SEQUENCE OF PLAY

This table is included in “Cry Havoc”, “Samouraï”, and all English versions, but is omitted from the Play Sheet for “Siège” (although it does appear in Rule 1.21). The English versions are slightly different in that they subdivide the First Missile-Fire Phase by specifying that all archers shoot before the crossbowmen (and in “Samurai Blades” foot archers shoot before the mounted archers). Each Player Turn within a Game Turn operates in the following manner:


ORGANISATION OF THE GAME TURN

(The term ‘all’ refers here to all the characters on one side)

First Player Turn

1. FIRST MISSILE FIRE PHASE: All archers and crossbowmen can shoot, with the exception of those engaged in combat during the previous Game Turn.

2. MOVEMENT PHASE: All characters can move, with the exception of crossbowmen that have just shot.

3. SECOND MISSILE FIRE PHASE: All archers can shoot again, including those that were engaged in a combat during the previous Game Turn.

4. COMBAT PHASE: All characters in contact with enemy characters may engage in combat.

5. STUNNED CHARACTERS PHASE: All friendly characters who were stunned during the enemy Player Turn will stand up (turn over the relevant counters).


Note that it is important to follow the order of succession of the Phases. A new Phase cannot start until the previous one has been completed.




My thanks to all those people who have kindly helped me obtain copies of the French rules for “Cry Havoc”, “Siège”, “Samouraï” and “Livret 1”: in particular Ernst Knauth, Vincent Foin, Patrick Sauer and Arnaud Sinnesael.

History: Version 1.0 June 2003; version 1.1 added changes from the French version of “Scenario Book 1” to the Scenarios Section (S4) plus section 6.75, and amended sections 6.4, 6.6, 6.74, P1.
RDG: Siege Rules, version 1.1, December 2003



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