This proceeds in exactly the same sequence as that of the First Player. When Phase 5 has been completed, a new Game Turn starts and the First Player restarts the sequence with Phase 1.
(1) It is important to keep to the order of succession of the Phases. A new Phase cannot be started until the previous one has been completed.
(2) Instead of the hierarchy noted above of ‘Game Turns’, ‘Player Turns’ and ‘Phases’, the English rule-books refer to ‘Game Turns’, ‘Phases’ and ‘Steps’ respectively. The change in wording was made by the translator when translating later games of the series, in an attempt to clarify occasional confusions within those rules between Game Turns and Player Turns; for consistency that terminology has been retained in this translation.
(3) The English rules divide the First Missile-fire Phase into two separate phases: archers on foot (shooting first) and others. The French rules recognised that since all those shooting were on the same side, and nothing could happen to the crossbowmen while the archers were shooting, there was no practical purpose in the separation of the two groups.
1.3 SHOOTING WITH A BOW OR CROSSBOW
Even though the die roll is the most important element in determining the result of a shot from a bow or crossbow, there are several other factors that can modify the circumstances of the shot. See the Play Sheet supplied with the game.
On the Play Sheet are all the tables needed for resolving shots. The first table shows the possible modifications to the die roll dependant on the range of the shot and the state of health of the shooter. The two tables after that each deal with one category of target. Depending on the situation and the missile weapon used, refer to the relevant table using the column for Shortbow, Longbow or Crossbow. Roll the die once, then follow the horizontal row for the number obtained (after any modifications) to the column for the target’s cover, and the result of the shot will be noted as A, B, C, D, E or F. An explanation of those results is given with each table. The cover gained from each type of terrain is listed in the Terrain Table. Now we need to look at the special rules for restrictions on shooting.
Note: Siege is a three-dimensional simulation, so players should check the table summarising the effects of different levels of elevation on the game, and the restrictions on shooting that apply if the shooter and target are not on the same level of elevation.
A character can shoot at an enemy character if there is an unobstructed line of fire between the shooter and the target. The line of fire is an imaginary straight line that can be traced from the centre of the shooter’s hex to the centre of the target’s hex. [Note that the English rules state ‘any part’, rather than the centre, of the hexes.] If this line of fire crosses a hex containing either a character or a type of terrain other than flat terrain, the shot will be subject to the restrictions explained below.
1.42 Shooting over other characters
If the line of fire of a crossbowman passes through a hex occupied by a living character, shooting is impossible. Both stunned characters and animals are classed as being ‘living characters’. [Stunned characters are ignored, with shots freely passing over them, in “Croisades” and later games.]
On the other hand, archers can shoot over other characters on condition that the target is at medium or long range and is only benefiting from light cover (or no cover at all).
Shots against or across battlement or arrow-slit hexes, and shots into the moat, benefit from special rules if the shot crosses two levels of elevation (see rules 1.44, 1.45, 1.46).
1.43 Shooting through doorways
A character outside or inside a building can shoot through a doorway if he is at the same level of elevation as the doorway and the line of fire does not cross a section of wall. When a character shoots from a doorway hex [or from a hex behind a doorway hex-side], the line of fire is traced from the middle of the opening and not from the centre of the hex. Special rule: It is not possible to shoot from or through the keep doorway.
“Cry Havoc” adds that the line of fire must not cross two doorways or windows although targets in doorway and window hexes can be shot at through a doorway. All characters benefit from medium cover when shot at through a doorway, but this does not apply if the shooter is standing in the relevant doorway hex. The restrictions relating to doorways apply in the same way to courtyard gateways and to all combinations of the two types of entry.
When a character in a battlement hex aims at a target outside the castle, his line of fire is traced from the middle of the hex-side chosen to shoot from and not from the centre of the hex. In the same way, when a character in an arrow-slit hex shoots through the arrow-slit, the line of fire is traced from the aperture of the arrow-slit. In all other situations the line of fire is calculated normally.
In “Siege”, characters in the keep are at a higher level than characters in the towers or on the battlements, and those characters are in turn at a higher level than all character in other types of terrain except those at the top of a scaling ladder or on the upper level of a siege tower. As a result, for a range of 8 hexes from battlement and tower arrow-slit hexes, and for 12 hexes from arrow-slit hexes in the keep, the shooter ignores characters and other intervening obstacles at lower levels. However, the shot is not possible if a character from the same side as the shooter is adjacent to the target and at the same height as the target (although if you think that your men are veteran bowmen you could use the optional ‘errare humanum est’ rule 6.21). In addition, targets within the specified ranges will not benefit from any cover if they are in scrub or slope hexes (see Section 3).
Note: Trees, siege towers, the castle keep and towers will continue to block any line of fire. It is possible, however, for a line of fire from the keep to pass over battlements, towers and siege towers if the character below is at least as far away from the wall (or siege tower hex) as the shooter. When calculating range affected by castle battlements, treat the wall concerned as if it straddles both of the two adjoining hexes (see the illustration below).
1.45 Shooting at characters on the battlements or in arrow-slits
If a shot is possible from above, it will also be possible from below with two exceptions:
(1) To shoot at a character behind an arrow-slit, the shooter must be in an exact straight line with the arrow-slit; (2) characters in the castle moat cannot shoot at battlements or arrow-slits.
The example below illustrates the different rules explained in 1.44 and 1.45.
From the keep, A can shoot from the arrow-slit at G and D but not at C, as C is only 1 hex from the wall [treated as straddling two hexes] while A is 2 hexes from it. A cannot shoot at E or F because they are too close to the tower.
From the battlements B can fire at C, G, D and E, but not at F because the line of fire hits the tower wall.
C, G, D and E can shoot at B, who will benefit from heavy cover. G and D can also shoot at A (heavy cover) because they are in a straight line from the arrow-slit.
If characters were in the arrow-slits hexes in the tower, only E would be able to shoot and only at the one in the middle.
If B was an enemy who had got into the castle, A could shoot at him and B would have no cover.
If D was on their side, neither A nor B could shoot at G.
Characters behind the tower arrow-slits and on the battlements can shoot into the moat if the wall does not block their line of fire. Possibilities of shooting from the keep arrow-slits are few because characters in the moat are normally too close to the walls [only hexes F13 and N4 seem to be visible]. Characters outside the castle wishing to shoot into the moat must either be in the moat itself or in a hex next to the edge of the moat. As the moat is quite deep, a shooter in a hex next to the moat edge can shoot over characters in the moat.
A and E can shoot at everybody, but B cannot shoot at D and C.
D and C cannot shoot at B, nor can they shoot at E because they are in the moat.
1.5 COVER 1.51 Battlements and arrow-slits
Characters in battlement or arrow-slit hexes benefit from heavy cover when the line of fire crosses the battlement wall hex-side sheltering the character or the arrow-slit aperture.
1.52 Interior of the castle
When the drawbridge is raised, any character inside the castle benefits from infinite cover from the outside unless he is either on the ramparts or behind an arrow-slit. The only exceptions to this rule are explained in Section 2 (see 2.32 and 2.43).
A character in a doorway hex benefits from medium cover. This cover is however limited to one side (exterior or interior) of the doorway. If he is subjected to a crossfire, the character must choose the side from which he will be protected.
All characters in the interior of a building benefit from medium cover when shot at through a doorway. This situation does not apply if the shooter is standing in the doorway hex. [Note that doorways may be represented either as whole hexes or as hex-sides. Characters standing just outside a doorway hex-side should be treated as if they were ‘standing in the doorway hex’ if shot at from inside. As spiral stairs have walls partially blocking the hex, like doorways and building corners, they should give medium cover against missiles; but shots cannot pass through a spiral stair hex.] 1.54 Keep doorway
A character in the keep doorway hex benefits from infinite cover. The fact that an arrow or crossbow bolt cannot pass through this doorway reflects its special design and great strength.
Characters in moat hexes do not benefit from any cover.
Characters behind a section of wall without an opening in it benefit from infinite cover. It is impossible to shoot at them.
When the drawbridge is lowered, the two castle hexes on either side of the drawbridge offer heavy cover against shots from outside the castle. When the drawbridge is raised, cover is infinite.
Each character has a number of Movement Points (MPs) printed on the counter which represents him (as a blue number). Each hex entered requires the spending of a number of MPs corresponding to the difficulty of the terrain encountered (see the Terrain Types Table). Each turn a player can move all or only some of his characters, using all or a part of the movement allowance for each. Unused Movement Points cannot be transferred from one character to another, nor can they be kept in reserve for future turns.
[Note that in “Croisades”, and the other later games, movement allowances were increased for most characters. Knights on horseback could move 12 MPs, and unarmoured characters on foot could move 8 MPs in full health and 4 MPs when wounded; only armoured soldiers (such as sergeants and halberdiers) and dismounted knights kept their original movement allowances.]
1.61 Restrictions on movement
Characters cannot pass through hexes containing living enemy characters, even if they are stunned. [However, in later games characters can pass through hexes containing stunned enemies.] On the other hand, it is possible to cross hexes containing friendly characters.
Walls and arrow-slits are impassable. The towers and the keep can only be entered through doorways. Arrow-slit hexes can only be entered from the interior of the building.
Battlement hexes are impassable from the outside of the castle unless a character is on a scaling ladder (or a siege tower – see Section 2). Battlement (rampart) hexes are accessible from the interior of the castle by stairways.
Hexes containing three dead persons or one dead horse cost one movement point more than their normal cost.
Hexes containing six dead persons or two dead horses become impassable. (The same rule applies if a hex contains three dead persons and one dead horse).
At no time during the game can two living characters occupy the same hex. Exception: A character that has fallen from a ladder can be placed on top of another character (see 1.94) and a siege tower can hold two characters in each hex (see 2.45). However, it is possible for characters to pass through hexes containing friendly characters.
When two or more characters are on adjacent hexes, they can fight each other. Each combat is optional. The decision whether or not to attack rests with the player whose turn it is [the active player]. His characters are the attackers. In the following Player Turn they will defend against the opponent's attackers.
To resolve a combat, divide the attack strength (black number) by the defence strength of the character being attacked (red number). This will give an odds ratio which matches a column of possible results on the relevant Combat Table. The attacker then rolls the die to determine the exact result of the combat in question. On the Play Sheet there are two Combat Results Tables: one is used to resolve combats against mounted characters, the other against characters on foot.
When calculating the odds ratio, the number obtained must be rounded, if necessary, in favour of the defender. Thus an attacker with a strength of 8 against a defender with a strength of 3 gives an odds ratio of 2.6 against 1 which rounds down to 2 against 1 (2:1). Attacks attempted at odds of less than 1 against 1 (1:1) are impossible. [This changes the English rules, which treated attacks at less than 1:1 as being made at 1:1.] 1.71 Effects of terrain on combat
The odds ratio of a combat can be modified by the nature of the terrain occupied by each of the characters involved. As can be seen from the Terrain Types Table (see the Play Sheet), a terrain can influence combat in three ways: it can be neutral (0), it can give an advantage to the character in it (+), or it can disadvantage him (-).
According to the terrain that each occupies, the odds ratio may need to be modified by shifting the column of possible results to the left or to the right. This is shown on the Terrain Effects on Combat Table above the two Combat Results Tables on the Play Sheet.
1.72 Combat against more than one character
When a character occupies a hex adjacent to several opponents, he can choose to fight some, all or none. If he decides to attack more than one, he must combine their defence strengths to make one single total defensive factor, which is then used to calculate the odds against his attack strength.
When two characters (or more) decide to attack one enemy character, they can attack individually, or alternatively they can add their attack points to create a single total attack factor which is used to calculate the odds against the defender's strength. If they attack together, they may, as a bonus, shift the odds column so obtained by one column to the right (see example below). This rule does not apply to attacks against a mounted character.
When the result of a combat shows that one of the attackers or defenders has been stunned or wounded, the player of the side affected decides which of the characters receives the blow. On the other hand, the result "Attacker retreats" or "Defender retreats" applies to all the characters that participated in the attack or defence.
If the attackers decide to attack jointly and they are on different types of terrain, the least advantageous terrain will be counted to compare with that occupied by the defender. Example: Assume that two characters attack an enemy at 4 against 1 (4:1). If one is on terrain (+) and the other on terrain (-), the two attackers are considered to be on terrain (-). If the defender occupies terrain (+), the Terrain Effects on Combat Table (see the Play Sheet) shows that the odds ratio must be shifted two columns to the left (4:1 becomes 2:1). But if they attack together they can shift the odds ratio one column to the right. The combat would then be resolved at 3:1.
1.73 Advance after combat
If, at the end of a combat, the attacker or the defender have been forced to retreat (or if one or the other has been killed) the victorious player can advance one of his characters by half his movement allowance. The first hex crossed must always be one of the hexes evacuated by the enemy (or the hex of the killed character). This advance is, however, limited to one hex if the character moving forward advances into a hex adjacent to an enemy. [The later games allow maximum advances of only 2 hexes on foot or 3 hexes if mounted; these advances can go through a hex containing a stunned enemy. However, a character that passes without stopping through a hex next to an enemy character must roll to see whether he has been wounded.]
Advance after combat is not obligatory but it must be carried out immediately, without waiting for the resolution of the other combats in progress. Only a character involved in the combat can benefit from the advance after combat. The Movement Points used during the advance after combat do not prevent the character concerned from moving normally during his Player Turn.
1.74 Restrictions on combat
It is not possible to attack an enemy on the other side of an arrow-slit. As a general rule, any combat is impossible if the attacker could not move into the hex that he is attacking. Example: a character on a ladder can only attack a character in the battlement hex against which the ladder is resting.
Note: Siege is a three-dimensional simulation, so players should check the table summarising the restrictions on combat that apply if the attacker and defender are not on the same level of elevation.
1.8 SPECIAL EQUIPMENT: THE DRAWBRIDGE
To lower or raise the drawbridge, a character must be on the hex containing the winch (in the South Gatetower). He must spend a full Turn without moving, shooting or combat to be able to operate the drawbridge. At the end of the turn in question, if the drawbridge has been raised, remove the counter from the map; if it has been lowered, place the counter onto the map in the space marked with the dotted lines.
Any character on the drawbridge hex when it is raised will be hurled into a moat hex adjacent to the drawbridge (the controlling player deciding which side he falls). The character will be stunned by the fall. If he has already been stunned or wounded before falling, he will be killed.
1.9 SPECIAL EQUIPMENT: THE SCALING LADDER 1.91 Carrying and raising the ladder
A scaling ladder can be carried by any two characters. Use the ‘horizontal ladder’ counter and place the characters on top of it. Characters carrying a ladder cannot engage in combat or shoot; their movement allowances are both reduced by 2 Movement Points.
When one (or both) of the characters reaches a hex adjacent to a battlement hex, they can then raise the ladder. Replace the ‘horizontal ladder’ counter with an ‘upright ladder’ counter, which must be placed in one of the two hexes previously occupied by the horizontal ladder and pointed at an adjacent battlement hex-side. Note that the towers cannot be scaled, nor can the two gate-tower wall sections next to the drawbridge. [The “Siege Extension Sets” also allow for upright ladders to be pulled up a wall and horizontal ladders on ramparts to be slid down into an upright position. This can be done by 2 adjacent characters, at a cost of 4 MPs each, if no enemies are adjacent.] 1.92 Moving an upright ladder
An upright ladder can be moved one hex, or faced in a different direction within the same hex, by two characters adjacent to the ladder hex. Each character spends 2 Movement Points to carry out this process. It is impossible to move or turn a ladder if someone is on it [i.e. in the ladder hex].
1.93 Movement, shooting and combat
To climb a ladder, a character spends 3 Movement Points. It is not possible to move into a hex containing an upright ladder without paying the necessary 3 Movement Points.
A bowman at the top of a ladder can only shoot into the battlement hex facing him. His target will still benefit from heavy cover. [Shooting from a ladder was not referred to in the English rules.] Characters on a ladder do not benefit from any cover and are considered to be in disadvantageous terrain (-) in the event of combat. Characters can move from the top of a ladder into the battlement hex that the ladder is resting against at a cost of 4 Movement Points or as a result of Advance after Combat (see 1.73). [If unarmoured characters are allowed to move 8 MPs, it becomes possible for them to climb a ladder and cross into a battlement hex in a single move. “Croisades” (in Section 2.69) prohibited this type of move, but the “Siege Extension Sets” immediately allowed it again for ordinary castle walls such as those on ‘The Castle’ map.]
1.94 Toppling a scaling ladder
A character on a battlement hex that is facing the top of a ladder may attempt to topple the ladder instead of normal shooting and combat. The attempt takes place during the character’s Combat Phase. Roll one die: 1-6: The ladder is toppled; 7-10: The ladder stays in place. [The “Siege Extension Sets” allow ladders to be toppled from an adjacent hex below in exactly the same way.]
If a ladder is toppled, replace the ‘upright ladder’ counter with a ‘horizontal ladder’ counter. This must be placed by the player that toppled the ladder so that one of the halves of the horizontal ladder still occupies the original ladder hex. Any character that was on the ladder falls down and must be placed by his owner in one of the hexes adjacent to the upright ladder hex, but not (of course) in a battlement hex.
The fallen character may be placed on top of another character or on top of the toppled ladder. The character is automatically wounded by his fall, and if he ends up stacked on top of another character that other character will be stunned. A character that is already wounded or stunned will be killed. Ladders do not have any effect on characters below if they topple onto them.