Slann
Warden
Tenth Spawning
- Messages
- 6,633
- Likes Received
- 18,862
- Trophy Points
- 113
Wow really interesting siege thread.
I am a bit late but here is my two cents:
I heartily agree with this.
When a wall/tower is destroyed (by siege weapons, huge monsters, or magic ) the wall is removed and replaced by a ruined wall section =Satisfactory
I played many siege scenarios with my brother a long time ago (6th ed? pardon my AOS ignorance) and we had a ton of variations between beastmen, lizardmen, wood elves, and bretonnians. Having ruined wall sections came in handy when they were destroyed (whether by monsters, magic, or siege weapons) so that the destroyed sections could now be crossed over by the attacking troops. This allowed them easy access to the central keep-plaza, BUT it also counted as difficult terrain for them to cross, and they would have to contend with the wall defenders to happened to survive. I believe everyone on the wall before it was destroyed all had to take a mandatory strength 10 hit or something to survive, so not many did unless they were a character (just like in movies, the heroes tend to survive crazy scenarios like falling a 100 foot drop surrounded by falling boulders).
Lots of good points. We dealt with damage to walls/towers/buildings by using the strength of an attack: the higher the strength the better the damage, so only really big things could have a chance of destroying them. I don't remember where we drew the line
but most monsters could at least damage the gates of a fortress. Artillery (especially cannons) had a better chance of bringing down some fortifications, and I think we used the old RUINATION OF CITIES magic spell a couple times to really bring down the walls 
This was also a huge issue for us too
, we figured out that after a while it was too boring to have siege towers start so far away and not make it to the actual walls until turn 4, plus shooting from the walls nearly wiped out most of the units first. Options to fix this problem were either move them closer than the 24" start (because maybe the siege towers have had time to work their way towards the walls before the battle starts in earnest) or to just allow them to march towards the walls each turn (because they are really putting their backs into it, though this is a bit of a stretch
).
I am looking forward to whatever other ideas come out of this thread, this makes me want to go build some more siege equipment!
Congrats Lord Slann, I like your new picture!
My first thought is that the terrain pieces used to represent walls and towers will need to support whatever rules exist that allow them to be damaged. Something to think about.
Rolling a bunch of dice and then a wall is removed and bare Tabletop replaced it? =Disatisfactory
Having walls / towers be impervious to everything, nothing can take them down? =Disatisfactory (also)
I heartily agree with this.
When a wall/tower is destroyed (by siege weapons, huge monsters, or magic ) the wall is removed and replaced by a ruined wall section =Satisfactory
I played many siege scenarios with my brother a long time ago (6th ed? pardon my AOS ignorance) and we had a ton of variations between beastmen, lizardmen, wood elves, and bretonnians. Having ruined wall sections came in handy when they were destroyed (whether by monsters, magic, or siege weapons) so that the destroyed sections could now be crossed over by the attacking troops. This allowed them easy access to the central keep-plaza, BUT it also counted as difficult terrain for them to cross, and they would have to contend with the wall defenders to happened to survive. I believe everyone on the wall before it was destroyed all had to take a mandatory strength 10 hit or something to survive, so not many did unless they were a character (just like in movies, the heroes tend to survive crazy scenarios like falling a 100 foot drop surrounded by falling boulders).
hmmm.... all melee weapons?
I am thinking about monsters.
- The tail swipe of a Bastiladon
- the club of a giant
- The mighty fists of a Maw-Krusha
- Ghal-Maraz, Sigmar's own warhammer wielded by the mightiest Stormcast, the Celestant-Prime
Even the weapons of some elite units with magical weapons:
- Stormcast Concussors
- Stormcast Retributors with Starsoul Maces
- A Saurus Sunblood with his weapon bristling of Celestial Energy, whatever.
I mean: Sure, in a realistic world a infantry weapon regardless of its quality cannot damage a stone wall. But in Warhammer? Where do we draw the line?
Lots of good points. We dealt with damage to walls/towers/buildings by using the strength of an attack: the higher the strength the better the damage, so only really big things could have a chance of destroying them. I don't remember where we drew the line
Kislev. I remember a siege game where some Orcs (or possibly Chaos dudes) pushed a siege tower forward for four turns. It moved at a painful 4 inches per turn. Each turn the Elves, defending the walls of Praag, peppered it with arrows. It died on turn four...and just disappeared from the table. 6th or 7th Edition I think.
This was also a huge issue for us too
I am looking forward to whatever other ideas come out of this thread, this makes me want to go build some more siege equipment!
Hmmm, Mortal wounds against a structure can only be used while your within 3in of a siege weapon and 6in of an opponents structure.
Edit: 5000 posts!!
Congrats Lord Slann, I like your new picture!