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Old April 2nd, 2007, 11:07 AM
XSI Addict 32 XSI Addict 32 is offline
 
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Custom Castle/Seige Additions

My friends and i were looking at truely re-constructing a seige. especially when multiple castle sets are added, the play can become unfair. To us, the only normal way to win when assaulting a castle is to construct an army with that purpose, and that purpose alone. Of course, at that point, (given our selection of figures) it becomes to biased in the attacking players favor. We want to have armies that aren't just filled with fliers or ranged units. We pretty much want a game where the game isn't over when one player flies over the castle walls, or when the castle player has so many blasted archers that getting even remotely close to them is impossible. Seeking to keep the game relatively even, and to add a new level of difficulty, we were considering the following custom ideas:

Spiked Battlements: by placing spikes on the battlements, fliers risk hurting themselves when going ove the castle walls. Perhaps the fliers must roll an attack die for possible damage.
[bTrebuchet[/b]: A seige machine that must be setup. Once setup, it may begin firing. It would have a range of around 15. its attck would be somewhere around 10. It may shoot once per round. the first turn, it loads a "missle". the second turn, the owner designates a target. the third turn is when the "missle" actually hits. That way, normal foot units would have little to fear from it, but stationary castle walls would be at great peril. Striking the gate would be normal, but maybe when it hits the normal castle wals, it knocks the battlements off? this would give fliers a clear route in without fear of spike battlements.

Battering Ram: pretty self explanitory. IT would require 2 friendly units be adjacent at all times to move. if even one is absent, it cannot move. It requires at least 1 unit to attack. it would be unable to hit anything but the gate. it could have maybe 3 movement max? it would be able to ignore the effects of the gate, and would have 4 attack dice, and have deadly strike

Seige Towers: with a ladder inside, it could be wheeled up to a wall, and allow non flying units to come over top of the walls. same move requirments as the B Ram.

Those are all the suggestions we have right now. If anyone has any other ideas they would be greatly appreshiated.
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Old April 2nd, 2007, 11:10 AM
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Re: Custom Castle/Seige Additions

Quote:
Originally Posted by XSI Addict 32
My friends and i were looking at truely re-constructing a seige. especially when multiple castle sets are added, the play can become unfair. To us, the only normal way to win when assaulting a castle is to construct an army with that purpose, and that purpose alone. Of course, at that point, (given our selection of figures) it becomes to biased in the attacking players favor. We want to have armies that aren't just filled with fliers or ranged units. We pretty much want a game where the game isn't over when one player flies over the castle walls, or when the castle player has so many blasted archers that getting even remotely close to them is impossible. Seeking to keep the game relatively even, and to add a new level of difficulty, we were considering the following custom ideas:

Spiked Battlements: by placing spikes on the battlements, fliers risk hurting themselves when going ove the castle walls. Perhaps the fliers must roll an attack die for possible damage.
[bTrebuchet[/b]: A seige machine that must be setup. Once setup, it may begin firing. It would have a range of around 15. its attck would be somewhere around 10. It may shoot once per round. the first turn, it loads a "missle". the second turn, the owner designates a target. the third turn is when the "missle" actually hits. That way, normal foot units would have little to fear from it, but stationary castle walls would be at great peril. Striking the gate would be normal, but maybe when it hits the normal castle wals, it knocks the battlements off? this would give fliers a clear route in without fear of spike battlements.

Battering Ram: pretty self explanitory. IT would require 2 friendly units be adjacent at all times to move. if even one is absent, it cannot move. It requires at least 1 unit to attack. it would be unable to hit anything but the gate. it could have maybe 3 movement max? it would be able to ignore the effects of the gate, and would have 4 attack dice, and have deadly strike

Seige Towers: with a ladder inside, it could be wheeled up to a wall, and allow non flying units to come over top of the walls. same move requirments as the B Ram.

Those are all the suggestions we have right now. If anyone has any other ideas they would be greatly appreshiated.
I have a suggestion. Use the Search feature. You will find that this has been discussed ad nauseum. You will find custom siege towers, ballistas, catapults, rules for destroying battlements, carrying ladders and more.
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