Slann
Aginor
Fifth Spawning
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Hey y'all!
I am pretty sure we discussed a bit of this in a few other threads already, but I want to make it a separate topic here:
Siege battles - whether they make much sense in a fantasy world or not - are awesome and play a big role in many fantasy stories.
So I had big hopes for the siege rules in the new GHB2017, but to be honest I was a bit disappointed. I had expected something like that old edition (8th? or was it 6th?) supplement for siege battles that someone posted, containing siege towers, siege weapons, and anti-siege weapons. Rules for destroying walls and gates and so on.
So what I am going to do here is I want to bounce around a few ideas that I have about that topic and see what rules I can come up with. They should fit nicely to AoS without changing basic rules and they shouldn't be too complex. They should be adjustable to many factions as well.
So here is some material. I will order it at a later point:
A lot of info about the old days, some good ideas there:
http://lustria-online.com/threads/warhammer-siege-with-lizardmen-tactica.11608/#post-203384
Seraphon tower and battering ram:
http://lustria-online.com/threads/artwork-from-total-war-warhammer-2-spoilers.20402/#post-209283
Random thoughts by me:
There should be defense towers of some sort. They would probably have the same amount of hit points and the same save to keep them balanced. Such as 12 wounds and a 3+ save against everything (also mortal wounds)
Walls would have 10 wounds and a 3+ save. All walls are immune against all ranged weapons (except when listed somewhere, like artillery stuff) and immune against rend except when it comes to siege weapons (see somewhere below).
Ideas for siege weapons, towers, and other fortifications:
- Skaven: Tower can warpstone-beam-whatever-overload one own model. That model gets a free move and then explodes for 1d3 mortal wounds to every unit within 6"
- Seraphon: static EotG
- Seraphon: static Arc of Sotek
- generic, all armies: fighting platform with mounted weapons
- generic: artillery tower
- generic: magic tower (casting arcane bolt on the nearest enemy unit)
- generic: healing tower (heals 1d3 wounds on the closest friendly unit within 12" or so)
- generic: battering ram
- generic: siege tower
- Death: Infernal Standard tower (they don't get healing towers but get a tower that works like a Wight King's standard or the standards that add 1d3/1d6 models to units. Doesn't have to be a tower, can be some graveyard for fluff reasons)
- Chaos: Demonic gate (spawns some demons. basically the same as the Death tower)
- Sylvaneth: Holy grove (could be the same as above, spawning free dryads to existing units or so)
- Destruction: static Idol (like Gork or Mork or whatever. Kills near enemies and buffs own ones or something. Basically take the rogue idol rules and remove the movement)
Then there would be some kind of upgrades to turn units into siege units. Something like:
Choose a Monster, that Monster loses its strongest melee attack but gains the "siege attack" which allows it to hit walls and other buildings with -3 rend or so.
There could also be some way of tunneling /counter-tunneling, but different to what we have in the AoS siege rules now since those are too basic for me.
Another way of causing damage to walls could be some sort of siege magic. A wizard knows a spell that can pierce through the magic protection of buildings, but if he uses it he cannot move in that turn and cannot cast other spells. That way armies without upgradable monsters or artillery could still have something as a ranged siege weapon. Thinking of some earthquake spell or something.
Those are my ideas for now, more incoming.
Feel free to post whatever idea you have and we might find a way to balance things.
I am pretty sure we discussed a bit of this in a few other threads already, but I want to make it a separate topic here:
Siege battles - whether they make much sense in a fantasy world or not - are awesome and play a big role in many fantasy stories.
So I had big hopes for the siege rules in the new GHB2017, but to be honest I was a bit disappointed. I had expected something like that old edition (8th? or was it 6th?) supplement for siege battles that someone posted, containing siege towers, siege weapons, and anti-siege weapons. Rules for destroying walls and gates and so on.
So what I am going to do here is I want to bounce around a few ideas that I have about that topic and see what rules I can come up with. They should fit nicely to AoS without changing basic rules and they shouldn't be too complex. They should be adjustable to many factions as well.
So here is some material. I will order it at a later point:
A lot of info about the old days, some good ideas there:
http://lustria-online.com/threads/warhammer-siege-with-lizardmen-tactica.11608/#post-203384
Seraphon tower and battering ram:
http://lustria-online.com/threads/artwork-from-total-war-warhammer-2-spoilers.20402/#post-209283
Random thoughts by me:
There should be defense towers of some sort. They would probably have the same amount of hit points and the same save to keep them balanced. Such as 12 wounds and a 3+ save against everything (also mortal wounds)
Walls would have 10 wounds and a 3+ save. All walls are immune against all ranged weapons (except when listed somewhere, like artillery stuff) and immune against rend except when it comes to siege weapons (see somewhere below).
Ideas for siege weapons, towers, and other fortifications:
- Skaven: Tower can warpstone-beam-whatever-overload one own model. That model gets a free move and then explodes for 1d3 mortal wounds to every unit within 6"
- Seraphon: static EotG
- Seraphon: static Arc of Sotek
- generic, all armies: fighting platform with mounted weapons
- generic: artillery tower
- generic: magic tower (casting arcane bolt on the nearest enemy unit)
- generic: healing tower (heals 1d3 wounds on the closest friendly unit within 12" or so)
- generic: battering ram
- generic: siege tower
- Death: Infernal Standard tower (they don't get healing towers but get a tower that works like a Wight King's standard or the standards that add 1d3/1d6 models to units. Doesn't have to be a tower, can be some graveyard for fluff reasons)
- Chaos: Demonic gate (spawns some demons. basically the same as the Death tower)
- Sylvaneth: Holy grove (could be the same as above, spawning free dryads to existing units or so)
- Destruction: static Idol (like Gork or Mork or whatever. Kills near enemies and buffs own ones or something. Basically take the rogue idol rules and remove the movement)
Then there would be some kind of upgrades to turn units into siege units. Something like:
Choose a Monster, that Monster loses its strongest melee attack but gains the "siege attack" which allows it to hit walls and other buildings with -3 rend or so.
There could also be some way of tunneling /counter-tunneling, but different to what we have in the AoS siege rules now since those are too basic for me.
Another way of causing damage to walls could be some sort of siege magic. A wizard knows a spell that can pierce through the magic protection of buildings, but if he uses it he cannot move in that turn and cannot cast other spells. That way armies without upgradable monsters or artillery could still have something as a ranged siege weapon. Thinking of some earthquake spell or something.
Those are my ideas for now, more incoming.
Feel free to post whatever idea you have and we might find a way to balance things.