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View Full Version : Siege Supplement for WOTR



Edonil
15-11-2009, 03:24
So, a friend of mine built the Deeping Wall with the intention of using it in WOTR (no one in our group likes the SBG, but a good number of us play the larger scale). We were trying it out tonight, and realized fairly quickly that the rules, as laid out in the rulebook, required a bit of tweaking to get it to work in the idea of an actual siege. I know the SBG has a siege ruleset, but, as I said, we want to stick with WOTR. So, we started brainstorming, as we were playing, some changes/additions to the game, and we were hoping we could get some input from other people.

So, in no real sense of organization, here's what we came up with-

-Attacker gets priority every turn until 25% of formations have a presence on the wall (only one company is needed to count for this).

-All attacking infantry formations are assumed to have ladders to scale the wall with. In order to use the ladders, the formation must have a company in base contact with the wall at the beginning of the Charge Phase. Roll 2d6 for each company in base contact with the wall- for each roll of 10 or higher, one ladder is put up, allowing one company to get into base to base. Standard supporting company attacks will apply for the attackers. You can attempt to get more ladders up the following turn, but any companies that try to will not be able to support the main attack.

(Special Rule related to this- Goblins can, instead of using ladders, charge directly up the wall. Roll for the charge as normal.)

-Two companies of defenders will get to retaliate against any 1 company attempting to get up the wall. While the attacker is scaling the wall, defenders will get a +2 bonus to their Defense.

-At the end of combat, take a Panic check as normal. If the Defenders won, use the standard chart. If the Attackers won, replace the 'Courage test or suffer hits equal to margin of failure' with 'Courage test. If failed, one company of Defenders is driven off the wall, and Attacker can immediately replace it with one company.'

-Once on the wall, Defenders and Attackers can charge one another as normal. However, to make things simpler, if a Defender and Attacker company are touching flanks, they can charge and are considered to be attacking to the front. While on the wall, there is no penalty for flanking.

-Walls can be attacked by artillery, monsters and sappers. Walls have a defense of 8, a Fight of 0 and a number of hits depending on the scenario (we did 15 hits for the Deeping Wall). Monsters attacking a wall in close combat will get their full number of attacks and bonuses for Fight Value. If a section of the wall is destroyed beneath a company of defenders, the company is destroyed as the rubble falls on them. The pile of rubble is counted as difficult terrain.

-Gates can be attacked by everyone, have a defense of 5, and 10 hits. Heroes can restore 2 hits to a gate by burning 1 Might point.

-The Balrog, Stone Giant and Ents can climb up the wall to attack the defenders directly. Smaller monsters (Trolls, for example) can only attack the top of the wall if they go through a siege tower.

What do you think? Any suggestions or tweaks you would make?

jaws900
15-11-2009, 08:53
-Attacker gets priority every turn until 25% of formations have a presence on the wall (only one company is needed to count for this).

I don't like this one really. i think they should get auto pritorty for the first 1 maybe 2 turn but revert back after that

-All attacking infantry formations are assumed to have ladders to scale the wall with. In order to use the ladders, the formation must have a company in base contact with the wall at the beginning of the Charge Phase. Roll 2d6 for each company in base contact with the wall- for each roll of 10 or higher, one ladder is put up, allowing one company to get into base to base. Standard supporting company attacks will apply for the attackers. You can attempt to get more ladders up the following turn, but any companies that try to will not be able to support the main attack.

I think the company should have to be atleast 2 in size as carrying the ladders takes several people. I think it should also be 1D6 and on a 4+ the ladder goes up. As we all know it's not that easy to roll 10 on 2D6. Also they ashouldn't get any supporting dice as you can't really support your friend if your straing at his ****.
(Special Rule related to this- Goblins can, instead of using ladders, charge directly up the wall. Roll for the charge as normal.)

-Two companies of defenders will get to retaliate against any 1 company attempting to get up the wall. While the attacker is scaling the wall, defenders will get a +2 bonus to their Defense.

Just use normal rules but don't count flank/rear charges penaltys and your opponent can't support.

-At the end of combat, take a Panic check as normal. If the Defenders won, use the standard chart. If the Attackers won, replace the 'Courage test or suffer hits equal to margin of failure' with 'Courage test. If failed, one company of Defenders is driven off the wall, and Attacker can immediately replace it with one company.'

-Once on the wall, Defenders and Attackers can charge one another as normal. However, to make things simpler, if a Defender and Attacker company are touching flanks, they can charge and are considered to be attacking to the front. While on the wall, there is no penalty for flanking.

-Walls can be attacked by artillery, monsters and sappers. Walls have a defense of 8, a Fight of 0 and a number of hits depending on the scenario (we did 15 hits for the Deeping Wall). Monsters attacking a wall in close combat will get their full number of attacks and bonuses for Fight Value. If a section of the wall is destroyed beneath a company of defenders, the company is destroyed as the rubble falls on them. The pile of rubble is counted as difficult terrain.

The defencve should be 10 really for artillery with 15 hits. This would show that it is strogn and no mear Troll can claw there way though. It wouldn't make sence for a troll to be attackign the wall so only Artillary and attacks with a strength of over 8 can wound it.

-Gates can be attacked by everyone, have a defense of 5, and 10 hits. Heroes can restore 2 hits to a gate by burning 1 Might point.

I love the idea of using might to restor wound to the gate but the gate shoudl be atleast 8. Remember the outergate arn't made of rice paper.

-The Balrog, Stone Giant and Ents can climb up the wall to attack the defenders directly. Smaller monsters (Trolls, for example) can only attack the top of the wall if they go through a siege tower.

I really disagree with that. Only flying creatures should be able to do that. Also siege towers should not be able to support a monsterus creture (I can't immagine a Trolls even being able to get to the top of the tower). Thats why you don't see a fantastic amount of trolls at sieges.

What do you think? Any suggestions or tweaks you would make?

Other than why i siad i think it's quite good. Hopew the battle goes well.