Tactical Command http://www.tacticalwargames.net/taccmd/ |
|
Warmaster Siege Stakes rules ? http://www.tacticalwargames.net/taccmd/viewtopic.php?f=47&t=29949 |
Page 1 of 1 |
Author: | Toco [ Mon Jul 20, 2015 8:22 am ] |
Post subject: | Warmaster Siege Stakes rules ? |
In Warmaster-Magazine-Issue-14 they mention how to build stakes. But where are the stats? How do I use the stakes when finished? |
Author: | captPiett [ Mon Jul 20, 2015 12:18 pm ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
I don't think you get special stats for the stakes - but you could count the unit behind them as defended. Alternatively, the supplement Warmaster Ancients Medieval Armies has siege rules and there might be some useful suggestions in there. |
Author: | Toco [ Mon Jul 20, 2015 12:43 pm ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
If no "official" rules were published then I'll use a +1 attack modifier first round of combat (for the defenders) when charged. |
Author: | Stormwind [ Mon Jul 20, 2015 1:05 pm ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
Best to ask on the Spec. Games forum as you'll get peoples' ideas from a broader section of Warmaster players. I would consider them to be defended rather than get an extra attack, similar to if they had erected earthworks or a wall. |
Author: | captPiett [ Mon Jul 20, 2015 1:07 pm ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
yeah, extra attack seems excessive to me. Defended is a better option. If you want to go official, you could set them up as a terrain feature, that counts as giving defended status. |
Author: | Stormwind [ Mon Jul 20, 2015 6:03 pm ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
In Blitzkrieg Commander, defenders can actually buy their earthworks / gun pits etc. which is something I would like to be able to do at some point for Warmaster when I have the right models. |
Author: | Toco [ Wed Jul 22, 2015 6:27 am ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
I have found the original article in Warmaster Magazine #9: "Digging For Victory". Effect of deployed stakes. Chariots and Wagons, Artillery and Siege towers cannot cross stakes, they should treat them as impassable terrain. The Empire Steam tank and Sows are unaffected by stakes - in fact they destroy any stand of stakes that they move across. Flyers can land in stakes but will suffer shooting attacks as normal - they will also suffer when they move out of the stakes. Once deployed a stand of stakes has a front and back edge along its long sides. Troops at the back count as defended and gain a non- open advantage to chargers. Cavalry, infantry and monster stands that cross stakes from any side except the back suffer a normal shooting attack (roll drive back but don't move the troops; on a 6 the unit is confused). If during a melee troops pursue across stakes not from the back then they suffer the same shooting attack, if troops are pushed back across the stakes (from front to back) then they too suffer shooting from the stakes. Remember, each troop stand suffers a shooting attack for each stake stand they partially or wholly move across. Troops behind the stakes do not count as in cover when being shot at but count as defended and so roll one less Driveback dice. Once stakes are deployed they remain in place until a 'Remove' order or they are destroyed by artillery Stakes cannot be deployed in dense terrain, on rocky ground, roads, bridges, marshes, swamps, rivers. They can be deployed on open ground, hills, etc. (by Wayne Rozier) |
Author: | Stormwind [ Thu Jul 23, 2015 10:08 am ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
Oh good stuff! I still need to get the warmaster magazines to get all these extra bits. What is that about "Sows" - is that lost in translation? |
Author: | Toco [ Thu Jul 23, 2015 10:26 am ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
Sow = a large block of metal made by smelting. And about the article "Digging for Victory", I don't like it. Warmaster is all about smooth, fast flowing gameplay. The rules above are too (medium) complex for my taste. I'll just use: 1 order to plant the stakes. Units behind them count as defended. Done. That's it. Point. Final. |
Author: | Stormwind [ Thu Jul 23, 2015 7:38 pm ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
Yeah - I guess the thing is in those fanatic magazines they are generally quite complex untested rules, pretty much house rules, meant for hardcore players to fiddle with. |
Author: | Toco [ Fri Jul 24, 2015 6:58 am ] |
Post subject: | Re: Warmaster Siege Stakes rules ? |
The official rules for stakes are in Warmaster Medieval. Basically, Stakes is a special rule some units have. I would assume that you could make them part of a scenario as well, assuming the defenses were built prior to the game starting. The effect would be the same. Stakes have no stats like siege equipment. Here is a part of the rules quoted or summarized: 4. "An infantry stand protected by stakes counts as defended in hand-to-hand combat against charging enemy cavalry stands striking across the stakes. This means the enemy will need 5s to score hits rather than 4s, and will not get the usual bonus combat modifiers when they charge." Place chargers touching the stake bases and resolve the combat as if the units were touching. "They offer no protection against missile fire. They are low linear obstacles when charged by enemy cavalry, but open ground for other purposes." |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |