Warhammer Siege

Castle Walls
Placing Wall Defenders A unit defending a Castle Wall places a single rank of models on the Wall. All other models are assumed to be hunkering down at the base of the Wall, or waiting on the stairs to reinforce their comrades – they are not placed on the table. The number of models on the Wall will dictate how many models may shoot, but not how many may fight in close combat (see below). Casualties (other than characters and champions as normal) are removed from the models not on the table first, as models will step up to defend the wall as gaps appear. Shooting at the Wall Castle Walls offer occupants the same protection as a Building. Castle Walls and Towers may not be damaged or destroyed during the course of the game, unless the scenario special rules dictate otherwise. Castles are built to withstand a serious battering – far more than can be inflicted during a single battle. Shooting from the Wall Models of unengaged units on the Castle Wall may shoot in the shooting phase. The same models may also Stand and Shoot as a charge reaction against enemies charging the Wall. Note that a unit defending a Castle Wall may Stand and Shoot regardless of how close the charging enemy is to the Wall. A unit may only Stand and Shoot at enemies charging from the outside of the Wall – not against enemies attacking from adjacent Wall or Tower sections, or from the inside of the Wall.

Assaulting the Wall Assaulting a Castle Wall follows the same rules as buildings, with the following exceptions: • Infantry and Monstrous Infantry may assault a Wall using Ladders, Ropes or Siege Towers. They may also assault a Wall from adjacent Wall sections or Towers, or from the inner courtyard (by using the stairs). Models assaulting the Wall using Ladders or Ropes count as WS 1 for the first round of combat. Attackers that lose combat must take a break test (unless they are attacking from an adjoining section, in which case they are automatically pushed back to where they came from). There are no modifiers for the break test except for the difference in Wounds inflicted. Note also that the Defenders on the Wall count as having 0 ranks, so if the Attackers have at least 1 rank of 5 or more models, they will be Steadfast. If the Attackers fail their break test, they will flee directly away from the Wall. Attackers that lose combat and do not break are repelled and moved back to 1” away from the base of the Wall. Defenders that lose combat take a break test as per the normal Building rules. However, if the Defenders pass their break test or the combat is a draw, the Attackers are not repelled. They have gained a foothold on the wall and will continue to fight in the following round. Note that they will no longer be WS 1 if attacking from Ladders or Ropes, as the foothold they have achieved on the Wall allows reinforcements to climb the wall relatively unmolested. Defenders that flee from combat flee into the courtyard, directly away from the Castle Wall.

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Assaulting from the Inside A Castle Wall is a highly defensible position, provided your enemies are on the outside of the Wall. Once they get in behind however, things are

A unit defending a Castle Wall loses its Steadfast if charged from the inner courtyard (ie in the rear). If the defenders break from combat when fighting enemies attacking from the courtyard. It is not a true charge .once the effort to repel the assault has been made. up to 10 models (or 3 Monstrous Infantry) may fight from the unit assaulting from the adjoining section. This involves nearby troops rallying to the call and assisting the beleaguered Defenders in clearing the walls of attackers who have gained a foothold on the battlements. the unit is automatically pushed back into the section from which it came. • If the assaulting unit is defeated or the Defenders do not break.very different. catching reinforcements in the rear and leaving Defenders with no avenue of escape. the unit must resume its post. The following rules apply: As per the Building rules. Supporting Assault It is permitted for a player to use forces in adjoining sections to assist Wall Defenders in an ongoing combat. Units may assault a Wall from an adjoining Wall or Tower. they are destroyed. It will only regain Steadfast once the units attacking from the courtyard are driven off. • A unit in an adjoining section may declare a charge on an ongoing combat. A charge from inside the Castle will bypass most of the defences that make a Wall so effective. Assaulting from Adjoining Sections Castle Walls and Towers are connected by doors. allowing troops to move from one section to another with relative ease. It may not be the first round of combat .the • • . • Wall defenders attacked from the courtyard are in big trouble – their retreat is blocked. There is nowhere to run.

the Defenders will quickly be overwhelmed. Multiple Assaults Only one unit at a time may attack from the outside of a Castle Wall. • The unit is not truly launching an all-out assault on the Wall .so 5 Infantry. In such situations. Attackers may allocate attacks to the charging unit as normal . only half the normal number of models may fight from the charging unit . splitting attacks as they see fit.attackers must already have a foothold for the unit to have a valid target for their attack. there is only room for one unit to assault the Wall from the courtyard. the attacker may fight with the usual permitted 10 Infantry models (or 3 Monstrous Infantry). leaving no room for other units to launch an assault. The Defenders may only fight with the usual 10 models. • Regardless of the outcome of the combat. . So an attack up the Wall and one from an adjacent Tower would give the attacker up to 20 models to attack. As such. For each unit attacking from the outside of the Wall. an adjacent Wall or Tower. Note that in the same way as only one unit at a time may assault the outside of a Castle Wall. this leaves room for attacks from other directions. they may choose which models will fight in which direction.it is an effort to aid an ongoing fight in which their comrades are struggling. the unit charging from the adjoining section will automatically withdraw from the combat and resume their posts in their starting location. The assault takes the whole section of the Wall.see Multiple Assaults. no matter how many directions they are being attacked from. However. and so on. and there is not a lot of room on the Wall for more Defenders. However. The unit never really left .they were simple sending temporary relief to their allies. or 1 Monstrous Infantry. or up the stairs from the courtyard.

Charging the Courtyard A unit may charge from a Wall or Gate section into the Courtyard below. however the owning player may choose to face the unit backwards (facing the courtyard) if he or she so desires. Occupying the Wall An attacking unit occupying a Castle Wall is placed in the same way as the defenders (see Placing Wall Defenders). Leaving the Wall A unit wishing to move off the Wall may do so by one of the following means: Charge an enemy-held adjacent Wall or Tower section Charge off the wall. but represents the easy access of stairs down to the ground below. • A unit attacking from the outside of the Wall is pushed from the Wall and may make a Reform move. to prepare for fresh enemies. This is contrary to the normal building rules. preparing for the next fight.If the Defenders flee or are killed. and helps prevent situations where troops are trapped on the wall due to nearby enemies. but the unit may still shoot) • Make a Reform move. 1” away from the inside base of the Wall. into the courtyard (see below) Move the entire regiment into an adjacent Wall or Tower section (which counts as moving. • Units attacking from the inner courtyard may make a Reform move. 1” from the outside base of the Wall. with no recourse. the Attacker may choose which unit will occupy the captured Wall. A unit moving off a Wall may not make a Swift Reform. • • • • . Other units will do one of the following: Units attacking from an adjacent Wall or Tower remain where they are.

Tower or Gate are destroyed. Such an assault is not without risk. many of whom have no idea what occurs on the other side. the following rules apply to all sections of the Castle. Towers or the Gate: • Units on the inside of the Castle may march even if there are enemy units within 8” on the outside of the Castle. The charging unit counts as Skirmishers for the duration of the combat. Instead place as many ranks as possible. An Almost Impenetrable Barrier A Castle Wall is a formidable obstacle. Units that flee into a Castle Wall. Tower or Gate have nowhere to run – there is no forcing through such an obstacle. The exception to • . Note that this rule does not apply if the enemy are on the Walls themselves. The Walls are sufficient barrier for the presence of the troops to be inconsequential. it will most likely be automatically destroyed due to the wall immediately behind it. The charging unit will automatically assume a formation with a width equal to the maximum number of models that can fight against the charged unit. In general game terms.• • • • A unit charging the courtyard may charge even if there will be no room to place the unit. be it Walls. Units that flee into a Castle Wall. however this is not mandatory for the charge to be successful. If the charging unit loses combat and flees. It provides a barrier separating the denizens within from the outside world. and keep the other models to the side. If possible. Ranks are then filled as normal (where room permits). push the charged unit back in order to accommodate the rest of the chargers. and a unit fleeing into it will be either crushed or dispersed. and gains no charging bonuses due to the difficulty of charging off the Walls and the loss of organisation this entails. impervious to all but the most powerful assaults.

this rule is if the unit happens to be fortunate enough to pass directly through the opened or destroyed Castle Gate. Siege Towers etc) unsuitable. Assuming there is no door. Castle Towers Castle Towers largely follow the same rules as Buildings. in which case it moves as normal. the Tower may be assaulted from an adjacent Wall section or Tower. chosen by the owner of the unit (with a preference to unoccupied locations – you may not choose another occupied location if there was the option of an unoccupied one). the unit will be pushed back again. unless it has a door on the ground for the attackers to enter by. Like assaulting a Building. A Castle Tower may not be assaulted from the ground. Assaulting the Tower The height of a Castle Tower makes conventional ground assault methods (using Ladders. to a location adjacent to that occupied one. This process will repeat until a valid location is found for the unit. the unit is removed – they become lost in the fighting and are scattered. If there is no valid location at all. if the Defenders are not broken from the Tower. Castle Towers are assumed to have at least 2 levels from which models can fire. They will be pushed back to the location they came from (adjacent Wall or the Courtyard). using the normal rules for assaulting Buildings. The number of models that fit on the roof of the Tower is irrelevant – it is treated as a normal level of the building. or more if the model permits. the Attackers are automatically pushed back (no break test is required). If the unit cannot be placed there (because another unit has occupied the space they came from). .

The Castle Gate behaves in the same way as a Castle Wall. the War Machine counts as being in Hard Cover. and may not move. Instead.War Machines on Towers Unlike normal Buildings. however this does not mean it is weak. it is permissible to deploy a War Machine on the roof of a Castle Tower. with the following restriction: a Gate is always assumed to be just wide enough to admit a unit 5 models wide (or 3 models in the case of Monstrous Infantry. with the following exceptions: • Forces occupying the Castle Wall unopposed (ie not locked in combat) may elect to open or close the gate at the start of the controlling player’s turn. Units from both sides may move through an opened or destroyed Castle Gate. do not use the Building rules. • Damaging the Castle Gate The Gate is the most vulnerable point of the Castle. reinforced and braced in case of attack. It is assumed the Machine was either assembled on the roof of the Tower. treating it as open terrain. Units wider than this must reform if they wish to enter through the Gate. When shooting at a War Machine on a Tower. The Gate will be made of thick timber or even iron. Template weapons are placed over the model as normal – as though it were on open ground. This action is in addition to any normal actions the unit may wish to perform that turn. Monstrous Cavalry or Monstrous Beasts). or lifted there with the aid of hoists. The War Machine counts as occupying the entire Tower. A Castle Gate has the following profile: Castle Gate Toughness: 7 Wounds: 3 Armour Save: 1+ . Castle Gates A Castle Gate will normally resemble a reinforced Wall section with a gate at ground level.

provided the template is touching the Gate itself (as opposed to the wall around it). regardless of how many saves it fails. Effects that would normally destroy the Gate outright will instead inflict 1 wound. Shots from Stone Throwers at the Castle Gate will only hit the vulnerable gate itself on a 5+. This reflects the fact that even if you punch a hole clean through the gate. Refer to the Building rules to determine how many models may attack each turn. However. All other shots are assumed to hit the stonework around the Gate. the number of models that may attack are restricted by the size of the gate and its reinforced surrounds. Attacking the Castle Gate in Close Combat A Castle Gate may be charged and attacked in the same way as an enemy unit. Shooting at the Castle Gate Models may shoot at the Castle Gate (which is a separate target from any unit on the wall above). and have no effect. or any other effects like multiple wounds. regardless of where the centre of the template lies. and those too angry or drugged to notice are unlikely to make it intact through the tangle of broken warriors and rubble surrounding the Gate. A Castle Gate is immune to Impact Hits. Even the bravest warriors will not willingly run face-first into a wall of timber and iron. Note however that cavalry mounts may still make their normal attacks against the Gate – the riders need not dismount in order to charge the Gate. templates with different strength profiles will always hit the Gate at the highest strength on a 5+. .Note that a Castle Gate can only take 1 wound per phase. that does not mean the entire gate can be opened – it must be weakened in multiple places before it will collapse. In the same way as attacking a building however. provided that there is not a unit attacking it in close combat.

unless another unit charges the one attacking the Gate. After each round of combat. the unit will flee directly away from the Gate. assuming it will fit through the gate. the attacking unit may immediately make an Overrun move straight forwards. using the points cost specified.Refer to the rules for Damaging the Castle Gate to determine the effects of attacks made against it. A unit in combat with the Castle Gate will remain locked in combat until the Gate is destroyed or the unit flees. Note that this Overrun move is permitted even if the unit did not charge that turn – it represents the unit surging through the broken Gate in an attempt to seize control of the entrance to the Castle. the unit may choose to Reform as normal (most likely because the unit is too wide to Overrun through the Gate). If the Castle Gate is destroyed in close combat. Alternatively. a unit which is in combat with the Gate (but was in combat no other units) may choose to withdraw from the combat. Models may shoot at a unit attacking the Castle Gate. Siege Equipment Siege Equipment may be purchased by a player as part of his or her army selection before the game. When this happens. Siege Defender Equipment . Unless stated otherwise. The unit may make a Reform move 1” away from the Gate. provided it is not also in combat with another unit. There are no combat results at the end of each round of combat. all Siege Equipment is a unit upgrade and cannot be transferred between units or used by a different unit should the original unit be destroyed. Attacks made in close combat against the Gate will hit automatically. regardless of the source of the Panic test. so may flee from attacking the Gate as a result. The unit must take any Panic tests as usual.

Models touched by the template suffer a Strength 5 hit. However. Each model on the Wall (not those hidden in reserve) may inflict a Strength 4 hit on the unit as it Charges. This is instead of any other Stand and Shoot reaction the unit may make. however. Place a marker on the Wall section to show that there are Rocks available. Boiling Oil (50 points) A section of Castle Wall may be equipped with a pot of Boiling Oil for Defenders to pour onto enemy forces as they try to climb the Wall.Rocks (25 points) A section of Castle Wall may be equipped with a supply of Rocks for Defenders to throw at enemy forces as they try to climb the Wall. Any unengaged unit defending the Wall when an enemy unit declares a Charge (from the outside of the Wall only) may elect to Stand and Shoot by dropping Rocks on the Attackers. This is instead of any other Stand and Shoot reaction the unit may make. Any unengaged unit defending the Wall when an enemy unit declares a Charge (from the outside of the Wall only) may elect to Stand and Shoot by dropping Oil on the Attackers. Note that each pot of Boiling Oil may only be used once per game. Unlike other Stand and Shoot reactions. Place a marker on the Wall section to show that there is a pot of Oil available. . Note that it may still cause Panic. the player may purchase more than a single pot for the same section of Castle Wall. The player must choose which weapons to Stand and Shoot with. Boiling Oil is resolved after the charge is completed (and the models are in base contact with the Wall). The player must choose which weapons to Stand and Shoot with. Place the small blast marker anywhere touching the outside base of the Wall.

It is assumed the unit carries sufficient equipment to launch an effective assault. the unit may not declare a Charge (except against a Castle Gate). If the unit carrying the Log Ram is forced to declare a Charge. You may wish to convert some models to carry siege equipment. Assaulting the Gate with the Log Ram . and may not Overrun or Pursue. The unit may elect to drop the Log Ram at any time (for instance in order to declare a Charge). any excess equipment is dropped. a Log Ram will still get the job done (eventually). and should the unit be crippled on the way to the wall. Monstrous Infantry. It can be quickly constructed whenever there are trees available. Log Ram (25 points) A Log Ram is the most rudimentary method of assaulting a Castle Gate.Siege Attacker Equipment Ladders and Ropes All Infantry and Monstrous Infantry in the Attacking force are equipped with Ladders or Ropes for no additional cost. however this is not compulsory. either due to Frenzy. Animosity. Whilst carrying the Ram. Moving the Log Ram Any unit of Infantry. Cavalry or Monstrous Cavalry may be equipped with a Log Ram at the cost shown above. it is even possible for cavalry to make effective use of a Log Ram. Due to its relatively light weight and lack of complexity. and whilst not as effective as a full Battering Ram. it must abandon the Log Ram – the player has no choice. or for any other reason. The Ram simply sits between models and does not affect the formation of the unit. however the Ram is then lost and may not be retrieved.

If the unit drops below this size. A unit must have at least 2 complete ranks to move the Battering Ram. Damaging the Battering Ram A Battering Ram is a sturdy construction which offers its operators some protection from incoming missile weapons. The Battering Ram is automatically placed in the middle of the front rank of the unit. Overrun or Pursue (see Abandoning the Battering Ram). Shooting at the unit . A unit pushing a Battering Ram may not March. attached to a frame to enable it to be swung more effectively. It is used in combat instead of any models in the unit making attacks against the Gate. and deployed with. any Infantry or Monstrous Infantry unit. declare a Charge (except against a Castle Gate). it is larger and heavier than a basic Log Ram. However. Note that the unit may only use the Log Ram against the Castle Gate when it is not otherwise engaged in combat. the Battering Ram will cease moving (and in most cases the unit will then choose to abandon it). the better to protect its operators from the attentions of those above.A unit must have at least 2 complete ranks to employ the Log Ram against a Castle Gate. Moving the Battering Ram A Battering Ram may be purchased as an upgrade for. a Battering Ram is far better prepared. and displaces a number of models appropriate for the size of the model. Battering Ram (100 points) A Battering Ram follows the same principles as a Log Ram (ie use a big log to open the door). and makes a single attack each Combat Phase at Strength 6. A Battering Ram also includes a roof.

A unit which flees whilst pushing a Battering Ram abandons it on the spot. and its movement ends for that turn. A Battering Ram has the following profile: Battering Ram Toughness: 7 Wounds: 5 Armour Save: 1+ Abandoning the Battering Ram A unit may abandon the Battering Ram at any time (for instance in order to declare a Charge). A unit which takes an abandoned Battering Ram is immediately Reformed around the Ram. Assaulting the Gate with the Battering Ram A unit must have at least 2 complete ranks to employ the Battering Ram against a Castle Gate. models in contact with the Battering Ram may elect to attack it instead of the unit pushing it. For all other purposes. as well as any other models lying under the template. If the unit pushing the Battering Ram is forced to declare a Charge. Animosity. Templates will hit the Ram if they touch it. an abandoned Battering Ram counts as Impassable Terrain and provides Hard Cover. or for any other reason. either due to Frenzy. in which case the Ram is left where it is and may be taken by another eligible unit that moves into contact with it. Attacks made against the Battering Ram will hit automatically. as normal. it must abandon the Battering Ram – the player has no choice.with the Battering Ram will hit the Ram on a 5+. In close combat. It is used in combat instead of any models .

any Infantry or Monstrous Infantry unit. below. unless there are no remaining models outside the Tower. and displaces a number of models appropriate for the size of the model.in the unit making attacks against the Gate. 10 Infantry or 3 Monstrous Infantry are automatically placed inside the Tower. A unit pushing a Siege Tower may not March. the Siege Tower will cease moving (and in most cases the unit will then choose to abandon it). declare a Charge (except against a Castle Wall). See Separate Units. . Siege Tower (100 points) Siege Towers are the ideal way for troops to assault a Castle Wall. Moving the Siege Tower A Siege Tower may be purchased as an upgrade for. Overrun or Pursue (see Abandoning the Siege Tower). The exception to these rules is if the player elects to man the tower with a separate unit. and eliminate the need for a dangerous climb up the Wall under the attentions of the Defenders. A unit must have at least 2 complete ranks to move the Siege Tower. and deployed with. If the unit drops below this size. Note that the unit may only use the Battering Ram against the Castle Gate when it is not otherwise engaged in combat. and makes a single attack each Combat Phase at Strength 8. The Siege Tower is automatically placed in the middle of the front rank of the unit. Any casualties from the unit will always be taken from the back of the models pushing the Tower. They offer protection on the way up to the walls.

and can take considerable punishment before it is rendered inoperable. that unit may not move in the turn the unit leaves the Tower. as nothing more will fit. although only if the unit is not already engaged from that direction by another unit (this would most commonly be due to the previous occupants of the Siege Tower having stepped onto the Wall and continuing to fight the Defenders. If there is still a unit pushing the Tower.Separate Units Instead of a single unit pushing and manning the Siege Tower. or enter it by moving into contact with the unit pushing the Siege Tower. hides and sometimes even metal. separate unit within the Tower itself. For shooting purposes. This unit may be deployed in the Tower. This unit must be no larger than 10 Infantry or 3 Monstrous Infantry. in which case it will Reform 1” away from the Tower. It may not make a Swift Reform. the unit inside the Tower will remain where it is. If the Siege Tower is at the Castle Wall. If the unit pushing the Siege Tower flees (for instance from Panic). the models moved into the Tower may attack the Defenders on the Wall as though charging. which may not move further that turn (and thereby displacing the models currently inside the Tower). The unit may choose to leave the Siege Tower in the movement phase. If the unit inside the Tower is slain or leaves. It offers complete protection for its occupants from all but the most powerful missile weapons. a . the unit pushing the Siege Tower must move models into the Tower in their place in their next movement phase (this does not affect the unit’s movement in any other way – the unit may still move or Charge as desired). the player may elect to put a small. Damaging the Siege Tower A Siege Tower is a massive construction of wood.

If the unit pushing the Siege Tower is forced to declare a Charge. Attacks made against the Siege Tower will hit automatically. the unit will count as being in Hard Cover. either due to Frenzy. any models within it take a Strength 5 hit. If the Tower is abandoned to enemy forces (due to the pushing unit breaking from combat). A Siege Tower has the following profile: Siege Tower Toughness: 7 Wounds: 5 Armour Save: 1+ A Siege Tower is a Large Target Abandoning the Siege Tower A unit may abandon the Siege Tower at any time (for instance in order to declare a Charge). it must abandon the Siege Tower – the player has no choice. the Tower is destroyed and all models inside the Tower are automatically slain.Siege Tower is a separate target from the unit pushing it. A unit which takes an abandoned Siege Tower is immediately Reformed around the Tower. in which case the Tower is left where it is and may be taken by another eligible unit that moves into contact with it. models in contact with the Siege Tower may elect to attack it instead of the unit pushing it. When firing at the unit pushing the Siege Tower. if the majority of the unit is behind the Tower. In close combat. Shooters may elect to shoot the unit or the Tower. A unit which flees whilst pushing a Siege Tower abandons it on the spot. Animosity. and its movement ends for that turn. If the Siege Tower is destroyed by shooting or in close combat. or for any other reason. . Templates that touch both will affect both as normal.

At the end of the round of combat. combat is a draw or Attackers lose and hold: Where the losing side holds or combat is drawn. · Defenders lose and hold. Assaulting the Wall with the Siege Tower A unit pushing a Siege Tower declares a Charge against the Castle Wall in the normal manner. to represent them forcing a foothold on the battlements. This may leave the Siege Tower unoccupied. the drawbridge crashes down and the troops inside surge onto the battlements. Any models still within the Siege Tower are . the unit in the Siege Tower will occupy the Wall as per usual. models assaulting from a Siege Tower are not WS 1 in the first round of combat. an abandoned Siege Tower counts as Impassable Terrain and provides Hard Cover. However. however it is the models inside the Tower that will do the fighting (which may or may not be models from the same unit). so the shots will be resolved against either the pushing unit or the Tower itself (shooter’s choice. Once the Siege Tower arrives at the Wall. the fighting on the Wall will continue in the next round. with up to 10 Infantry or 3 Monstrous Infantry making attacks against the Defenders on the Wall. or are wiped out: If the Attackers flee or are wiped out by the Defenders.For all other purposes. Place 10 models from the unit in the Siege Tower on the Wall. as normal). the Defenders will set fire to the Siege Tower and destroy it. Models in a Siege Tower assault a Castle Wall in the normal manner. · Attackers lose and flee. it is very difficult to dislodge. the unit in the Siege Tower counts as Steadfast – once a Siege Tower is up against the Wall. In addition. one of the following will happen: · Defenders lose and flee: If the Defenders lose the combat and flee. Note that any Stand and Shoot reaction is made before the drawbridge of the Tower opens. or are wiped out.

it will Flee as normal. that such units may still not enter Towers. Strider may mean that some units such as Cavalry which could not normally occupy a Castle Wall may assault and occupy it. If there is still a unit pushing the Tower after these casualties are taken. away from the Wall. leaving gaps in the defences. Strider Some units have the ability to scale sheer Castle Walls without the aid of Ropes and Ladders. Special Rules The following Special Rules for units require additional clarification for Siege games: Ethereal Castles in the Warhammer World are constructed with its many dangers firmly in mind. They may ascend a Wall using ropes. However. It is assumed that the wards on the Gate are weakened. . provided that it has taken at least 1 wound during the battle. These models may assault the Wall in the usual manner. an Ethereal unit may pass through a closed Castle Gate. though. the wards are merely weakened – they are not entirely gone. however mounts and monstrous mounts may attack (which is not normally permitted using the Building rules) Both mounts and riders will still count as WS 1 in the first round of combat. ladders or Siege Towers as normal. Ethereal units cannot move through Castle Walls or Towers. protecting the inhabitants from many dangers a simple wall cannot. Note however. The damaged Gate still counts as Dangerous Terrain.slain. Walls are blessed by priests and sealed with protective runes.

despite the rules stating that this is normally not permitted. The Flyers may not occupy the Wall. The Battlefield Place an alternating series of Castle Walls and Towers across the table. However. the Flyers will automatically land 1” away from the Wall or Tower after the combat. This can be done by mutual agreement or by dicing off with the high roller choosing to be the Attacker or Defender. Relentless Dwarfs are engineers unmatched anywhere in the Warhammer World. Both players may select siege equipment as part of their forces. with the outsides of the Walls making a line 12” from the Defender’s long table edge (see below). Each player chooses his force using the army list from a Warhammer Armies book with the Attacker gaining +50% more points than the Defender. combined with the unflagging stamina common to their race. allows Dwarf units pushing Siege Towers and Battering Rams to March. Note that infantry or monstrous infantry with the Flyer special rule may occupy a Wall. The Defender may place up to .Fly Flyers may assault a Castle Wall or Tower. Siege Scenarios: Frontal Assault The Armies One player is designated as the Attacker and the other is the Defender. One of the centre-most Castle Wall sections will contain the Castle Gate. Their skills. but not on the same turn as they use their flight movement. even if the Defenders flee. For example if the Defender had a 2000-point army then the Attacker would have a 3000-point army. using the normal Building assault rules.

or in the Courtyard behind them. Points are allocated as follows: · · · Each section of Castle Wall: 1 point Each section of Castle Gate: 2 points Each half of the Castle Courtyard (divided in half with a line midway down the long table edge): 1 point Scenario Special Rules None . Deployment The player who is the Defender must deploy his entire army first. or in the Courtyard behind them. Victory Conditions Victory is determined by which player controls the most points at the end of the game. Game Length The game lasts for six turns.two forests anywhere more than 16” from the outside of the Castle Walls and each other. The Attacker then sets up his entire force at least 20” away from the outside of the Castle Walls (do not count the Castle Towers. First Turn The player who is the Defender receives the first turn of the game. either on the Castle Walls and Towers. The Defender then deploys all of his forces either on the Castle Walls and Towers. which will generally stick out). The Defender may elect to start the game with the Gate opened or closed.

Siege Scenario Frontal Assault Deployment .

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