
"Forts" Topic
6 Posts
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| Rrobbyrobot | 11 Aug 2012 12:23 p.m. PST |
I've looked fairly thoroughly and haven't found any TSATF rules on how breaching walls is accomplished. I have my own ideas, but I wondered what others do about this. I'm not asking about breaching the walls of Khartoum. More about lesser forts built of mud bricks, or even wooden stockades, using artillery. |
| Dragon Gunner | 11 Aug 2012 1:53 p.m. PST |
I approach it in two different ways
1. There is a limited amount of ammunition just enough to blow the gate on the fort. 2. Assign hit points to various structures then assign damage that seems reasonable based on the size of the gun. |
79thPA  | 11 Aug 2012 3:30 p.m. PST |
It has been quite awhile, but I believe we did something like #2 above. Assign sections damage points and cannons caused a variable amount of damage (by die roll) if they hit the target. |
| Sysiphus | 11 Aug 2012 5:18 p.m. PST |
I've used the dynamite rules from Yaquinto's French Foreign Legion board game with good results. Given the Hollywood nature of both a stick of dynamite or a shell burst are treated the same in my games. The jump and stun rules from that game are rather fun as well  |
| Whatisitgood4atwork | 11 Aug 2012 10:08 p.m. PST |
There is an attack the town scenario in the 20th anniversary scenario pack. The one comes down to scaling an undefended piece of wall with ladders. The trick being to find an undefended bit, or luring the defenders elsewhere. |
ColCampbell  | 13 Aug 2012 7:09 a.m. PST |
I did what Dragon Gunner and 79th PA suggested – assigned damage points to various sections and then used the standard hit probabilities against a Class IV target to assign hits against the damage points. When the hits met aor exceeded the damage points, the wall of tower "came tumbling down." I ran such a game at Bayou Wars in 2009. I'll see if I can find my calculations on the damage points and post them in a separate thread. Jim |
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