Help support TMP


"Best rules for a siege game?" Topic


10 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.


Back to the Medieval Product Reviews Message Board


Areas of Interest

Medieval

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article


Featured Profile Article

GameCon '98

The Editor tries out this first-year gaming convention in the San Francisco Bay Area (California).


Featured Book Review


Featured Movie Review


2,317 hits since 3 Jun 2014
©1994-2024 Bill Armintrout
Comments or corrections?

kallman03 Jun 2014 6:23 p.m. PST

This may have been asked before but hey is not like we do not enjoy recycling on TMP. I was following up on a thread I started here:

TMP link

And it hit me that one of the problems with having a castle in just about any scale is that siege games can be kind of static. So how to make them exciting other than just visually and what rules do you find fits the bill the best?

Leadjunky03 Jun 2014 6:51 p.m. PST

I think Tactica made a seige version that was fairly simple and worked well.

saltflats192903 Jun 2014 7:38 p.m. PST

Both sides have to sit at the table without food or drink. The first one that wants to break for dinner looses.

darthfozzywig03 Jun 2014 8:07 p.m. PST

My favorite of those I've read/played (and that's not extensive, I grant you) were the Siege rules for WFB 3e. It was something of a mini game, with supply counters, mining/countermining rules, etc., plus the requisite assault rules, but still seemed manageable and fun to us. Effectively a pretty simple boardgame with limited record keeping, punctuated by exciting assaults.

Major Mike03 Jun 2014 9:46 p.m. PST

My friend Bob Duncan created a fun set of rules that we have used for games and also run at conventions. The game starts with the defenders running about the playing area outside the castle and trying to collect items (horses, pigs, sheep, barrels of apples, etc., as the attackers appear. These collected items will feed the defenders which has an impact on morale. Once the defenders have fallen back behind the walls the siege begins. One player, on each side, in the engineer who tries to build siege engines, erect defenses, dig tunnels, repair walls, etc. They have a limited number of men, so there is only so much that can get done in the weekly siege turns. Each turn, IIRC, first had every attacking player (maybe defender too) roll for the effect of disease, 2) engineering tasks from the previous week are placed upon the board and men are committed to new tasks, 3) skirmish archery combat must take place for a minimum of one round (each side selects a player to participate, the attacker always has the option of conducting two additional rounds), 4) each side must attempt to conduct a raid by selecting one player each (there was a table rolled upon that would kill horses, destroy food or siege engines, raiders get caught and publically executed, etc. 5) Morale would be checked for both sides after the defender decided what level of food distribution would be used for the week (full, half, or no rations). The attacker could declare an assualt at anytime just as the defender could attempt to sortee and break the assualt. Our longest siege has lasted about 25 weeks and ended when the attackers assualted the town and broke thru the defenses after two major breach's were made in the walls and siege towers assisted in the overrunning of a different section of the towns walls. We have managed to bring about a resolution within 4 hours of game time.

boudin noir04 Jun 2014 2:12 a.m. PST

Try 'Siege' in the 'Cry Havoc' games series. It has a paper based campaign system, with tactical rules for assaults. Check out the Cry Havoc Fan website -there are lots of siege scenarios there, and much else besides.

Captain Swing04 Jun 2014 3:03 a.m. PST

Major Mike, that sounds like a really good way of doing things. Would the rules be available in any form?

45thdiv04 Jun 2014 4:08 a.m. PST

I think another issue is that we have a limited time to play a game. I think a game where the wall has been breached at the start might be fun.

Every siege game I have played has been rather dull.

BelgianRay04 Jun 2014 1:13 p.m. PST

There was a very good book of WAB on the subject, if you can find it.

postal12422 Sep 2014 8:46 p.m. PST

Two Hour Wargame's "Montjioe" rules contains siege rules that I enjoy playing. Most aspects of siege warfare are included. The siege is handled on paper until events lead to actual combat at which point you move to the tabletop.

THW has just come out with "Captains and Kings" which also has siege rules. I have not seen these rules though.

Sorry - only verified members can post on the forums.