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The Siege Warfare section of the Melees Gloriosus rules -14 pages in length - is essentially a supplement to the land game. It uses an abbreviated Sequence of Play:
Compared to the land game, the Siege Warfare sequence of play leaves out charges and breakthrough movement, and adds the Action Moves phase for handling siege-related special tasks. A Code of Uniformity is provided to define the allowed dimensions of towers, walls, and other structures. Rules are provided for towers, curtain walls, sally ports, and gateways, with strength ratings given for a variety of objects. The following items of siege equipment are included within the rules:
The rules systems for movement, missile and melee combat, and morale are identical to the land game, although additions have been made. The movement rules now cover the movement of siege towers, and limit the rate of movement when indoors. Missile Combat additions have been made with respect to artillery firing against structures. The rules for Melee limit the types of weapons that can be used indoors. Additional modifiers have been added to the Morale system, a new Failed Morale table is supplied, and new rules apply to special circumstances (such as troops defending a breach). The types of tasks allowed during the Action Phase include:
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Last Updates | |
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19 October 1999 | page first published |
Comments or corrections? |