So I have been thinking of a castle assault variant; I noticed that some other ideas have been thrown around but I figured I'd give it a try.
Castle assault rules:
Castle assault is a gameplay variant for Battleground Fantasy Warfare. Usual rules apply however there are now castle and siege cards that can be purchased when making your army.
Castle cards:
1. Tar: (green) play during the combat phase when one of your opponent’s unengaged units is touching any part of your castle. The unit takes four strength 5 impact hits. And has -1 courage this turn.
2. Reinforce: (green): play during the movement phase. Move one of your unengaged units from one castle piece to another. This counts as the unit’s movement. Unit may still make ranged attacks but counts as moving at its maximum MC.
3. Brace: (green) select a castle wall that one of your unengaged units is touching: it heals one damage.
Siege cards:
1. Ladders: (green) play during the movement phase to allow one of your units to move/final rush up a castle wall. Place a ladder marker there (ladder and stair markers allow movement between levels. Units final rushing using ladders gain no bonus for charging; large and Calvary may not use ladders.
2. Battering ram: (red) play when in combat with a gate: do one damage to the gate this turn and one damage next turn if your unit is still in contact with the gate. Stupid units and cavalry may not use rams.
There are also castle/siege units that may be bought as mercenaries
1. Trebuchet
2. Great trebuchet
3. Catapult
4. Great catapult
5. Scorpions
6. Siege towers: siege towers may only be bought by the assaulter: they are colossal and carry one non colossal unit on top. That unit may not be targeted. When the siege tower final rushes a castle wall the unit it is carrying counts as final rushing onto the castle wall, if there is no unit in range, simply move them onto the castle wall. If the mount is destroyed while the unit is still inside the unit takes 3 strength 6 impact hits.
7. Castle parts: are available only to the castle player: place a piece of cardboard below the card for each elevation level. Level one counts as high ground. Level two has the high ground bonus twice. Units may move across the castle but do so flank first due to the narrow nature. In order to move onto or off of the castle, a ladder, siege tower, or stairs must be used. The castle player must include one stairs for every three castle pieces these may be positioned as he likes but every part of the castle must be accessible from the ground.
Colossal units may attack the castle wall or units on top but may not move onto the walls. When a castle wall is destroyed if the unit on top is unengaged you may move it to an adjacent castle piece if there is room or down stairs to the ground if they are available, otherwise it takes 3 damage and is placed on the ground; this may cause a rout check. If the unit is engaged it may not move and is destroyed. When attacking castle parts units may not use non siege command cards.
a. Tower: elevation 2
b. Castle gate: elevation 1 (if there is an unengaged enemy unit in contact with the gate’s flank he may control it and you may not)
c. Castle wall: elevation 1
Special command actions:
if a unit is stuck on the castle walls (unable to get down due to destruction of castle parts and no enemies on the available area of the castle) you may spend a command action to attempt to make them jump down. The unit takes a courage check: if it passes it jumps down, if not change its standing order to hold. Jumping causes one damage to the unit (three if from the tower), place the unit next to the castle wall, a unit may final rush this way but gains no charging bonus.
http://s1105.photobucket.com/albums/h359/leemie0704/Battleground%20fantasy%20warfare/siege/here is a look at the castle pieces they are card sized except towers which are 3.5 by 3.5'' so units can face other directions and have a defending advantage vs units assaulting with their flank due to the narrowness of castle walls.



I'm considering changing the life totals. In the test game i played we did only attacking castle walls on your turn so no continuing combat with walls since they don't attack back. and it seemed to work. But if we wanted continued combat with castle parts they would probably need more life.