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Author Topic: Castle assault Variant  (Read 854 times)
leemie
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« on: March 06, 2012, 06:52:27 pm »

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.
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gull2112
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« Reply #1 on: March 06, 2012, 11:25:46 pm »

I like what you've got going here. I don't have the time right now to analyze it too deeply, but I just wanted to give you a thumbs up.
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lazyj
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« Reply #2 on: May 22, 2012, 11:45:27 am »

See, this is what happens when I neglect my duties on BattleGround forums and fan development. People come up with great versions of things I've always wanted to do!

Thanks for posting this leemie - I see some great ideas in here. I for one would like a playable siege setup in BG that wouldn't take 9 hours to roll out, and I think you're well on your way to making that happen.

Now if only I could get time to blow the dust off that siege development I was working on and steal incorporate some of your ideas....  Grin
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leemie
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« Reply #3 on: May 22, 2012, 01:14:07 pm »

Thanks. I definitely think BG should get a siege expansion eventually. Smiley
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Jatha
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« Reply #4 on: May 22, 2012, 01:58:32 pm »

So can ANY unit with 6 power attack walls? Because if that's the case, I'll definitely be using Hawkshold (Longbows!).  Grin
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lazyj
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« Reply #5 on: May 22, 2012, 02:26:10 pm »

Yeah, that's where the scale of BG broke down for me when I was playing around with this.

I don't care if you're the worlds strongest man with the mightiest two handed sword ever made: you are not going to be breaking down a castle wall in a reasonable time frame. You also will never need to roll to hit said wall.

Cavalry charges, archery, standard attack spells... it just doesn't seem like you should allow those things to burrow through a fortification.

One thing that made sense to me was to just totally ignore a typical unit's attack. Basically, unless they had a "siege" designation (or were Large or Colossal creatures) they couldn't damage the stone walls. (Wood walls were a different story.) I retroactively gave some of the artillery a "siege" designation. This bumps up the value in some of the more neglected BG units, and gives it more of a "fantasy battle" feel. Cause who doesn't want to see the Dragon pull down the wall and blaze the inside with spouts of draconic flame?

I should also point out that I really dig representing the height concept here. Man, this is wanting me to pull out that old stuff I was working on. Maybe when I get home...
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Jatha
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« Reply #6 on: May 22, 2012, 04:10:31 pm »

Cause who doesn't want to see the Dragon pull down the wall and blaze the inside with spouts of draconic flame?

Well, for one, the soldiers trying to defend the castle.
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gull2112
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« Reply #7 on: May 22, 2012, 07:13:13 pm »

Cause who doesn't want to see the Dragon pull down the wall and blaze the inside with spouts of draconic flame?

Well, for one, the soldiers trying to defend the castle.
Grin Grin Grin
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lazyj
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« Reply #8 on: May 22, 2012, 10:30:27 pm »

Secretly, they all want to see it happen to the OTHER side of the castle wall. Cause really. It would be pretty cool to see.
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gull2112
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« Reply #9 on: June 10, 2012, 01:32:46 pm »

I was thinking about this and it seemed to me that it would be great if we created a kingdoms style deck or expansion set of 6 map cards that included different sets of castle walls, some with breaches, towers, gatehouses, tunnels etc. Then we included some scenario cards that would list fortifications and siege equipment availabilty, as well as scenario conditions, over the wall, through the breach, Sally!, night, storm, mercenary monster.

Just thouhgt of a cool scenario where the earth elemental is occupying a card width section of the wall, as long as he is standing there he counts as a wall, for two CA's he transforms into his true form and remains so for the rest of the battle, of course, as soon as he moves there is a hole in the wall.
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"Of course, the Goblin Bombchucker is always a solution."
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leemie
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« Reply #10 on: June 18, 2012, 12:36:16 pm »

I was thinking about this and it seemed to me that it would be great if we created a kingdoms style deck or expansion set of 6 map cards that included different sets of castle walls, some with breaches, towers, gatehouses, tunnels etc. Then we included some scenario cards that would list fortifications and siege equipment availabilty, as well as scenario conditions, over the wall, through the breach, Sally!, night, storm, mercenary monster.

Just thouhgt of a cool scenario where the earth elemental is occupying a card width section of the wall, as long as he is standing there he counts as a wall, for two CA's he transforms into his true form and remains so for the rest of the battle, of course, as soon as he moves there is a hole in the wall.

This is kind of what I was thinking. also I love the earth elemental idea!


Quote
One thing that made sense to me was to just totally ignore a typical unit's attack. Basically, unless they had a "siege" designation (or were Large or Colossal creatures) they couldn't damage the stone walls. (Wood walls were a different story.) I retroactively gave some of the artillery a "siege" designation. This bumps up the value in some of the more neglected BG units, and gives it more of a "fantasy battle" feel. Cause who doesn't want to see the Dragon pull down the wall and blaze the inside with spouts of draconic flame?

This makes more sense to me as well.


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