FORTIFICATIONS AND SIEGE WARFARE

CASTLES AND FORTIFICATIONS

Castles and fortresses consist of up to three elements, the inner defences (or keep), the middle defences, and the outer defences. The level and type of the fortification dictates how many levels are in each element, as shown on the following table.

SIEGE TABLE 1: Composition of Castles & Fortresses

 

CASTLE

FORTRESS

 

LEVEL

OUTER DEFENCES

MIDDLE DEFENCES

INNER DEFENCES

OUTER DEFENCES

MIDDLE DEFENCES

INNER DEFENCES

 
 

1

-

-

1

-

-

1

 

2

-

-

2

-

-

2

 

3

1

-

2

1

-

2

 

4

2

-

2

2

-

2

 

5

2

-

3

2

-

3

 

6

3

-

3

3

-

3

 

7

3

1

3

3

-

4

 

8

3

1

4

4

-

4

 

9

4

1

4

4

-

5

 

10

4

2

4

4

1

5

 

11

4

2

5

4

1

6

 

12

5

2

5

5

1

6

 

13

5

2

6

5

2

6

 

14

6

2

6

6

2

6

 

15

6

2

7

6

2

7

 

Blockhouses

Blockhouses always have but a single level.

Field Fortifications

Field fortifications can be built always have but a single element.

 

Structural Points (StP)

Each level of fortification will have a specific number of Structural Points (StP), dictated by the type and Quality of the fortification, as shown on the following table.

SIEGE TABLE 2: Base Structural Points per Level

FORTIFICATION TYPE

QUALITY

POOR

AVERAGE

GOOD

SUPERB

Castle

5

10

15

20

Fortress

3

5

8

10

Blockhouse

2

4

8

10

Field Fortifications

2

3

4

5

These base amounts are modified by the location and terrain where the fortification is located, as shown below.

SIEGE TABLE 3: Modifications to Structural Points

Condition

Modifier

Flat Ground

0%

Motte/Hill

+10%

Hill/inaccessible from 1 side

+20%

Hill/inaccessible from 2 sides

+30%

Hill/inaccessible from 3 side

+40%

Crag/Inaccessible except by narrow path/road

+50%

Soft ground

-20%

Hard ground (rock/earth mix)

0%

Rock (solid rock ground)

+20%

Note: These modifiers are applied to the total StP of each element, rounded up.

 

SIEGE WARFARE

There are three basic options in Siege warfare: Investment, Reduction, and Assault. Each will be detailed below.

Investment

Investment consists of neutralizing the fortification and attempting to starve it out. Fortifications can be so neutralized; the enemy must place a number of units equal to the fortification's level (double if active) plus the number of units inside the fortification's garrison to successfully invest (neutralize) it. To have neutralized a fortification is a requirement if you want to either besiege or assault it, or if you want to harm the province in which the fortification is located. The fortification itself suffers no damage from being invested, but the troops within will start to feel the effect of deprivation (starvation, thirst, exhaustion).

For each full turn of Investment, the besieged fortification gets one theoretical negative level once a fortification has accumulated a number of these negative levels equal to its level, the garrison (and any unit inside the fortification) surrenders. An investment can be combined with a reduction and/or assaults.

Units garrisoned within a besieged fortification are considered to be on half supply for a number of turns equal to the initial fortification level. After that they are considered to be on no supply. This has two effects you get to pay less upkeep for them, and they may take damage from lack of supply.

Reduction

Reduction is the process of attempting to physically destroy the defences of the fortification through the use of various siege engines. Reduction is carried out in weekly turns, with the siege engines inflicting damage on the fortification depending on the type of weapon and the range at which it is bombarding the fortification, as shown on the following table.

SIEGE TABLE 4: Weekly Reduction.

Weapon Type

AP

StP at range

1

2

3

4

5

6

7

8

9

10

LBS

0

 

 

 

 

 

 

 

 

 

 

MBS

0

 

 

 

 

 

 

 

 

 

 

HBS

1

1

1

1

1

1

1

 

 

 

 

LST

2

2

2

2

2

1

1

1

 

 

 

LSS

3

3

3

2

2

1

1

 

 

 

 

MST

3

3

3

3

2

2

2

1

1

 

 

MSS

4

4

4

3

3

2

2

 

 

 

 

HST

4

n/a

4

3

2

2

2

1

1

1

 

HSS

5

5

5

4

4

3

3

 

 

 

 

Treb

5

n/a

n/a

5

4

4

4

3

3

3

3

NpthMsl

+1

+1

Each week, the structural points of the fortification are reduced by the appropriate amount.

Sappers

Sapper units represent the various smaller siege engines such as rams and awls, working on their own they can reduce the defensive structural points of the fortification by 3 StP each week. However their greater effect is to use their Siege Factors to enable a non-sapper infantry (or dismounted cavalry) unit to inflict structural damage on the fortification. Each such unit inflicts 1 StP on the defences each week.

Defender Damage

There is also a chance that defending units will be damaged by the reduction each unit garrisoned within the fortification must make a Morale check (DC 12, DC 15 if the fortification was reduced a level that week) with a bonus equal to the fortification level or take 1 hit. If the check fails by 10 or more the unit takes two hits instead, and on a catastrophic failure it is destroyed.

Counter-fire

Any artillery or missile units inside the fortification can return fire. Each defending artillery piece may make three attacks each month (one per war move if it's important) against a random unit providing artillery/siege points that is within range.

Sallies

The defenders can also opt to venture out to attack the besiegers; this is called a sally. Work this out as a normal battle, with the besiegers normally occupying light field fortifications and the sallying force having the opportunity to fall back to the fortification if they are beaten (no pursuit possible).

Assault

In an assault, the besiegers rush the fortification and attempt to overcome the defences by sheer manpower. This is adjudicated like a normal battle, with the defenders adding the level of the fortification (note that this is the total rating, not just the level of the element) to their defence rating.