-SIEGESIEGEATTACKER: Carrying Siege Equipment: A unit carrying siege equipment will drop it if they flee for any reason. Leave the equipment in place. A unit may pick the equipment up by moving (not marching) over it. Attacking the Castle: To attack a section of the castle, an attacking unit must declare a charge against a castle section using the normal rules for charging. Whether the charge has been declared against the models manning the ramparts or not, the regiment occupying the section may declare a hold or stand and shoot charge reaction as normal (certain items of siege equipment have special rules for charge reactions as well). If the unit is found to be in range, they are moved into base contact with the castle section. Once the effects of standing and shooting have been worked out, the attackers are free to attack the castle using their normal attacks or special siege equipment such as a battering ram. See the section on Damaging the Castle for more information. Attackers can elect to leave combat with the castle (NOT the troops on the walls) in the beginning of any of their turns. Push the unit 3” away from the wall. It may move normally in a turn that it disengages. Rams: Log Ram – 20 points: A ram is an upgrade for an infantry/monstrous infantry unit that allows it to forgo its normal attacks to make a single S8 attack that causes D6 wounds. A unit carrying a ram cannot carry ladders, though it may abandon the ram and use a siege tower or ladders left in place by another unit. Log rams cannot be attacked separately. Battering Ram – 75 points: A battering ram is an upgrade for an infantry/monstrous infantry unit that allows it to forgo its normal attacks to make a single S9 attack that causes D6 wounds; it also gives the models pushing it a 4+ ward save against missile attacks (including rocks and oil). A unit pushing a battering ram cannot carry ladders, though it may abandon the battering ram and use a siege tower or ladders left in place by another unit. A battering ram has T7, 5W, a 3+ armour save, and is flammable. A unit pushing a battering ram cannot march but may make a free move of 2D6” toward the castle before the game begins. A unit pushing a battering ram must consist of at least 8 infantry models (or 4 monstrous infantry models). Each model below this in the unit pushing the ram will reduce its movement by 1” (or 2” in the case of monstrous infantry).

All shooting is worked out against the unit pushing the battering ram. Each time a model passes the ward save conferred by the battering ram, it takes a hit at the appropriate strength. Battering Rams cannot be damaged by boiling oil of any type (except Alchemical Fire). Shooting the Castle: Missile units may also shoot at the castle, gaining a +2 to-hit bonus for shooting at such a massive target – a castle is hard to miss! See the section on Damaging the Castle for more information. Templates and the Castle: The castle is not affected by template attacks unless the hole of the template is directly above a castle section; if this happens and the attack does not normally cause multiple wounds, it counts as doing D6 wounds. As the flame template has no hole, it usually cannot affect the castle. (Example: an empire mortar lands with the hole of the template over a wall section of the castle. The empire player then triples the mortar’s usual strength of 3 to 9 and adds the result of a D6 roll to consult the damage table.) Note that any models manning the ramparts of the affected section that are under the template will be affected as well. Cannons and the Castle: A castle is a very difficult target to miss. Because of this, any cannon firing at a castle section automatically hits it so long as the section is within its normal maximum range. Simply roll the artillery die to determine whether the cannon misfires and work out the damage from the shot. Magic and the Castle: Due to the thick stone and potent wards of the castle walls, the attacker’s spells cannot be used to target models within the castle’s courtyard nor can their special effects take place on the walls or within the courtyard (e.g., a spell cannot be used to move a model onto the walls or into the courtyard, the marker for the Comet of Cassandora may not be placed on or within the walls, etc.). If the spell allows a unit to be targeted, it may be used against models manning the ramparts but not against those within the courtyard (though casualties may carry over into the part of a unit still in the courtyard). Magic missiles can be directed at the models manning the ramparts or at the castle itself. Each castle section counts as having Magic Resistance 1 (roll against each hit caused and, if successful, the hit is ignored) and confers this magic resistance upon the models manning the ramparts. A Magic Vortex that moves into the castle will be resolved against the appropriate section(s) before being removed from play. Example: A wizard casts a magic missile against the castle wall, the missile causes 2D6 S4 hits. The wizard rolls 2D6 and gets an 8, the defending player then rolls 8 dice, two of which score a 6, causing two of those hits to be discounted. The attacker adds the attack’s strength of 4 to the number of remaining hits (6) for a total of 10 – the attack has no effect! Example: A wizard casts a spell against the castle that causes a single S10 hit that causes D6 wounds. Once successfully cast, the defending player rolls a single die – on a 6, the hit

is ignored completely; on any other result, the attacker rolls a D6, adds the attack’s S of 10, and consults the damage table. The Castle and Characteristic Tests: The castle automatically passes any S, T, or Ld tests that it may be required to take. It automatically fails any I tests. If a spell or special ability that could feasibly affect a castle is used that requires an I test, the castle will fail. If the attack damages every model in a unit, the castle section will be hit 2D6 times at the given strength. If the effect removes models outright, the castle takes a single S10 hit that causes D6 wounds. (Example: A wizard successfully casts Pit of Shades against a wall section, which requires the castle to take an I test or be removed; since the wall cannot simply be removed and since it fails all I tests, it instead suffers a S10 hit causing D6 wounds as the magical pit breaks its foundation. Example 2: A wizard casts a spell that requires all of the models in a unit to pass an I test or take a S4 hit; rather than working the spell out as normal, the castle takes 2D6 S4 hits.) Spells that affect single models will only cause a single hit against the castle; if the model would be removed outright, this hit is resolved at S10 but only causes a single wound. Assaulting the Defenders: To attack a section of the castle, an attacking unit must declare a charge against a castle section using the normal rules for charging. Whether the charge has been declared against the models manning the ramparts or not, the regiment occupying the section may declare a hold or stand and shoot charge reaction as normal (certain items of siege equipment have special rules for charge reactions as well). If the unit is found to be in range, they are moved into base contact with the castle section. If the unit is carrying ladders, they are set against the wall to show that the unit is scaling the walls. Attacking infantry may only attack models defending wall sections if they have ladders (5 Infantry or 1 Monstrous Infantry may attack per ladder, to a maximum of 10 Infantry or 3 Monstrous infantry). Attacking skirmishers may take Grappling Hooks which allow the maximum of 10 models to assault a wall or tower section. If the castle has some especially small wall sections, the players should agree a maximum number of models that can attack and defend (usually 5). Once the effects of standing and shooting have been worked out, the attacker selects the number of models from the unit allowed by his means of assault, up to a maximum of 10 infantry or 3 monstrous infantry models (the defender is required to place the models he would like to defend on the wall prior to receiving any charge). If using grappling hooks, ladders, or special climbing rules, the unit counts as scaling the walls (see below). Combat is worked out as normal, though rank bonus and any related rules have no effect on combat resolution (note that Skaven units’ Ld may still be increased by ranks as normal). Unlike combat in buildings, standard bearers do affect the result of the close combat. If the attackers lose the combat, they are pushed 3” back away from the wall and any ladders they were using are returned to the unit. If the defenders lose, they take a break test as normal; note that, rather than fleeing, defenders use the unstable special rule.

Scale the Walls: Models that attack the defenders of a castle section with ladders, grappling hooks, or a special climbing ability (like Yhetees or Giant Spiders) are said to be scaling the walls. If a model is scaling the walls, it loses any bonus for charging, and the defenders count as defending an obstacle (wall), gain the always strike first special rule, and may stand and shoot regardless of the distance moved by the attackers. It goes without saying that scaling the walls is a very dangerous affair for the attackers! Storming the Ramparts: Once an attacking regiment wins a round of combat, it is said to “storm the ramparts”; place the attacking models on the castle section to show that they have gained a foothold on the ramparts. The defending models no longer gain any of the usual bonuses for defending the ramparts. If the attackers lose a future round of combat, the models on the ramparts are returned to their unit which is pushed 3” away from the section in the normal way. Ladders – 10 points each: Each ladder allows 5 infantry models or 1 monstrous infantry model to scale the walls of a wall section of the castle (NOT a tower) and requires as many models to carry it. A unit that doesn’t have enough models to carry its ladders will drop any excess ladders. Grappling Hooks – 1 point per model: A unit of skirmishers that carries grappling hooks can use them to scale the walls of any castle section (including towers). Wall Crawlers: Yhetees and Giant Spiders (and units with similar movement rules) can scale the walls of any castle section without using any siege equipment; they’re just good climbers! While Cavalry models normally can’t scale the walls, those that do so with this rule count as two models when determining who will fight in the assault (so only 5 can assault a castle section). Note that cavalry models still benefit from the added save for being mounted when scaling the walls using the Wall Crawlers rule. Siege Towers – 150 points: A siege tower counts as a chariot that is placed at the center of a regiment and is pushed at the regiment’s normal movement rate. A regiment pushing a siege tower may not march. A siege tower does NOT cause impact hits, does not suffer damage for charging a wall section, and cannot be used to assault towers. A unit with a siege tower does NOT count as scaling the walls when it attacks a wall section (so they strike in initiative order with the defenders, have no penalty to their to-hit rolls, and can only be received with a stand and shoot reaction if they charged more than their movement. Attacking infantry regiments may assault via a siege tower, in which case they can attack a wall section with the maximum 10 models (or 3 MI), ignoring the defended obstacle (wall) and always strike first bonuses of the defending models. Boiling oil cannot be used in a stand and shoot reaction against a unit with a siege tower. A siege tower counts as a chariot (except as noted above) and can be pushed either by the regiment occupying it or another regiment. If the siege tower is garrisoned by a unit other than the one pushing it, the assaulting player may decide which regiment will utilize the siege tower when it assaults the walls; either the regiment within it or the regiment pushing it (this allows the tower to be garrisoned by missile troops without forcing those troops to attack the wall).

Should a unit with a siege tower lose an assault against the castle, the unit is pushed back as normal, though the siege tower remains in place (often giving the defenders an uninterrupted turn of attacks against the structure!). A unit that has been pushed back in this way can charge through the siege tower again in their following turn. Due to its size, models firing missile weapons may choose to target the siege tower or the unit pushing it. The siege tower is a large target, and so grants a +1 to hit bonus. If the siege tower is carrying a different unit than the one pushing it, all hits on the tower are randomized as follows: 1-4 Siege Tower, 5-6 Unit. A siege tower is placed in the center of the pushing unit and the space it takes does NOT count as being occupied by normal rank and file models. So long as the unit consists of 10 or more infantry models (or 5 monstrous infantry), it can move its full movement value with the tower, though it may not march. If casualties reduce the unit size to below 10, the unit loses an inch of movement for each casualty until it is no longer able to move (monstrous infantry casualties that take the unit below 4 models take 2” off of the unit’s total movement allowance). A unit pushing a siege tower may make a free move of 2D6” toward the castle before the game begins. Treat the siege tower as a two-level building for the purposes of shooting from it. Models within the siege tower ignore penalties for moving and shooting and may fire missile weapons that are normally move or fire even if the tower moved. When a siege tower is destroyed, the unit pushing it suffers D6 S4 hits as the tower crashes down within their ranks. Any model in the tower suffers a S5 hit that causes D3 wounds. Any survivors from the unit in the siege tower are placed exactly 1” away from the unit that was pushing the siege tower, facing a direction of the owning player’s choosing. Siege towers have T7, W6, a 3+ armour save, are flammable and large targets. Mantlets – 2 points per model: Any unit equipped with missile weapons in the attacking army may be equipped with mantlets. Mantlets provide hard cover to the unit behind them and allow the unit to make a 2D6” move directly toward the castle before the game begins. A unit with mantlets may not march and cannot move and shoot even if their weapons would normally allow it. Mantlets are not as sturdy as most defended obstacle (wall)s and can be easily swept aside by a charge. Because of this, mantlets have no effect on close combat. Earthworks – 25 points: Each war machine in the attacking army may be given a defensive earthwork to protect it. Each war machine upgraded in this way counts as being in hard cover and behind a defended obstacle (wall). The Castle: Damaging the Castle: When an attack hits the castle, do not roll to wound as normal – instead, add the strength of the attack and the number of hits/wounds it causes together and consult the following tables:

Walls: 2-12: No effect 13-14: Damaged – Add +1 to additional damage rolls. 15-16: Shaken – Troops in this section suffer an additional -1 to hit penalty when firing missile weapons in their next turn. War machines on the wall can only fire on a 4+. Add 1 to additional damage rolls. 17-18: Rampart Destroyed – The unit manning the ramparts takes D6 S4 hits and no longer counts as being in hard cover or defending an obstacle (wall). Add +1 to additional rolls on this chart. Further rolls of 17-18 have no effect except for the additional +1 modifier. 19: Breach – The attackers open a narrow hole through the wall! Units can now pass through the wall, with attackers counting it as dangerous terrain as falling rocks and enemy attacks take their toll in the narrow confines. Defenders in the courtyard can defend the breech, counting it as a defended obstacle (wall) and hard cover. Add +1 to additional rolls on this chart. Further rolls of 19 have no effect except for the additional +1 modifier. 20: Total Collapse – All models occupying the wall suffer a S5 hit that causes D3 wounds, all units within 4” suffer 2D6 S3 hits from falling debris. Remove the wall and replace it with rubble. Any survivors are placed within the rubble, which counts as difficult terrain, hard cover, and a normal defended obstacle (wall). Towers: 2-12: No effect 13-14: Damaged – add 1 to additional damage rolls. 15-16: Shaken – Troops in this section suffer an additional -1 to hit penalty when firing missile weapons in their next turn. War machines in the tower may only fire on a 4+. Add 1 to additional damage rolls. 17-18: Rampart Destroyed – The unit manning the ramparts takes D6 S4 hits and no longer counts as being in hard cover or defending an obstacle (wall). Add +1 to additional rolls on this chart. Further rolls of 17-18 have no effect except for the additional +1 modifier. 19: Partial Collapse – each model in the occupying unit must pass an I test or suffer a S5 hit that causes D3 wounds. The defending unit no longer counts as being in cover or defending an obstacle (wall). Add +1 to additional rolls on this chart. Further rolls of 19 have no effect except for the additional +1 modifier. 20: Total Collapse – All models occupying the tower suffer a S5 hit that causes D3 wounds, all units within 4” suffer 2D6 S3 hits from falling debris. Remove the tower and replace it with rubble. Any survivors are placed within the rubble, which counts as difficult terrain, hard cover, and a normal defended obstacle (wall). Gate: 2-10: No effect 11-12: Crack! – add +1 to additional damage rolls. 13-14: Crunch! – add +2 to additional damage rolls. 15: Broken! – The gate breaks, leaving a narrow entrance to the castle. Units may pass through the gate, with enemy units counting it as dangerous terrain. A unit defending the broken gate counts it as a defended obstacle (wall) and hard cover. Add +1 to additional

rolls on this chart. Further rolls of 15 have no effect except for the additional +1 modifier. 16: Crash! – The gate is completely destroyed and can be passed through with no penalty. Some attacks cause both multiple hits and multiple wounds. In this case, you simply work out the total by rolling for both. Example: A unit of savage orcs with a Big Stabba charges the castle’s gate. They cause D3 S4 impact hits that cause D3 wounds. The Orc player then rolls a D3 and gets a 3! He then rolls three dice to see how many wounds are caused and gets a 1, 3, and a 6, for a total of 6 wounds. This means the total score of the attack is 4 (the attack’s Strength) + 3 (for the number of hits) + 6 (for the number of wounds) for a total of 13. The Gate: All castles must include a gate which may be situated in either a wall or tower section of the castle. The gate may be opened and closed by any unengaged unit that occupies the gatehouse. The gate is opened or closed before charges are declared at the beginning of the controlling player’s turn (so if the player opts to open the gate, it will remain open until the beginning of his next turn). The gate is also flammable. Targeting the Gate: Missile fire and shots from cannons and other similar war machines cannot target the gate specifically. When a shot hits the gatehouse, roll a die; on a 1-4 it hits the gatehouse, on a 5-6 it hits the gate itself. Note that stone throwers can never damage the gate as their trajectory isn’t flat enough to hit the front of the wall. Note: Magic Missiles may target the gate specifically, as can missile weapons with the sniper special rule. DEFENDER: No Retreat: So long as the defenders stay within the castle or on one of its sections, they become unstable. With nowhere to run, the defenders are simply cut down as they cower in fear. If the Battle Standard is within 12” of a defending unit within the castle, then the unit suffers one less wound due to being unstable rather than having the option to reroll their break test. Losing Your Nerve: If a defending unit fails a panic test (or other test that would normally cause them to flee), they do not flee; instead, the unit counts as having lost its nerve and cowers behind the battlements. Place a token or counter to show this. The regiment suffers a -1 to hit penalty with shooting and close combat attacks and can no longer claim the always strikes first benefit granted by manning the ramparts against enemies scaling the walls. If a war machine that doesn’t use BS to fire has lost its nerve, it can only fire if the controlling player first rolls 4+ on a D6. The unit may test to gain its nerve in subsequent recovery phases; this is exactly the same as a test to rally (so the unit gains a +1 bonus to their Ld if they have a musician, can be affected by magic items, etc.). Note that the unit may test even if engaged in close combat.

Manning the Ramparts: An infantry or monstrous infantry unit that is occupying a castle section is said to be manning the ramparts. These units benefit from hard cover against shooting attacks and gain other special benefits when opponents scale the walls (see below). When a unit mans the ramparts, the player must select 10 infantry models or 3 monstrous infantry models to defend the section; these models are placed on the wall. Any remaining models are ranked-up however the controlling player chooses and placed in the courtyard in base contact with the section occupied by the rest of their unit. For rules purposes, the defenders are considered the “front rank” of the unit – so command models must be placed on the wall if possible, as must any character whose Ld the unit wishes to use. Casualties are removed from the rear ranks in the courtyard and not from the models on the walls. Should a character manning the walls be killed, he is replaced with a rank and file model. The models manning the walls and those in the remaining ranks may be switched in the movement phase of the controlling player’s turn provided the unit has not lost its nerve and is not engaged in close combat. Moving within the Castle: And unit in the courtyard that moves into base contact with an unoccupied castle section can immediately assign 10 infantry models (or 3 monstrous infantry models) to man the ramparts of that section. A unit manning the ramparts of castle section can either move to the courtyard or to an unoccupied adjacent section in their movement phase provided the unit has not moved already. If a unit moves into contact with a section that is occupied by troops that have not moved this turn, the two units may switch places. If two units occupy adjacent castle sections and have not moved in the current turn, they may also switch places. Note that switching places DOES count as moving, so a unit may only switch once per movement phase. Volley Fire: Models armed with weapons with the volley fire special rule with part of their regiment manning the ramparts may fire in additional ranks from the courtyard following the rules given for volley fire and do so using the line of sight of the models on the ramparts. Note, however, that only half of the second rank (the first rank of troops in the courtyard) can fire because their line of sight is also blocked by the castle walls. Boiling Oil - 30 Points: A cauldron of oil is an upgrade for a wall section that allows the defending regiment to forgo its stand and shoot reaction once per game to pour oil on the attackers. Once the attackers contact the wall, place the 3” template over the unit; any model contacted takes a S4 hit with no armour saves. Boiling Blood/Butcher’s Cauldron – 35 Points (Dark Elves and Ogres Only): A cauldron of boiling blood or a butcher’s cauldron is treated in exactly the same way as a cauldron of boiling oil except that a unit that takes 25% casualties from it must take their panic test with -1 Ld.

Molten Metal – 40 Points (Dwarfs, Chaos Dwarfs, and Lizardmen Only): Molten metal is treated in exactly the same way as a cauldron of boiling oil except that the strength of the attack is increased to 5. Alchemical Fire – 35 Points (High Elves Only): Alchemical fire is treated in exactly the same way as a cauldron of boiling oil except that hits from it count as flaming attacks. If the template touches a battering ram, it causes D6 flaming hits on it (this is an exception to the normal rule that battering rams cannot be damaged by boiling oil attacks). Rocks – 1 point per model: Rocks are an upgrade for defending infantry/monstrous infantry units that have the following profile: Range: N/A Strength: 4 Special Rules: Defensive Weapon Defensive Weapon: Rocks do not have a range and can be used in a stand and shoot reaction when the model is manning a wall section that has been charged. Rocks can always be used regardless of the attacker’s total charge move. Rocks can also be used in the shooting phase against models in base contact with the castle section so long as they are not attacking the models manning the ramparts. Fire Arrows – 2 points per model: Defenders armed with bows or crossbows of any kind (e.g., repeater crossbows, shortbows, longbows, etc.) can be equipped with fire arrows. Fire arrows make any shot fired with one of the above weapons flaming attacks. Flaming Bolts – 10 points: A bolt thrower may be upgraded with flaming bolts. All shots from the bolt thrower are flaming attacks. Moat – 150 points: Moats range from water-filled channels, to ditches lined with sharp stakes; from lava flows, to squig-infested pits. Any unit charging the castle walls must take a dangerous terrain test. Note that the gate does not benefit from having a moat unless a drawbridge is also purchased. Drawbridge – 50 points: A drawbridge makes the approach to the gate much more difficult. So long as the drawbridge is up (i.e., the gate is closed), any troops that charge it must take a dangerous terrain test. Powerful Wards – 50 points: The enchantments defending the castle are particularly strong; each castle section’s magic resistance is increased to 2. Blessed Bulwarks – 15 points per section (Forces of Order Only): Models manning the ramparts of this section replace the defended obstacle (wall) bonus with defended obstacle (Blessed Bulwark) – see the Warhammer Rulebook for rules on Blessed Bulwarks. Note, that sections upgraded with Blessed Bulwarks must be modeled to reflect this. Hoardings – 30 points per wall section/20 points per tower: The castle section has been protected by a roof and sturdy wooden walls. Models defending the section may still claim the defended obstacle (wall) bonus against siege towers. In addition, fliers attacking that section count as scaling the walls.

Reinforced Gate – 25 points: Attacks against a reinforced gate deduct one from results on the gate damage table. Ironclad Gate – 10 points: Some gates are made from metal or stone rather than wood. Such gates are not subject to the flammable rule. Bolt Throwers – 50 points: Armies that don’t have access to any non-monstrous warmachines can purchase bolt throwers from their siege equipment allowance. These bolt throwers will be crewed by two crewmen who have the profile and special rules of the cheapest infantry core unit with a BS value in the army book. Crewmen are armed with hand weapons and carry no other equipment. Example: A Vampire Counts army is defending against a besieging army led by a troublesome Sigmarite Priest. Since Vampire Counts have no non-monstrous war machines, they can take bolt throwers. The count purchases two bolt throwers that are crewed by skeletons (since zombies and ghouls don’t have a BS value and Dire Wolves are not infantry). Spears: Models defending the ramparts that are armed with spears can use their length to stab at models as they are climbing their ladders and grappling hooks. To represent this, spear-armed models double their initiative against models that are scaling the walls. Because defenders always strike first, this usually means that they will reroll misses against scaling models. Attacks from Within: If a unit occupying a castle section is attacked by more than one unit, the attackers gain the usual bonuses; +1 combat resolution for a “flank” attack (i.e., from an adjacent castle section), and +2 combat resolution for a “rear” attack (i.e., from within the courtyard). In combats where a unit attacks a unit on a wall from a tower, the unit in the tower gets the usual +1 Combat Resolution bonus for charging from higher ground. Due to the usually narrow entrances to towers, combats involving a unit in a tower and a unit on a wall section can only have 5 infantry or 2 monstrous infantry from the two sections involved in the combat. Unlike normal combats in a building, a unit manning the ramparts can be attacked by multiple units, though they may only be attacked by one unit at a time from any given facing. For example, a unit on a wall section flanked by two towers could be attacked by a regiment outside the castle walls, a regiment within the courtyard, a regiment from the tower to its right, and a regiment from the tower to its left. Different models must be selected from the defending unit to fight each attacking regiment (e.g., a hero can only defend against a single regiment’s attack in each turn). These additional defenders may be selected from rank-and-file models that have not been placed on the walls, representing the troops in the courtyard surging forward to aid their beleaguered comrades. If there are not enough models in the defending unit to defend against all attacks, the player must choose how many models will defend against each attacking regiment. Example: A unit of 12 archers (10 archers on the wall, two in the courtyard) is manning a wall section when they are attacked by a unit outside the castle. At the same time, the tower next to them falls to attack and they are assaulted by an enemy regiment to their

flank. The defending player can defend with up to 10 models against the attack from outside the castle and up to 5 models against the attack from the tower. Because he only has 12 models and because no model can defend against more than one attacking unit, the defender chooses to defend against those scaling the walls with 8 models and against the attack from the tower with 4 models. In both cases, the attacker can make attacks with the full number of models possible (10 and 5). When determining the result of the combat, the attackers gain an additional +2 to their combat resolution score for attacking the defenders in the flank and for attacking from higher ground (because it is a tower). Playing a Siege: Armies: The attacker is allowed twice as many points as the defender (a 3,000 point army vs. a 1,500 point army is recommended). Both armies may spend up to 25% of their total points on siege equipment. Terrain: The defender begins by placing his castle sections, which must be at least 30” from at least one of the long table edges. The defender may then place up to D3+2 additional terrain features as he chooses, but can only place up to 3 features within 24” of the castle walls (it’s ideal to have an area of open ground so that you can shoot oncoming attackers – if the battlefield is especially large, players may agree to increase this amount). Deployment: The defender deploys first. He must deploy at least 50% of his army’s total points value within the castle, though any scouts he has may deploy following their own rules and do so before the attacker’s scouts. Any models not deployed will arrive as reinforcements. The attacker then sets up at least 50% of the total points value of his army anywhere on the battlefield that is at least 24” from a castle section. Any unit pushing a siege tower or battering ram must be deployed at this time. The defender deploys any scouts. The attacker deploys any scouts. Models in the attacking army that are granted a free move prior to the battle make that move. The attacker takes the first turn. Number of Turns: A siege game lasts a random number of turns. At the end of his sixth turn, the defender rolls a D6; on a 6, the game ends, on any other result, the game lasts an additional turn. At the end of turn seven, the defender rolls again; on a 4+, the game ends. The game will automatically end at the end of the 8th turn. Controlling the Castle: When the battle ends, the winner is the player that controls the greatest number of castle sections. To control a section, the section must be occupied only by troops from one side. If a wall section is under attack but the attackers have not yet stormed the ramparts, the section is considered held by the models that currently occupy it.

If a castle section is destroyed, it no longer counts as a controllable section. The courtyard counts as two castle section for the purpose of determining a winner. Reinforcements: Attacking reinforcements can enter play from any table edge that is not part of the courtyard. Their point of entry must be at least 12” from any castle section. Defending reinforcements may enter the battlefield from a table edge that is part of the courtyard or from any table edge not wholly occupied by the attacker’s deployment zone.

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