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Adding siege
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tonydealm committed Nov 4, 2021
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88 changes: 88 additions & 0 deletions public/json/warmaster-medieval/siegedefensive.json
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{
"name": "Siege (defensive)",
"version": "Warmaster Medieval",
"group": "Siege",
"order": 1,
"units": {
"Barricade": {
"type": "Defenses",
"hits": "Gate +2",
"max": "1/gate",
"points": 10,
"order": 1
},
"Boiling Oil": {
"type": "Defenses",
"attack": "1/chargers",
"points": 20,
"order": 2
},
"Hoardings": {
"type": "Defenses",
"attack": "reroll 1 shot",
"max":1,
"points": 50,
"order": 3
},
"Light Artillery": {
"type": "Artillery",
"attack": 1,
"range": 40,
"size":1,
"points": 25,
"order": 4
},
"Countermines": {
"type": "Defenses",
"attack": "D6",
"points": 50,
"max":1,
"order": 5
},
"Repairs": {
"type": "Defenses",
"attack": "D6",
"points": 25,
"max":1,
"order": 6
}
},
"specialRules": {
"Barricade": {
"order": 1,
"text": [
"10pts per gate, The weakest point of any fortiication is the gate. Consequent, gates were often reinforced with additional barricades. These could take the form of wagons loaded with boulders that were pushed up to the gates, or by extra wooden stkes that were wedged into the ground to support the gates themselves. À barricade increases the number of hits a gateway can take by +2. If the fortress has more than one gateway, each can be barricaded or some can, at a cost of 10 points per gate."
]
},
"Boiling Oil": {
"order": 2,
"text": [
"When attacked, the defenders would often have one or two nasty surprises in store for would- be attackers. Such things include missile of various kinds that would be thrown from the ramparts onto theatackers below. Hot sand, pitch, scalding water or boiling oil would work their way through armour and burn even well protected foes. Cobbles and slabs of masonry would be even more prosaically destructive. Though we have chosen to use the dramatic term ‘boiling oi’, the rule encompasses all of these missiles employed in quantity. The cost of boiling oil is 20 points for a wall section (ie, for every 120mm of wall). Either note down which wall sections are provided with oil or use a counter to indicate where oil has been placed. If boiling oil is provided, any unit placed on that section can make use of it. However, each section's oil can only be used once in the entire game: once used it is expended. À defending unit can use the oil to ‘shoot at enemy employing ladders 10 charge home. Boiling oil shots are in addition to any other shooting the unit may have. The defending unit gets one boiling oil shot in total regardiess ofthe number of stands and no armour roll is permitted for any hits inflicted (ie, roll one dice needing 10 score a hit). Any charging enemy. unit that suffers one or more hits from boiling oil will not complete its charge, is automatically driven back to its Starting position and becomes confused. "
]
},
"Hoardings": {
"order": 3,
"text": [
"Points : 50 per 100cm. During a siege, the battlements of a castle were extended by wooden hoardings that provided even more cover for the defenders and afforded ideal platforms from which to observe and shoot at the besiegers. If the defender erects hoardings, these cover the whole defences and affect missile fire from the castle or city walls as follows. À unit shooting missile fire from behind hoardings can re-roll one dice to hit each time it shoot. The cost of hoardings is 50 points for every 100cm points of defences eg, 300 cm of defences will require 150 points of hoardings."
]
},
"Light Artillery": {
"order": 4,
"text": [
"This is intended to represent all kinds of anti-personal arüllery which could include onagers, springald, ballistas and other designs. They can be positioned on battlements to shoot at any enemy below. Light artillery is exacty as described in Warmaster Ancients, except that these represent static weapons which are immobile other than that they can be turned to face as per Heavy Cannons — note that this requires an order (see pg 76)"
]
},
"Countermines": {
"order": 5,
"text": [
"Defenders would carefully listen for sounds of mining beneath their feet and would dig deeper mines of their own 1 try to intercept and destroy enemy mining operations. If countermines are dug, we assume the player has invested in a network of countermines and can potentilly thwart any enemy mining operations. Each time the enemy reveals a mine, You can use the countermine 10 try 10 stop it. Roll a D6 — on the score of 4, 5 or 6, the mine has been intercepted and destroyed before it can do any damage."
]
},
"Repairs": {
"order": 6,
"text": [
"Defenders were often able to affect temporary repairs during a siege, rebuilding walls behind the originals, lowering sections of padded hurdie like à big mattress over breaches to seal them, or bracing crumbling structures with timber and ropes. The defender can buy ‘repairs' as part of his defences and it represents supplies of materials available 10 affect these emergency reconstructions. Each repair can be used only once. À repair can be attempted at the start of the player’s turn and can be used 10 repair a damaged wall, tower or gateway section that bas not yet collapsed. Once a section has collapsed, it is beyond repair. To see how effective the repair is, roll a dice and add this number of Damage points to the structure. If the structure is carrying à negative Damage value as ‘extra damage” (-1, -2 and 50 on) the repair is only effective if the score lifts the value 0 at least 1. Ifthe score is insufficient to raise the Damage value 10 at least 1, the repair has not worked."
]
}
}
}
134 changes: 134 additions & 0 deletions public/json/warmaster-medieval/siegeoffensive.json
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{
"name": "Siege (offensive)",
"version": "Warmaster Medieval",
"group": "Siege",
"order": 0,
"units": {
"Siege Tower": {
"type": "Siege engine",
"hits": 2,
"armour": "4+",
"range": "D3",
"size": 1,
"points": 25,
"order": 1
},
"Battering Ram": {
"type": "Siege engine",
"hits": 3,
"armour": "4+",
"size": 1,
"points": 25,
"order": 2
},
"Earthworks": {
"type": "Siege Works",
"armour": "Stands count as defended",
"points": 15,
"order": 3
},
"Artillery Positions": {
"type": "Siege Works",
"range": "+10",
"armour": "Stands count as defended",
"points": 20,
"order": 4
},
"Mine": {
"type": "Siege Works",
"attack": "D6",
"points": 50,
"order": 5
},
"Ladder": {
"type": "Ladder",
"points": 5,
"order": 6
},
"Heavy Siege Artillery": {
"type": "Artillery",
"attack": 1,
"range": "3x60",
"hits": 3,
"size": 1,
"max": 1,
"points": 75,
"order": 7
},
"Light Siege Artillery": {
"type": "Artillery",
"attack": 1,
"range": 40,
"hits": 1,
"size": 1,
"points": 25,
"order": 8
},
"Heavy Cannon (Bombards)": {
"type": "Artillery",
"attack": 1,
"range": "3x60",
"hits": 3,
"size": 1,
"max": 1,
"points": 75,
"order": 9
}
},
"specialRules": {
"Siege Tower": {
"order": 1,
"text": [
"Many sieges were won when these movable siege towers, or belfries, reached the castle walls and attackers poured out on to the battlements. See below for rules for the Siege Tower."
]
},
"Battering Ram": {
"order": 2,
"text": [
"These were mounted onto a whecled frame and pushed or pulled to the gates by their crews. They would usually have a protective roof to protect its operators from missile fire and falling stones. See below for rules for the Battering Ram."
]
},
"Earthworks": {
"order": 3,
"text": [
"Points : 15 per 40mm ,Besiegers constructed earthen ramparts to stop defenders from getting out and relief forces from getting in. These can take the form of trenches or ramparts and would usually include a wooden palisade, mantlets, or similar shelter from sight and shot. Troops can be placed either within or behind them and count Defended status to all tracks"
]
},
"Artillery Positions": {
"order": 4,
"text": [
"These are elevated areas, surrounded by emplacements and sheltered by palisades or mantlets, where the master gunners would position their artillery pieces to pound the defenders into submission. The maximum range for artillery mounted on a raised platform is increased by 10cm. Artllery placed behind such a position counts as Defended."
]
},
"Mine": {
"order": 5,
"text": [
"Where ground permits, the besiegers would dig mines beneath the foundations of enemy walls. At the vital moment these would be collapsed and the walls above would come tumbling down — hopefully! Mining is difficult and time consuming and can be thwarted by enemy countermines but were a very effective way of overcoming an enemy's defences. For this reason fortifications were always built on solid rock wherever possible to prevent this. At the start of a game, once wall damage values have been calculated, note down which walls have been undermined. À wall can only be undermined once. The besieger can reveal his mine at the start of any of his turns. The besieging player rolls six dice and scores 1 point of damage against the wall for each 4, 5 or 6 rolled."
]
},
"Ladder": {
"order": 6,
"text": [
"An infantry unit can be given siege ladders at a cost of 5 pts per stand (so 15 pts for the unit). See below for details of combat from ladders."
]
},
"Heavy Siege Artillery": {
"order": 7,
"text": [
"This represents all kinds of large pre-gunpowder siege artillery — be they torsion or counterweight designs. Smaller field artillery (of the kind described in Warmaster Ancients) cannot damage walls or gateways — only these larger types can do s0. Such weapons include the larger types of mangonels, springalds, and the counterweight trebuchet. Heavy siege artillery has the same rules as heavy artillery in Warmaster Ancients including the same stat line, except that an engine is immobile other than that it can be turned to face as per Heavy Cannons - note that this requires an order (see p8 76)."
]
},
"Light Siege Artillery": {
"order": 8,
"text": [
"This represents all kinds of antipersonal artillery which could include onagers, springalds, arbalasts, ballistas and other designs. In later armies it might include wall guns which we shall roll into the same category for convenience. These are smaller machines and not capable of atracking walls, but are able to shoot at troops on walls, for example. Light artillery is exactly as described in Warmaster Ancients, except that these represent static weapons which are immobile other than that they can be turned to face as per Heavy Cannon — note that this requires an order (see pg 76)"
]
},
"Heavy Cannon (Bombards)": {
"order": 9,
"text": [
"If an army has gunpowder artillery in its main list then it can include siege bombards during a siege. Siege bombards are Heavy Cannons as described in the Special Rules section. During a siege, armies whose list includes Heavy Cannons can therefore have more in the form of additional Bombards, whilst armies that normally only have Cannons or Organ Guns can also include bombards during a siege. Incidentally, players are quite welcome to include Bombards as part of besieging forces if historical precedent permis and regardiess of whether gunpowder artillery is included in the army lists — in such cases common sense must prevail!"
]
}
}
}
2 changes: 2 additions & 0 deletions scripts/build-src-json.js
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Expand Up @@ -53,6 +53,8 @@ function groupOrder(group) {
return 13;
case 'Japanese invasions of Korea':
return 14;
case 'Siege':
return 15;
default:
return +group;
}
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