• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads

002.Siege Training_b - WDS Crusades Book II

002.Siege Training_b Image
Black Powder Ladder

002.Siege Training_b

By Richard Walker
Crusader Alliance (CB2) 0 - 0 - 0 Anti-Crusader Alliance (CB2)
Rating: 0 (0)
Games Played: 0
SM: 1
Turns: 12
Type: Stock
First Side: Crusader Alliance (CB2)
Second Side: Anti-Crusader Alliance (CB2)
Siege Training #2 - Intended to be played as the Crusader Alliance versus the Anti-Crusader Alliance A/I

Please READ the entirety of this description for details on the additional weapons see here.

In this 2nd training scenario, you will be introduced to three more siege related weapon types.

The Trebuchet: This weapon type is the most powerful catapult weapon in the game. Used from the mid 12th century to the late Middle Ages.

The Siege Tower: A tall rolling platform used to gain the upper wall walks of a castle or city so that infantry can assault.

The Battering Ram: A rolling heavy log with an iron tipped point. These would be covered for protection as the image shows.

It is recommended that when using a battering ram to weaken a wall, do so in conjunction with another weapon type. In this case, let's combine the power of the Trebuchet with the battering ram. First, you'll need to move the battering ram into position. Select the ram and move it to hex 34,11. Next, like all catapult weapons, the Trebuchet must be set up before it can fire. To do this, select the Trebuchet, and change its formation. The set-up process may take one or more turns to complete. Fire when ready at 33,12. To use the battering ram, advance to the Melee phase, select the ram and assault hex 33,12.

Finally, it is time to use the siege tower and the infantry behind it. In open ground, a siege tower will likely only move one hex per turn. Select it and move to hex 33,10. Once there, select the sword infantry unit at 35,9 and move it to 33,10. Once there, labels will appear for both the siege tower (OCCUPIED) and the Sword unit (IN TOWER). Since the sword unit will still have 6 movement points left, move it onto the wall hex at 32,10. Then move it again to 31,11. Tower wall hexes have stairs that infantry can use to climb up or down from the inside of a castle or city. Note: Only infantry units with a strength of 75 men or less and in column formation may enter a siege tower. Congrats, you now have an infantry unit inside the city.

A word about gates. Gates can only be captured from the inside ground level. Once captured, the ownership flag will change to the new owner. To enter a gate hex (always ground level) units must always be either mounted or in column formation. Gates are only narrow passages.

On turn 2, you will be able to move your sword unit into the gate hex at 31,10 and see the flag change ownership. For the next few turns, use your battering ram and trebuchet and bring down the wall at 33,12.

Have fun practicing these important skills, then proceed to the next training scenario.