003.Crusades Training_c - WDS Crusades Book II
| Rating: | 0 (0) |
| Games Played: | 0 |
| SM: | 1 |
| Turns: | 15 |
| Type: | Stock |
| First Side: | Crusader Alliance (CB2) |
| Second Side: | Anti-Crusader Alliance (CB2) |
Siege Training #3 - 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 conducting a siege.
In this training scenario, you will have the opportunity to repeat some of the previous training sessions and learn about the methods to impose a state of isolation on your target castle or city.
The concept of isolation is critical in the successful conclusion of a siege. It represents the lack of supplies, lowering of morale, and an overall reduction in fighting capability. To impose a siege, the besieging forces must block all the access points that lead into the target. In most cases, these points of access are represented by the gates. Each gate has a flag that represents ownership. If a gate is not controlled by the besieging forces, then it must be blocked by a zone of control (ZOC). Once all gates (or other access points) have either been captured or blocked, all defending units will become isolated. Isolated units will gain fatigue with each passing turn, starting on the 2nd turn of isolation, and will defend at one quarter its normal strength.
In this scenario, you will maneuver your units to impose a state of isolation and breach or gain access to the walls as we previously practiced.
For this training, the only new instruction will be that needed to impose a state of isolation. For the rest, if needed, please refer back to the training scenarios 001 & 002.
A note about which hexes must be ZOC covered to ensure a successful state if isolation is imposed of the defenders. There are three gates leading into the city that must be blocked. Each has two hexes on the outside that have access to the gate. For the gate at 31,10, you must block both 31,9 & 32,9. For the gate at 32,17, you must block both 33,18 & 32,18. Finally, for the gate at 21,20, you must block both 20,19 & 20,20. You may have noticed that there is a 4th gate at 24,16. This gate is blocked by the sea; it is a harbor gate and will not need to be blocked. Note that in most cases, 2 hexes can be blocked by a single unit. The hex the unit is in and the ZOC it exerts over other hexes.
After a quick review of your available forces, you we notice that you have 2 mounted units located at or adjacent to hexes 31,26 and 40,4. Select these mounted units, one at a time, and move them toward the nearest gates located at 21,20 and 31,10. Also, you have an archer infantry unit at 35,19. Move it to 33,18 and be sure it is facing toward hex 32,18. This will effectively block that middle gate.
One last thing to remember, though this will not happen during this training session, defenders can use gates to their advantage. They can mount a counter attack by exiting the castle or city through an owned gate and attack the besiegers. And if you breach a wall hex, it too must be securely held to continue a state of isolation if it exists.
If you haven't already, be sure to read the relevant parts of either the User Manual or the Design Notes. Both are best!
Now go have fun storming the city of Ascalon!
Please READ the entirety of this description for details on conducting a siege.
In this training scenario, you will have the opportunity to repeat some of the previous training sessions and learn about the methods to impose a state of isolation on your target castle or city.
The concept of isolation is critical in the successful conclusion of a siege. It represents the lack of supplies, lowering of morale, and an overall reduction in fighting capability. To impose a siege, the besieging forces must block all the access points that lead into the target. In most cases, these points of access are represented by the gates. Each gate has a flag that represents ownership. If a gate is not controlled by the besieging forces, then it must be blocked by a zone of control (ZOC). Once all gates (or other access points) have either been captured or blocked, all defending units will become isolated. Isolated units will gain fatigue with each passing turn, starting on the 2nd turn of isolation, and will defend at one quarter its normal strength.
In this scenario, you will maneuver your units to impose a state of isolation and breach or gain access to the walls as we previously practiced.
For this training, the only new instruction will be that needed to impose a state of isolation. For the rest, if needed, please refer back to the training scenarios 001 & 002.
A note about which hexes must be ZOC covered to ensure a successful state if isolation is imposed of the defenders. There are three gates leading into the city that must be blocked. Each has two hexes on the outside that have access to the gate. For the gate at 31,10, you must block both 31,9 & 32,9. For the gate at 32,17, you must block both 33,18 & 32,18. Finally, for the gate at 21,20, you must block both 20,19 & 20,20. You may have noticed that there is a 4th gate at 24,16. This gate is blocked by the sea; it is a harbor gate and will not need to be blocked. Note that in most cases, 2 hexes can be blocked by a single unit. The hex the unit is in and the ZOC it exerts over other hexes.
After a quick review of your available forces, you we notice that you have 2 mounted units located at or adjacent to hexes 31,26 and 40,4. Select these mounted units, one at a time, and move them toward the nearest gates located at 21,20 and 31,10. Also, you have an archer infantry unit at 35,19. Move it to 33,18 and be sure it is facing toward hex 32,18. This will effectively block that middle gate.
One last thing to remember, though this will not happen during this training session, defenders can use gates to their advantage. They can mount a counter attack by exiting the castle or city through an owned gate and attack the besiegers. And if you breach a wall hex, it too must be securely held to continue a state of isolation if it exists.
If you haven't already, be sure to read the relevant parts of either the User Manual or the Design Notes. Both are best!
Now go have fun storming the city of Ascalon!







