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History/Military Siege & Conquest

Posted on 2010-03-16




Name:History/Military Siege & Conquest
ASIN/ISBN:1844164713
Language:English
File size:37 Mb
Publisher: Games Workshop LTD 2007
Pages: 148 Pages
ISBN: 1844164713
File Type: PDF
File Size: 37 MB
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Siege & Conquest (Warhammer Historical) By Gay Bower

History unfairly remembers the battles. Most English schoolchildren can quote the place Hastings and the date 1066, but what is sometimes forgotten is the history of the campaign behind such an epic battle and the campaigns for the control of England which followed it. It took many raids and sieges for Guillaume (or William I as we call him) to control the country he had conquered, one which had only been united as one kingdom for under a century. He built upon the same techniques he had used to establish control in Normandy, and although the Conqueror cannot be said to have been a great battlefield general (he fought so few), he was truly a great besieger.

Sieges throughout history have taken up a great deal of effort and were a vital part of a military campaign. If an army wants to hold a territory, it has to take the enemy's strongholds, either by reducing them to nothing or, more practically, by taking them and turning them into friendly strongholds. This provides a challenging objective for the besieging general - while a castle must be stormed at all costs, it would not be to his advantage if it was damaged too much in the process as he may soon be the one relying upon its defences...

When faced with a fortress, a commander had a number of options. His troops could go over the walls, dig under

them or go through (with rams or catapults). If an assault was determined to be too costly, the besieger may simply wait until the fortress's inhabitants starved or if he is lucky, treachery might allow him access.

Siege and Conquest contains rules for sieges and raids. By their very nature the rules herein are better suited for friendly games and club campaigns. At all times, players are asked to use their common sense regarding anything the rules may not cover. While we have tried to cover all aspects, there is bound to be something which has been missed!

Sieges can be easily recreated on the tabletop and can be very entertaining. The rules herein are as close to the standard Warhammer Ancient Battles rules as is possible and should enable you to maintain the pace of your battle whilst adding an extra dimension of enjoyment to it. Most scenarios have minimum recommended table sizes; they can also be played on bigger tables, particularly useful for armies which work well on larger battlefields, such as Persians and Andalusians.

Not all the scenarios are siege related. But all are designed to let the player try something different and explore those aspects of warfare, the raid and the siege, which are not 'just' plain pitched battles. You may win the battle but can you take the fortress, conquer the territory and win the war?

Likewise there is no need to make an immediate investment in castle scenery. Many of the scenarios in this book require no castle scenery and where they do, there are a number of alternatives recommended. Although if you do want to continue playing siege battles, buying or making a set of fortress walls is well worth it.

So dust off those fortresses, get out that castle from the attic, Warhammer Ancient Battles Siege and Conquest is here!

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