Warmaster Bombard & Mangonel

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    This is the first in a series of trial rules for theWarmaster game. That doesnt mean weve justmade it all up on the spur of the moment farfrom it but it does mean we havent playedand tested the rules to the extent that wedlike. Rules will remain trial rules until theWarmaster design team is good and happy withthem. If youre going to use trial rules in yourgames agree to do so beforehand with youropponent but please DO use them! If you use

    them and if you have comments about them by all means pass your comments on to us.This will help us to build up a picture of howthe rules work in as broad a context aspossible. BUT and its a big but so youdtake notice we dont have the time tocorrespond about rules development, soplease frame your comments as points and notquestions, give us the game background, andlet us know exactly how many games youveplayed with the new rules and with whatarmies.

    MANGONEL AND BOMBARD

    The Mangonel (stone thrower) and Bombard(primitive cannon) are special siege weapons.Because they are large and cumbersomeweapons they cannot be used on the openbattlefield unless, for whatever reason, aparticular scenario demands it. Their primaryrole is to breach fortifications and as such theiravailability is confined to siege operations in

    the same way as Siege Towers, Rams, and soforth.

    Both weapons can be used by any army in thesame way as other siege equipment. Thisseems perfectly appropriate for the armiescurrently available, but we might like to makeexceptions later once the range of armies startsto expand Its hard to imagine Lizardmen using

    a bombard for example! In the case of Orcswell assume that the odd bombard is capturedalong with a supply of powder, and in the caseof the Bretonnians well have to take it thatcommon sense prevails over their usualprejudices about gunpowder weapons! Playerswhose sensibilities are offended by the whiff ofgunpowder can, of course, choose to restrictthemselves to Mangonels.

    Neither weapon can be placed upon theramparts of a wall or tower. They are too heavy.

    This means that Mangonels and Bombards willout-range any artillery deployed by thedefenders, forcing their opponents to eitherendure bombardment or mount a counterattack to take out the weapons.

    TRIAL RULES

    BOMBARD

    & MANGONEL

    Mangonel, shown larger than actual size

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    Neither weapon moves once it is deployed onthe table. Mangonels and Bombards are builtor assembled on the spot and we must assumethat it takes many hours or even days to getthem ready for use. Therefore, these weaponshave no move, cannot use their initiative andcannot be given commands except to retarget

    as outlined below.

    Mangonels and Bombards can be used againstfortifications more or less in the same way ascannons and stone throwers. They are, ineffect, very large and powerful versions ofthese weapons. They can also be used againsttroop targets in the usual manner. However,some special rules apply.

    Both weapons have a range of 90cm.

    Both weapons fire straight ahead. This isdefined as directly forward of a line drawnfrom the centre of the base front edge. Whenfirst deployed the player must align the

    weapon so that it is facing the target. It isuseful if the player declares exactly where theweapon is pointing when it is deployed, as thisprevents any uncertainty should the model beaccidentally knocked or picked up andadmired.

    During the battle the player may not move theweapon, except that he can issue an order toretarget. This allows the weapon to turn onthe spot by up to 90 degrees to face a newtarget. This order cannot be a brigade order,unless several Mangonels or Bombards arebrigaded together, in which case a single orderwill suffice for up to 4 weapons. If an order torealign to a new target is failed the weaponremains facing the original target and cannotshoot that turn.

    When firing at fortifications such as walls,towers and gateways a 6 is normally requiredto score a hit by any artillery piece. In the caseof a Bombard or Mangonel a 6 is required to

    Trial Rules

    Type

    Atta

    ck

    Hits

    Arm

    our

    Comm

    and

    UnitSize

    Points

    Min/M

    axSTAT LINES

    Troops

    Mangonel Artillery 0/4 3 0 - 1 80 -/1Bombard Artillery 0/4+bounce 3 0 - 1 90 -/1

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    Trial Rules

    hit the target unless a hit has already beenscored against the same target in a previousturn. Once a hit has been scored against afortification target the weapon is assumed tohave got the range and any further shotsagainst the same target in subsequent turnswill hit on a 4+.

    Note that both weapons must be able to seetheir target in the same way as other artillery.Bear in mind that by see we mean not onlythat the crews can observe their weapons fallof shot but also that there are no troopmovements in the line of fire that might causethe crews to cease operations. This means thatline of sight to a unit of troops is required overlevel ground.

    The Shooting Overhead rule applies to theMangonel and Bombard as it does to allartillery. This allows the weapons to see overobstacles, including troops, on a lower levelthan either the weapon or target (or both). Tallfortifications such as walls and towers are

    assumed to be a higher level than the groundthey stand on so they can be targeted in thisway. See page 67 of the Warmaster rulebook formore about Shooting Overhead.

    When shooting at fortifications the usual

    targeting rules rules apply. It is not necessary toshoot at the closest target. See page 91 of theWarmaster rulebook.

    The Mangonel has a minimum range of 20cmas it is impossible to adjust its mechanism toshoot at closer targets. A target that is 20cm orcloser cannot be shot at.

    Neither the Bombard nor Mangonel can shootat an enemy that charges them. They are simplytoo big and cumbersome to stand their ground

    and shoot at rapidly approaching enemy.

    When shooting against troops the Bombardgets a bounce exactly like any other cannon.This does not apply when shooting atwalls/towers as the stonework will obviouslystop the cannon ball and prevent it bouncing.

    Both weapons use the standard breach chart.However, at a range of 30cm or less theBombard may add +1 to the dice roll in

    addition to any other bonuses. Bombards areferociously destructive at short range, but alsovery vulnerable to enemy action or counterfire.

    Bombard, shown larger than actual size

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