Medieval Siege Rules

Medieval Siege is played with two or more teams.  The following steps are all completed by the first team and then by each subsequent team.  The game continues with each team going through the steps until the pre-defined goals have been met.

The Attack Value (AV) and Defense Value (DV) listed for each unit are used to determine the value on a d20 required for the attacker to cause damage.  The DV of the target is simply added to the AV of the attacker.  Various modifiers to the target's DV may need to be added depending on the individual situation.  If one or more of the modifiers applies then the values listed on the chart are added to the equation to get the value to be rolled on the d20.

Combat Example 1:  A Foot Knight (AV 6) attacks an Archer (DV 4).  The values are added to get 10.  A 10 or higher needs to be rolled by the player of the Foot Knight to disable the Archer for the remainder of the game.  Keep your archers away from the knights...

Combat Example 2:  An Archer (AV 9) shoots at a Billman (DV 6).  The distance between the two combatants is 16 inches.  The Billman is also behind a half wall.  To calculate the value needed for the Archer to hit, the following numbers are added:  9 (Archer's AV) + 6 (Billman's DV) + 2 (half wall cover), +2 (over 1/2 range).  The result is 19.  This means that the Archer needs to roll a 19 on a d20 to disable the Billman.  Cover and distance are very helpful against archery fire...

Step 1: Movement

All  foot troops, mounted troops, and war machines may be moved at this time.  Moving into base to base contact (or within the range of a ranged melee weapon) with an enemy unit indicates that a melee combat will occur in Step 3.  The following rules apply to movement:
Step 2: Missile Fire
First all war machines make their attacks.  Next, units with missile weapons including bows, crossbows, spears, javelins, and slings make their attack.  Be sure to take into account all applicable attack modifiers as noted on the reference chart.  The following rules apply to missile fire:
Step 3: Melee
All units in melee (base to base contact or within the given attack range) attack at this time.  All outnumber modifiers are announced before each individual combat begins.