| Rolling a Siege |
Rolling a siege is the same as rolling a Land Battle except the flanks are Gatehouse and Walls, not Left, Right, and Centre.
Remember that Polearm equipped troops cannot attack Walls, as you can't haul a polearm up a ladder. Remember also that Heavy and Elite Infantry get a -2 to rolls if attacking the Walls, as getting up a ladder in such heavy equipment is very tiring.
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| Major Fortresses |
Major fortresses are the greatest, most daunting military positions in Westeros. Exceptionally difficult to assault or besiege, these fortresses are capable of housing large contingents of troops and have defensive structures so vast and well-built that assaulting them would bleed many armies white.
Major fortresses have the following attributes:
- Will last 18 months in a Siege (1.5 RL weeks, 1 week and 3.5 days).
- Have a +12 roll to any Siege assault undertaken against them.
- Can hold their entire garrison plus 300% of the base Land Levy points of their province.
List of Major Fortresses:
- The Red Keep (King's Landing)
- Dragonstone
- Casterly Rock
- Storm's End
- Winterfell
- Harrenhal (See special Harrenhal rules)
- Highgarden
- The Eyrie
| Harrenhal |
Harrenhal was once the mightiest fortress in Westeros prior to it's destruction wrought by dragonfire. The fortress lies in ruin and gets only a +6 defensive bonus while in ruins. If restored, it gains the full +12 bonus but also gains the ability to hold up to 25,000 points of defenders.
Repairing the fortress will cost 120,000 Dragons and will take 1 ingame year to do.
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| Castles |
Castles are purpose-built military positions whose primary purpose is to militarily dominate the surrounding region. Designed with warfare in mind, taking these positions is costly and dangerous, with the defenders having many options and positions from which to resist an assault.
Castles have the following attributes:
- Will last 1 year in a siege (1 RL week).
- Have a +8 roll to any Siege assault undertaken against them.
- Can hold their entire garrison plus 200% of the base Land Levy points of their province.
List of Castles:
| The North |
The Dreadfort
Karhold
Moat Cailin
Torrhen's Square
Deepwood Motte
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| The Riverlands |
Riverrun
Seagard
The Twins
Raventree Hall
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| The Vale |
The Bloody Gate
Gates of the Moon
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| The Westerlands |
Castamere (if rebuilt)
Goldentooth
Deep Den
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| The Crownlands |
Maegor's Holdfast (the Holdfast inside the Red Keep, thus only used as a Castle if the Red Keep itself is captured)
Duskendale
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| The Reach |
Battle Isle (in Oldtown, but not Oldtown itself: only the Holdfast of Battle Isle gains these traits and thus will only be used as a Castle if Oldtown itself is captured)
Ashford
Brightwater Keep
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| The Stormlands |
Nightsong
Griffin's Roost
Blackhaven
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| Dorne |
Sunspear
Yronwood
Starfall
Prince's Pass
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| Iron Isles |
Pyke
Ten Towers
Orkwatch
Hammerhorn
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| Minor Castles |
All other seats not mentioned in the above sections are Minor Castles. These structures, though in possession of a relatively fortified keep and perhaps a curtain wall, are not the major military installations that other, larger castles are supposed to be. More symbols of power and centres of regional government, these locations are capable of barring their gates and putting men on the walls to repel invaders, but were not built to break armies against their walls.
Minor Castles have the following attributes:
- If an invading army is known to be in the area before it arrives at the Minor Castle, it will last for 6 months (3.5 RL days) in a siege. Otherwise, it will last 1.5 RL days (~2.5 months). The enemy army is known to be in the area ifa friendly army has been defeated in the area ("the area" meaning anywhere up to 2 provinces away) or if a scout roll has found that army in the area.
- Have a +4 roll to any Siege assault undertaken against them.
- Can hold their entire garrison plus 100% of the base Land Levy points of their province.
Minor Castles can be upgraded to Castles (and gain the bonuses and attributes of them) if a player builds a Tier II Siege Defence building in that Minor Castle.
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| Siege Equipment |
Tier 1 - Rams & Light Ladders
- 12 hours to construct.
- Does not require any character in the besieging army to have a Siege Engineer retinue member.
- Required to attack Minor Castles.
Tier 2 - Siege Ladders
- 24 hours to construct.
- Requires any character in the besieging army to have a Siege Engineer retinue member.
- Required to attack Castles, but can also be used against Minor Castles.
- Grants +3 to siege attack rolls.
Tier 3 - Siege Towers
- 36 hours to construct
- Requires any character in the besieging army to have a Siege Engineer retinue member.
- Required to attack Major Fortresses, but can also be used against Castles. Cannot be used against Minor Castles.
- Grants +6 to siege attack rolls. Does not stack with Siege Ladders.
- Heavy and Elite Infantry using Siege Towers to attack Walls do not take a -2 to rolls any more.
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