Post by animalmother on Jan 6, 2007 1:19:17 GMT 1
We all know that trebuchets are offensive weapons, although they could be used defensively.
Animalmother's House Rule for expanding WOTR:
1. The SP and FP can each build unlimited numbers of either Trebuchets or Siege Towers, at a cost of one Muster or one Army Action Die per unit, in any Region containing a friendly Army and Leader. (Exception: Ents can't build either weapon--that would be cannibalism.) Each side has the right to use up to three of the Trebuchet and three of the Siege Tower tokens provided in the game. Trebuchets and Siege Towers cannot move, and are instantly removed if at any time there is no friendly Army in their Region. Trebuchet and Siege Towers do not count against stacking limits for Regions.
2. Each Siege Tower used in Siege Combat provides the attacker the option of fighting an extra Siege Combat Round.
3. Just before a Siege Combat's first round is undertaken, both the attacker's and the defender's Trebuchets may fire. Neither side may fire more than five Trebuchet per Siege Combat. Trebuchets score hits as follows:
On a roll of 6, a defending Trebuchet hits and destroys an enemy Siege Tower. If none is available, or if the firing Trebuchet wishes to hit another unit, the hit receiver selects the unit eliminated.
On a roll of 5, a Trebuchet hits and destroys an enemy Trebuchet. If none is available, or if the Trebuchet's owner chooses not to fire at an enemy Trebuchet, the hit receiver selects the unit eliminated. Trebuchet which are hit DO get to fire before they are removed.
On a roll of 4, a Trebuchet hits an enemy unit, which the enemy selects.
On a roll of 1,2, or 3, a Trebuchet misses.
Leaders may not re-roll Trebuchet dice.
Animalmother's House Rule for expanding WOTR:
1. The SP and FP can each build unlimited numbers of either Trebuchets or Siege Towers, at a cost of one Muster or one Army Action Die per unit, in any Region containing a friendly Army and Leader. (Exception: Ents can't build either weapon--that would be cannibalism.) Each side has the right to use up to three of the Trebuchet and three of the Siege Tower tokens provided in the game. Trebuchets and Siege Towers cannot move, and are instantly removed if at any time there is no friendly Army in their Region. Trebuchet and Siege Towers do not count against stacking limits for Regions.
2. Each Siege Tower used in Siege Combat provides the attacker the option of fighting an extra Siege Combat Round.
3. Just before a Siege Combat's first round is undertaken, both the attacker's and the defender's Trebuchets may fire. Neither side may fire more than five Trebuchet per Siege Combat. Trebuchets score hits as follows:
On a roll of 6, a defending Trebuchet hits and destroys an enemy Siege Tower. If none is available, or if the firing Trebuchet wishes to hit another unit, the hit receiver selects the unit eliminated.
On a roll of 5, a Trebuchet hits and destroys an enemy Trebuchet. If none is available, or if the Trebuchet's owner chooses not to fire at an enemy Trebuchet, the hit receiver selects the unit eliminated. Trebuchet which are hit DO get to fire before they are removed.
On a roll of 4, a Trebuchet hits an enemy unit, which the enemy selects.
On a roll of 1,2, or 3, a Trebuchet misses.
Leaders may not re-roll Trebuchet dice.