Movement from the walls and towers into the courtyardUnengaged units may move into the courtyard in the same way that a unit exits a building.
Movement outside the castle and in the courtyardMovement outside or inside the walls are done exactly as normal. Note that units inside or on the walls do not prevent enemy units outside the walls from marching and vice versa.
Assaulting the wallsFew combats are as bloody as those fought for supremacy on the castle ramparts and walls. Boiling oil and rocks greet any attacker that would dare raise a ladder against the enemy fortification to try his luck against the hardened warriors waiting on top of it.
Nonetheless, it has to be done if the castle shall be yours by nightfall.
ChargesAny unit may declare a charge against a castle as if it were and enemy model. If they can reach a wall section and are equipped with grappling hooks, ladders, a siege tower or some other means for scaling the defences they may assault the defences in the close combat phase. Otherwise they can make close combat attacks against the castle itself, as explained later.
Towers are too tall to assault.
Charge reactionsTroops defending a castle wall will not stand idly by as the enemy scales their defences. A defending unit can declare charge reactions if their wall is charged by an enemy unit. A unit with missile weapons may always choose to stand and shoot, no matter how close the enmy is. Units equipped with rocks or boiling oil may use it as long as the charging enemy does not have a siege tower. They can still use conventional missile weapons against a charge from a siege tower. The defenders may also choose to Man the walls! as a charge reaction.
Means of assaultGenerally speaking, troops may assault walls with grappling hooks, ladders or siege towers. Towers are too tall to assault with these.
LaddersUpon contact with a wall, a unit equipped with ladders may erect these to assault the wall. One model per ladder may be moved onto the ramparts at the start of any close combat phase, directly above the ladder it climbed or as close as possible should the space be occupied. This can be any model from the unit able to climb a ladder. This allows powerful characters or creatures part of the unit to attempt to take the ramparts where an ordinary trooper might fail.
If the rampart onto which the models moved is occupied by enemy models, these are now considered to be in close combat.
The defenders are well entrenced behind the battlements and the attackers therefore strike at initietive 1. In addition, the assaulting unit will need natural 6s to hit the defenders! These penalties apply each round until the assaulting unit breaks or Siezes the ramparts.
Grappling hooksGrappling hooks are in essence one-man ladders. They work exactly the same when assaulting a wall and can be thrown by all models in a unit in contact with the wall at the start of a close combat phase. The model scaling the wall is then placed directly above the point where it was on the ground or, if there is insufficient room, as close as possible to the point. The defenders may claim the same bonuses as when attacked by a unit with ladders and the same penalties apply to the assaulting unit.
Siege towersOnce a siege tower makes contact with the walls, any troops inside the siege tower may assault the ramparts. Up to two models or a single monstrous infantry model may move onto the ramparts from the tower at the start of each close combat phase. This allows the best fighters to try to take the ramparts from the enemy defenders.
The siege tower negates all benefits the defenders normally enjoy, so models strike without penalties to initiative and use their weapon skill to hit as normal.
FlightA unit able to fly may assault both towers and walls. Towers are assaulted exactly as if they were assaulted from the courtyard, as described later. Simply place the flying unit in contact with the tower. It is assumed that it is at the top of the tower, throwing down the defenders and doing their best to cause maximum mayhem.
When assaulting walls, fliers follow the same rules as an assaulting unit with a siege tower. As the unit does not need to climb, the ramparts won't protect the defenders. However, all models in a flying unit may be placed on the wall as if they were using grappling hooks.
Man the walls!Models defending the walls against an assault may make a special Man the Walls! charge reaction. Any unit declaring Man the Walls! may move up to half their move towards the enemy after any assaulting models have been placed. This move must maximize the models fighting from both sides. In addition, the defending unit may use any rocks or boiling oil against the assaulting unit (though not against units with siege towers).
Siezing the rampartsWhen the attacker finally pushes the defenders from their fortifications and establishes a beachhead, the fighting turns grim for the defenders.
The assaulting unit is deemed to have siezed the ramparts as soon as the attacking side wins a round of combat on that wall. The attacker may now move as many models from his assaulting units onto the wall as he wishes and suffer no penalties to hit or to initiative.
Undefended rampartsIf a wall has no defenders at all, any unit equipped with ladders, grappling hooks or siege towers may sieze the ramparts automatically. Simply move the whole assaulting unit onto the rampart.
Break tests on assaulting the rampartsNo combat resolution bonuses other than those caused by wounds apply. Simply add up the number of wounds scored and determine the winner. Musicians do not tilt a draw.
All units at least partly on a wall, in a tower or in the gatehouse (defending or attacking through the gate) are considered steadfast. They know there is nowhere to run or are too determined to give up easily. This also applies for attackers assaulting the ramparts with grappling hooks, ladders or siege towers.
PursuitAssaulting troops with grappling hooks, ladders or siege towerswho are broken in close combat must withdraw from the walls. This might prove extremely fatal as the defenders push them off the walls, set fire to the siege tower or cut the ropes the attackers are clinging onto. Assaulting units which fail a break test are moved 1” away from the castle wall. They take any siege equipment in their possesion with them. It is supposed that the defending unit pushes the ladders away, severs all the ropes and cuts off the drawbridge to the siege tower. The assaulting unit can charge in for a new attempt at the walls in their next movement phase.
The models in the assaulting unit still on the ramparts might not always make it back, though. The fleeing unit rolls 2D6, comparing to the pursuing defenders' 2D6 as well. If the defender wins or draws the roll, all models on the rampart are slain and only those left on the ground outside the castle are left alive. If the assaultees get away they take a Dangerous terrain test and are afterwards placed with their unit back on the ground if they survive.
Note that the defenders don't move at all, even if they catch their enemies.
For all other fighting on the ramparts, roll the flee and pursuit distances as normal. If the pursuers catch the fleeing unit, simply remove it. If the fleeing unit beats the pursuers score, they may flee into the courtyard. Do not move the pursuers. They consolidate their gains on the walls and prepare to continue the battle. If there is nowhere for the broken unit to flee, they are destroyed.
Fighting in the courtyard or outside the castleWhen troops are fighting each other on ground level, all normal rules apply.
Charging from the courtyard onto a tower or rampartTroops in the courtyard may assault towers in the same way as buildings and charge walls in the same way you would a defended obstacle.
When assaulting a wall from the inside, the troops on the wall are considered to hold staircases and defendable positions and so get the same benefits as a unit defending a wall. See page 123 in the 8th edition rulebook for reference. Any unit wholly within the courtyard may claim normal bonuses for combat resolution.
Towers may be assaulted from the ramparts of adjacent wall sections or from the courtyard. This is worked out in the same manner as assaulting a building. If the defenders flee, they flee into the courtyard.
Charging from towers or ramparts into the courtyardDifferently to normal buildings, castle towers and walls are military fortifications and therefore designed to allow the defenders the greatest advantage that can be offered. Units occupying towers or ramparts may charge any enemy unit they can see in the courtyard.
The charge is carried out as normal. Measure the distance from the base of the wall or tower and move the charging unit. The chargers may assume any formation they wish, as long as it fits in the courtyard.
Charging from a tower or wall onto another wallIt might happen that the defending force needs to sally out from towers or reinforce sections of their walls as the battle proceeds. In these cases, the defenders will charge out of towers and from other wall sections into the enemy formation from the side.
The charging unit lines up in the battlement formation. Their rolled charge distance is how far the foremost model can move along the battlement to maximise the models fighting on the wall.
Attacking a castleNot all castles of the warhammer world are made from stone and mortar. The Wood elves of Athel loren grow their castles from living trees, using branches for battlements and leaves for cover. The arrogant fortresses of the Dark Gods are made up of brass, mucous, crystal or living flesh. Men of the Badlands erect hastily constructed border forts from sharpened poles and whatever natural features there is to be taken advantage of. Dwarfs hew their strongholds from the very rock of the mountains themselves. No matter how a fortress may look, the following rules apply:
Shooting at the towers, walls and gates of the castleEach tower, wall and gate are separate targets for any enemy attacks. Note that each gateway is situated in a section of wall and both are separate targets.
All hits against towers, gates and walls are resolved using the Damage charts below.
To find out what damage an attack caused, add the strength of the attack to the number of hits or the number of wounds caused by the attack.
For example: An Empire Great Cannon hits a wall. To see how much damage it does, add it's strength of 10 to the number of hits or wounds the attack causes. In this case, 10+D6 will cause the most damage and so is used. Multi-barrel weapons, such as the Helblaster, count each barrel as a single shot.
If a castle is hit by a stone thrower or similar, the castle is hit by the hight strength attack if the central hole lies over the wall. In this case any models on the wall touched by the template are also hit.
If the central hole lies outside the castle's footprint, the castle is hit by the low strength attack if the template touches it and no troops on top of the castle can be harmed, even if touched by the template (they are too high up and the rock splinters on ground level).
Each model in a unit armed with missile weapons firing at the castle count as separate attacks.
Shooting at the gatesAll normal rules apply to the wall section containing the gate. If the wall is destroyed, the gateway is also demolished.
Only weapons with relatively flat trajectories, such as cannons, can fire at the gate. Randomise hits between the gate and the wall. Roll a D6 for each shot. On 1-4 the shot strikes the wall and on 5-6 it hits the gate.
CannonsA cannonball is fired over a fairly flat trajectory when compared to stone throwers and mortars. Because of this, cannonballs will , strangely enough, tend to smash into large obstacles like castles instead of sailing over them.
To represent this, cannons (including organ guns, but not earthshaker cannons or mortars) will always automatically hit castle walls and towers. You must still roll the artillery die to see if a misfire occurred, though.
Cannons may also pack extra gunpowder to give it a little more effect when breaking down castle walls. This gives the cannon +1 to rolls on the Damage charts, but there is a risk involved. Stuffing a cannon full with gunpowder is dangerous buisness and the firer must therefore roll the artillery die twice to see if a misfire has occurred.
Attacking the castle in close combatOrdinary troops stand little chance to knock down a castle in close combat. Not even a mighty king of Bretonnia and his bravest knights stand a chance if they attack a castle wall on foot, with a sword.
However, the warhammer world is full of brutally powerful monsters and individuals who's brutal strength is enough to tear the solid rock of a castle apart. Greater Daemons, Dragons and Giants, for example, are so big and powerful that they pose a threat to even a well built castle.
Models with the Thunderstomp ability may use it against a castle. Roll the D6 and add the creature's strength to the number of hits scored and consult the Damage chart.
Chariots may not attack castles as they would be smashed to smithereens should they try. They can, however, stop by the castle and let their rider strike a single blow against the castle. Add upp the number of wounds and the strength of the attack and consult the Damage chart as normal.
All other models may make a single attack while in base contact with the castle. The attack hits automatically. Consult the damage charts for each attack.
MagicCastles cannot be damaged by spells. Their sheer size and earthing ability protect them against magic and most walls are also protected by defensive spells, prayers and blessings. Target the troops on top of it instead.
The wall of the castle also acts as a magic barrier, stopping any casters from casting over it. In effect, a Vampire cannot summon a unit of skeletons in the courtyard or inside a tower if he is outside the castle. He can still summon them directly onto the walls, though, and casters on the wall can target troops outside the castle.
PsychologyAttacking and defending units on walls or in towers may re-roll failed psychology tests. They are too determined or desperate to care!
Oddball stuffThings can always get complicated. For example, a Night goblin player micht argue that his spider riders should be able to scale the walls as they can climb any vertical surface. In this case, the best resolution is to give the unit free grappling hooks. The same should be done with Giant Spiders and Ogre Kingdom Yethees.
Other castlesOf course, players are free to improvise. An Ogre Kingdoms fortress must have wider ramparts to accomodate the larger creatures and a Tzeentch castle might rearrange itself during battle. An Imperial bastion might hold gun emplacements on the walls or entire sections with row upon row of cannons. As long as both players agree and it is kept fairly simple, you should have no problems devicing your own rules for special circumstances.