CAMPAIGN SCENARIOS FOR “SIEGE”
Version 1.2 10/05
The following additional scenarios from French magazines provide campaigns covering the sieges of castles. The first two scenarios are from “Casus Belli” and use the boxed game “Siege”. The remaining two scenarios appeared in issue 4 of “Claymore” magazine as part of a series of scenarios based on incidents in the Albigensian Crusade. The third scenario uses the “Siege Extension Set #2: The Fortified Medieval Town” with additional maps from “Cry Havoc”, while the fourth scenario uses a special map (a small castle on a cliff) designed for that scenario and the supplementary map ‘The Forest’. All these scenarios were translated by Bob Gingell in 1999-2000. The fifth scenario uses “Siege”, “Cry Havoc” and ‘The Forest’ map and is a campaign consisting of three linked but separate scenarios.

Contents
1)	“Death to the Cathars!” (1240) from Casus Belli #34 (The Castle)
2)	“El Kahf, the Castle of the Assassins” (1273) from Casus Belli #51 (2x The Castle)
3)	“The Siege of Beaucaire 1216” from Claymore #4 (The Fortified Medieval Town)
4)	“The Siege of Montségur 1243-1244” from Claymore #4 (Special map: Montségur)
5) 	‘Folly Towers’ from Graal #10 (The Castle, also includes 2 pre-siege tactical scenarios)

Other siege campaign scenarios
The boxed game “Siege” has 3, “Scenario Book 2” has 2, “Dark Blades Expansion Set” has 1.

Additional game material for “Siege”
Three other supplements for “Siege” have been translated: 
1)	The extended rules for “Siege” supplied with the two expansion sets (“The Templars Castle” and the “Fortified Medieval Town”): ‘Siege Extension Rules’; 
2)	A collection of tactical scenarios relating to sieges: ‘Siege Tactical Scenarios’; 
3)	A collection of tactical scenarios for the “Fortified Medieval Town” map set: ‘Town Scenarios’.

The ‘Siege Tactical Scenarios’ contains supplementary castle assault scenarios, fortified camp scenarios and supply scenarios, all of which are based on a single incident rather than a siege campaign. They also use the maps and/or equipment from the boxed game “Siege”. 

The ‘Siege Extension Rules’ contains additional rules and clarifications relating to use of the ‘Border Castle’ (‘The Castle’ map), the ‘Baronial Castle’ (‘The Templars Castle’ 2-map set) and the ‘Town’ (‘Fortified Medieval Town’ 4-map set). The ‘Croisades Strategic Rules’ have a few additional rules for use in siege campaigns, some of which were further modified by the ‘Siege Extension Rules’.

Terrain clarifications for ‘The Castle’ map
1.	There is no access from rampart hex H7 (at level 1) to tower doorway hex G6 (at level 0). 
2.	The tower hex T13 connects through three different doorway hex-sides to the stairs in S12 and the ramparts in S13 and T12. This avoids the problems created by one door in the centre of the hex, which would lead to the clumsy and confusing situation of having two characters on the same hex, one outside the door and one inside the door.
3.	The winch hex F9 costs 2 MPs to enter, but offers no cover and is less advantageous in combat than normal building interior hexes (0). This rule should also be applied to winches on the “Templars Castle” and “Fortified Medieval Town” maps.

1.	DEATH TO THE CATHARS! (Sus aux Cathares!)

Scenario by Pierre Milko using “Siege”, published in Casus Belli #34.

Background: 1240. As the crusade against the Cathars came closer, Sir Lacy, a baron from the Midi region in the South of France, saw at last an opportunity to get rid of Sir Clarence, his over-troublesome vassal. He is in reality a Cathar, and consequently he was condemned to be burnt at the stake. However, Sir Clarence succeeded at the last minute in escaping the Inquisition and in taking refuge in one of his fortresses along with his Lady and several loyal followers. Mad with rage, Sir Lacy decided to finish him off for good and has besieged the fort. Sir Clarence, however, remains hopeful that his cousin Wulfric will arrive before the Crusaders…

The sides
Attackers Group 1: Sir Lacy’s men – Mounted knights: Sir Lacy, Sir Mortimer; 
Sergeant: Llewellyn; Halberdiers: Bors, Fursa; Bowmen: Myrlin, Owen, Gwyn; 
Spearmen: Stori, Aki, Arnold, Hayden, Mordred; Peasants: David, Jasper, Geoffry, Will’m; 
Engineer: Jones; Equipment: To be constructed (see scenario booklet pages 11-12), 8 fascines. 
Attackers Group 2: Detached unit of Crusaders (enter on 13th turn through side B) – 
Mounted knight: Sir Fitzwaren; Sergeant: Pugh; Bowman: Aylwin; Spearman: Gareth; 
Peasants: Ivor, Mathew, Harry, Morris, Roger.

Defenders Group 1: Sir Clarence and his remaining followers – Mounted knights: Sir Clarence, Sir Hughs; Lady: Blodwin; Sergeant: Morgen; Billmen: Cliff, Shawn; Bowmen: Dylan, Idris; Engineeer: Baldric (solely for the ballista); Equipment: 6 barrels of oil, 1 ballista on a rampart hex.
Defenders Group 2: Sir Wulfric and his companions in arms (enter on 8th turn through side G) – Mounted knight: Sir Wulfric; Halberdier: Evans; Billman: Godric; Spearmen: Bryn, Brendan.

Map layout: The Castle and The Camp. The maps are sufficiently distant that the ballista cannot reach the camp; bombardment by mangonels and trebuchets is possible.

Special rules:
1	The ballista: It may seem strange to place a siege engine on a rampart, nevertheless that is what was frequently done during the sieges of this period (notably at Minerves, Toulouse and Carcassonne), and they achieved valuable results. Once placed, the ballista is immovable. The minimum distance for fire from the ramparts is 4 hexes.
2	The rules for sieges are used (see the “Siege” scenario booklet, page12).
3	It is recommended that the rules for panic should be applied.
4	The besieged defenders possess a well, and a large store of supplies (enough for over 60 days); on the other hand the besiegers must lose the initiative for one turn in 8 while the forage for supplies (and the defenders can then take the initiative).
5	Besiegers of this era had quite some experience of sorties by the defenders. They would set up a system of fixed guards and placed their camp far from the ramparts (most often between 2 and 5 kilometres away). This converts in game terms to granting the player in the camp the same options as to number and variety of troops in the event of a sortie.
6	The siege lasts a maximum of 28 days, after which Sir Lacy (or the survivors of his army) must rejoin the “Great Host” of the Crusaders who are advancing to establish the siege of Beziers.

Note on bibliography: I advise any who wish to rediscover the special circumstances of this crusade to read the following excellent book: Dominique Paladilhe: “Les Grandes Heures Cathares”, published by France Loisirs. 

2.	EL KAHF: THE CASTLE OF THE ASSASSINS (El Kahf: le château des assassins)

Scenario by Duccio Vitale (the developer of the Eurogames versions of "Cry Havoc" series), using characters from “Croisades” and published in Casus Belli #51.

Background: In 1273, the troops of Sultan Baibars began a siege of the castle of El Kahf, the last fortress held by the Ismailis, better known as the sect of Assassins.

Started in the 11th century, this sect achieved great influence throughout the Middle East due to a powerful weapon: political assassination. It was in Syria that the Assassins were most solidly entrenched. In the Jebel Ansariyah, a strategically important [mountainous] region between Tripoli, Antioch and Homs, they occupied many castles from the 12th century onwards. Feared as much by the Arab princes as by the Crusaders, they were finally defeated by the Mongols who destroyed their main fortresses [in northern Persia in 1256-1257].

After the victory of the Egyptian armies over the Mongols at Ain Jalut (1260), Sultan Baibars began a systematic reconquest of the Crusader strongholds, some of which had been allied with the invaders from the steppes. In 1271 he completed the seizure of Krak des Chevaliers, a strong Crusader castle which was supposed to be impregnable and which was situated in the Jebel Ansariyah. At the same time he decided to put an end to the last castles of the Assassins. In 1273 only the castle of El Kahf, commanded by the redoubtable Hassan ed Din Sinan, still defied the power of the Mamluk sultan. The result of these events is now up to you...

Map layout: [A sketch plan is supplied with the article for combining two copies of the Castle map from “Siege” (see below). An alternative could be to use the two-map "Templars' Castle".]

To obtain the game board, it is necessary to have an extra Castle map (which is sold separately for 30-35 French Francs). It should be cut along the dotted line shown on the sketch, then glued onto the first map (using double-sided Scotch tape). To mask the rest of the keep, stick on flat terrain hexes from the area cut off the map. To complete it, add a stairway to give access to the ramparts and make two openings (a stone staircase and an entrance to the tower) in the two towers common to both lower courtyard and citadel [the North Gatetower and the Round Tower], so as to allow movement between the two areas. These three terrain elements can also be found among the cut-off parts of the map. [See notes below for simple guidance on how to avoid destroying one map to make this castle.]

The sides:

The defenders - Their leader is the Assassin Hassan. The Defending Player also has up to 300 points* of characters chosen from:
- the Syrians (dismounted heavy cavalry and infantry);
- the dismounted [Seljuk] horse archers and Seljuk infantry;
- the slingers and the second Assassin.
[Seljuk horse archers are Yesugai, Arghun, Ruzzik and Bar; Seljuk infantry are Shammin, Farhad, Mohammed and Ageel. Syrian infantry are Husseyin, Anwar, Mesut, Abdul, Ali, Tossaun.]

If desired, the player can also designate two disguised Assassins among the Syrian and/or Seljuk infantry. In this case the cost of the character is that of an Assassin and not that of a normal soldier. The name of each should be noted down secretly on a piece of paper.

The defenders' equipment consists of twelve barrels of boiling oil, fire arrows as required, and enough supplies to last six months! The Assassins have no limits on ammunition.

The besiegers - Their leader is the Royal Mamluk Al-Kamil Baibars, Sultan of Egypt and Syria. In addition, the Besieging Player has up to 900 points* of characters to be chosen from:
- the Royal Mamluks (on foot or mounted);
- the light [unarmoured] Mamluks (also on foot or mounted);
- the Seljuk heavy cavalry;
- the Sudanese bowmen and javelinmen;
- the Fatimid spearmen and the crossbowmen (armoured or unarmoured);
- the horse archers (on foot or mounted).

The cost of the equipment is as follows:
Fascine (to fill moat): 2 points; scaling ladder: 3 points; screen: 3 points; battering ram: 40 points; siege tower: 60 points; trebuchet: 40 points; mangonel: 15 points. 
The equipment is usable from the first day of the siege.

No extra equipment can be constructed during the siege because there are no trees within a radius of 20 km, and the only route for such material would need several weeks. 

* Note that the method used by Eurogames to calculate points values is different from that used by Standard Games. [See the separate guide to points values in the translations of  “Croisades” and the “Cry Havoc Supplement”.]

Starting positions:

1	The besiegers can batter the castle from positions off the map. The effects of battering must be marked onto two siege plans: one for the lower courtyard and the other for the citadel (see the sketch for battering modifications).

2	On the days when the besiegers decide to launch an assault, the game board is laid out. The Besieging Player then places any "demolished wall" counters on the appropriate hexes. If he has already seized the lower courtyard and wishes to use siege towers, he places the fascines that he bought in whichever moat hexes he wishes. It is impossible to batter the castle while an assault is in progress.

3	The day that an assault is mounted, the Defending Player places his defenders anywhere he wishes within the castle. The besiegers then enter through side H of the second map (shown by the arrow on the sketch).

Special rules:

1	If, during an assault, all the defenders are in the citadel, the besiegers have the right to stop their assault immediately, thus ending the fighting for the day. During the following days, when a new assault is mounted, all the defenders must be placed within the citadel and the besiegers inside or outside the lower courtyard, but outside the range of enemy shot (e.g. inside a tower or behind a battlement).  The same principle is applied if the besiegers have carried the citadel and the defenders have taken refuge in the keep.

Note: The two towers common to both the lower courtyard and the citadel are considered to form part of the latter.

2	Only the ditch inside the lower courtyard is treated as a moat in this game. The moat that surrounds the castle, on the other hand, marks the edge of the rocky platform on which the castle rests (with the exception of the moat in front of walls B and C on the sketch, which is in fact flat terrain). In other words, there is nothing outside the moat: the slope drops away steeply into the valley. To circumnavigate the castle characters must consequently move along the "moat" hexes. Any retreat outside the "moat" hexes is impossible (except on sides B and C). The drawbridges are treated as counterweight gates linked to metal portcullises. Opening them is carried out normally, using the appropriate winch.

3	The rules of “Croisades” (the French version of “Outremer”) should be applied here. Players are advised to re-read the modifications made to the rules of “Siege”, in particular those concerning shooting and movement (in section 2 of the “Croisades” rules booklet [see the ‘Croisades Tactical’ translation]).

Modifications to the battering die roll
Normal battering: 			Front walls of Lower Courtyard (walls B and C).
Battering with -1 to the die roll: 	Side wall (A) and back wall (D) of Lower Courtyard plus the lower courtyard gateway, and the front wall of the Keep.
Battering with -2 to the die roll:	Side wall and back wall of the Citadel including the citadel gateway and the back wall of the Keep.
Note: Wall D can only be battered if there is a breach in B or C. The modifiers are added to the normal die roll modifiers.

Use of siege equipment
-	Walls A, B and C: Scaling ladders possible.
-	Walls B, C and D: Siege towers and battering rams possible.

Victory conditions:

The besiegers win:
- a stunning victory if they seize the whole of the castle (including the keep) within 20 days;
- a decisive victory if they seize the whole of the castle (including the keep) within 40 days.

The defenders win:
- a stunning victory if they still hold the entire castle at the end of 40 days;
- a decisive victory if they still hold the citadel at the end of 40 days;
- a marginal victory if they only hold the keep at the end of 40 days.

Epilogue: Under pressure to finish off the Crusaders, Sultan Baibars did in fact raise the siege after forty days, but not before he had burned and destroyed most of the castle. 

The site of the Assassins' castle: Situated on a rocky outcrop, at the meeting point of many valleys with steep sides, the castle of El Kahf occupied a powerful defensive position. Possible attackers were only able to approach from one side (shown by the arrow on the sketch). Battering of the walls was also very difficult as the siege engines had to be set up on neighbouring peaks, with a reduced efficiency. The height of the walls of the citadel were such that it prevented the use of scaling ladders, and to be able to bring up a siege tower the attackers would have to first seize the Lower Courtyard.

ADDITIONAL NOTES

Rule additions
The following additions can be made to the castle created for "El Kahf" by applying the rules provided with the French versions of ‘The Templars' Castle’ and the ‘Fortified Medieval Town’.

1)	Elevation levels
Level 
-5	All areas outside the “moat” at the sides and back of the castle.
-1	The ditch in the Lower Courtyard in front of Wall D.
 0	Flat terrain and “moat” in front of walls B and C (treat the slope hexes as flat terrain); plateau (marked as “moat”) at side and back of castle; flat terrain within the Lower Courtyard with the exception of the ditch.
+1	Walls A, B and C, and the three smaller Courtyard towers; the flat terrain within the Citadel.
+2	Wall D and the other walls of the Citadel; the Round Tower, the North Gatetower and the three smaller citadel towers.
+3	The Keep.

Note: The besiegers can only have scaling ladders capable of covering one level of elevation (i.e. walls A, B and C).

2)	Thickness of walls
Deductions from the battering dice rolls should be as specified for this scenario. Deducting -1 for the round towers at the front of the castle (as in the revised rules for the Templars Castle and The Fortified Medieval Town in the “Siege Extension Sets”) could be included to benefit the defenders if desired. 

The sketch plan

				Side H
			  Wall B	     Direction of entry		Map 1
			
		 	 			  Wall C		Lower courtyard	
	 Wall A	 
Side G			 						Side E
			        ……Moat……….	Gate 1
		     							Map 2
		Gate 2		Wall D		
									Upper courtyard
					       Keep
Side E		 	 						Side G
			 		      		Citadel
			
					Side H

The sections below contain a detailed hex-by-hex diagram and notes on how to cut the maps together to make this castle.

Diagram of the ‘El Kahf’ map layout
				           
Map 1			< Side G1 [Side G]				Side E1 [Side E] >
						           Side H1
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-
p
-
c
-
c	p
-
p
-

-

-
p
-
c
-
c
-	-
p
-
p
-
p
-
p
-
c
-
c
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c	c
-
c
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c
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c
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c
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c
-	-
c
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c
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c
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c	c
-
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-	-
c
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c	  17
18
  18
19
  19
20
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23
  23
24	
		A	B	C	D	E	F	G	H	I	J	K	L	M	N	O	P	Q	R	S	T	U	V	W	X	Y			
						           Side H2
Map 2			< Side E	2 [Side G]				Side G2 [Side E] >
						           
Abbreviations: Map 1 in upper case, Map 2 in lower case, altered terrain in bold; whole map numbers / sides in italics.
Both maps: Blank = flat terrain: the plateau in front of the castle (map 1) and the inner/upper courtyard (map 2); Ff = flat terrain in the outer/lower courtyard; Pp = plateau hex shown on maps as moat; Ee = moat hex allowing entry to castle gateway hexes, shown on maps as drawbridge hex; Rr = wooden rampart hex; Gg = gateway hex; Dd = doorway hex; Ii = interior of tower or inner part of keep; Ww = winch in tower hex;  = arrow slits facing 1 hex;  = narrow wooden stairs;  = flat terrain or keep interior hex giving access to doorway hex. 
Map 1 only:  = spiral staircase connecting D to I.
Map 2 only: m = moat hex; t = thick tower or keep wall; k = keep interior hex;  = arrow slit facing 2 hexes (Q7/Q8);  = wide wooden stair giving access to 2 rampart hexes (Q6/R6);  = spiral staircase connecting d to i or .
Additional terrain:  = enclosed narrow wooden stair added on top of rampart hex in 1T7; i = tower interior hex created from arrow slit in 2F5 by stairway to 1T7; d = doorway replacing arrow slit in 2T4;  = spiral stair to  replacing tower interior hex in 2T5; f = flat terrain replacing keep hexes in lower courtyard; F = hex cut diagonally on Map 2 to reveal half of hex on Map 1; Cc = cliff (outside the plateau).
The middle section: This section represents that part of the castle where Map 1 overlaps Map 2 at the sides and Map 1 is overlapped by Map 2 in the centre. ! = Row 1 of half-hexes at the top of Map 2 is below or on top of Row 10 of Map 1 (the 8th row counting down); !! = Row 1 of full hexes at the bottom of Map 1 overlays Row 9 of Map 2, row 1 of half-hexes overlays the upper part of Row 10 - the full length of Map 1 is only used here to avoid cutting pieces off Map 2.

Hex numbering: Players can either use the system of map numbering explained in “Croisades” for each of the two maps separately, or use the same system for the whole map notation marked in italics above.

Making the game board [translator's guide]: There are two ways of making this map: one is to cut up a copy of ‘The Castle’ map so as to add the relevant parts of the Lower Courtyard to the Upper Courtyard; the other, explained below, is to make a series of vertical and diagonal cuts so that parts of the one map will lie on top of the other. The second method allows both maps to be used normally in other scenarios, since there will be no pieces cut out of them and the cut edges can either lie flat or be taped together.

Most cuts can be made in a straight line, either diagonally across the centre of one hex and along the border of the next two, or vertically down the centre of a column of hexes. Some cuts, however, must follow the line of the circular tower walls. You can practice with copies of the tactical plan on the Siege Record Sheet. Aligning the two maps will give a “moat” which forms a straight line on each side past both parts of the castle.

The second (bottom) Castle map showing the Upper Courtyard is cut in the following manner: 
1	Start a diagonal cut from H1/I1 toF4/G4, then round the tower to D5, then across to C5 and straight down to the end of C9 (stopping before C10) keeping outside the moat edges.
2	Start a diagonal cut from top left of Q1/R1 to R4/S3, then round the tower to V4 (keeping close in so as to allow the gateway spur in 1E7 to connect to the tower wall in U4), then across to W4 and down to the end of W9 (stopping before W10) keeping outside the moat edges. 

Four additional terrain features are added: a narrow wooden staircase (e.g. the one from L7), the doorway and spiral stair from the North Gatetower (hexes F6 and G6), and a section of flat terrain (about 7 x 3 hexes) to cover the unwanted Map 1 keep hexes in the lower courtyard. Markers may also be used to show the continuing line of the cliff edge at the front of the castle. All the markers can be provided by photocopies and double-sided tape to avoid cutting out from a map. Although the instructions are slightly unclear, it seems that the wooden staircase should replace the arrowslit of the North Gatetower in 2F5, so connecting the tower to the lower rampart in 1T7 and changing the arrowslit hex into a normal tower hex. The doorway would replace the arrowslit () of the Round Tower in 2T4, with entrance only from 1G7 where flat terrain replaces the moat hex in 2S3. The spiral stair would go in the middle of the tower in hex 2T5 but rising two levels and emerging facing 2U5; this stairway should only cost the normal 2 MPs to enter (since the secret passage spiral stairs in The Templars Castle cover 4 levels at one end and 6 at the other but still cost only 2 MPs).

The cliffs: The sketch plan shows an open area to the front of the castle at the same elevation level as the “moat”. The simplest way to represent this is to treat the cliffs as continuations of the “moat” (i.e. straight lines in columns C and W). However, the sketch shows some variation in the width of the plateau in front. A narrowing at front right makes access to the castle gateway more difficult by having to cross in front of the South Gatetower, but access to Wall A at the left is less difficult as the plateau is 2 hexes wide around the Owl Tower. Blank markers or copies of moat edges should be placed to show the continuing cliff edge. No changes are needed at the back and sides of the castle.

3.	THE SIEGE OF BEAUCAIRE 1216 (Le siège de Beaucaire)

Scenario by Philippe Gaillard for “Siege”, “Cry Havoc”, “Croisades” and “The Fortified Medieval Town”, plus extra ‘Crossroads’ and ‘Village’ maps, published in Claymore #4.

Originally this scenario was written as the third of a sequence of four independent scenarios from the Albigensian Crusade in Claymore #4. The supplementary scenarios set during that Crusade against the Cathars can be found in the following sets of scenario translations:
1.	The Ambush 1210 (Claymore #4): Siege scenarios.
2.	The Battle of Muret 1213 (Claymore #4): Tournament scenarios.
3.	The Siege of Beaucaire 1216 (Claymore #4): Siege campaign scenarios. 
4.	The Downfall of the Lions 1218 (Claymore #8): Town scenarios.
5.	Death to the Cathars! 1240 (Casus Belli #34): Siege campaign scenarios.
6.	The Siege of Montségur 1243-1244 (Claymore #4): Siege campaign scenarios.
7.	The Conquest 1209-1214 (Claymore #4): Strategic campaign (#1) – uses special campaign map of South-Western France.

Background: 1215 – At the Lateran Council the Pope gave the lands of Raymond IV of Toulouse to the leader of the crusade, Simon de Montfort. The Count of Toulouse and his son returned penniless to Provence. Once there, the local barons (of Tarascon, L’Ile, Cavaillon, etc.…) swore allegiance to them,  pledging their swords to their service.

	Raymond then took the road towards Spain for a sort of exile, and advised his son, Raymond “the younger” to start the reconquest of their territories by first of all seizing the town of Beaucaire. The young man managed to capture the town, but the castle remained in the hands of the enemy. In June 1216, Montfort assembled an army to relieve the garrison and besiege the town of Beaucaire. The Cathar besiegers themselves became besieged.

Map layout: 		     3 Village 1 | A2 Town Town C1 | 7 Crossroads 5
		< North     3 Village 1 | A1 Town Town C2 | 7 Crossroads 5 	Plus ‘The Camp’ map.

The two Village maps represent the suburbs of Beaucaire. The two Crossroads maps show the battlefield on which sorties by the Cathars will be resolved.

Initiative: As in the rules for sieges in “Siege”, initiative is determined for each day. Each player rolls 1D10; the besieger adds 4 to the number obtained. The higher number shows who has the initiative.  

If the Crusader player has the initiative, choice can be made between:

-	Building siege engines (see rules in “Croisades”).

-	Battering (see “Croisades” and rules for the “Fortified Medieval Town Extension Set”).

-	Assault (only against the Town maps).
During an assault, both sides can use all of their men, including the citadel garrison on the side of the Crusaders. The rules applied are the same as in “Croisades” and “Siege”.

-	Attack on the suburbs (the Village maps and the two ‘Northern’ town maps).
To attack the suburbs of Beaucaire, the Crusader player can use half of his forces. His army enters through sides 3 of the Village maps. The Cathar player first places 30 peasants in the houses, and may add ¼ of his effectives. The remaining troops, in the town, cannot intervene (except for missile-fire). The battle ends if all the Crusaders have left the map, or the Cathars have re-entered the town (through the Lady Gate), or one of the two sides has lost all of its men. The rules for panic and rout are applied.

Victory for the Crusader player and evacuation of the suburbs by the Cathars will end the “automatic” resupply of the Cathar player. At the end of this turn, a deduction from 1000 supply points will start, at the rate of 1 point per man or animal per day. Peasants surviving the attack on the suburbs are added to the Cathar army.

If he is defeated, the Crusader player can make a fresh attack once he has the initiative again. For a second attack (or third, etc.…), the Cathar can only place peasants that survived the first attempt, but can always add ¼ of his men. 

If he has the initiative, the Cathar player can:

-	Attempt a sortie for supplies (only if the Crusader occupies the suburbs): see the rules in “Croisades”. The Cathar has 6 mules and 2 carts available for use.

-	Attempt a sortie for wood for building: In order to attack the citadel and to defend the town, the Cathar must build equipment. The sortie to gather materials takes place at first just like a sortie for supplies with only 2 carts (which are additional to those used for supplies).

-	Build siege engines (see rules in “Croisades”).

-	Sortie against the camp (see rules in “Croisades”).

-	Assault the citadel.
If the Cathar player decides to attack the citadel, the Crusader player can immediately respond with an attack against the town with all his troops.

-	Sortie by the knights: During the siege of Beaucaire several bloody confrontations between the knights took place at the foot of the ramparts. Sorties by the knights represent these combats.
Each side can engage all of his living knights. The battle takes place on the Crossroads maps. The Cathars enter through sides 7, the Crusaders from the opposite side. The battle will stop as soon as one side decides to beat a retreat, and all the knights of one side have left the maps. 

If, after a ‘sortie by the knights’ (or at any other time during the game), all the knights from one side are dead, the other side wins a decisive victory. 

[Note: See the translations of ‘Croisades Strategic Rules’ and ‘Siege Extension Rules’ for the amendments to the rules for “Siege” referred to above.] 

The sides

The Crusaders: The player has 300 points for the garrison holding out in the citadel (knights and sergeants must be purchased on foot), and 1500 points including King Philip II (representing Montfort) for the army besieging the town. Equipment consists of 6 ladders and 1 mangonel.

The Cathars: The player has 1200 points including Sir Raymond to make up his army (remember that the peasants in the suburbs do not have to be purchased).

Note: Longbowmen cannot be purchased for this scenario. [As a suggestion, based loosely on other scenarios for this era, the Cathar player may not purchase Templar or armoured shortbowman characters from “Croisades”.]

Misuse of knights is not recommended…

Victory conditions
Capture of the town in less than 30 days: Decisive Crusader Victory.
Capture of the town in less than 45 days: Important Crusader Victory.
Capture of the town but the citadel garrison has been massacred: Substantial Crusader Victory.
Control of the town (without the citadel) after 45 days: Substantial Cathar Victory.
Control of the town and the citadel: Decisive Cathar Victory.

Remember: Death of all the knights of one side causes an automatic decisive victory for the enemy.

Epilogue: In August 1216, Montfort had been unable to relieve the castle and was conscious of revolt building up among the Toulousians, so he raised the siege and abandoned Beaucaire to Raymond the Younger.

4.	THE SIEGE OF MONTSEGUR 1243-1244 (Le siège de Montségur)

Scenario by Philippe Gaillard for “Siege”, “Cry Havoc” and “Croisades”, plus ‘The Forest’ map and the ‘Montségur’ special supplementary map published in Claymore #4. The ‘Montségur’ map is described in detail with a diagram below. This scenario was written as the fourth of a sequence of four independent scenarios from the Albigensian Crusade in Claymore #4.

Background: 1243: a buzzing of bees. The air was perfumed with the smell of new-mown hay and ripe fruit. 1244: a shrieking of woe. An acrid smoke hung over the valley. Between these times: a siege, many dead and “perfect” martyrs.

Map layout:	    GROUP 1  
			11 The Forest  9
			 3  Montségur  1
		GROUP 2               GROUP 3

See the notes at the end of this scenario for details of the ‘Montségur’ map and the special terrain and rules applying to that map.

The sides:
The Crusaders – 1300 points divided at the player’s choice between the 3 groups of besiegers.

The Cathars – 300 points for the garrison, plus 20 peasants (from “Cry Havoc” and “Siege”), and 5 civilians and 4 chaplains (from “Croisades”) to represent the “civilian” Cathars and the religious background. The garrison has 6 barrels of oil. (Note: Because the map is so small the small Cathar stone-thrower which ceaselessly “sprinkled” the Crusaders has been omitted.) 

NOTE: Both sides can choose dismounted knights. 

Special rules: 
(1) 	The rules of “Siege” are applied with the following restrictions -
-	The Crusader player can only build mangonels, trebuchets, ladders and screens.
-	In order to batter the walls the Crusader must bring the material close to the castle (i.e. onto the maps). There are only two locations from which battering can be attempted:
		The clearing called “The Glade” on ‘The Forest’ map
		The flat terrain hexes by the barbican on the ‘Montségur’ map.

(2)	Crusader groups: Each Crusader group has a special task and a location in which it is to be carried out. 
-	Group 1 has the tasks of controlling the Forest map, battering, and guarding the siege engines.
-	Group 2 has the task of taking the defensive wall.
-	Group 3 has the tasks of seizing the barbican and protecting any siege engines built there.

During assaults only, the 3 groups can combine their efforts. During sorties against the siege engines, the Crusader player cannot reinforce one group with any men from another group. 
At the end of each day, the Crusader can, on the other hand, transfer characters from one group to another. There must be at least one knight in each group.

(3)	Sortie against the siege engines: If the Cathars obtain the initiative, they can attack the enemy engines and their guards. The Cathar player can send out half of his men while the Crusader can defend with half of the men of the group attacked. 
(4)	Supply: Supply is automatic.

(5)	Building siege engines: (See “Siege”). Building can start as soon as the Cathars have been expelled from the battering locations.

(6)	Battering: The Crusader player can only batter those battlements that face his siege engines (a maximum of two sides of the castle).

Starting positions and beginning the action: The Cathars are placed on either or both maps (at the choice of the player). Groups can try to control the places that allow the siege engines to be brought into action.

This first day ends when all the defenders are in the castle and/or in the barbican, or when all the “commanders” (knights and sergeants) are dead, or when all the besiegers have left the map.

From the beginning of the second day, the siege takes place as per the usual rules.

Victory conditions
-	The Crusaders can only win if they capture the castle within 45 days.
-	The Cathars win if they stop the Crusaders or kill all the Crusader knights.

Optional rule: Cathar gold.
The Cathar player has a treasure, which he must sneak out of the castle under cover of a “sortie against the siege engines”. The Cathar notes (in secret) the name of the messenger, and must attempt to exit him from the map (through side 12 of ‘The Forest’ or through any free side of ‘Montségur’). 

If the treasure-carrier escapes, he cannot return to the game but the Crusader must now capture the castle within 35 days (due to the arrival of reinforcements paid for with the gold of the treasure). If the messenger is killed and the treasure captured, the Crusader receives 150 points worth of reinforcements. 

Detailed rules for the ‘Montségur’ map

Special terrain effects:

Terrain type	Movement cost foot/horse	Cover	Combat effect	
Rough ground 	4	Impassable	Light	-	
Cliff	Impassable	Impassable	None	Impossible	

NOTE
Rough ground was actually called “rocks” (rochers) in the French rules for this map, but has been renamed to distinguish it from the “rock” terrain type on ‘The Coast’ map from “Viking Raiders”. “Rough ground” on this map is most like scrub with extra movement cost, whereas “rock” on ‘The Coast’ map is more like rubble with extra movement cost. 

Battlements: There must be 6 results of ‘D’ on the battering table to destroy each of the 4 battlement hexes on the side facing the barbican.
Diagram of the ‘Montségur’ map published in Claymore #4

				< Side A					Side C >
						           Side B
		A	B	C	D	E	F	G	H	I	J	K	L	M	N	O	P	Q	R	S	T	U	V	W	X	Y		
1
   1
2
   2
3
   3
4
   4
5
   5
6
   6
7
   7
8
   8
9
   9
10
   10
11
   11
12
   12
13
   13
14
   14
15
   15
16
   16
17	c
-
c
-
c
-
c
-
c
-
c
-
c
-
r
-
r
-
r
-
r
-
t
-
r
-
r
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t
-
r
-
r	-
c
-
c
-
c
-
c
-
c
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c
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r
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r
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r
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r
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s
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r
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r
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t
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b
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r
-	r
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c
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c
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c
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k
-
A
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r
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r
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r
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r
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r
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s
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s
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s
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r
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r
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s	-
r
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c
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k
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k
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k
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A
-

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r
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r
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r
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r
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b
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r
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b
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s
-	r
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-

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k
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k
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k
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T
-

-
s
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r
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r
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r
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r
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b
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b
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r	-
t
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A
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k
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k
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A
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s
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Y
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k
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k
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d
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k
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K
-

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s
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r
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b
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r	-
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A
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k
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B
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r
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r
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s
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D
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r
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k
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-

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B
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s
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b
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D
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r
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r	-
t
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s
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B
-

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-

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G
-

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s
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s
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D
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r
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B
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-

-

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B
-

-

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b
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D
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r
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r
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r	-
r
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B
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h
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-

-

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B
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s
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s
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r
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t
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r
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-

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B
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r
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r
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r
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s
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r
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-

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B
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r
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r
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r
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G
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b	-
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-

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B
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r
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c
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c
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t
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B
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-	t
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B
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w
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e
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B
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c
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c
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c
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c
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c	-
r
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B
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B
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B
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B
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c
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-	t
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s
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s
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c
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c
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c
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c
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c
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c
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c	-
t
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r
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r
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c
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c
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c
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c
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c
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r
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r
-	t
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s
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-

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s
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r
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r
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r
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r
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b
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r	-
t
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t
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r
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s
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s
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-

-

-
H
-
s
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r
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r
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r
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c
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r
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c
-	t
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t
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t
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r
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s
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-

-

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c
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c
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c
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c
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c
-
c
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c	
						           Side D

Abbreviations: Blank = flat; b = scrub (bushes); t = tree; s = slope; r = rough ground; c = cliff.  B = Battlement (stone rampart – no link to keep, cannot be burned); G = Gateway with battlement above; k = Keep hex (with no arrowslit or battlement); d = Keep doorway; K = Keep battlement.  = Narrow stone stairways (starting at bottom and pointing to top);  = Wooden keep stairway; = Tower staircase (enclosed stone spiral stair); T = Tower hex with no arrow-slit (tower also has 3 arrow-slit hexes); A= Arrow slits aiming at 2 exterior hexes;  = Arrow slit aiming at 1 exterior hex. D = Flat terrain with defensive wall (wall hex-sides run from G12/G13 to J14/K13); Y = 1-hex house with 2 windows outside castle walls (door F2/F3); h = house hex without window within castle walls; w = well (covered, with entrance through adjacent covered entry hex); e = covered entry to well-house (door T9/S9); H = house (barbican) hex without window outside castle walls (door X9/W8);  = house hex with window and door, showing exit hex of window (doors inside walls at L8/L9 and P8/Q8);  = house hex with window showing exit hex of window.

Notes on ‘Montségur’ map

This map and its new terrain types were designed by Philippe Gaillard for a siege campaign scenario published in Claymore #4. It has not been used in any subsequent supplementary scenarios.

Orientation: Letters have been added to identify sides as on ‘The Castle’ map – the original map had none. The scenario identifies the 1-hex building in F2 as being a house, the wall G13-J14 as a defensive wall and the 3-hex building entered in X9 as a barbican.

Levels of elevation: The map has not been designed with a clear distinction between levels of elevation outside the castle walls. However, as there are three rows of slope hexes (or gentle slopes as equivalent) in most directions, it seems reasonable to treat the castle as being at level 3, in which case the ramparts and keep are at level 4, and the tower at level 5. Outside the castle walls, the 1-hex house in F2 plus the ridge of flat terrain from D2 to H4, the 3-hex barbican and the 4-hex defensive wall would all be at level 2. [It is suggested that the keep walls will be difficult to climb if battered down, due to their great height (2+ levels). A move cost of 4 MPs is proposed as the cost to enter such a steeply sloping rubble hex (on the basis of +2 MPs for each level of elevation above 1).]

Thickness of walls: The rules attached to this map make no reference to penalties being added to the battering die roll for thicker walls, but do state that the walls on side 1 (U6-U9) are tough as they need 6 hits (2 hits more than the normal 4) before collapsing. Battering is only possible from sides 1 and 2 in this scenario. Hex-side building walls (as opposed to whole-hex castle walls) will only require one ‘D’ result (applied to villages in the Albigensian Crusade campaign also published in Claymore #4). Rules on thickness may be implied from both the general and the extension rules for ‘Siege’: it is also suggested that the keep walls should have a penalty of –2 on the battering die roll.

Keep entrance: The keep stairway is the only wooden element on the map. Suggested that this stairway can be raised from the keep doorway hex to prevent access from the courtyard.

Garrison: Note that the separate strategic campaign scenario on the Albigensian Crusade (also published in Claymore #4) treats the castle of Montségur as being equivalent to a ‘baronial castle’, so it is represented for the purposes of that strategic campaign by the Templars Castle map set. Players wishing to use this map in other scenarios may use the normal garrison for a baronial castle (as per the rules in “Croisades”), or the specific garrison used in the “Siege of Montségur” scenario.

Comparative table of garrisons for different types of stronghold

Type of stronghold	Garrison	Supply points	Mules + carts	Barrels of oil	Ballistas defending	
	Soldiers	Peasants/Civilians					
Border castle	100 points	  9 (C)	350	4 + 0	  6	0	
Baronial castle	150 points	15 (CH)	500	6 + 0	  8	0	
Medium town	210 points	24 (C+CH)	700	6 + 1	10	1	
Important town	300 points	34 (C+CH+S)	950	6 + 2	12	2	
Village	180 points	22 	Automatic	-	-	0	
Montségur (scenario)	300 points	25 (CH+S)
+ 4 clergy (C)	Automatic	-	6	0	
El Kahf (scenario)	340 points	(included with soldiers)	6 months	-	12	0	

5.	FOLLY TOWERS (Les tours de la Buse)
Campaign using ‘Cry Havoc’ and ‘Siege’ consisting of three scenarios for 2 players by Denis Sauvage, published in Graal #10, October 1988. The first two scenarios are tactical, and survivors of those encounters join the sides involved in the siege of the castle in the third scenario. Translation into English by Bob Gingell. [The French word “buse” can be translated as ‘blockhead’, so the translation of the castle name was inspired by this meaning; the alternative would have been ‘the Towers of Buse’.] 

>>>>> 2 >>> 3 Folly Towers
	         ^			Great ^ Woods
	          1	
          ^

The campaign scenarios:		Sketch map of the Duchy
1.	The Ambush	
2.	The Skirmish	
3.	The Siege 		

Background:
On the death of Lord Romvald, Duke of the little Duchy of Follerie*, his eldest son Gilbert secured his succession. The new Lord, as generous as his predecessor, would allow the Duchy to continue to prosper. But, before that abundant happiness and with flagrant unfairness, Gilbert’s younger brothers Clugney and Richard decided to strike hard. At the head of their armies they hoped to dislodge their infamous brother from the formidable castle of Folly Towers.  [* This was originally called the Duchy of ‘Busière’.]  

Sequence of the scenarios:
During the first day of the invasion of the Duchy each of the two armies try to confront Gilbert’s troops, as shown on the map. After these preliminary combats the siege of Folly Towers will start on the second day of the invasion. 

5.1	THE AMBUSH
Richard’s troops fall into an ambush in the shadow of the Great Woods.

Map layout:		| 7  The Crossroads  5 | 10    The Forest    12 |

The sides:
Richards troops – Mounted knights: Richard, Piers, Gaston, Mortimer, James; Sergeant: Pugh; 
Longbowman: Dylan; Spearmen: Arnold, Odo, Crispin; Billmen: Robin, Rees, Shaun; 
Halberdiers: Tom, Ben; Crossbowmen: Codemar, Forester, Bertrand.

Gilbert’s troops – Sergeant: A’Wood; Shortbowmen: Engerrand, Aylward; Longbowman: Owen;
Spearmen: Stori, Hal; Crossbowmen: Nicolas, Edric.

Starting positions: 
1)	Gilbert’s troops are placed first on ‘The Forest’ map. They must be placed in tree hexes. 
2)	On Turn 1 Richard’s troops enter through Side 7 with the knights first and infantry behind. They must move towards the forest using their full movement; they cannot shoot.
3)	Richard’s troops move first.

Special rules:
1)	Gilbert’s troops can leave the map through Sides 9, 11 and 12 at any time during the game. The survivors, whether wounded or not, will appear in the siege of Folly Towers if, and only if, they have left through those map edges. 
2)	Richard’s troops can leave the map through Side 12 at any time during the game. The survivors, whether wounded or not, will appear in the siege of Folly Towers if, and only if, they have left through that map edge. 
3)	Use the rules for “panic”, “ammunition limitations” and “exchanging ammunition”.

5.2	THE SKIRMISH
To give the peasants of Tarbes time to join him at Folly Towers, Gilbert decides to delay Clugney’s advance by all possible means.

Map layout:		| 7  The Crossroads  5 |

The sides:
Clugney’s troops – Mounted knights: Clugney, Roger, Clarence, Peter, Gunter; Sergeant: Martin;
Longbowman: Gwyn; Spearmen: Gareth, Brendan, Bryn; Billmen: Jean, Godric, Tybalt; Halberdiers: Bors, Fursa, Wynken, Naymes, Otto, Frederick; Crossbowmen: Alric, Gawain, Jacques, Arbalister. 

Gilbert’s troops – Mounted knights: Gilbert, Roland, Conrad, Alain, William, Thomas; 
Sergeant: Morgen; Longbowmen: Idris, Aylwin; Spearmen: Aki, Wat, Perkin; Billmen: Cliff, Guy; 
Halberdiers: Geoffrey, Watkin, Hubert, Evans; Crossbowmen: Denys, Gilles.

Starting positions:
1)	Gilbert’s troops are placed first, anywhere on the map.
2)	On Turn 1 Clugney’s troops enter through Side 6: all types of action are allowed.
3)	 Clugney’s troops move first.

Special rules: 
1)	Gilbert’s troops can leave the map through Side 8 after Turn 5. The survivors, whether wounded or not, will appear in the siege of Folly Towers if, and only if, they have left through that map edge. 
2)	Clugney’s troops can leave the map through Side 8 at any time during the game. The survivors, whether wounded or not, will appear in the siege of Folly Towers under the same conditions as above [i.e. if, and only if, they have left through that map edge]. 

5.3	THE SIEGE
Following the combats of the previous day, the armies of the twins are now in front of Folly Towers. On the second day of the invasion, reinforcements and siege engines arrived to aid the attackers. On the third day, the siege started.

Map layout:			| 2  The Village  4 | | E   The Castle  G |

The sides:
The troops of the twins – Survivors of the ambush and skirmish, whether wounded or not, plus the second day reinforcements; 
Mounted knights: Lacy, Wulfric, Fitzwaren, Hughs; Sergeant: Llewellyn; Shortbowmen: Fletcher, Mathias, Bowyer; Engineers: Baldric, Jones; Crossbowmen: Francisco, Gaston; Spearmen: Bertin, Hayden, Mark; Peasants: Will’m, Cedric, Gam, Giles, Geoffry, Harry, David, Roger, Jasper, Ivor, Radult, Wulf, Smith; Siege engines: 1 Siege tower, 1 battering ram, 3 mangonels, 2 trebuchets, 1 balista.

Gilbert’s troops - Survivors of the ambush and skirmish, whether wounded or not, plus the garrison of the castle and the peasants from Tarbes;
Mounted knights: Jacques, John; Sergeant: Tyler; Shortbowman: Chretien; Longbowman: Myrlin; Spearmen: Ben, Mordred; Crossbowmen: Emlyn, Jacopa; Peasants: Carpenter, Morris, Gobin, Farmer, Mathew, Baker, Salter; Equipment: 7 barrels of oil.

Starting positions:
1)	The besiegers place “rubble” markers following their earlier shots. They also place 12 “filled moat” markers wherever they wish.
2)	The defenders then place their troops in the castle where they wish: the knights can be mounted or on foot; the horses must be in the castle courtyard.
3) 	The besiegers place equipment and troops where they wish including on ‘The Village’ map. If they wish to use one or more ballistas, the besieger must place those on ‘The Village’ map.
4)	At any time the besiegers can enter troops through sides F, G and H of ‘The Castle’ map.
5) 	The besiegers move first.

Special rules:
1)	Daily sequence of action: At the start of each day the besieger decides if he will move to an assault or continue to bombard the castle walls. The defender cannot mount a sortie because the besiegers’ camp is too well defended.
2)	From the 22nd day of siege (not of invasion) the garrison of Folly Towers is on half rations. All their attacks are made at –1 to the column on the Combat Results Table (CRT) except for missile-fire [and oil] which is not affected (e.g. 8:1 becomes 7:1)
3)	The rules on “healing” are used to heal those wounded from the combats of the first two scenarios and from earlier assaults.
4)	Every week the besieger can build siege engines. His choice must be made at the beginning of the week. He can build either 1 trebuchet, or 1 mangonel, or 1 siege tower, or 1 battering ram , or one ballista, or 6 ladders or 3 screens.
5)	Use the rules for “panic”, “ammunition limitations” and “exchanging ammunition”.

Victory conditions:
Folly Towers must be controlled by the besiegers before the 33rd day of the invasion (not day of siege), as their camp would then be attacked by an army of rescue gathered by Gilbert’s uncle. [This gives 30 days of siege. See table below for position of events over time.]

Table of events	
Day of invasion	Event	
1	Invasion starts; the Ambush and the Skirmish scenarios take place	
2	Reinforcements and preparation of siege	
3	Siege starts; besieger chooses first build of siege engines	
10	Besieger chooses second build	
11	First build completed and ready to use	
17	Besieger chooses third build	
18	Second build completed	
24	Besieger chooses fourth build	
25	Garrison on half rations; third build completed	
32	Final day of siege; fourth build completed	

Version 1.0 June 2000; Version 1.1 August 2001 amended Section 2 (improved map notation and notes for El Kahf) and Section 4 (spelling corrections and alteration of notation of sides for ‘Montségur’ map).Version 1.2 added campaign 5 from Graal magazine.

RDG: Siege campaign scenarios, version 1.2 October 2005