Sorties

Although many advantages lie with the attackers in a siege, they also labor under a significant disadvantage. While they’re waiting for the garrison to hurry up and starve, or while they’re digging an extensive network of trenches and saps, the attackers are pretty much out in the open, and can’t really go anywhere. The defenders--although they can’t go anywhere either-- are under cover of walls and roofs, and can pick their moment to sally forth and wreak havoc on the besieging forces. A well-timed sortie can have catastrophic effects on lightly-armored troops digging trenches, destroy inadequately-guarded batteries or siege engines, or even punch through the encirclement and go for help.

Sorties can be staged through breaches in the wall, but will more often issue through gates, which take time to open and close (particularly since they are often barred and latched). Opening or closing a large gate (single or double, larger than 20’ across and 10’ high) takes one-half of a turn; opening or closing a small gate or a door takes one-quarter turn. Obviously, there must be at least one figure adjacent to the gate to open or close it. This duration equates directly to a portion of a unit’s movement allowance. Note that additional defensive measures-- like a portcullis or drawbridge--doesn’t add to the time required, since mechanisms exist to open both gate and portcullis simultaneously.)

Assume that a cavalry unit (MV 12”) is within a castle, adjacent to a small gate, and wishes to make a sortie. The unit begins to open the gate at the start of the defenders’ turn. By the time the gate is fully open, one quarter of the turn has elapsed, which means that the unit can only expend three quarters of its movement allowance. In other words, this turn the cavalry unit has an effective movement allowance of 8”.

A gate can’t be opened and closed on the same turn. For example, if a heavy gate is opened during Turn 4, it won’t be completely closed and secure until half-way through the defender’s movement phase of Turn 5. This means that opening a gate to allow a sortie can be a grave risk. The attackers will have one movement phase during which they can pass through the gate or attack its guardians. Remember, too, that the gate has to be opened again to allow the troops back into the castle . . .

Units must start a sortie with a frontage small enough to let them pass through the gate. Once through, they are free to change their frontage (standard costs apply, of course). Units can charge through a gate; however, their total movement allowance is decreased by one-half or one-quarter to represent the time taken to open the gate. Rules for minimum charge distance are still in effect.

If a unit engaged in a sortie is forced to retreat, it can retreat through an open gate back into a castle. If the gate isn’t open at the beginning of the unit’s retreat, however, the unit is eliminated.


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