Thursday, 26 March 2026

Siege Notes: (2) Terrain and Scenery for Sieges

I'm going to move on now to the rather scary issue of siege scenery. A few people I've spoken to in the past are put off sieges by the need for lots of special terrain pieces; this is understandable, I think. 

Because I have always had a thing about sieges, I have been quietly collecting bits and pieces for years - in fact I have probably put more effort into this aspect than I could justify in terms of the amount of playing time I have had from them to date. It's a personal thing; sieges with miniatures are interesting, and just occasionally they can get quite exciting, but for me the visual spectacle is a very big part of the attraction, along with the developing narrative. Overall I am very keen on having these games look as good as possible.

In some ways - especially for the more formal Vauban-type games - my sieges are limited by the kit I have available - I'll come back to this. 

ECW Sieges

I've mentioned it before, but of the three periods for which I've attempted sieges, the ECW is least daunting (because the weapons, the fortifications and the tactics were simpler, and many of the sieges were fairly small) and often the most fun to play through. Here are some photos, to give an idea of how the terrain contributes.

 
This was my alternative-history version of the Siege of Newcastle (1644), which unfortunately I had to abandon because of Real World inconveniences. This may be just as well, because I couldn't settle on a sensible back-story for the scenario - I still hope to rescue this one! The pictures (this and the next) are here just to show what can be done on a hex table with a historical map and a load of daft buildings. I used to spend hours shopping on the Magister Militum site (sadly missed), and I bought in fortifications by JR, Battleground, numerous others; the houses and churches are a mixture of Hovels resin pieces and ceramic "ornaments" by Tey Potteries and Sulley, heavily matt varnished. The scale is (approx) 15mm throughout, though my soldiers are 20mm. The star-fort in the foreground, which is playing the part of the Shieldfield Sconce, conveniently divides into 2 parts, and will re-appear here and there as demi-lunes, hornworks and so on - can't remember who made this piece, but it has been very useful!

 
Newcastle from the west - the River Tyne is off the table to the right, but not far away. The slips of paper are to help the idiot solo player remember the names of towers and gates 

 
Here's a test game I played in 2017, Covenanters attacking the fictitious town of Middlehampton; observe that it looks broadly the same as Newcastle - must have been a general architectural style of the period. You will also note that the sconce is in play again...

 
I make extensive use of earthworks pieces by Fat Frank - here you see a gun emplacement and some trench sections

 
I record damage to the fortress with stone chips, but it is also useful to have the odd breached version of a wall section. The Scots are about to rush in - nowadays my rules would have had everyone leave their pikes at home, for ease of handling...

 
This is from my Siege of Liverpool, and shows the turf wall which I added to my collection, laid out next to Tithebarn Street. Turf walls are not to be sneered at, they stand up well to roundshot bombardment, but may be damaged by mortars firing shell, and a gang of lads with picks and shovels can spoil things too. Half of the ubiquitous star-fort is present as a hornwork, which in the real siege was also made of turf!

 
This is most of my collection of diggings - much evidence of the works of Fat Frank, and assorted resin pieces from other makers, including (I think) Anyscale. I might mention here that the finest resin fortifications I ever saw were made by Gallia - they were out of production before I started collecting, and I'm not sure they did 15mm - this may not be very helpful, but keep your eyes open!

 
For the true trench enthusiast, here is a tray of Fat Frank's finest - I have mine made without sandbags, just in case they might be anachronistic! This shows why armies dug trenches on site rather than transporting them ready-made...

WSS Sieges

Next in chronological order for me is the WSS. By this period the influence of Vauban was everywhere - he was one of the chief innovators in the design of fortresses, and also (starting with Maastricht in 1673) he had changed the way that sieges were managed. Clearly this is a time of excellence, and I have been keen to give due importance to the sieges of Louis XIV's day.

It would be great to have some flexible construction toy that would allow a satisfying variety of design, yet which was visually up to the demands of the period; this is not possible at present, but I managed to purchase a half Vauban fort (6-bastion layout) in about the right scale. This is still serving me well; I am short of extra Vauban pieces, though I did manage to get some extras 3D printed to size by a friend, and my Vauban forts all tend to be rather similar! The trick then is to avoid having the same siege again and again!

Vauban's fortresses had the walls hidden away behind earth and grassy slopes - let's see them shoot at that. The only way to breach such a wall is if you can see the base of it, so there are few shortcuts - if no-one gives up (though they usually did), the besiegers have to dig their final parallel on the covered way, to get a clear shot at the wall, so these tend to be long games, and can be hard work. There is a lot to be said for beginning a WSS siege with the 2nd Parallel complete, but no gun emplacements constructed yet.

 
An aerial view of my half-fort. This was made by Terrain Warehouse in polyurethane foam, 20 years ago - long out of production now. You can see the moulded glacis pieces sloping away into open country - in this photo the terrepleine and the covered way are brown, the ditch/moat is green. The vertical scale is 15mm (1/100), which visually is OK with the 20/25mm soldiers, but the horizontal scale is important. Especially with Vauban, you cannot muck around with the lengths of the walls - there was a strict design layout. In fact this model doesn't work out badly at all - the distance between the salients of adjacent bastions works out on the model at about 340 paces in my adopted scale, the bastion faces are 95 paces and the length of the curtain wall section between bastions is around 135 paces, which is all just slightly small, but works nicely. The middle of a curtain section is within effective musket range of the bastions at each end, which is as it should be 

 
Because of the difference between the vertical and horizontal scales, the original supplied glacis, lovely though it is, causes problems if anyone wants to stand on it or dig trenches across it, so reluctantly (tearfully) I decided to stop using it, and experimented with flat terrain tiles for the glacis. In fact this works well (some later photos should show the scale-mismatch problem clearly); the new covered way is represented by wooden lolly-sticks, and the stupid contrasting green shade for the glacis plates has now been toned down considerably. Only snag now is that the besieger has to remember that he can't see the walls, nor any enemy soldier in the ditch, until he reaches the covered way!
 
 
Fat Frank pieces can be used to build redoubts and all sorts. The brown felt pieces here are zig-zag forward saps, which usually have some gabions attached when in the open, to remind us all that they are in cover

 
Big guns and small - Imperial artillery getting close to the glacis

 
General view as the siege develops - I intend to spray the puffs of smoke with a touch of grey to make things a little less silly - if I hold off long enough, they may become a bit grubby anyway...

 
Extra picture taken inside the fort during a test siege; you can see a cottonwool puff, indicating that there is a building on fire, and you can also see a moment which passed into folklore, as the town mayor (orange coat) made a speech to cheer up the townspeople, but rolled a 1, which means that his speech was so awful that the citizens' Local Support number actually decreased by 1. Let us just say that he was not asked to repeat this performance, but the town surrendered soon anyway, so maybe no-one ever knew...

 
The two red dice in the lower left corner show that the citizens' Local Support is now down to -1, which is really not very good, and affects the defenders' Resolve score (of which more in future episodes...)

 
Here the heavy guns are massed on the top of the glacis, battering the wall, while lighter field artillery in the 2nd Parallel are using ricochet fire to enfilade the flank of the right-hand bastion (I don't think they hit anything). You can probably make out the pile of damage stones against the wall - not a viable breach yet, but the garrison chose to ask for terms at this stage. Quite right too 
 

Peninsular War

I also fight sieges in the Napoleonic Peninsular War. For the most part, in this theatre the fortresses were basically medieval, patched up with add-ons and earthen banks (fausses brayes) to protect the ancient structures from this newfangled artillery threat. Spain had seen centuries of warfare, but Vauban and his contemporaries had largely passed by unnoticed. Offhand, I can only think of Almeida which looked at all modern. I am sure that the places near the French border were state of the art (Bayonne, Toulouse), but otherwise both the forts and the sieges were surprisingly quick and dirty, and can make entertaining games.

Wellington, for all his success, was always in a desperate hurry, and he took a lot of risks. I am fascinated by Suchet's campaigns against the Spanish in the north east, and - once I have sorted out my Spanish siege train - I will be keen to have a shot at Cartagena, Tarragona and similar. These forts hadn't changed much since the Middle Ages.

 
This is back to the Very Beginning - when Clive Smithers visited in 2008 to have a go with my new fortress toys. The castle is a pleasing mish-mash of different periods, which is good fun. The issue of the unrealistically steep slope of the glacis is very obvious here; though it looks nice, not even Peter Young could stand toy soldiers up on this. Lining the troops up along the top of the walls during a siege also looks nice, but is dumb behaviour from a Health & Safety viewpoint

 
This is a terrain-related solution - I hurriedly painted up some Zvezda French gunners for Clive's visit, and armed them with Newline ships' guns, in an effort to create some garrison artillery units which could sit on the narrow terreplein. Nowadays my big guns are placed on the bastions or in special batteries, but these looked nice as well - maybe a little overdressed for garrison service

 
Clive brought along some Minifigs S-Range artillerymen - with the big hats, they do look a bit hefty on the 15mm-scale walls! We were very excited by the whole experience, but had very little idea what we were doing
 
 
Because we had nothing else, we used rules which were just those bits of Chris Duffy's Sandhurst game which I had managed to understand. We used a large supply of kids' Jenga blocks for trenches - crude, but quite ambitious with 2-sided communications trenches. We included some insane mining rules, and we had miners tunnelling under the walls so fast that it became pointless digging proper parallels - that gave us some entertaining moments, but it rather wrecked the game as a useful test!
 
 
Fast forward some years - this was a solo tester, to try out the new Vauban's Wars rules. These rules gave much food for thought, but I have a lot of hang-ups about some of the Piquet fetishism in the game systems. I decided to mod them quite a bit and have another go. In passing, I might comment here that this was the only siege game I remember in which the defenders won; in the first few turns, the attacking Anglo-Portuguese force maintained such a heavy fire from long ranges (in a fruitless effort to flatten the defending guns before the main attack started) that they ran out of powder, and had to abandon the siege. These are the useful lessons that testing can provide [Duh] 

 
This was the second solo bash using my now-modded version of VW. This Siege of Toro was much more like what I had in mind, and from that point I decided to hang on to some of the ideas, but press on with my own rules

 
As you see, Toro was another messy set up, an old fashioned fortress with some add-ons to protect the old walls. Spot the hornworks. I obviously cleared out the cupboards to stage this one - forts like this give a lot of fun, in the construction and the game. Much of the fortress and its ancient citadel (an ECO castle which was really just added for entertainment value) are sitting on extension boards, off the main table, which is a useful idea. This is the final storm, running under Tactical Rules, hence the blue counters, which are used for activation in the tactical game 

That's about all I wanted to say about terrain for the moment. I am pretty much out of touch with suppliers now - there is a fair amount of 3D printing going on, but be careful - some of the print quality is dreadful, especially from small operations selling on eBay. I am not in a position to tell anyone how to build a fortress, or where to buy the pieces - my intention here is just to show you what I have done about it, what it looks like, and you can form your own opinions on it.

I hope this material is interesting, maybe even useful! In the next post I'll say something about the things you have to assemble, calculate or make up to get a siege started (including my standard health warning that a siege of this type will not dovetail nicely with a map-based campaign, however attractive the idea), and some stuff about where you can place your troops and how you move them around under the Siege Rules. 

8 comments:

  1. Very entertaining Tony. My own siege trenches were made with triangular doweling covered with sandpaper on one side. I also have Anyscale batteries (discovering too late that I had some unused Bellona vac formed pieces). It is a shame about the glacis which looked very good. I accept that repeating the same sieges must be avoided but I think Vauban's Wars help with this for my money. Finally, it is a pity that sieges are hard to fit into campaigns but I feel there should be a way. Steve the Wargamer has had a very interesting (for a rather weird person like me) series of posts on the defences of Portsmouth. Well worth a look.

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    1. Thanks Jim - your DIY siege trenches are exactly the correct way forward, I think. I could never find anything that would quite fit the job - and my DIY skills are not great anyway! I was entranced by the wooden models of Vauban's towns that I saw in Paris when I was a kid, and the wooden dowel approach seems to be the same sort of thing.

      I saw an article with photos about someone who did Vauban sieges with 2mm figures, and he got terrific results making walls and trenches with wooden mouldings from art shops (for picture frames and similar) - I'm not sure what horizontal scale he used, but his buildings were very small, and he could get a fair sized fortress in the middle of a table. I know in my heart that I would have loved to do something like that, but I was committed to fitting in with my existing figure collections. [Not so convinced now - I had to buy in special siege troops such as artillery and engineers, and there is no obvious crossover between sieges and "normal" miniatures games - maybe I should have started over with a separate set of small scale models for sieges!]

      Once I'd bought a Vauban fort (even half of one...) I was pleased to have it, it boosted and encouraged my efforts, but in some ways it constrained me to using the same layout - I was kind of stuck with it!

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  2. Another enjoyable read Tony. I particularly like the last pic of Toro. It looks like the sort of place that sort of place that Sophia Loren would storm.
    I agree that there isn't a convenient way to incorporate a tabletop siege game into a map campaign either, unless your map turns represent quite a long period of time. But I don't see how you come up with a way of handling relief forces without tearing the whole siege apparatus down for a battle. Unless you have another room with another large table! Or have tiny toys like mine.
    I've opted for a highly abstracted approach to sieges for a solo 1740s campaign right now. Each map/siege turn is a week and the odds of the city falling increase with each turn (up to a limit). I'm just about to start my first siege, so that will be a good test of my 'fag packet' rules.

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    1. Hi Chris - if I remember the details of the film correctly, in the Sophia Loren siege you use your cannon to knock the walls down from the top. That's probably correct tactics against the old plastic citadel of Toro.

      You're spot on, to run a map campaign alongside a siege you need time travel - the siege can't ignore how the campaign is going, and vice versa, so you need enough tables and rooms for parallel running - and that ignores the nightmare of a second siege starting concurrently. Fag packet sieges are the only way for campaigns, as you describe.

      Armies of relief are a point of interest. At the start of a siege, the fortress will only have provisions for a limited time, so the scenario will have to set a limit on what the garrison can do - "hold out for 6 weeks (12 turns), when the rain season is expected" - or the possibility of relief may be mentioned. If it is, it has to be a fag packet army of relief. The way I would work this is:
      (1) Have one of the cards in the Event Deck announce that an army of relief is on the way.
      (2) It will not usually be "arriving in 2 weeks", it will be something convoluted like: "at the end of a requisite sequence of D6 rolls - one a turn - which starts now."
      (3) So the requirement might be that the garrison commander rolls a 1, followed by a 2, then a 3 - as widely spaced as necessary - it might never come to fruition".
      (4) If/when it does, the situation will be "the army of relief is within 1 turn" and the siege is over - there is no separate miniatures battle - the besieging force packs up their stuff and prepares to go somewhere else, or fight a battle somewhere on a fag packet, but the siege as we know it is lifted, and you can sort out who won! (This is one reason why the scenario notes have to go into some details about what constitutes a good result for each side...)
      (5) The attackers may continue their siege in the short term if they think they are about to win.

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  3. Your defended town looks superb and I agree about a wargaming inclination away from sieges, though perhaps some campaign settings do at least raise the prospect of possibility and even then, it can be an ‘on map’ representation.

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    1. Hi Norm - thanks - one does one's best.

      Apart from the laborious nature of sieges, there's also the problem that they do not really lend themselves to an exciting, competitive game. I have played an interactive game via Zoom, which went better than you might expect, but there was definitely a collaborative overtone - we were jointly conducting a test, and the matter of whose turn it was mostly was one aspect of testing the procedures. As a straight face-off, I think there is a lot of truth in the Mad Padre's view that a siege is not unlike a slow-motion movie of someone being hit by a bus. Only a masochist, and a fanatical one at that, might be persuaded to command a beleaguered garrison.

      I'm pretty convinced that solo is the way to do this - which itself requires some thinking through how the solo player makes decisions in the light of the pretence that the sides are keeping stuff secret from each other - I believe it can be done...

      I've used "algorithmic" note-pad sieges in a couple of map campaigns, and in both cases I would have much preferred not to have had to, but it worked flawlessly. [Drat]

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  4. More excellent pictures, equalled only, if I may say so, by your friend's ECW photos a couple of weeks ago.

    Reading your thoughts it occurs to me that a solitaire siege wargame is more like a game of patience than a competitive card game. There are various old patience variants with names like 'beleaguered castle' and 'fortress', so others must think the same. Progress at patience seems to consist of improving your success over multiple games until it converges on the percentage of shuffles which 'come out' under the rules of any particular game. Arriving at a game of patience with 50/50 odds of working is presumably straightforward, but developing a nicely balanced game that also 'outputs' a plausible narrative (epecially in the form of convincing photos!) will be something else. I look forward to learning more as the project progresses.

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    1. Thank you. My general approach to tabletop wargames is mostly one of attempting to simulate a piece of fake history - not that I would have like to have seen the original (which would have been beyond appalling), but because I am interested to see how it goes.

      I am by nature a pacifist, but many of the key changes in history involved military conflict. I find it almost impossible to comprehend how human beings did some of the things they did - endured suffering and terror, obeyed orders which meant certain destruction, issued such orders to others, knowing the consequences. Fascinating - how did it happen? how did it go? what can we learn?

      Sieges have been commonplace through the centuries. It is not difficult to imagine the level of outrage they represented. I have been interested in them since as a child I read Erckmann-Chatrian's "Le Blocus", an unsophisticated tale of the siege of Phalsbourg in 1814, from the view of the residents.

      Working at a toy siege on my own is educational, absorbing and horrifying all at the same time. Apart from the size of the task, I think I would choose to keep clear of Saragossa, Magdeburg, Genoa because of the scale of the human disaster!

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