We can now go back to my list of things you need to do to set up a siege game.
8. Calculate the powder requirements (and reality) for the Garrison and the Besiegers
For the artillery purchased for each army, we need an initial Powder Store for the Garrison (which may be in Tons or Loads, as discussed, a Load being 8 tons, and of course when we say "powder" we include, by implication, all artillery ammunition); the usual arrangement for the Besiegers is that they arrive carrying enough powder for the first 2 weeks (4 turns), and expect to receive a shipment of powder each turn from Turn 5.
This was described in excruciating detail in my previous post.
9. Initialise Event Card Deck
This is quite interesting, I think. The Deck may be tuned to suit the period and the scenario, and brings some welcome colour to the narrative.
At the end of the Housekeeping phase of each army’s turn, the active player draws an Event Card. The Card deck uses 2 identical packs of playing cards, each having 2 jokers. To prepare the deck, before the game, remove all the court cards (J,Q,K), the Aces and 2s. Then combine the packs, and add back any of the removed cards which will be in use as Event Cards (note that there will be 2 of some of them). Leave all 4 jokers in the deck; any card not listed means no event this turn. Shuffle this very well - the success of the game pretty much hangs on the quality of the shuffle (no pressure then).
Some of the cards apply only to the side which draws them, some to the enemy, some to everyone; there is a mixture of positive and negative outcomes.
It is worthwhile to include a couple of “Scenario Specials” for a given game, which involve actual historical events or what-ifs. Here's an example [The Specials included here are from my ECW Siege of Liverpool game in 2024.]


Superb work on this, and following with interest as I have a certain 1689 siege game in mind for this year. Have you seen 'Vauban's Wars' (link below) by the way - it had been my plan to use, and seems to cover a lot of ground.
ReplyDeletehttps://www.piquetwargames.com/product-page/vauban-s-wars-1
Thanks for this, Your Grace - yes, I have Vauban's Wars here - some of the ideas here are not unlike those in VW. It was my detailed study of VW that convinced me to write my own...
DeleteI hope you are in excellent form - Zounds if we are not expecting another storm here tonight. Much battening of hatches will commence once my staff return from the market.
All the numbers in your previous post made my brain hurt which meant I couldn't comment before your current post. Agreed that there should be some chance element in digging trenches and saps. The chance cards also add some variety. Duffy says that after the 1740s the 'belief took root that once a fortress came under siege the date of its fall could be predicted to within a matter of days'. The examples in his books seem to suggest that this belief was misplaced. Altogether you are producing a great deal of thought-provoking, interesting material.
ReplyDeleteHi Jim - since part of my motivation is to cock a snoot at (amongst other unbelievers) Bruce Quarrie, it behoves me to make sure that my own numbers have some merit!
DeleteThe estimates for how long a siege would last seem to have been at least a little self-fulfilling, since in most instances the garrison timed their surrender according to what it said in Vauban's book.
Thank you for the supportive comment. I had intended to dig the toys out for a siege when I've got through the Notes, but there is a surprise change of plan, since the Dining Room is likely to be storing some extra furniture for a few weeks! Not to worry - all under control...