| Granada:
The Fall of Moslem Spain
Second Edition Preview
and New
Siege Rules
By Doug McNair
June 2010
Our downloadable version of Granada:
The Fall of Moslem Spain comes
with a completely revised Second Edition
rulebook, developed by me.
When Granada was
originally published back in 2003, prevailing
wisdom had it that the case system of rules
organization might be intimidating to non-wargamers,
and games intended to bring new people into
the hobby shouldn’t have it. I disagree.
A vital part of an enjoyable wargaming experience
is the ability to find rules quickly and
easily, and Lord knows it’s a lot easier
for me to answer online questions by replying “Yes
or No — see rule XX.XX.” So when
I wrote the Second Edition rules to Granada I reinstituted the case system, organizing
everything nicely and breaking-out subsections
so they’re easier to find.
In the process I expanded and refined the
sequence of play and the combat sequence,
adding more phases so that events which don’t
necessarily happen every turn or in every
battle still get taken care of in the proper
order. I also revised the rules for Leaders
so that it’s clearer who is under which
Leader’s command at all times, with
the timing of unit-transfer between leaders
or away from Leaders being better defined.
That plus some extra rules I added make
Granada Second Edition a much smoother-playing
and enjoyable experience.
Inevitably when you’re redeveloping
a game, you come up with ideas for new rules
that look and feel good but which you don’t
have enough time to playtest thoroughly by
your deadline. It’s best to treat these
as variant rules so that players can try
them out and use them or not as they see
fit. Below is one such rule. Enjoy!
Sieges (16.0)
When using this rule, add two Siege Phases
to the Winter Lull sequence (5.2), as
follows:
Winter Lull Sequence: Siege Variant
A. Spanish Siege Phase
B. Spanish Withdrawal Phase
C. Moorish Siege Phase
D. Moorish Withdrawal Phase
E. Castle Control Phase
F. Spanish Reinforcements Phase
G. Moorish Reinforcements Phase
H. Captured Leader Phase
I. Year End Phase
During the Spanish Siege Phase, the Spanish
player can try to make Moorish-controlled
castles surrender. During the Moorish Siege
Phase, the Moorish player can try to make
Spanish-controlled castles surrender. Players
force a castle to surrender by making a successful
roll against that castle on the Castle Surrender
Table (16.2).
16.1 Siege Eligibility
In order to be eligible to roll on the
Castle Surrender Table against a given enemy-controlled
castle, all of the following must apply:
- A player must have one or more units
in the same area as the enemy-controlled
castle during his Siege Phase.
- The total number of units the player
has in the area with the castle
must equal or exceed the total number
of enemy units inside the castle.
- At least one of the units the player
has in the area with the enemy
castle he wants to besiege must be an Infantry
unit.
16.2 Procedure
To make a surrender dieroll against an
eligible castle (16.1), a player adds up
the number of units (of all types) he has
in the castle’s
area and then subtracts the number of
enemy units inside the castle. The difference
equals the player’s Siege Strength.
He then cross-indexes his siege strength
with the garrison strength (11.2) of
the castle the on the table below, and
rolls one die. Roll for each castle separately,
adding a +1 bonus to the dieroll for
each siege gun the besieging player has
in the area with the castle (Spanish
player only since the Moorish player
has no siege guns). On a natural or modified
dieroll result that is greater than or
equal to the number shown on the table,
the castle surrenders (16.3).
CASTLE SURRENDER TABLE |
Siege Strength of
Besieging Forces |
Garrison Strength of Besieged
Castle (11.2) |
2 |
3 |
4 |
| 0 |
8+ |
9+ |
10+ |
| 1 |
7+ |
8+ |
9+ |
| 2–3 |
6+ |
7+ |
8+ |
| 4+ |
5+ |
6+ |
7+ |
If the dieroll
is less than the number on the table, the
castle does not surrender and the besieging
forces must withdraw from the castle’s area during the besieging
player’s subsequent Withdrawal Phase
(13.1).
Example: During
the Spanish Siege Phase, the Spanish player
has two cavalry, one infantry and one siege
gun unit in the same area with the Moorish-controlled
castle of Granada. There are two Moorish
units inside the castle plus Leader Amir
Ali. The Spanish player’s
total Siege Strength in the area is 4 – 2
= 2. He cross-indexes his siege strength
of 2 with Granada’s garrison strength
of 4, and determines that he needs to roll
a modified 8 or more on one die to make the
castle surrender. He rolls one die and adds
a +1 modifier to his roll because he has
a siege gun in the area. He rolls a 6 + 1
= 7, and Granada does not surrender. He must
therefore withdraw his units from Granada’s
area in the Spanish Withdrawal Phase.
16.3 Surrender
If a castle surrenders, all enemy units
inside the castle are eliminated (they go
back in the pool of unused units normally),
all enemy leaders inside the castle are
captured by the besieging player (7.62),
and the castle immediately comes under
the control of the besieging player (11.6).
This piece originally appeared in November
2008.
Granada is available now
at a great price — just download, print
and play! |