Andrew, Jim and I met for another playtest of the Fantastic Battles siege rules this week. The changes implimented as a result of the earlier testing (compressing the attrition into a modified mishaps roll and focusing on the assault itself) have certainly cleaned the game up a lot and led to a much more dynamic experience. The game saw just over 1,000 points of ratfolk besieging just over 500 points of goblins. The goblins bought various siege strategies to aid in their defence, and the rats built siege machines, a mine, and paid off a traitor to open one of the fort's gates. The traitor, true to his nature, proved treacherous, and failed to unlock the side gate to the fort, and the mine was equally poor, meaning that the left flank of the fort was still secure at the start of the assault. However, two turns of artillery shooting away meant that the gate was blown off its hinges, and the ratfolk giant wheel careened inside, to attack the defenders while the giant rat-god and ar