The Art of Siege
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The Art of Siege, subtitled "Four Great Siege Battles", is a collection of four board wargames published by Simulations Publications Inc. (SPI) in 1979 that simulates four famous sieges.
Description[]
The Art of Siege is a "quadrigame" — a set of four games in the same box — that simulate four famous historical sieges:
- Acre (1191): The siege of Acre by Crusader armies under Richard I of England, Philippe I of France, and Guy of Lusignan, King of Jerusalem
- Tyre (322 BC): The amphibious assault on the island fortress of Tyre by Alexander the Great
- Lille (1708): The siege of the French fortress by the Anglo-Dutch forces of the Duke of Marlborough
- Sevastopol (1854–55): The siege of the Russian fortress by the British and French during the Crimean War
Components[]
Each of the four games has its own set of components:
Tyre[]
- 22" x 35" paper hex grid map scaled at 75 m (82 yd) per hex
- 200 ½” back-printed die-cut counters
- rules booklet
Acre[]
- 32" x 35" hex grid map scaled at 50 m (55 yd) per hex
- 200 ½” back-printed die-cut counters
- rules booklet
Lille[]
- 32" x 35" hexless Map
- 200 ½” back-printed die-cut counters
- 100 large counters representing siege works
- reference card
- rules booklet
Sevastopol[]
- 32" x 35" hexless Map
- 200 ½” back-printed die-cut counters
- 100 large counters representing siege works
- reference card
- rules booklet
In addition, a number of components are common to all four games:
- Pre-publication errata sheet
- two small six-sided dice
- plastic counter storage tray with cover
Gameplay[]
Each game has its own unique rules and gameplay.
Tyre[]
Each game turn is one week and is broken down into "impulses". Both armies spend the first few turns preparing for the coming naval assault. The Greek attacker must choose between spending time on a naval bombardment or starting the actual assault.[1] Once the Greeks launch their attack, they have 16 impulses to take both the Agrendium and the Temple of Hercules or they lose the game.[2]
Acre[]
Each game turn represents two days and is broken down into a number of phases, including Planning; Bombardment and Repair; and Assault, Regrouping, and Repair. There are rules for catapults, tunnelling, repairing walls, ladder assaults, and leaders.
If at the end of any Assault phase, ten Crusader units plus one leader occupy hexes within Acre, or if Saladin is killed, then the Crusaders win. If at the end of any Assault phase, Muslim units occupy 12 Crusader camps, or if both Richard I and Philip I have been killed, or if the Crusaders fail to win by Game Turn 16, then the Muslims win. (If both sides claim victory at the end of an Assault phase, then the game ends in a draw.)
Lille[]
Unlike Tyre and Acre, Lille uses a hexless map, where ranges and movement are calculated using a range stick to measure distances. The game begins with the besiegers constructing a series of trenches to approach the walls of the fortress while under cover, while the defenders strengthen their defenses. Once the attacker is ready, the assault begins. The besieging player must capture one star bastion from the French before the end of Game Turn 12 in order to win. The French player must prevent this to win.
Sevastopol[]
Like Lille, this game also uses a hexless map and also starts with siegework construction, this time by the English & French, while the Russians strengthen their defences. The game lasts 18 Game Turns. The French/English player must capture two bastions — at least one of them a major bastion — before the end of the game to win. The Russian player wins by preventing this.
Publication history[]
Several game designers were involved in creating the four games:
- Tyre: Mark Herman
- Acre: Phil Kosnett
- Lille: David Werden
- Sevastopol: Rob Mosca
Redmond A. Simonsen provided the graphic design for the boxed set, which was published by SPI in 1979. It was not a popular product, and did not appear in their Top Ten Bestseller list.[3]
Reception[]
In Issue 19 of Phoenix, Ralph Vickers liked the use of hexless maps, saying that for the two battles chosen, "Not only were hexes not needed [...] but they would have been a hindrance." He also called these two games "a very interesting experiment, and are worth the consideration of everyone in the hobby who wants to keep up with the latest developments." He concluded, "Let us hope that SPI continues to maintain the generally high standards they have achieved in these Art of Siege quads."[2]
In Issue 36 of Phoenix, William Hamblin reviewed Acre, and found several inaccuracies in the historical reconstruction, from weapons and armor to tactics and the names of various types of units. But he admitted, "On the whole, the game is enjoyable to play and offers a number of interesting challenges to players on both sides." Nevertheless, he concluded, "In a sense, the historical inaccuracies make it so that the game is not really an historical simulation of the siege of Acre, but rather a 'fantasy' game wearing an historical mask."[4]
In Issue 48 of Moves, Stephen Clifford, Pete Bartlam, and Geoff Barnard combined to review three of the four games. Clifford liked the naval engagement rules of Tyre, but felt "the system is too inflexible to give the full picture of the siege of Tyre." Bartlam thought the opening phase of Acre dragged on, and felt the final assault didn't feel right, saying, "It should be much more dangerous up against the walls, making it necessary to employ a lot of arrow-fodder, with units who successfully breach the defenses having much more effect [...] One doesn't get the feeling of desperate men clawing their way to the parapets, rung by rung, through a hail of arrows." He concluded the game was "an enjoyable, playable game, a good simulation of a siege, with one or two caveats, but a minus for medieval flavor." Barnard found that Sevastopol "works well. There is a lot of color, the objectives of both sides are clearly defined, and there are interesting things for each side to do." But he was disappointed in the historical accuracy of the game, and felt that the designer might have had to simplify the game too much in order to fit it into the quadrigame format.[1]
Other reviews[]
- Fire & Movement #22
- Simulacrum #20
- The Wargamer Vol. 1, #17
- Casus Belli #15 (June 1983)[5]
References[]
- ^ a b Clifford, Stephen; Bartlam, Pete; Barnard, Geoff (December 1979). "The Art of Siege". Moves. No. 48. pp. 18–20.
- ^ a b Vickers, Ralph (May–June 1979). "The Art of Siege". Phoenix. No. 19. pp. 15–18.
- ^ "SPI Best Selling Games - 1979". spigames.net. Retrieved 2021-12-31.
- ^ Hamblin, William (March–April 1982). "Saladin at Acre". Phoenix. No. 36. pp. 17–20.
- ^ https://www.rpggeek.com/rpgissuearticle/140246/art-siege
- Simulations Publications games
- Wargames introduced in the 1970s