The full rulebook has rules for buildings. If I ran a siege scenario, I'd probably stat up wall segments, or at least the gate, and make sure the attacking force had some siege weapons (like the Chivalrous Kingdoms artillery unit)
I think that's the best way to go, have different Wall/Tower segments and then stat up a Gate, you can easily create a couple of siege weapons such as Battering Rams and Siege Towers with the Point Calculator.
I'd like to do a siege. Well maybe more of a castle assault. I don't think that rules for wall or tower strength are what I want.
I want the defenders to get enough protection to need more attackers to even it out. I want the attackers to have to fight to get over a wall. I didn't think I needed ladders, but I saw pictures of a siege with ladders the other day, and maybe that would be cool. It gives a way to represent how the attackers are getting there.
Age of Fantasy doesn't resolve individual combats, and my wall pieces won't hold a whole 10-man unit (not even sure will hold 5). So maybe I'd have all guys on ladder fight all guys on wall or adjacent walls. I'd expect a lot of units to get whittled down and thrown back.
I think the trick is to balance it and make it fun. It would need to move fast enough to bring new units in, so that it makes up for not having as much maneuver.
Here's the castle I'd like to use. It is from a number of 1/72 scale sets, a little small for my figures, but works. I've got it on a foam base I made for a particular setup, so gains enough height there.
I'm thinking of having smaller units, at least for the defenders. I can get three figures comfortably on a wall section, 5 if two are teetering. There are a few single wall sections. Maybe a unit could have some figures on the ground inside the castle and imply there are stairs where they could run up.
The effect I'd like is for attackers to swarm up ladders, die in droves, but weaken the defenders as they go. Make the defenders have to choose where to concentrate archers. I'll need to abstract, because I can't have every fight with someone at the top of a ladder be a turn.
I often think that if you want to decide where to begin with some rules, you should set up the figures and play with them like toys. What feels right? I haven't (yet) done that for this, but I've been running it through my head. I think I may resolve melee on a smaller scale than the units, since space is so constrained. At each siege ladder (I've been cutting and gluing bamboo skewers), maybe I'll let 2 attackers and 3 defenders fight. I will give the defender some advantage, too. I'd like to go through a bunch of attackers. But if the attackers get the better of the defenders, they'll make it onto the wall.
Yeah, I gotta play with the toys. I want to check the pacing.
For ladders, move the unit with the ladder to the wall, put up the ladder on contact. Then 1 model from the unit fights the models on the wall who are within range of the top of the ladder, usually this will be 1 model fighting 2. The attacking model needs 6s to hit regardless to simulate fighting from the ladder and over a wall. If the attacker wins the 2 models on the wall are moved back to allow space for the attacker to get onto the wall. Means hero's need to go up the ladder first to clear space for units. Once space is cleared at the top of the ladder other models can move up the ladder in the movement phase and fill the available space on the wall. Need to treat the fight on the wall as individual battles rather than unit battles.