Although I think the one hex castle is an interesting idea, I wanted to make a version that doesn't split up the troops (like in the towers) and I had an issue with the scale.
They do have a set of rules for the castle, but I havn't gone through them yet. I'm sure that what ever I come up with won't be completely different. I'm putting something together now and will post shortly...
For the basis of this example, the troops storming the castle will be referred to as the “enemy” and the troops defending the castle will be referred to as the “defenders”.
Movement
Troops that enter the castle must stop and cannot attack in the same turn. Further movement within the courtyard (the inner 4 hexes) is normal. Troops that move between tower and courtyard cannot attack in the same turn. Cavalry can enter the castle but cannot occupy a tower.
Attack
Defender troops located in towers are bold by default (ignore one flag) due to partial protection of the castle wall. A second flag (by an outside ranged or magical attack) pushes a defender tower troop to the courtyard. If that is not possible due to occupied hexes in the courtyard (defender or enemy troop), the defender troop stays in position, but looses a fig for each additional flag (and corresponding helmet) rolled against it. The attacking enemy troop cannot pursue since it is outside the castle.
The only way for an enemy troop to get to a tower position (other than using a latter or siege tower) is going through the front door, through the courtyard and up the stairs to one of the 4 towers. Defending troops located in a tower can only attack with range weapons if enemy is outside the castle. As for an enemy trying to take control of a tower from within the courtyard, the defending troop occupying the tower is subject to a normal melee attack, but still benefits from partial protection from the inner tower wall (ignores first flag).
Troops in courtyard (potentially 4) cannot attack (or be attacked by) outside enemy troops unless door/drawbridge is open/lowered. Basic melee rules apply within the castle except that any retreat (flag rolls) are made in the opposite direction of the troop that rolled the flag(s). If retreat is not possible due to a castle wall or another troop, loose one fig per flag. All attacks are at 2D max within the castle. The rest...
Now… How to open the door (suggestions are welcomed ;-))
This is my first draft so I’m sure I havn't covered all the issues. Feel free to point these out so I can address them here. I plan to post the layout (how to) of the castle shortly…
Here's the castle with a bit more chrome. I've painted the outside walls with a beigish color, mixed with sand for some texture. Then washed the edges and windows with black to give it that weathered look. Finally, I painted the tower roofs brown. Not sure if I'm going to ad more details as I want to keep the castle generic and let the troops in the castle add the color: http://www.boardgamegeek.com/image/248838
I love the idea of putting the hills on raised hexes!
Why the hell didn't I think of that?
Yeah I've been playing with elevated hills for a while now and I'm pretty happy with the results ( http://www.boardgamegeek.com/image/178268). I'm up to 3 hills levels and what's interesting is that I was playing (without knowing it) with cliffs well before DoW came out with "Call to Arms"...
Wow, when I saw this picture I thought it was a 3D model of some castle put into BattleLore. It just looks so smooth and well done, I thought it had to be a computer graphic. Good job!