BATTLE RULES CRIB-SHEET for HOTT ("Hordes of the Things") v2.5

 

Defender sets terrain; Attacker numbers edges 1,2,3,4+ & takes edge rolled; Defender puts stronghold on and deploys within 600p of opposite edge; Attacker deploys within 600p of their edge; Defender goes first. A player rolls d6 PIPS each turn.

 

1. MOVEMENT (1 PIP per group moved*)

2. SPELLS (1 PIP per spell cast*)

3. SHOOTING (No PIPs required. Current player shoots, then the other player(s) can also shoot!).

4. COMBAT (No PIPs required. All troops in contact will fight).

[Moves/Spells cost 2 PIPS if out of Command Range of the General (normally 1200p, 600p if out of sight)]

 

MOVEMENT Moving each group costs 1 PIP*. Distance depends on terrain (Good/Bad/Road). Moves through Bad Going must be in column formation or as individual elements. Wading water move rate is 100p.

SPELLS Casting a spell costs 1 PIP*. Spell range is 600p. A Magician cannot cast a spell if it has moved. Spells work like normal Combat, but the Magician can only suffer bad results from other Magicians or similar. Any hero/magician ensorcelled by a spell is out of action (replaced with a frog) until 6PIPs are spent.

SHOOTING Shooting range is normally 200p. Shooters can shoot in each players turn. Artillery range is 500p. Artillery can't shoot if it moved this turn. Shooting is not permitted if terrain or troops even partly block the shooters view.

 

COMBAT Each player rolls for each base: d6 + Troop Bonus + Tactical Factors

TACTICAL FACTORS

 

+1

General (not if bespelling/shooting)

+2

Shot at while in woods

+1

Defending hill/riverbank in combat (not against Aerials)

-1

Per rear/flank overlapped/contacted

-1

For each element aiding an enemy shooting/bespelling (maximum -2)

-2

In bad going (except for Shooters/Warband/Skirmishers/Beasts/Lurkers)
OR if Mounted/Aerials fighting an enemy who is in bad going

+2

Bespelled while in woods or across water or near Cleric/Paladin (600p)

-2

Bespelling an enemy Magician who is near his stronghold (600p)

-2

Fighting Water Lurkers

+1 or +3

For a 2nd rank of Spears(+1)/Pikes(+3) or Warband(+1) (not in bad going, or v forts, or when bespelled/shot at)



COMBAT OUTCOMES

 

EQUAL (Odd Total):

Hero v Hero or Paladin v Magician - If in close combat: DESTROYED.

MORE THAN HALF:

 

God

If versus god/magician/cleric: FLEE OFF BATTLEFIELD; else NO EFFECT.

Hero

If v hero/paladin/artillery: DESTROYED; if v magician: ENSORCELLED; If v Stronghold: FLEE; else RECOIL.

Dragon

If v hero/paladin: DESTROYED; else FLEE OFF BATTLEFIELD.

Flyers/Airboat

If v magician: FLEE; else RECOIL.

Knights

If in bad going OR v shooters/artillery/magician charged this round OR v behemoth: DESTROYED; else RECOIL.

Riders/Raiders

If in bad going: DESTROYED; else RECOIL.

Behemoth

If v magician/dragon/artillery: FLEE; else RECOIL.

Blades

If v warband: DESTROYED; else RECOIL.

Shooters/Beasts

If in close combat v any mounted troops: DESTROYED; else RECOIL.

Warband

If v behemoth OR in good going v knights: DESTROYED; else RECOIL.

Sneakers

FLEE.

Lurkers

FLEE OFF BATTLEFIELD.

Magician

If v hero/paladin/dragon/god: DESTROYED; if v magician: ENSORCELLED; else RECOIL.

Artillery/Paladin

If in close combat: DESTROYED; else NO EFFECT.

Skirmishers

If in good going v knights: DESTROYED; else RECOIL.

Spears/Pikes/Hordes/Cleric

If v warband OR in good going v knights: DESTROYED; else RECOIL.

Stronghold

If in contact with any non-aerial enemy: CAPTURED.

HALF OR LESS:

 

Skirmishers

If v skirmishers OR in good going v mounted/aerials: DESTROYED; else FLEE.

Raiders

If in bad going OR close combat v shooters/mounted/aerials: DESTROYED; else FLEE.

Flyers

If v hero/magician/aerials/shooters: DESTROYED; else FLEE.

All Others

DESTROYED.



(Supporting element of spears/pikes or warband will be destroyed if the supported element is destroyed.)

 

RECOIL Move back one base, without turning. If they bump into another unit use this Recoil Checklist:
1) If unit recoiling is Behemoth/Dragon and other is not Behemoth/Aerial/Sneakers => OTHER IS DESTROYED
2) If unit met is enemy => DESTROYED
3) If allowed to pass through (see 'May Pass Through' chart) => PASS THROUGH
4) If unit met is facing different direction => DESTROYED
5) If unit met is not Behemoth/Dragon/God => PUSH BACK
6) If unit recoiling is Behemoth/Dragon/God => PUSH BACK
else DESTROYED.

 

FLEE As Recoil, then turn & move the remainder of 600p away from the enemy (avoiding obstacles/troops).

 

TROOP TYPE

MAY PASS THROUGH

Gods/Sneakers

Any (friend/enemy)

Any

Sneakers (friend/enemy)

Magicians

Any friend

Aerials

Any ground troops (except when recoiling)

Ground Troops

Enemy Flyers/Aerial Heroes/friendly Aerials not in close combat

Mounted

Friendly Foot facing same/opposite direction (except Pikes).

Skirmishers

Any friends facing same/opposite direction.



 

TO WIN - If you capture the enemy Stronghold; or, if the enemy have lost more elements than your side, and they have lost their Commander-In-Chief or at least half the elements of their army – then your side WINS!

 

 

 

 

 

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