HORDES OF THE THINGS

Proposed Revisions

(As at 13.02.02, 1st posting)

Copyright Phil Barker, Sue Laflin Barker & Richard Bodley Scott 1991 & 2001

The authors permit this document to be freely copied but not altered in any way.

We would be grateful for considered comments.

Send them to Richard@byzant.demon.co.uk, or join the revision group on http://groups.yahoo.com/group/hottrevision.

Please note - we do not at present intend to make any major alterations to the troop types, points values, move distances, combat factors, tactical factors or combat outcomes. As far as we can see, these items are already remarkably well balanced - we wish we could achieve such balance in DBA/DBM!

The main purpose of the revision is therefore to clarify the rules and to bring HOTT up to date with current DBA/DBM mechanisms with regard to movement, contacts, effect of flank contacts etc. where these are an improvement.

 

Battle and Campaign Rules

Diagrams

 

ALTERATIONS TO OTHER SECTIONS

The following alterations are proposed.

 

OVERVIEW

In this game two players (or teams of players) select armies of miniature figures from the lists in this book or make up their own using a points system. For ease of handling, multiple figures are glued to rectangular bases called elements. One player sets up pieces of terrain representing woods, hills, marshes, rivers, towns, etc. on a square board. The other player picks which board edges are to be each player's home edge. Then the players place their figures on the board. They then take turns moving their figures and resolving shooting and close combat. At the start of each player’s bound (turn), that player rolls a single 6-sided die and the number that comes up (PIPs) is the number of elements or groups of them that can be moved. The player can then move any of the elements of his/her army up to that limit, according to the distances allowed for each troop type. The players then resolve bespelling, shooting and close combat according to the methods given in the rules. It is then the other player’s bound. They alternate until one player achieves the victory conditions, then shake hands and play another game.


GLOSSARY

Board

The area representing the battlefield.

Close combat contact

An element’s front edge is in close combat contact if (with the exception of aerials and ground troops not deemed to be in contact) it is:

·         in full contact with an enemy element’s front edge.

·         in at least partial contact with an enemy element’s flank edge and its corner is in contact with that enemy element’s front corner.

·         in full contact with an enemy element’s rear edge.

·         in at least partial front edge contact with an enemy stronghold.

Controller

An element’s controller is the player commanding the army to which the element belongs.

Edge contact

Each element has at least part of an edge in contact with at least a part of an edge of the other. Elements in contact only corner-to-corner are not in edge contact. If a stronghold has a curved perimeter, an element is in edge contact with it if any part of an edge (other than the corner only) is in contact with that perimeter.

Flat good going

Level terrain without slopes, bad going or water features. The “flat” tops of plateau type hills do not count as flat good going.

Maximum move

The move distance listed for the type and terrain in the tactical move distance section.

Partially separated

A moving element is partially separated from an enemy element’s front by another element if any part of the latter is between (uncrossed) straight lines joining the front corners of the enemy element to the corners of the nearest edge of the moving element.

A moving element is partially separated from an enemy stronghold by another element if any part of the latter is between (uncrossed) straight lines drawn perpendicularly to the stronghold from the corners of the nearest edge of the moving element.

Rear support

Spears or warband in close combat gain a +1 tactical factor for rear support if they have a friendly element of the same type in full front edge contact with their rear edge, and neither element is in bad going.

Shooting edge

The shooting element’s front edge.

Straight back

Perpendicular to the element’s rear edge.

Straight forward

Perpendicular to the element’s front edge.

Terrain feature

Any item of natural, cultivated or constructed terrain that is not flat good going. (Exception: A stronghold does not count as a terrain feature.)

Unoccupied space

Space completely unoccupied by troop elements of either side.

Within 1 base width

At or closer than 1 base width.

Within x paces

At or closer than x paces.

 

                       
PLAYING EQUIPMENT AND REPRESENTATIONAL SCALES

CHOICE OF FIGURE AND MODEL SCALE

These rules can be used with any scale of figure or model. 25mm offers the greatest choice of fantasy figures, and is ideal for public demonstration games at conventions, where its easier visibility for spectators is an advantage. 15mm combines cheapness and convenience. 10mm & 6mm provide mass armies at some cost in convenience.

ARMY SIZE AND TROOP REPRESENTATION

The basic game is played between two armies, each consisting of elements totaling up to 24 army points (AP) (see P.9) and controlled by a single general representing a player.

Each element consists of a rectangular base, to which is fixed either one or several figures according to the element type.

The number of individuals represented by an element is not specified. It can be assumed, however, that where there is a perceived difference in quality between different troops of the same element type, the difference is balanced out by the lower quality troop element representing a much larger number of individuals.

Each general is part of one of the army's elements. This must not be a god, dragon, paladin, lurkers or sneakers element.

Each army must also have a stronghold used only if defending, the loss of which is fatal.

Both players must write down the composition of their armies (specifying generals’ elements). They then, before dicing for attacker and defender, show their opponent all elements except lurkers, specifying their type and identifying the general’s element.

PLAYING AREA AND GROUND SCALE

The optimum playing area is 600mm or 24” square for the basic two-player or campaign battle if using 15mm or smaller figures, or 900mm or 36” square if 25mm.

The ground scale varies with the size of army represented, but for convenience 25mm or 1” on the table can be taken as equivalent to 100 paces in real life if using 15mm or smaller figures, or 10mm as equivalent to 25 paces if using 25mm figures.

TIME SCALE

Play is in alternate bounds, each of which simulates about 15 minutes in fictional life.

DICE

In the basic game each side needs one ordinary 1 to 6 dice, which is used for all dice throws during the game.

 


TROOP DEFINITIONS

BEASTS, including all packs of carnivores with no armament other than tooth and claw, such as hunting dogs, wolves, hellhounds or unmagical lions, with or without other beings accompanying them as huntsmen, riders or handlers. They can be used effectively to clear bad going or attack foot. Whimsical players have suggested that they disconcert skeleton armies by stealing and burying their bones.


BASING

All figures must be combined into elements of one or more figures permanently mounted on a rectangular base of card or similar material. Base size is not critical provided that all bases have the same frontage and both armies use the same conventions. However, we recommend the basing conventions of DBA & DBM, for the sake of commonality and to enable those who normally play with historical armies to make use of existing troops.

Recommended Basing Conventions

Figure Scale:

25-28mm

15mm

10mm

6mm

Element frontage:

60mm

40mm

40mm

40mm

 

Depth

Figures

Depth

Figures

Depth

Figures

Depth

Figures

Dragon

80mm

1

60mm

1

60mm

1

30mm

1

Airboat

80mm

1

60mm

1

60mm

1

30mm

1

Behemoth

60mm

1-4

40mm

1-4

40mm

1-6

30mm

1-6

Artillery

60mm

1

40mm

1

40mm

1-2

30mm

1-2

Beasts

60mm

2-4

40mm

2-4

40mm

3-8

30mm

5-8

Magicians

60mm

1-3

40mm

1-3

40mm

1-3

30mm

1-3

God

60mm

1

30mm

1

30mm

1

20mm

1

Hordes

40mm

5-8

30mm

5-8

30mm

9-16

20mm

15-20

Flyers

40mm

1-3

30mm

1-3

30mm

1-3

20mm

1-3

Hero