Big Battle 'Hordes of the Things'
Some Ideas By Jeff Bolton
Exactly what is needed to make a GOOD HOTTs Big Battle? I would submit the following as a start:
1) Play Nice With The Others And Be Considerate Of Those Around Us. (Applies outside of HOTTs, too. Good game rules have a way of doing that.)
2) Army Size Limits. Each side is given 24AP per player, although a player can be assigned more than 24 AP from the total for the side. No more than half of a side's total AP can be used for 3, 4 or 6AP elements. Note that this means that all of the 3, 4, or 6AP elements could be concentrated in 1or more commands. There is one General per player.
3) Troop Quality: Troop elements can be purchased as Elite or Levy elements. An Elite element has its AP increased by 50%. Elites fight all combat with a +1 TF. A Levy element has its AP cut in half. Levy fights witha -1 TF. Elite and Levy elements must be clearly recognizable according to the Host.
4) Demoralization: A command breaks when half of its assigned AP are eliminated or flee off the board. If a command breaks, the remaining elements are not removed from play. Instead, roll a die for each remaining element in the command - starting with the general's element (if possible). Add 1 to the die roll if the general is within 600p of the testing element or if the element is a Hero or Paladin.
Here are the die rolls and results:
|
Roll |
Result |
|
6+ |
The element remains in place. It fights for the remainder of the gamewith a -1 TF. |
|
3-5 |
The element flees 600p. It fights for the remainder of the game with a-1 TF. If the element can not legally flee, it is eliminated as if a 1-2was rolled. |
|
1-2 |
The element is eliminated from play. The player that originally brokethe command receives VP for the eliminated element. The controlling playerdeducts VP. |
5) Artillery can move or fire only in a friendly bound. (This allows three-sided games.)
6) Walls/Fortifications: These allow defending Foot to ignore recoils. They also give a +1 TF to the defender except against aerial, magical, or artillery attack. Attacking Foot or Behemoths that win a combat automatically follow-up over the wall or fortification.
7) Strategic Movement: Elements or groups that are more than 600p from a known enemy and remain more than 600p throughout their bound from a known enemy, and , and move only on roads (fords & bridges) or good going can increase their movement rate by 200p for each extra PIP spent.