The Big Game
The game represents the struggle between the forces of good and evil for the control of Erathia. There are three campaigning turns per year representing Spring, Summer and Autumn. At the beginning of each season the referee will check the subsistence table for armies in settlements or the six surrounding hexes. During each season each field force of each side can attempt to scout out enemy positions. The referee will calculate the result of scouting and give a scouting report to the appropriate commander. Once the scouting report is received commanders issue movement orders to their troops. These will either be to move to a specific location or to move to engage an enemy. The referee will determine if contact is made with an enemy force and at what location. Each side will have a strategic map on which they will keep track of the movements of their armies and any allied independents. Referees will maintain a further map showing the position of all forces; any dispute over the location of forces will be resolved by reference to the referee's map. When armies of opposing forces meet in the same hex battles will be played out using Hordes of the Things rules. If the hex where the armies meet contains a settlement or fortification the owner of the settlement will have a stronghold on the tabletop. The populace of a settlement or fortification will aid it's defence represented by 4 hordes for a large settlement and 2 hordes for a fortification. A larger force may opt to continue moving by leaving a battle force at least equal to it's opponent in army points. If a player refuses to engage an opponent he may retreat one hex on the strategic map but loses 4D6 army points of troops to desertion. When involved in a battle a human player can issue no further orders to his or her troops on the strategic map. The losing side in a tabletop battle must retreat one hex on the strategic map.
Here is the map:
Armies can move according to the slowest element in their force as per the following table.
|
Slowest Unit Type |
Move |
|
Dragons/ Flyers |
12 hexes |
|
Riders/Heroes/Paladins |
5 hexes |
|
Wizards/Beast/Clerics |
4 hexes |
|
Shooters/Sneakers/ Knights/Behemoths |
3 hexes |
|
Blades/Spears/ Warband/ Artillery/ Hordes |
2 hexes |
In addition the forces of good and evil, and each independent player have one diplomat. Diplomats have a move of five hexes. Diplomats can be used to try and persuade GM controlled neutrals to come under player control. The diplomats for good and evil can add +1 to their diplomacy roll. If diplomats are attacked they will flee to the nearest friendly town or fortification.
Neutrals remain under player control until they are destroyed or are on the losing side of a battle. If they lose a battle they immediately return to their starting location and are available to receive further diplomatic envoys.
Each human player has one field commander. The human player can command armies only within the range of his field commanders command value in hexes. All commanders have a command value of six besides the Aztec and Arab commanders who have a command value of eight. If involved in a battle a human players troops not directly involved in a battle may be ordered to move on the strategic map by a human player on the same side within command range of the troops to be moved. If this represents more than one human player the original player may decide who they want to command their troops not directly involved in the tabletop battle. Independents do not count as being on the same side. If a human player has more than one force engaged in battle he may elect another commander within command distance to fight the tabletop battle for him or play the battles in sequence starting with his largest force. Under no circumstances can any human player involved in a battle direct or advise on actions on the strategic map.
Each town or fortification will be given a recruitment value. Each year, during winter, troops up to the recruitment value can be raised in the town or fortification. Each settlement can raise any troop type except for gods, dragons, heroes or magicians unless as replacements for elements lost in battle. Enemy forces in the six surrounding hexes of a settlement, equal or greater in Army Points to the recruitment value of the settlement X2 prevent any recruitment.
Armies in the field are assumed to be able to support themselves by scavenging. Settlements can support armies in their own hex or the six surrounding hexes equal in army points value to the settlements recruitment value x4. Armies larger than the permitted maximum must roll on the subsistence table.
If the combined size of armies in the six surrounding hexes of a settlement exceeds the recruitment value of the settlementx4 only one roll is made on the subsistence table and the result applied to all armies in proportion to their size.
Subsistence Table
|
Size of Army as percentage of recruitment value x4 |
Die Roll |
Result |
|
125% |
1 |
No Loss |
|
2 |
No Loss |
|
|
3 |
No Loss |
|
|
4 |
10% Loss |
|
|
5 |
25% Loss |
|
|
6 |
50% Loss |
|
|
150% |
1 |
No Loss |
|
2 |
No Loss |
|
|
3 |
10% Loss |
|
|
4 |
25% Loss |
|
|
5 |
50% Loss |
|
|
6 |
75% Loss |
|
|
200% |
1 |
No Loss |
|
2 |
10% Loss |
|
|
3 |
25% Loss |
|
|
4 |
50% Loss |
|
|
5 |
75% Loss |
|
|
6 |
75% Loss |
|
|
200%+ |
1 |
10% Loss |
|
2 |
25% Loss |
|
|
3 |
50% Loss |
|
|
4 |
75% Loss |
|
|
5 |
75% Loss |
|
|
6 |
90% Loss |
Referees Scouting Table
NB: Armies of less than 16 Army points do not get a spotting roll and report to their commander that no enemy units have been spotted. Don't tell the punters though!
Roll a D10 and consult the following table:
|
Race of Spotting Army |
Best Spotting Unit |
Distance to Target |
||||||||||
|
1 |
2 |
3 |
4 |
5 |
||||||||
|
Undead -2 |
Riders/Heroes/Paladins |
+5 |
+4 |
+3 |
+2 |
+1 |
||||||
|
Dwarf/Orc/ Goblin -1 |
Wizards/Beast/Clerics |
+4 |
+3 |
+2 |
+1 |
NA |
||||||
|
Others No Modifier +0 |
Shooters/ Sneakers/ Knights/ Behemoths |
+3 |
+2 |
+1 |
NA |
NA |
||||||
|
Elf +1 |
Blades/Spears/ Warband/ Artillery/ Hordes |
+2 |
+1 |
NA |
NA |
NA |
||||||
|
Final Score |
Result |
|
10+ |
Exact Size and Composition |
|
9 |
Exact Size Foot and Others |
|
8 |
Exact Size only |
|
7 |
Over by 25% |
|
6 |
Under by 25% |
|
5 |
Over by 50% |
|
4 |
Under by 50% |
|
3 |
Over by 100% |
|
2 |
Under by 100% |
|
1 or Less |
No Enemy Spotted |
|
Scouting Report |
Result |
|
||
|
Scouting Force |
No Enemy Spotted |
|
||
|
|
Enemy spotted at location |
|
||
|
|
Consisting of |
|
||
|
|
Foot |
|
Others |
|
|
|
Blades |
|
Dragons |
|
|
|
Spears |
|
Flyers |
|
|
|
Shooters |
|
Heroes |
|
|
|
Warband |
|
Paladins |
|
|
|
Artillery |
|
Knights |
|
|
|
Hordes |
|
Riders |
|
|
|
Magicians |
|
Behemoths |
|
|
|
Clerics |
|
Beasts |
|
----------------------------------------------------------------------------------------------------------------------------
|
Scouting Report |
Result |
|
||
|
Scouting Force |
No Enemy Spotted |
|
||
|
|
Enemy spotted at location |
|
||
|
|
Consisting of |
|
||
|
|
Foot |
|
Others |
|
|
|
Blades |
|
Dragons |
|
|
|
Spears |
|
Flyers |
|
|
|
Shooters |
|
Heroes |
|
|
|
Warband |
|
Paladins |
|
|
|
Artillery |
|
Knights |
|
|
|
Hordes |
|
Riders |
|
|
|
Magicians |
|
Behemoths |
|
|
|
Clerics |
|
Beasts |
|
----------------------------------------------------------------------------------------------------------------------------
|
Scouting Report |
Result |
|
||
|
Scouting Force |
No Enemy Spotted |
|
||
|
|
Enemy spotted at location |
|
||
|
|
Consisting of |
|
||
|
|
Foot |
|
Others |
|
|
|
Blades |
|
Dragons |
|
|
|
Spears |
|
Flyers |
|
|
|
Shooters |
|
Heroes |
|
|
|
Warband |
|
Paladins |
|
|
|
Artillery |
|
Knights |
|
|
|
Hordes |
|
Riders |
|
|
|
Magicians |
|
Behemoths |
|
|
|
Clerics |
|
Beasts |
|
----------------------------------------------------------------------------------------------------------------------------
|
Scouting Report |
Result |
|
||
|
Scouting Force |
No Enemy Spotted |
|
||
|
|
Enemy spotted at location |
|
||
|
|
Consisting of |
|
||
|
|
Foot |
|
Others |
|
|
|
Blades |
|
Dragons |
|
|
|
Spears |
|
Flyers |
|
|
|
Shooters |
|
Heroes |
|
|
|
Warband |
|
Paladins |
|
|
|
Artillery |
|
Knights |
|
|
|
Hordes |
|
Riders |
|
|
|
Magicians |
|
Behemoths |
|
|
|
Clerics |
|
Beasts |
|
Terrain Generation Table
Use the following table to generate terrain for tabletop battles. Remember that to be legal a battlefield must contain at least one terrain feature in three of it's quarters and at least two quarters must have bad going or a river. To achieve this it may be necessary to place a single terrain feature so that part of it is in more than one quarter. For example a single piece of bad going in the centre of battlefield is legal terrain. When terrain is generated roll a D4 to see which quarter is in and a D6 for it's location within the quarter. An even number means touching an outer edge and an odd number not touching an outer edge. When all terrain has been placed adjust as necessary to provide a legal battlefield.
|
Type of Hex |
Hills (Good) |
Rocky (Bad) |
Forest (Bad) |
Swamp (Bad) |
Dunes (Bad) |
|
Forest |
D2 |
D3-2 |
D3+1 |
D3-2 |
N/A |
|
Mountain |
D3+1 |
D3 |
D3-2 |
D3-2 |
N/A |
|
Swamp |
D2 |
N/A |
D3-2 |
D3+1 |
N/A |
|
Desert |
D2 |
D3 |
N/A |
N/A |
D3+1 |
|
Plains |
D3-2 |
D2-1 |
D2-1 |
D3-2 |
N/A |
|
Clear |
D2-1 |
D2-1 |
D2-1 |
D2-1 |
N/A |