HOTT is basically designed for battles between two armies with one general and consisiting of 24AP worth of troops. When the army is demoralised the game is lost and is over. There are some rules however for battles with larger armies and more than one general per side. In these, each command of the army is in essence a small army in its own right and can be demoralised separately. In the basic rules the command flees the table when demoralised, but this seems a little sudden. These rules are designed to allow a demoralised command to carry on fighting, albeit at a disadvantage, and possibly salvage the situation for their side. Theye are based, nay, plagiarsed, from DBM with a few minor modifications.
A command is demoralised if it loses half of its AP. If an command loses its general it is also demoralised if its next PIP score is less than half the number of APs the command has lost.
A demoralised command remains on table and carries on as before, but with the following restrictions:
Any undemoralised element whose close combat opponent is a demoralised element is subject to pursuit under the same rules that apply to Knights, Behemoths, Beasts and Warband.
These rules should allow a demoralised command to remain on the table, and hold together as long as it does not become too dispersed. Pockets of resistance, probably based around high AP elements such as Heroes or Magicians, will continue to cause the enemy problems, but lower grade troops will quickly disappear.
An army is demoralised, thus ending the game, if at the end of a bound it has lost its stronghold (assuming it has one to lose) or if half or more of its AP are either lost or demoralised and it has more lost or demoralised AP than its opponent.