HOTT in
the Desert
By David Wallace
Background
The HOTT rules provide a great opportunity to run some magic vs. machines in a fantasy 1920s middle eastern setting, using the British colonial and Arabic/Egyptian figures.
In simple terms the Egyptian/Arab armies are the side of magic and employ such cretins as warrior dijinis (genies), gods, unspeakably nasty heroes and other creatures of the dark. High priests are treated as magicians and can conjure all sorts of nasties, including those that were once living but are now undead.
The Egyptian/Arab armies are based on the 'evil' armies of the middle east that have appeared in Hollywood movies over the years, especially the Indiana Jones and Mummy movies. The link I have made between the Arabs and Egyptians is that an old Hyksos sect from the age of the 15th dynasty have risen across the middle east bent on taking over the world (... again).
The British and their allies, on the other hand, are the representatives of the machines. They field such things as WWI tanks, artillery pieces, Sopwith Camels, mounted rifles and masses of foot rifles. Although the British also have access to their trusty military chaplains (cleric) for when times get really dark.
The allied armies are based on the 'colonial age', especially figures with Pith helmets, with that eras costumes being superimposed over the early nineteen twenties so that the technology can be used (seemed easier than superimposing the technology over the earlier age). Some of the behaviour and power of the forces, like the mounted camel regiment fielded as knights, have been 'increased' to maintain the 'myth' and 'legend' of the period. But the British and allied armies are basically shooter armies.
Lists
British Expeditionary Force (BEF)
|
Hero general (Major General) @ 4AP |
1 |
|
Shooters (Rifle Companies) @ 2AP |
5 |
|
Riders (Mounted Rifle Companies)@ 2AP |
2 |
|
Artillery (Royal Navy landing party) @ 3AP |
1 |
|
Cleric (Forces Chaplain) @ 3AP |
1 |
Alternative: Exchange the Hero general for a Shooter general and an additional Mounted Rifle Company.
Egyptian (old Hyksos sect)
|
Magician general (High Priest) @ 4AP |
1 |
|
Hero (Djinni warrior) @ 4AP |
1 |
|
Blades (Sect Bodyguard) @ 2AP |
2 |
|
Shooters (Ex-Egyptian army soldiers- now followers of the sect) @ 2AP |
3 |
|
Hordes (Sect followers) @ 1AP |
6 |
Special Expeditionary Force (SEF)
|
Hero general (General in Armoured Car) @ 4AP |
1 |
|
Behemoth (Male Tank) @ 4AP |
1 |
|
Fliers (RAF Sopwith Camels) @ 2AP |
2 |
|
Knights/Blades (Camel Regiment) @ 2AP |
2 |
|
Shooters (Royal Guard and Camel Regiment foot companies) @ 2AP |
4 |
Arab (old Hyksos sect)
|
Magician general (High Priest) @ 4AP |
1 |
|
Hero (Summoned Evil Creation) @ 4AP |
1 |
|
Riders (Tribal Warriors) @ 2AP |
2 |
|
Warband (Tribal Warrior Foot) @ 2AP |
4 |
|
Hordes (Sect followers) @ 1AP |
4 |
Alternative (for big battle HOTT using both sect armies): the 'combined power' of the two magicians allows them to summon the evil creation for the Arab list in a more powerful form (God) if desired.
Notes
The first two army lists play well against each other, very enjoyable balanced games . The BEF alternative (actually the original list that was used) makes it very hard to win unless you are an experienced player or the opposing player makes a mistake. Adding the hero at the reduction of shooter and rider elements balanced the armies out significantly (almost historically with the masses of hordes sucking up the firepower of the shooters).
For the knights//blades option in the SEF I decided to give the option of dismounting during the battle using the DBA rules for dismounting. This has probably upset the balance of the game so apologies if this is 'cringe' material.