Version
3.0
Proposed Changes to 'Hordes of the Things'
Introduction
It should be stressed from the outset that there are no plans as yet to go to a Version 3.0 of the HOTT rules. Version 2.0 appeared ten years after the initial publication of the game, and has (at the time of writing) only been around for a couple of years. No new version is likely to appear before stocks of the current one are exhausted.
However some -proposals have been made which, it is felt, would be worth discussing for inclusion in a future Version 3.0 of the rules. Rather than have people forget about them when the time comes I will attempt to document them here.
Version 1.1 (31st December 2004)
Shooters
It is widely felt that shooters are just far too good for the 2AP they cost. Not only do they move at 300p, but they take no bad going penalties, have decent factors and have a ranged attack. With no target priority rule they can gang up on enemy elements and become quite deadly. Their factors and the difficulty in approaching them make their vulnerability to mounted less of a disadvantage than it ought to be.
A number of ideas have been proposed to deal with shooters. These include:
Reducing their move to 200p
Penalising them in bad going.
Making them vulnerable to warband in the same way that most other foot are.
Not allowing them to shoot if they move.
Of these the first seems to have the most support and, thus far, has seemed to work in actual play. It was used during the Berkeley 2004 competition in September 2004, and at Glory Day 2004 and met with a lot of success. Certainly it appears to be something that will be adopted in UK competitions from 2005 onwards.
Warband
Warband were given something of a boost in v2.0 by being allowed to double-rank. However they are still widely regarded as the weakest, in terms of value, of the basic 'line infantry' types (warband, shooters, blades, hordes and spears). It's difficult to pin down just what their weakness is; their ability to kill other foot types by winning seems to be pretty potent, but this does not appear to be borne out in normal play. It has been proposed that their move be increased to 300p, although there are two versions of this. The first is that it 300p at all times and the second that they can move 300p only if it would bring them into contact with an enemy element. Whilst making them more reactive than one would expect, the first proposal does seem to give them the boost they need, allowing them to attack very rapidly. The 300p move at all times was used during the Berkeley 2004 competition in September 2004, and at Glory Day 2004 and met with a lot of success. Certainly it appears to be something that will be adopted in UK competitions from 2005 onwards.
Water Lurkers
The problems with water lurkers are discussed here, along with proposals for dealing with them.
Sneakers
Do sneakers really offer any value at all for 3AP? It's generally considered that they don't, but that the 3AP cost reflects the fact that they should be uncommon. Two proposals have been suggested for giving them abilities that reflect their cost. The first is that they destroy enemy elements by being in flank contact in the same way that other elements do. Sneakers can currently do this to generals, but not other elements. The second idea is that they ignore the extra PIP cost for being out of sight or out of range of their CinC. This would make an isolated run at a stronghold easier, but would not be much of a help if the sneaker is isn the defending army. This may not be as much of a problem as it seems – clerics also cost 3AP, but are not really worth this cost unless the enemy army includes magicians. At present the second idea seems to be the most popular.
Other proposals that have been suggested are:
Paladins
It is felt that Paladins should destroy fliers who score half or less of their total in combat. Heroes do this and that fact that Paladins don't seems to be something of an omission.
Conclusion
If there are any other changes that you think should be included here, contact me and I will add them.