The HOTT Tactical Manual
Fliers

Summary
Aerial troops. Cost 2AP. Move 1200p. Combat factors are +2 vs foot or Stronghold, +2 vs mounted.
If they lose any combat they flee from a Magician, otherwise recoil.
If they are doubled in combat they are destroyed by Heroes, Magicians, Shooters or other Aerial, otherwise they flee 600p.

Alan Saunders writes:
I would have thought that everyone has a favourite flier tactic. Here is mine, for use in armies with one or two fliers. When I first started playing HOTT I used to push my fliers forwards as fast as possible, attacking enemy aerials and operating behind enemy lines. What this usually meant was that my fliers, unsupported by the rest of the army, got slaughtered, the only benefit being that the enemy's attention was distracted a little. Now I try and use fliers more conservatively. Yes, I will seize an opportunity to operate behind enemy lines, but I will do so when the enemy is closer to my line. The flier now operates as close support for ground troops. Ideally I hold them back behind my line until needed, as this also makes it harder for enemy fliers to operate in my rear. The fliers then become a mobile reserve, being able to quickly move to plug gaps, block flank attacks, or provide critical overlaps or flank contacts as needed.

If I have only one or two fliers in an army I will tend to deploy them to the rear of the line, again towards the centre. This allows more choice as in which direction to commit them once you decide to do so.

Flyers can also block flanking moves by trapping elements in frontal zones.

Don't try an all-flier army. It looks good, but so many opposing troops can make your life difficult - if not impossible - that winning is not something you are ever going to do.

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