Not At All Boring
By
Andrew Freeman, Alan Saunders, Craig Sharkie and Colin Hagreen
This piece has been assembled and edited from a number of posts to the HOTT mailing list - Alan.
Actually the title is a lie. This is about a different sort of boring, as in things moving underground. Fantasy and Sci-Fi has quite a few denizens of the underworld. This piece is some off the wall thoughts on Subterraneans.
Combat
Most subterraneans will probably fight on the surface so could be treated as normal HOTT types for fighting purposes. A steam powered Victorian tunnelling machine could surface to fight as a Behemoth, your feared giant war moles as Beasts and so on.
This depends on whether you want to give conventional HOTT types a tunnelling capability, or whether Subterraneans will be a troop type on their own. In the latter case there will be one set of movement and combat capabilities, regardless of whether the element represents a Victorian steam-powered machine, or a swarm of irate Dwarf miners.
Movement
Not so easy. In theory move distances would tend to be quite short compared to surface movement. But subterraneans would need the ability to go underneath surface elements as aerials go above giving, a whole new set of rules debates about contacts, breaking off. In addition, whilst underground no-one would know where the element was. Is HOTT ready for hidden movement?
One possibilty is to assume that a subteranean can appear anywhere, like an open terrain Lurker, but costing an extra PIP to allow for the extra navigation cost. The problem is, how to prevent a player from just unloading a couple directly adjacent to the enemy Stronghold on their first bound.
Lurking and Sneaking, My Precious
That's another thing. Whilst actually underground subterraneans aren't going to be easy to detect, and would be invulnerable to Shooters and, perhaps, Artillery. And ground combat. But not enemy Subterraneans.
So some at least could be Lurkers and or Sneakers. Some fit quite neatly into the these categories e.g. undead rising from the ground in the haunted wood or graveyard etc. But others could be concealed in otherwise open terrain. Does this mean we could have such Lurkers in otherwise clear terrain? Heresy alert!
Two Elements For The Price of One?
By the same token though, underground elements wouldn't be able to tactically approach the enemy unless they kept breaking the surface regularly to get their bearings; like the way a snorkeller needs to keep an eye on where the support boat is. This could be simulated by having a movement element (MVE) and a close combat element (CCE) to represent the troops.The close combat element would be the standard figures-to-a-base we're all used to, and be used in contact situations.The movement element would be used in, you guessed it, movement situations. The MVE could feature the furrow that Bugs Bunny creates whenever he travels - perhapswith the odd head breaking the surface on some elements, in meerkat fashion. The movement isn't 'hidden' so you can't surprise your opponent, but the flavour of tunnelling remains.Some of these rules could simulate the new environment:
And lastly, if you want to be really challenged as a general:
While ten clauses may seem a lot to add only an extra movement style, the impact on the volume of the rules is visually lessened when you divide the different clauses up amongst the relevent rules chapters.
More Thoughts About Tunnellers
Not all tunnellers will need to surface to navigate. Tunnellers could rely on sound to detect movement like Sandworms from "Dune" and something similar from a bad B movie (Tremors ?) where some burrowing beasties were terrorising a present day mid-west American town. It keeps things workable to assume tunnellers need to be near enough the surface to create an MVE.
What constitutes bad going for a tunneller? This might depend on the hardness of the ground. Sandworms are desert based, something to do with all the sand. At one point in "Tremors" the heroes escape by pole-vaulting between rocky outcrops. Maybe it can be assumed that steep hills have outcrops of bedrock so are no-go areas for underground movement? Water was fatal to Sandworms, but some marsh based tunnellers that might prefer a watery environment with nice soft mud.
BUAs may block them, perhaps, but equally tunnellers could actually undermine buildings. In addition, the average medieval village doesn't have much in the way of foundations. In "Tremors" a beastie cracked open a survivalists bunker as well.
Overall, one or two new troop types analogous with Fliers and Airboats may be the best approach, but using many of the MVE/CCE rules. Allowing existing types tunnelling abilities is a whole new can of worms; e.g. why can't existing units have flying abilities, Knights dismount as Spears and so on. Some terrain specific types are best treated as Lurkers.That still leaves things like the sandworms; something perhaps 100 metres long cannot be anything other than a Behemoth. It can hardly lurk in some little patch of sand; it needs a large part of the table as sand dunes.