Steffan O'Sullivan (sos@oz.plymouth.edu) |
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Reading some complaints about the writing in HOTT, I am quick to agree - it stinks. However, once you figure it out, make a cheat sheet - that is, a single piece of paper with all the vital info on it for each player to refer to during the game. It makes the game playable. Here's mine. Note that some of these things may actually be house rules - apologies to the Web at large for foisting them off on you as legitimate. I no longer remember which are Barker's rules, which are mine, and which are simply my best guess at what his convoluted rules-writing means. I'd be curious if anyone can find any grossly wrong interpretations in this! |
Element | Movement (in Paces) | AP Value | |||
---|---|---|---|---|---|
Road | Good | Bad | Water | ||
Airboat | 500 | 500 | 500 | 500 | 3 |
Artillery | 300 | 200 | 0 | 0 | 3 |
Beast | 400 | 400 | 400 | 100 | 2 |
Behemoth | 400 | 300 | 200 | 100 | 4 |
Blade | 400 | 200 | 200 | 100 | 2 |
Cleric | 400 | 200 | 200 | 100 | 3 |
Dragon | 1,200 | 1,200 | 1,200 | 1,200 | 4 |
Flyer | 1,200 | 1,200 | 1,200 | 1,200 | 2 |
God | 1,200 | 1,200 | 1,200 | 1,200 | 4 |
Hero | 500 | 500 | 200 | 100 | 4 |
Hero (Aerial) | 1,200 | 1,200 | 1,200 | 1,200 | 6 |
Horde | 400 | 200 | 200 | 100 | 1 |
Knight | 400 | 300 | 200 | 100 | 2 |
Lurker | 0 | 0 | 300 | 0 | 1 |
Lurker (in water) | 0 | 0 | 0 | 300 | 1 |
Magician | 500 | 500 | 200 | 100 | 4 |
Paladin | 500 | 500 | 200 | 100 | 4 |
Rider | 500 | 500 | 200 | 100 | 2 |
Shooter | 400 | 300 | 300 | 100 | 2 |
Sneaker | 400 | 300 | 300 | 100 | 3 |
Spear | 400 | 200 | 200 | 100 | 2 |
Stronghold | 0 | 0 | 0 | 0 | - |
Warband | 400 | 200 | 200 | 100 | 2 |
Explanations | |
---|---|
Good | Off-Road Good Going (Plain, Gentle Slope) |
Bad | Off-Road Bad Going (Rough Terrain, Woods, Town) |
Road | Includes fords and bridges |
AP | Army Points |
Element | Combat Type | vs Stronghold or Foot | vs Mounted or Aerial | If Combat Loss | |
---|---|---|---|---|---|
Airboat | Aerial | +5 | +3 | Recoil | |
vs Magician | Flee 600 Paces | ||||
Artillery | Foot | +4 | +3 | Recoil | |
if in contact | Destroyed | ||||
Beast | Mounted | +3 | +4 | Recoil | |
vs Mounted | Destroyed | ||||
Behemoth | Mounted | +4 | +5 | vs Behemoth | Recoil |
vs God | |||||
vs Artillery | Flee 600 Paces | ||||
vs Dragon | |||||
vs Magician | |||||
Blade | Foot | +5 | +3 | Recoil | |
vs Warband | Destroyed | ||||
Cleric | Foot | +4 | +4 | Recoil | |
vs Knights | Destroyed | ||||
vs Warband | |||||
Dragon | Aerial | +6 | +6 | vs Hero | Destroyed |
vs Paladin | |||||
vs Behemoth | Flee from Battlefield | ||||
vs Dragon | |||||
vs God | |||||
Flyer | Aerial | +2 | +2 | Recoil | |
vs Magician | Flee 600 Paces | ||||
God | Aerial | +6 | +6 | vs Cleric | Flee from Battlefield |
vs God | |||||
vs Magician | |||||
Hero | Mounted or Aerial | +5 | +5 | Recoil | |
vs Magician | Ensorcelled | ||||
vs Artillery | Destroyed | ||||
vs Hero | |||||
vs Paladin | |||||
vs Stronghold | Flee 600 Paces | ||||
Horde | Foot | +2 | +2 | Recoil | |
vs Knight | Destroyed | ||||
vs Warband | |||||
Knight | Mounted | +3 | +4 | Recoil | |
In Bad Going | Destroyed | ||||
vs Behemoth | |||||
vs Artillery | Destroyed (only if Knights are aggressors this turn) | ||||
vs Magician | |||||
vs Shooter | |||||
Lurker (all) | Foot | +2 | +2 | Flee from Battlefield | |
Magician | Foot | +4 | +4 | Recoil | |
vs Magician | Ensorcelled | ||||
vs Dragon | Destroyed | ||||
vs God | |||||
vs Hero | |||||
vs Paladin | |||||
Paladin | Mounted | +6 | +6 | Recoil | |
if in contact | Destroyed | ||||
Rider | Mounted | +3 | +3 | Recoil | |
In Bad Going | Destroyed | ||||
Shooter | Foot | +3 | +4 | Recoil | |
vs Mounted | Destroyed | ||||
Sneaker | Foot | +5 | +3 | Flee 600 Paces | |
Spear | Foot | +4 | +4 | Recoil | |
vs Knight | Destroyed | ||||
vs Warband | |||||
Stronghold | Stronghold | +6 | +6 | Captured | |
vs Aerial | No Effect | ||||
Warband | Foot | +3 | +3 | Recoil | |
vs Behemoth | Destroyed | ||||
vs Knight |
Knights can Destroy their enemies only if in Good Going; otherwise, loser suffers a Recoil.
Ranges | |
---|---|
Shooters | 200 Paces |
Magicians | 600 Paces |
Artillery | 500 Paces (during enemy turn) |
Tactical Combat Factors | If your element is: |
---|---|
+2 | Bespelled across water (shortest distance) |
+2 | Bespelled or Shot at while in Wood or Town |
+2 | Fighting a Magician who is within 600P of any Cleric or Paladin |
+1 | A General, or General is contacting the rear of your element |
+1 | Uphill of the enemy |
+1 | Defending a River Bank (except at ford or bridge, or vs Aerial) |
-1 | For each flank overlapped by enemy |
-1 | For each enemy in contact with your flank or rear |
-2 | In Bad Going (except Shooters, Warband, Lurkers, Beasts) |
-2 | Fighting a Water Lurker |
-2 | Bespelling a Magician within 600 P of his own Stronghold |
-2 | Mounted or Aerial, and if foe is in Bad Going |
-1 | For each additional element shooting at your element, attacking your stronghold, or bespelling your element |
Player Initiative Points (PIP) Expenditure | |
---|---|
2 PIP | to move a Group contaning an Aerial Element or
Magician Element. (Aerials can group only with Aerials.) |
2 PIP | to move a Group containing both Elves and Dwarves. |
1 PIP | to move any other Element or Group. |
+1 PIP | to move any Element or Group not within 600 P of
General (1,200 P if in line of sight.) |
6 PIP | to activate a Dragon or God (God disappears next roll of 1 PIP). |
1 PIP | to activate each Lurker. (2 PIP second time for the same Lurker, 3 PIP 3rd & Final Time). |
2 PIP | to attempt to bespell an Element. |
1 PIP | to activate a Horde. |
6 PIP | to Desorcell a Hero or Magician. |
1 PIP | gives a bonus of 100 P Road Movement to a Group
containing a General. May be repeated. |
Last Updates | |
---|---|
25 August 1998 | updated |
19 June 1996 | reorganized |
19 April 1996 | reformatted |
7 April 1995 | first published |
Based (with permission) on Cheat Sheet designed by Steffan O'Sullivan (sos@oz.plymouth.edu) | |
Comments or corrections? |