HORDES OF THE THINGS:
Cheat Sheet


Steffan O'Sullivan (sos@oz.plymouth.edu)

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!



Sequence

  1. Roll for PIP
  2. Activate off-board elements, Desorcell, Movement
  3. Long-range Combat
  4. Close Combat


ElementMovement (in Paces)AP Value
RoadGoodBadWater
Airboat5005005005003
Artillery300 200 0 03
Beast 400 400 400 1002
Behemoth 400 300 200 1004
Blade 400 200 200 1002
Cleric 400 200 200 1003
Dragon 1,200 1,200 1,200 1,2004
Flyer 1,200 1,200 1,200 1,2002
God 1,200 1,200 1,200 1,2004
Hero 500 500 200 1004
Hero
(Aerial)
1,200 1,200 1,200 1,2006
Horde 400 200 200 1001
Knight 400 300 200 1002
Lurker 0 0 300 01
Lurker
(in water)
0 0 0 3001
Magician 500 500 200 1004
Paladin 500 500 200 1004
Rider 500 500 200 1002
Shooter 400 300 300 1002
Sneaker 400 300 300 1003
Spear 400 200 200 1002
Stronghold 0 0 0 0-
Warband 400 200 200 1002
Explanations
GoodOff-Road Good Going
(Plain, Gentle Slope)
BadOff-Road Bad Going
(Rough Terrain, Woods, Town)
RoadIncludes fords and bridges
APArmy Points

ElementCombat Typevs Stronghold
or Foot
vs Mounted
or Aerial
If Combat Loss
Airboat Aerial +5 +3 Recoil
vs MagicianFlee 600 Paces
Artillery Foot +4 +3 Recoil
if in contactDestroyed
Beast Mounted +3 +4 Recoil
vs MountedDestroyed
Behemoth Mounted +4 +5 vs BehemothRecoil
vs God
vs ArtilleryFlee 600 Paces
vs Dragon
vs Magician
Blade Foot +5 +3 Recoil
vs WarbandDestroyed
Cleric Foot +4 +4 Recoil
vs KnightsDestroyed
vs Warband
Dragon Aerial +6 +6 vs HeroDestroyed
vs Paladin
vs BehemothFlee from Battlefield
vs Dragon
vs God
Flyer Aerial +2 +2 Recoil
vs MagicianFlee 600 Paces
God Aerial +6 +6 vs ClericFlee from Battlefield
vs God
vs Magician
Hero Mounted
or Aerial
+5 +5 Recoil
vs MagicianEnsorcelled
vs ArtilleryDestroyed
vs Hero
vs Paladin
vs StrongholdFlee 600 Paces
Horde Foot +2 +2 Recoil
vs KnightDestroyed
vs Warband
Knight Mounted +3 +4 Recoil
In Bad GoingDestroyed
vs Behemoth
vs ArtilleryDestroyed
(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 MagicianEnsorcelled
vs DragonDestroyed
vs God
vs Hero
vs Paladin
Paladin Mounted +6 +6 Recoil
if in contactDestroyed
Rider Mounted +3 +3 Recoil
In Bad GoingDestroyed
Shooter Foot +3 +4 Recoil
vs MountedDestroyed
Sneaker Foot +5 +3 Flee 600 Paces
Spear Foot +4 +4 Recoil
vs KnightDestroyed
vs Warband
Stronghold Stronghold +6 +6 Captured
vs AerialNo Effect
Warband Foot +3 +3 Recoil
vs BehemothDestroyed
vs Knight

Knights can Destroy their enemies only if in Good Going; otherwise, loser suffers a Recoil.


Ranges
Shooters200 Paces
Magicians600 Paces
Artillery500 Paces
(during enemy turn)

Tactical Combat FactorsIf your element is:
+2Bespelled 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 PIPto 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.

Miscellaneous


Last Updates
25 August 1998updated
19 June 1996reorganized
19 April 1996reformatted
7 April 1995first published
Based (with permission) on Cheat Sheet designed by Steffan O'Sullivan
(sos@oz.plymouth.edu)
Comments or corrections?