This web page exists to answer rules questions for players of HOTT.
All answers are unofficial, but are the best guesses of staffers here at
If you have rules questions, please
email them to us and we'll try to come up with an answer for you.
Q: Why do both Dwarven and Elven armies take twice as many pips to move
as normal? Is it because Dwarves are
short, and so are Elves?
A: You've misread the rules (pg. 11) -- the extra PIP cost is only for
a tactical move in which both Elves and Dwarves move. (Since the two races
don't get along, it takes more command effort to make them cooperate.)
Q: Pg. 6, "Sneakers" -- The rule refers to these elements infiltrating
and deceiving the enemy, but I didn't find any rules for this.
A: The rules can be hard to find!
You'll find the infiltrating mentioned on pg. 12, top of the
page -- Sneakers can move through other elements. As for deceiving the
enemy, Sneakers have unusual combat powers. They have a high combat
factor (see pg. 13), but this can only be used against
generals, strongholds, and other Sneakers (see pg. 14, second
Q: As the rules are written, Sneakers simply aren't worth 3AP.
In general, they are fast-moving blades that can't kill the enemy (except
generals), but can be attacked and killed, especially by mounted.
A: Some players prefer a house rule that Sneakers cost 1AP.
But remember that Sneakers can also assault Strongholds.
Q: Is there a difference between overlapping and
A: Yes. Note the illustrations on pg. 40, which show overlapping
elements. Overlapping units do not count when determining "the most dangerous
result" in combat (see pg. 14, first paragraph). Flanking elements -- those
in contact with the enemy's side or rear -- do count.
Q: Pg. 10, Step 2 of the Bound -- Do both players declare their
attacks simultaneously, or does one player declare first?
A: Nobody 'declares' attacks. If you read step
2 and 3 you notice the phrase ".. in an order decided by the side whose bound it
is," at the end of each step. Here are two popular interpretations of this rule:
Some say that the actual Phil Barker way of playing it is that
the phasing player decides which of his elements are shooting in the order he
chooses. Then if the non-phasing player still has any artillery or shooters eligible
to fire, he
informs the phasing player, and he then resolves their attacks. (The non-phasing
player's elements might not be eligible to fire, since they might have been
forced to 'shoot back' if fired upon -- see pg. 12 of the rulebook.)
the player whose bound it is
picks any eligible element (of any player's). If it is his element,
he immediately resolves the attack. If the element belongs to another
player, that player must either attack now, or forfeit the right to attack
with that element in the current phase. After the attack is resolved, the
plasing player again picks an element, until no more eligible elements remain.
Q: Can a Shooter element which shot during its own Bound, also shoot
during the next (enemy) Bound?
Q: If an Artillery fires on a Shooter at greater than the Shooter's
- does the Shooter have to "shoot back", wasting its attack since it is out
of range? or
- does the Shooter not have to return fire, since being out of range means
it can't shoot back?
A: The Shooter does not have to return fire.
Q: Can Magicians attack during the enemy Bound?
A: No. Unused PIPs are lost at the end of the Bound, so the player
can't have any PIPs left to pay for the attack.
Q: Is there a PIP cost when Magicians
defend themselves against a bespelling attack?
Q: When a Magician
defends himself against a bespelling attack, does the defender
count any 1's thrown in the defensive bound toward the
self-ensorcellment count (as per Ensorcelment, pg. 15)?
Q: Pg. 12, "Distant Shooting," last paragraph, it says that 2nd or 3rd
elements "aid" the shooting. Does this mean that their combat factor is
added to the dieroll of the original attacker, or does this mean that
both attackers roll dice, take a total, and then add their combat factors?
A: None of the above. See the example on pg. 40 of the rulebook,
and examine the next to last modifier on pg. 13. For each aiding element
up to two, a -1 penalty is applied to the target's dieroll.
Q: I want to pivot an Artillery element so that it
can fire at a new target. When during the turn can I do this?
A: During the Movement phase, and it'll cost you PIPs for a
Q: Strongholds seem too powerful, given their combat
factor of +6.
A: At least Strongholds
cannot make attacks on their own...
Q: On pg. 14, second paragraph, does this mean that Elements which attack
a Stronghold are immune to unfavourable results?
A: We think you're reading the rule incorrectly. Elements aiding
an attack on a Stronghold ignore unfavourable results; the primary attacker
is not immune.
Q: Pg. 9, "Strongholds," second paragraph: Gives a maximum size for strongholds,
in terms of square paces. Why wouldn't a defender opt for the smallest
possible size? For instance, if I had a Dwarf army, wouldn't I want
to make my stronghold a solitary door in a hillside?
A: Well, a larger stronghold would give you more flexibility
in placing replacement Hordes, and remember that Magicians receive a bonus when
near their strongholds. Also, large strongholds are the friends of whose who
turn them into mini-dioramas (beautiful even if tactically unsound). If small
strongholds are a problem in your playing group, consider adopting a house
rule mandating a set stronghold size -- we know one group which uses a size
of 20 cm wide by 16 cm deep.
|19 June 1996||reorganized|
|19 April 1996||reformatted|
|8 June 1995||Stronghold correction|
new Magician and Sneaker questions
|7 June 1995||Sneaker correction|
|30 May 1995||Dwarves and Elves movement|
|Thanks to the DBM Mailing List|
for advice in putting this page together.
|Comments or corrections?|