G. Branco (dak@mail.EUnet.pt) |
---|
When I first heard of HOTT I was somewhat intrigued about it: a game not unlike DBA - a good reference - but with a points system and flexible army lists. Why not give it a try, using mostly historical armies from DBA? The result was surprising. As a Medieval player I didn't miss the psiloi, the fine gradations on cavalry and sudden ends. What I did welcome though, were the really expendable hordes and the addition of the odd hero, taken freely from local lore. And then it was just a small step to my now favourite: to pick historical armies against wild fantastic opponents. The game lends to this beautifully because magic is not that powerful and can be cancelled to a large extent, by the inclusion of a military order or warrior monk "cleric". But if you use fantasy armies - the purpose of the game in the first place - it quickly becomes apparent that the game is weak. This is because any fantastic unit is exactly the same as its counterpart, and the game can - and has frequently been - described as tasteless or lame. The army lists proposed are the Achilles' heel, because all units of the same type behave the same, and there are no real restrictions to troop choice. This article is just my effort to raise HOTT out of its aches. The lists are not based in any particular book series or author. Instead they pretend to capture the "general feeling" about what those armies are supposed to be like. There are no more than 4 imposed units per list, so room for personal interpretation is still wide. I am very enthusiastic about these variant rules. The game gets a lot more interesting and fun, and there is also more learning on how to build armies and use their strengths and weaknesses. My ambition is that this approach will give a boost to HOTT, a game that seems to be fading in interest, but that to me is better than the other DBx conterparts, even for historical gaming. |
These alternative army lists can replace the generic found in the official HOTT rules book, and complement the others, by adding significant differences to each species/race behaviour on the board, without unbalancing the game.
The result is achieved by:
All costs remain the same.
You are encouraged to adapt these lists to your personal views, but be careful to keep the balance between abilities and available units.
The army lists in the rules book are ignored, instead use the lists below for each species/race unit's availability and special abilities. Medieval, Barbarian and Nomad armies may be historical.
MEDIEVAL "historic": mostly organised troops, relying on knights to shatter the enemy by charge. For pure fantasy medieval armies use the free army list.
Mandatory Units: 3xKnights.
Maximum Units: 1xSneaker.
Unavailable Units: Airboat; Beasts; Behemoth; Dragon; Fliers; God; Aerial Hero; Water Lurkers; Magician; Wb.
Abilities:
ORC/GOBLIN: irregular troops with some shock units and vast numbers of bows. Few unit restrictions.
Mandatory Units: none.
Maximum Units: 1xBd; 2xRiders; 2xSp.
Unavailable Units: Airboat; God; Kn; Paladin.
Abilities:
DWARF: short, stout and strong humanoids. Very disciplined and organised.
Mandatory Units: 1xBl.
Maximum Units: 1xRiders.
Unavailable Units: Beasts; Fliers; Horde; Kn; Water Lurkers; Magician; Paladin.
Abilities:
ELF: expert magic users and well-drilled troops. Wood dwellers here.
Mandatory Units: 1x Magician.
Maximum Units: none.
Unavailable Units: Artillery; Beasts; Behemoth; Cleric; Horde; Wb.
Abilities:
BARBARIAN: loads of irregular ferocious troops, some fanatic. Some neighbours.
Mandatory Units: 4xWb.
Maximum Units: 1xBl; 1xSp.
Unavailable Units: Airboat; Artillery; Behemoth; Dragon; Fliers; Aerial Hero; Kn; Paladin; Sneakers.
Abilities:
UNDEAD: nor dead nor alive, led by a powerful wizard. Reward may be eternal rest.
Mandatory Units: 1xMagician; 3xHordes.
Maximum Units: 1xMagician; 2xKn; 12xHordes.
Unavailable Units: Airboat; Cleric; Dragon (brittle undead dragons are behemoths); God; Hero; Paladin.
Abilities:
MYTHOLOGY: armies composed mainly by huge, mean and some beautiful monsters from old Greek, Roman and Egyptian lore. The heroes most fond enemies. No rank troops.
Mandatory Units: 2xBehemoth and 1xGod.
Maximum Units: none.
Unavailable Units: Artillery; Bl; Cleric; Kn; Riders; Shooters; Sp; Paladin; Wb.
Abilities:
CHAOS: unstable mutant horrors and weird characters, often very depraved.
Mandatory Units: 2xHordes.
Maximum Units: 2xKn.
Unavailable Units: Cleric; Paladin; Riders; Shooters; Sp.
Abilities:
LIZARDMEN: low technological reptile humanoids, clumsy, sometimes with dragon-like mounts. Hardly subtle (no lurkers or sneakers). Individuals are not clever or mighty enough to be considered as heroes, unless on a flying mount.
Mandatory Units: 2xHordes; 2xWb.
Maximum Units: none.
Unavailable Units: Airboat; Artillery; God; Foot and Mounted Hero; Kn; Lurkers; Magician; Paladin; Sneakers.
Abilities:
NOMAD: lights troops relying on mobility, surprise and terrain.
Mandatory Units: 4xRiders.
Maximum Units: none.
Unavailable Units: Airboat; Artillery; Behemoth; Fliers; God; Aerial Hero; Kn; Water Lurkers; Magician; Paladin; Sneakers.
Abilities:
SAMURAI/NINJA: Asiatic elite, using sophisticated combat techniques and stealth abilities.
Mandatory Units: 1xWb or Bl; 1x Sneaker; 1xLurker.
Maximum Units: 1x Dragon.
Unavailable Units: Airboat; Artillery; Beasts; Behemoth; Fliers; God; Aerial Hero; Kn; Magician; Paladin.
Abilities:
FREE ARMY: a free army is built accordingly to the rules, without further restrictions, but with no abilities.
Last Updates | |
---|---|
27 April 1998 | first published |
Written by G. Branco (dak@mail.EUnet.pt) | |
Comments or corrections? |