BATTLE RULES CRIB-SHEET for HOTT ("Hordes of the Things") v2.2
 
SEQUENCE Defender takes first turn. Each turn the current player rolls d6 for their number of PIPs.
 
1. MOVEMENT (1 PIP per group moved*)
2. SPELLS (1 PIP per spell cast*)
3. SHOOTING (No PIPs required. Current player shoots, then the other player(s) can also shoot!).
4. COMBAT (No PIPs required. All troops in contact will fight).
[Moves/Spells cost 2 PIPS if out of Command Range of the General (normally 1200p, 600p if out of sight)]
 
MOVEMENT Moving each group costs 1 PIP*. Distance depends on terrain (Good/Bad/Road). Moves through Bad Going must be in column formation or as individual elements. Wading water move rate is 100p.
SPELLS Casting a spell costs 1 PIP*. Spell range is 600p. A Magician cannot cast a spell if it has moved. Spells work like normal Combat, but the Magician can only suffer bad results from other Magicians or similar. Any hero/magician ensorcelled by a spell is out of action (replaced with a frog) until 6PIPs are spent.
SHOOTING Shooting range is normally 200p. Shooters can shoot in each players turn. Artillery range is 500p. Artillery can't shoot if it moved this turn. Shooting is not permitted if terrain or troops even partly block the shooters view.
 
COMBAT Each player rolls for each base: d6 + Troop Bonus + Tactical Factors
TACTICAL FACTORS  
+1 General (not if bespelling/shooting)
+2 Shot at while in woods
+1 Defending hill/riverbank in combat (not against Aerials)
-1 Per rear/flank overlapped/contacted
-1 For each element aiding an enemy shooting/bespelling (maximum -2)
-2 In bad going (except for Shooters/Warband/Skirmishers/Beasts/Lurkers)
OR if Mounted/Aerials fighting an enemy who is in bad going
+2 Bespelled while in woods or across water or near Cleric/Paladin (600p)
-2 Bespelling an enemy Magician who is near his stronghold (600p)
-2 Fighting Water Lurkers
+1/+3 For a 2nd rank of Spears/Pikes (not in bad going, or v forts, or when bespelled/shot at)
COMBAT OUTCOMES  
EQUAL (Odd Total): Hero v Hero or Paladin v Magician - If in close combat: DESTROYED.
MORE THAN HALF:  
God If versus god/magician/cleric: FLEE OFF BATTLEFIELD; else NO EFFECT.
Hero If v hero/paladin/artillery: DESTROYED; if v magician: ENSORCELLED; If v Stronghold: FLEE; else RECOIL.
Dragon If v hero/paladin: DESTROYED; else FLEE OFF BATTLEFIELD.
Flyers/Airboat If v magician: FLEE; else RECOIL.
Knights If in bad going OR v shooters/artillery/magician charged this round OR v behemoth: DESTROYED; else RECOIL.
Riders/Raiders If in bad going: DESTROYED; else RECOIL.
Behemoth If v magician/dragon/artillery: FLEE; else RECOIL.
Blades If v warband: DESTROYED; else RECOIL.
Shooters/Beasts If in close combat v any mounted troops: DESTROYED; else RECOIL.
Warband If v behemoth OR in good going v knights: DESTROYED; else RECOIL.
Sneakers FLEE.
Lurkers FLEE OFF BATTLEFIELD.
Magician If v hero/paladin/dragon/god: DESTROYED; if v magician: ENSORCELLED; else RECOIL.
Artillery/Paladin If in close combat: DESTROYED; else NO EFFECT.
Skirmishers If in good going v knights: DESTROYED; else RECOIL.
Spears/Pikes/Hordes/Cleric If v warband OR in good going v knights: DESTROYED; else RECOIL.
Stronghold If in contact with any non-aerial enemy: CAPTURED.
HALF OR LESS:  
Skirmishers If v skirmishers OR in good going v mounted/aerials: DESTROYED; else FLEE.
Raiders If in bad going OR close combat v shooters/mounted/aerials: DESTROYED; else FLEE.
Flyers If v hero/magician/aerials/shooters: DESTROYED; else FLEE.
All Others DESTROYED.
(Supporting element of spears/pikes will be destroyed if the supported element is destroyed.)
 
RECOIL Move back one base, without turning. If they bump into another unit use this Recoil Checklist:
1) If unit recoiling is Behemoth/Dragon and other is not Behemoth/Aerial/Sneakers => OTHER IS DESTROYED
2) If unit met is enemy => DESTROYED
3) If allowed to pass through (see 'May Pass Through' chart) => PASS THROUGH
4) If unit met is facing different direction => DESTROYED
5) If unit met is not Behemoth/Dragon/God => PUSH BACK
6) If unit recoiling is Behemoth/Dragon/God => PUSH BACK
else DESTROYED.
 
FLEE As Recoil, then turn & move the remainder of 600p away from the enemy (avoiding obstacles/troops).
 
TROOP TYPE MAY PASS THROUGH
Gods/Sneakers Any (friend/enemy)
Any Sneakers (friend/enemy)
Magicians Any friend
Aerials Any ground troops (except when recoiling)
Ground Troops Enemy Flyers/Aerial Heroes/friendly Aerials not in close combat
Mounted Friendly Foot facing same/opposite direction (except Pikes).
Skirmishers Any friends facing same/opposite direction.
 
WINNING If you destroy the enemy Commander-In-Chief or half their army when they have lost more elements than your side, or you capture the enemy Stronghold, their army must flee off the battlefield and your side WINS!!