Believe it or not, I actually get all this information on one side of
an 8.5" by 11" piece of paper. Combining the tables, using a small
font with less than single-spacing, etc., lets me get away with it.
Each player then has a copy, and the game goes much easier.
January 18, 2003: I finally added my Hordes of the Things
Player Aid in a
one-page Adobe Acrobat (.pdf) format. Enjoy!
An Army consists of 24 Army Points (AP).
At least 12 AP must be AP1 or AP2 elements.
Any one element can be designated the General, except #3, 7, 9, 13, 15, 18.
Victory: kill the General, 1/2 the enemy AP, or capture the Stronghold.
Sequence: 1. Roll for PIP; 2. Activate off-board elements, Desorcell,
Movement; 3. Long-range Combat; 4. Close Combat.
# & Element Movement (in Paces. Road: Good/Bad) Value
Good Road Bad Water | AP
1. Airboat 500 500 500 500 | 3
2. Artillery 200 300 0 0 | 3
3. Beast 400 400 400 100 | 2
4. Behemoth 300 400 200 100 | 4
5. Blade 200 400 200 100 | 2
6. Cleric 200 400 200 100 | 3
7. Dragon 1,200 1,200 1,200 1,200 | 4
8. Flyer 1,200 1,200 1,200 1,200 | 2
9. God 1,200 1,200 1,200 1,200 | 4
10. Hero 500 500/400 200 100 | 4
10. Hero (A) 1,200 1,200 1,200 1,200 | 6
11. Horde 200 400 200 100 | 1
12. Knight 300 400 200 100 | 2
13. Lurker 0 0 300 0 | 1
13. Lurker (W) 0 0 0 300 | 1
14. Magician 500 500/400 200 100 | 4
15. Paladin 500 500/400 200 100 | 4
16. Rider 500 500/400 200 100 | 2
17. Shooter 300 400 300 100 | 2
18. Sneaker 300 400 300 100 | 3
19. Spear 200 400 200 100 | 2
20. Stronghold 0 0 0 0 | -
21. Warband 200 400 200 100 | 2
Combat:
# & Element Type vs S,F vs M,A If Minor Defeat
1. Airboat A +5 +3 R; 14:F6
2. Artillery F +4 +3 R; Con:D
3. Beast M +3 +4 R; M:D
4. Behemoth M +4 +5 4,9:R; 2,7,14:F6
5. Blade F +5 +3 R; 21:D
6. Cleric F +4 R; 12*,21:D
7. Dragon A +6 10,15:D; 4,7,9:FB
8. Flyer A +2 R; 14:F6
9. God A +6 6,9,14:FB
10. Hero M +5 Note H
10. Hero (A) A +5 Note H
11. Horde F +2 R; 12*,21:D
12. Knight M +3 +4 Note K
13. Lurker F +2 FB
13. Lurker (W) F +2 FB
14. Magician F +4 Note M
15. Paladin M +6 R; Con:D
16. Rider M +3 R; In Bad:D
17. Shooter F +3 +4 R; M:D
18. Sneaker F +5 +3 F6
19. Spear F +4 R; 12*,21:D
20. Stronghold S +6 Cap; A:No Effect
21. Warband F +3 R; 4,12*:D
Abbreviations: AP = Army Points; A = Aerial; F = Foot; M = Mounted;
S = Stronghold; W = Water; Good = Off-Road Good Going (Plain, Gentle
Slope); Bad = Off-Road Bad Going (Rough Terrain, Woods, Town);
Road includes fords and bridges.
If Minor Defeat: R = Recoil; # = Element # that defeated it; D = Destroyed;
E = Ensorcelled; FB = Flee from battlefield; F6 = Flee 600 Paces;
Con = if in Contact; Cap = Captured; In Bad = in Bad Going; M = Mounted;
A = Aerial. 12* = #12 (Knights) Destroy only if their enemy is in Good
Going - otherwise R. Note H: R; 14:E; 2,10,15:D; 20:F6. Note M: R; 14:E;
7,9,10,15:D. Note K: R; In Bad:D; 4:D; (2,14,17:D if Knights are
aggressors this turn).
Major Defeat: most units are Destroyed. Flyers flee 600p, but are Destroyed
by Hero, Magician, Shooters, or any aerial.
Draws: 10 vs 10 OR 14 vs 15: if all dice + modifiers = odd, both Destroyed
if in contact. Anything else is a standoff.
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 your 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 enemy in contact with your flank or rear or overlapping a
flank
-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; or to activate a Horde.
+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 God or all your Dragons. (A 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 per aiding Magician.
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 Information:
Mounted (except Behemoths) can pass through friendly foot if aligned the
same or opposite direction.
A single element can turn freely while moving. A Group must all move the
same, and can turn no more than 90 degrees.
To fight, a unit must move far enough to align its base squarely with an
enemy's. An element hit in the flank or rear turns to face the attacker
unless already engaged. You cannot move within one base of an enemy
except to attack.
Aerials can be fought if their front is contacted from the prev. turn, OR
by Arty, Hero, Mage, Paladin, Shooter, aerial.
Sneakers can only hurt other Sneakers, a General, or a Stronghold. They
can pass through other troops of both armies.
Knights, Warbands, Behemoths and Beasts must advance one base depth after
victory unless in contact or overlapping.
Spears add +1 to other Spears directly in front, if neither is in Bad Going
and the ones in the rear not under attack.
Magicians pass through friendly units; Gods can pass through any units.
Recoiling: see p. 15 for unusual cases.
Shooters shooting at other Shooters can be shot back at.
Magicians bespelling Gods or other Magicians can be affected if they lose
the combat.
The 2nd time a Magician rolls a "1" for a spell, he is self-Ensorcelled as
a Toad or Bug!
Ranges:
Magicians: 600 P
Shooters: 200 P
Artillery: 500 P (during enemy turn)
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