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Hordes Of The Things Version 2.1

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A Hotter Fire - Rules for American Civil War naval actions. These were written a long time ago, and have provided some fun games over the years. Whilst the mechanics are simple and require a minimal amount of technical data about individual ships (and for may there's not a lot of information), they do allow the quirkiness of some of the vessels to be recreated. As ever we rolled for a scenario and, once again, we got the obligatory Death Race. Only a 1 in 3 chance, but seems to come up more often than not. The series consists of four half-hour episodes or "Chronicles", originally broadcast on BBC Radio 4 from November 25 to December 16, 1980. This was the only uncut broadcast; all subsequent repeats have omitted part of the opening narration from The First Chronicle. The campaign rules cover a simple campaign for 3 to 10 players, with strategc movement, various scenario types, the use of allies,and replacement of lost forces.

BBC Radio 4 Extra - Hordes of the Things - Episode guide

Five of us got together for a game of Gaslands last night, and everyone had managed to put together their own teams! For the second game we switched to 24AP. I dropped the Malian allies and changed the dragon for two flyers (the element can be split to allow this). Geoff dropped teh behemoths and the god. Knights are heavily armoured or magically protected fighters on heavy horses, chariots or equivalent fantasy beasts such as lizards. They love to charge into melee. The table needs to be wider. The army must be split into “commands” equivalent to 24 points worth each. The high value elements can be concentrated into one command. Each command rolls a separate Command die. Each command can become demoralised, without being destroyed, and fights on at a disadvantage. Otherwise the normal victory conditions apply. See The Elephant- American Civil war battles on a chessboard or square grid. (Version 1.1 7th January 2015)If you are citizen of an European Union member nation, you may not use this service unless you are at least 16 years old.

Hordes Of The Things - Radio 4 Sitcom - British Comedy Guide

Riders, when beaten, will recoil from combat with any enemy troop type, but if they are in Bad Going they will be destroyed. Mounted troops can be Heroes, Paladins, Knights, Riders, Behemoths, or Beasts. These move faster in good going than Foot. A HOTT army is made up of 24 "points" worth of troop stands, drawn from the following list. Note that each type of troops has a different cost in points.The kingdom of Albion is under threat from The Evil One. The elves have trusted the kingdom with a mystic device (the number seven) and have entrusted a wizard by the name of Radox The Green to find a hero to save the land, in the shape of Agar Son of Athar. A unit can only move if activated with a PIP. The movement rate depends on the troop type and terrain. Light troops move faster through rough ground then heavy troops. Mounted troops move faster than infantry, when in the clear. Aerial units ignore terrain. Aerial units can be Gods, Dragons, Flyers, Airboats or Heroes. Obviously these can fly and ignore the terrain effects on movement.

The Stronghold Rebuilt: HOTT Campaign - Season One - Blogger

The design objective is to make it possible to fight the kinds of battles seen in fantasy fiction and films like Lord of the Rings, The Lion the Witch and the Wardrobe, and similar wars. These are essentially based on historical mediaeval combat with added elements of mighty heroes, monsters and magic. Agar and Golin finally wrest Summontrumpet from the clutches of the Dread Sphynx, which has the body of a snake, the head of a snake, and the feet of a snake, and arrive upon the plains of Albion as the Seven Armies of Hell begin their invasion. The only thing that could possibly go wrong would be if the wrong person should sound the horn by mistake.... WRG are a well respected miniature game company in the UK, having developed the hugely popular Ancients in the 70s to 80s, and the De Bellis Antiquitatis rules in the 90s. HoTT is based on the DBA rules. It is a generic system which can be applied in many different fantasy settings. DBA (De bellis antiquitatis) and HOTT (Hordes of the Things), along with DBM (De bellis multitudinis) and DBR (De bellis renationis) are part of a family of rules for wargaming with miniatures published by WRG in England. They all having similar mechanisms but cover different periods or using different scales. Another rule set to take the system beyond 1700 AD is in preparation. DBM (and now DBMM) and DBR are intended for large games with plenty of figures on the table. DBA and HOTT are intended for small games with limited numbers of figures. Here we are concerned with just DBA and HOTT. The rule sets are briefly described below and links are given to variants and files.When their opponents retreat, certain element types (for instance, Knights) must initiate a pursuit. EXAMPLE OF COMBAT: During an epic battle, a body of Gnomish Pikemen And, finally, I was running The Yellow Submarine, again sponsored by Mishkin. The stats for it are at the end of this post. One of the largest ranges of 15mm fantasy miniatures in the world, the HOT (Hordes of Things) range features every miniature and monster on its own integral base fitted to the size of that miniature. The result depends on the ratio of the two scores and the units involved. Nearly all units are destroyed if their score is half the enemy’s. If the score is less than the enemy’s but above half, the result will usually be a recoil or withdrawal move, but this can be affected by the terrain.

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