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Post by stevie on Jan 10, 2019 16:28:31 GMT
I wonder if any of you HoTT veterans out there can help me with a project I’m currently working on. I’ve just completed a “Detailed Crib Sheets for HoTT 2.1” (along these lines:- fanaticus-dba.wikia.com/wiki/File:DETAILED_CRIB_SHEETS_for_DBA_3.0.pdf ), but I don’t want to upload it to the Fanaticus Wiki just yet until I am sure that I have everything right. I have been using an FAQ found here: web.archive.org/web/20071117170813/http://www.btinternet.com:80/~alan.catherine/wargames/hottfaq2.htm...but it is unofficial and rather old (2005). So, on with the questions:- Tactical Moves (page 15 section 1) says that it costs an extra PIP to move if wholly beyond a hillcrest, wood, or a BUA. Does this also apply to aerial troops? (I assume it does...apparently aerials don’t fly high enough to be seen over hills, tall trees and buildings)Knights that move into contact with the front-edge of Shooters/Artillery/Magicians are destroyed if they score less. But what happens if it is the Shooters/Magicians that do the moving into contact? Are the Knights still destroyed if they score less? (I assume not, as it’s the Shooters/Magicians, and not the Knights, that are doing the charging)Page 14 section 1 says that Lurkers deploy in contact with an enemy that has entered certain terrain during the enemy bound. What happens if this enemy is fast enough to both enter and completely exit the terrain all in a single bound? If the Lurker can both conform (with opposing corners touching) and remain partly in the terrain, can it still be deployed? (I assume not, as the moving enemy is no longer in that terrain feature at the end of the Move Phase)In page 16 section 3 (let’s call it the ZOC rules), the very last item says a second rank of Sp/Wb can follow behind another as a group. What does this mean in the context of backing-out of a ZOC? Does it mean that a Sp/Wb column can back-out as a group for a single PIP? Or does it cost 2 PIPs as the second rank must back-up initially, and then the front rank, so the second rank is not actually following? Or does it refer to the rear rank first turning 180 degrees, so what was the front rank is now behind, therefore follows, all for 1 PIP? (I’m hoping it’s the first case...but I’m unsure, and this one is giving me a headache)
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Post by stevie on Jan 11, 2019 12:11:47 GMT
I have two supplementary questions about spell-casting:-
When a magician attempts to cast a distant spell (costing 2 PIPs) on an enemy magician, a roll of ‘1’ could self-ensorcell the caster. Does the targeted magician also self-ensorecell himself if he throws a ‘1’ and has rolled a ‘1’ before? (I assume yes...which means that both magicians could become self-ensorcelled if they both roll a ‘1’ and have done so previously)
The red army has two magicians both in range of two enemy blue magicians. If red decides to target one of these with both red magicians (costing 3 PIPs), can the non-targeted blue magician aid his mate? (I assume not, as it’s not the blue players bound so PIPs cannot be spent to pay for the magical aid)
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Post by martin on Jan 11, 2019 16:20:54 GMT
Not an expert, but played a fair few games...as far as I know, the answers may be :-
Aerials beyond hills etc...yes, extra PIP (no height advantage when it comes to command distance)
eg Shooters move into Kn, Kn not quick killed if losing.
When lurkers pounce, the enemy must be at least partly in bad going.
Individual PIPs to reverse a two element column.
Magician only self ensorcels if doing the attack, not if a Mg who is rolling a one while defending against magical attack.
It costs PIPs to carry out magical attack or assist, so a defending Mg cannot be assisted by his adjacent Mg, cos he has no PIPs to use. Only the ‘bounding’ player has PIPs which can be allocated to magical attack.
Happy for more experienced players to contradict any/all of these, but from memory these are the interpretations I’ve seen in use at a few UK tournaments.
Cheers
Martin
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Post by Simon on Jan 11, 2019 17:22:51 GMT
As ever, you are being very modest Martin - the man who had an article on Arsuf with HOTT published in Slingshot! As for me, the person who won the 2017 Recon tournament and who also came botton in the 2018 one (lost every game!) I would go with all your interpretations.
Simon
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Post by coyote139 on Jan 11, 2019 21:23:21 GMT
As ever, you are being very modest Martin - the man who had an article on Arsuf with HOTT published in Slingshot! As for me, the person who won the 2017 Recon tournament and who also came botton in the 2018 one (lost every game!) I would go with all your interpretations. Simon Same thing for me, I agree with the interpretations. Yours sincerely Claude
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Post by bob on Jan 11, 2019 23:10:48 GMT
Ditto from me, for what it's worth
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Post by stevie on Jan 12, 2019 13:40:37 GMT
Thanks for all the replies everyone. Well...I got 4 out of 6 right...which ain’t bad. May I impose upon you once more to conduct a review of the following. I find that the HoTT Tactical Factors on page 22 is somewhat tedious to wade through each time a combat is rolled for (although no doubt it will become more memorable with repetition). So I have split it into three specific parts to make it easier to read. Could you have a look at this and make sure that I haven’t added any distortions or errors. Paraphrasing was necessary in order to aid clarity and to compress sentences so they will fit in the final document. (items in brown are Bad Going):- MAGICAL FACTORS [22.2] +2 if being bespelled over running water or a Lake with an in/outflow, or if the spell passes within 600p of any Paladin or Cleric, or if entirely within a Wood or BUA. +1 to a General who is being bespelled. -1 for each 2nd or 3rd enemy Magician aiding the bespeller. -2 to the spell caster if he is in Bad Going (unless the target is a Stronghold), or when he is trying to bespell a Magician who is within 600p of his own Stronghold. SHOOTING FACTORS [22.2] +2 if shot at and entirely within a Wood or BUA. +1 to a General who is being shot at. -1 for each 2nd or 3rd enemy aiding shooting. -2 Artillery shot/shooting in Bad Going (save at a Stronghold). CLOSE COMBAT FACTORS [22.2] +1 if a General is in close combat. +1 if a Spear or Warband is rear supported in close combat in Good Going. +1 if neither is Aerial, and uphill in close combat or defending a River Bank off-road while the enemy is in the water. -1 for each each flank overlapped or attacked, or each 2nd or 3rd enemy aiding an assault on a Stronghold. Dragons do not give or receive friendly overlaps. [21.4] Strongholds do not overlap, flank, or rear attack. [12.2] -1 if being attacked in the rear. -2 if in Bad Going (unless they are Beasts, Warbands, Shooters, Lurkers, or a Stronghold, or when assaulting a Stronghold), or other mounted being ground-attacked from Bad Going, or Aerials fighting enemy in Woods or a BUA, or (unless Water Lurkers) if attacked by a Water Lurker. P.S. (I may also make some “HoTT Hint Cards”, along the lines of Jim’s fanaticus.boards.net/thread/1331/troop-hint-cards-dba-3 ...but that will take a couple of weeks as I search for and edit & adapt suitable fantasy pictures, so is a low priority at the moment)
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Post by stevie on Jan 21, 2019 4:54:52 GMT
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Post by medievalthomas on Jan 21, 2019 19:05:37 GMT
Though I don't play old HOTT any more - splitting the modifiers into situational groups is a very good idea we we adopted a few years ago which helps new players (and forgetful old ones).
TomT
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Post by medievalthomas on Jan 29, 2019 22:37:50 GMT
Excellent set of questions Stevie can't say for old HOTT above answers seem correct but for those wondering about D3H2 answers (which does have an involved and question answering author...) Here are the answers interspaced.
So, on with the questions:-
Tactical Moves (page 15 section 1) says that it costs an extra PIP to move if wholly beyond a hillcrest, wood, or a BUA. Does this also apply to aerial troops? (I assume it does...apparently aerials don’t fly high enough to be seen over hills, tall trees and buildings)
Tom says: Interesting question - I give Aerials the same "Command Range" as LH in DBA 3.0. Would also lean toward allowing them to be seen over obstacles. They already cost 2PIPS inherently and to charge more more out of LOS might lead to lots of supposedly rapid moving Aerials just standing around.
Knights that move into contact with the front-edge of Shooters/Artillery/Magicians are destroyed if they score less. But what happens if it is the Shooters/Magicians that do the moving into contact? Are the Knights still destroyed if they score less? (I assume not, as it’s the Shooters/Magicians, and not the Knights, that are doing the charging)
Tom says: This is solved by DBA 3.0 rule that Shooters have Cry Havoc v. Knights (Destroy on Equals). May consider adding this to Mage's but certainly not Shock as this make Mage's much to good in Close Combat. Art plays by DBA 3.0 rules and so doe not get either Shock or Cry Havoc. All these rules help restore play balance and make Knights a much more useful troop type (so we don't always have Riders of the Round Table armies).
Page 14 section 1 says that Lurkers deploy in contact with an enemy that has entered certain terrain during the enemy bound. What happens if this enemy is fast enough to both enter and completely exit the terrain all in a single bound? If the Lurker can both conform (with opposing corners touching) and remain partly in the terrain, can it still be deployed? (I assume not, as the moving enemy is no longer in that terrain feature at the end of the Move Phase)
Tom says: In D3H2 Lurkers & Ps are fused but if used in Ambush mode they can only attack foes in Terrain not passing through. (But can be deployed with army as Ps if you don't get any Terrain).
In page 16 section 3 (let’s call it the ZOC rules), the very last item says a second rank of Sp/Wb can follow behind another as a group. What does this mean in the context of backing-out of a ZOC? Does it mean that a Sp/Wb column can back-out as a group for a single PIP? Or does it cost 2 PIPs as the second rank must back-up initially, and then the front rank, so the second rank is not actually following? Or does it refer to the rear rank first turning 180 degrees, so what was the front rank is now behind, therefore follows, all for 1 PIP? (I’m hoping it’s the first case...but I’m unsure, and this one is giving me a headache)
Tom says: Backing up always an individual move in all versions of DBX. But I get the literal problem with the written rule. With Phil always keep the big picture in mind rather than trying to over parse the rules.
Well that's it - but pondering that Mage rule even as we speak. (By the way in order to make Mage's useful allow them to put any number of PIPs into a Spell (PIPs X2 2 = CF) but if you roll less than the number of PIPs put into the Spell you get a "frog ding" (we actually use an old crone). So if you put 5 PIPs into a spell you get a massive +10, however, if you don't roll a 5+ you risk ensorcling your self into froghood (or cronation).)
TomT
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Post by stevie on Jan 30, 2019 16:47:01 GMT
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