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Post by derrickthewhite on Oct 8, 2021 13:49:19 GMT
And here we have my "Napoleonics", on US letter again. Which are really based on the time period right before Napoleon, and I always think of them as being central or eastern European. I'd call them my "Gunpowder Army", but I might make some pike and shot units who look like conquistadors. They were lots of fun to make, all hats and horses and mustaches: these soldiers are more unique than the other armies I've made. They're also a rather simple army. We have lots of line infantry filling the role of shooters. Their flanks are protected by cavalry, who are clearly riders, and they've brought some artillery. Then we have their camp, and that's the whole army: three unit types. I have no idea how viable this army is: I suppose I need to pit them against some of my other armies to find out how well they do. They're supposed to be the rivals of the dinosaur riders... which should be a crazy fight. They will certainly have a distinctive combat style. We shall see.
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Post by stevie on Oct 8, 2021 17:46:30 GMT
Oh I think you could expand the number of troop types for your ‘Eastern Musket Army’, if you really wanted to that is. Apart from:- Musketmen (Shooters @ 2 AP) Cannons (Artillery @ 3 AP) Cavalry (Riders @ 2 AP) …how about the following?:- Grenadiers (Blades @ 2 AP)…….who like to get stuck-in with the bayonet. Militia (Hordes @ 1 AP)……….....untrained conscripts. Partisans (Lurkers @ 1 AP)……..armed ambushing civilians. Cuirassiers (Knights @ 2 AP)…..heavy cavalry with breastplates. Hussars (Beasts @ 2 AP)………...scouting light cavalry, good in bad going. Howitzers (Magicians @ 4 AP)….can use ‘indirect fire’, even when out-of-sight. A Baron Munchhausen Army could even have some Sneakers…
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Post by paddy649 on Oct 8, 2021 19:10:23 GMT
Love this thread! Certainly easier than painting the figures. I’ve only got 2 HOTT armies painted but my unpainted pile bulges with them and I’ve been following HOTT for ages.
Favourite “odd” armies was one made of cheese and another made of pebbles and rocks. So paper armies must have their place. However, I’ll stick to the normal 15mm HOTT, whatever “normal” is for HOTT!
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Post by derrickthewhite on Oct 13, 2021 15:54:59 GMT
Oh I think you could expand the number of troop types for your ‘Eastern Musket Army’, if you really wanted to that is. Apart from:- Musketmen (Shooters @ 2 AP) Cannons (Artillery @ 3 AP) Cavalry (Riders @ 2 AP) …how about the following?:- Grenadiers (Blades @ 2 AP)…….who like to get stuck-in with the bayonet. Militia (Hordes @ 1 AP)……….....untrained conscripts. Partisans (Lurkers @ 1 AP)……..armed ambushing civilians. Cuirassiers (Knights @ 2 AP)…..heavy cavalry with breastplates. Hussars (Beasts @ 2 AP)………...scouting light cavalry, good in bad going. Howitzers (Magicians @ 4 AP)….can use ‘indirect fire’, even when out-of-sight. A Baron Munchhausen Army could even have some Sneakers… I just finished a test battle with the army vs. Goblins. Goblins won, but I feel that the dice betrayed gunpowder, not the shooters. They probably are a less forgiving and trickier unit type, but that's no reason not to play them: the army does hang together. I know that HotT can support some wild interpretation of unit types, and I'd like to keep things a bit tamer for these digital armies, but some of the ideas are quite good: Grenadiers are a fantastic idea. They're very much melee types and I can see them running right up to a roman formation and throwing their bombs. I'd have to work up new hats... but I probably should be doing that anyway. The Cuirassiers are a good match, as are the hussars... though I'm not sure if that's the right name. The partisans really only work in some contexts, and I'm hoping to avoid those contexts. The Howitzers as magicians makes me laugh, but don't really feel like a good fit, between the speed and the interaction with clerics. I haven't played with sneakers yet, and I'd like their first appearance to be with an army that really deserves them. The hordes are a good thought: throwing cheap conscripts into battle is very gunpowder warfare, but the trick is that their conscripts were historically middling shooters and terrible at melee, and I don't think hordes give the right feel. A +1/+2 horde with range 200 might be appropriate and fun to play with, though I don't know if that's the right balance. So it appears that I need to go make some hats...
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Post by stevie on Oct 14, 2021 7:35:30 GMT
Hmmm…Militia (as Hordes) ARE pretty useless in a hand-to-hand melee. They only have a combat factor of 2, with a -2 penalty in bad going… … and you can’t get much worse than that in HoTT! As for shooting, they are actually firing their muskets (again with a mere combat factor of 2 as compared to trained Shooters with a CF of 3 or 4). It’s just that being poorly trained they need to get into very close range to be able to hit anything…i.e. what HoTT calls ‘close combat’. Having Cossacks (as Beasts) seems very appropriate. Fairly fast light horsemen that can scout their way through terrain and and move at full speed without being penalized in bad going, but are brittle when facing regular Cavalry (Riders) and Cuirassiers (Knights). For Partisans (as Lurkers) I was mainly thinking of the ambushing guerilla civilians fighting the French during the Peninsular War, and the Russian partisans used against the French lines of supply during the 1812 French retreat from Russia. But an American War of Independence army could have some hillbilly ambushers against the British, and the British have some Native American Indian ambushers against the American forces. The Scots with claymores at Culloden in 1746 would probably be Warbands. As for Howitzers (as Magicians)…yes, this is probably going a step too far. Their speed could be accounted for by them being Horse Artillery Howitzers. And their ‘quick kill’ against Cuirassiers (Knights) could be due to short ranged cannister fire and grape shot. But why they would be affected by Clerics is beyond even my imagination! (Interestingly, I use ‘Magicians’ and ‘Clerics’ for all sorts of Sci-Fi troops, such as my War Of The Worlds Martian long ranged meson beams and the superconducting ‘Experimental Meson Inhibitor’ counter-weapon as used by their modern 2005 American army opponents. After all, as Arthur C. Clarke famously stated:- “A sufficiently advanced technology is indistinguishable from magic”. Even my Giant Radioactive Ants have a Magician General Controller Ant in order to represent its powerful telepathic mind control abilities)
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Post by derrickthewhite on Oct 14, 2021 19:52:41 GMT
Here we have updated Romans and Gunpowder. The Gunpowder forces added Grenadiers (blades) with Mitre caps, to give them better staying power on the battlefield, and changed the infantry's hats. I didn't add many of them, because fielding a massive army of grenadiers that don't shoot feels wrong. The romans added auxiliaries (either Aux or warband) to let them take on bad terrain, and I tweaked the emblems on the shields of the Aux and Spear. The Aux have long chopping swords. Its still a very foot-oriented army, but its a little more rounded.
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Post by derrickthewhite on Jun 14, 2022 18:43:11 GMT
I think I've shown off my undead army before, though not in this thread. My Young son persists in calling them "Pirates". I had the art assets for gunpowder stuff, plus the skulls, and so it wasn't hard to make an actual undead pirate army: Warband, shooters, and blades form the core of our scurvy scallawags. Its not pirates without a few cannon (artillery), and I've made my first set of airboats... not sure if they fit right, but I don't HAVE to use them. The fortress is a ship at anchor, and the pirate captain feels like he's prominent enough to be a hero... pirate stories always seem to focus on the captain. This is of course, US letter paper. "I AM the jolly roger!"
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