Post by Brian Ború on Jun 5, 2023 21:03:49 GMT
Additional HoTT Campaign Rules?
All these actions are very special and must be performed as a single action in your regular turn. Some of them may only be chosen under certain circumstances. All actions that can only be chosen once in a year cannot be performed by any other player in the same year.
Be aware of the fact, that some of these actions are morally at least questionable, and thus might not be chosen by some special powers of the light. And, by the way, which elf would ever marry a dwarf?
Those interested in ancient history as well as in fantastic literature know that some more common actions of kings and generals still are missing in usual HoTT campaign rules. Inspired by Flavius Josephus' History Of The Jewish War I attempted to close these gaps somehow by providing 10 additional campaign actions.
All these actions are very special and must be performed as a single action in your regular turn. Some of them may only be chosen under certain circumstances. All actions that can only be chosen once in a year cannot be performed by any other player in the same year.
Be aware of the fact, that some of these actions are morally at least questionable, and thus might not be chosen by some special powers of the light. And, by the way, which elf would ever marry a dwarf?
BRIBERY
When rebuilding one of your own units, you may delete one of your enemy's units at once. Both units must be of the same type (and certainly not the general).
DEMAND CONTRIBUTIONS
One or as many of your tributuaries as you wish can't perform any actions this round, but you do instead. Only once in a year.
FORTIFY CASTLES
Put a miniature fort in one of your provinces.
GRINDING A FORTRESS
Choose an empty fortress in a province that is controlled by your units. Destroy it.
MURDER
Choose one player. Assassins will kill one or more of his most valuable leaders, king, general or staff, so he cannot choose any action in his turn. Only once in a year. (Good personnel is quite rare.)
REVOLT
You support an uprising of a local army in one enemy province. Put 1d6 units into one enemy province. This army must be formed like a contingent of a local ally. Only once in a year.
SCORCHED EARTH
Your army devastates enemy provinces. Put a "depleted supplies" marker (preferably a bone skull or a ruined building) into one or two provinces that were crossed by your army. These provinces offer no supplies till next spring and they cannot be used as a camp in next winter. Only directly after movement of your army.
TAKING HOSTAGES
Choose one enemy player. He must conform to any of your demands or declare war on you. You should use this action with great care.
TREACHERY
Take at once possession of any empty city or fort by occupying it with one of your units. You may even rebuild one of your lost units there.
WEDDING
You cleverly arrange a marriage in another players' family. This ends any hostilities with one enemy player of your choice at once or establishes a union with a neutral player and makes him your ally (at least for the rest of the year). Only once in a year.
Now have fun trying these actions in your campaigns or house rules.
Any thoughts or comments? (I got the feeling, that some very interesting actions still are missing.)
Now have fun trying these actions in your campaigns or house rules.
Any thoughts or comments? (I got the feeling, that some very interesting actions still are missing.)