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Autor Thema: HotE ( Hordes of the Empire)  (Gelesen 2816 mal)

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Grimnir

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HotE ( Hordes of the Empire)
« am: 01. Dezember 2009 - 19:37:12 »

Bin auf TMP darüber gestolpert. Vielleicht interessiert es ja jemanden.

Zitat
We have been playing a number of colonial games at wargamesinc in nashville using Hordes of the Things with the following modifications. Am posting them here in case any of you would have interest in giving them a try, would also be interested in your feedback. Hope to add a number of additinal army lists as time goes on:

HotE ( Hordes of the Empire) or HotT for colonials:

We are using HotT as the core rules with the following changes to the rules:

Drop the fantastic elements.

All troops armed with shoulder arms play as shooters. We have not found a real need to distinguish between quality of troops or types of firearms so all such troops are classed as shooters. We use the 200 pace move rule for shooters.

All native foot troops that fought with sword, shield, spear or some combination can be classed as warband (or hordes if you want increased numbers) after the development of breech loading and bolt action rifles. Prior to the development of these type rifles natives so armed can be played as spear, blade, horde or warband.

We use 300 pace move for warbands.

Snipers, bandits and spies can best be represented as lurkers.

Most mounted troops (camel or horse) can be classed as riders. Mounted troops that charged can be played as knights.
Mounted infantry are on 40x40mm bases. cost 3 a.p. Are considered shooters but move as Riders and are -1 in close combat. They only move 200p in bad going as do other mounted types.Camels can count oasis and dunes as good going per dba.

We have broken artillery down into 3 types-Guns, Mortars/rockets and Machine Guns. All 3 types use the artillery move rates, combat factors and combat outcomes.

Guns: Direct fire in their own bound if they did not move. Range of 8 inches. We are not distinguishing between type of gun, loading method or crew training.

Mortars and rockets: Fires in its own turn if it did not move. Range of 5 inches and may fire over intervening terrain or elements.

Machine Guns may fire every bound even if they moved. They have a range of 4 inches.

All three types of Artillery may deploy in and move into bad going but are subject to all the penalties of being in bad going.

Terrain: We have added 2 additional terrain types-mud flats and dry river beds. Mud flats play the same as rough and are placed adjacent to waterways or rivers. A dry river bed is placed as a river but plays as rough terrain for any element in it.

Trenches and other linear fortifications can be represented using the HotT bua rules.

Generals: each side has a separate general that is in addition to its regular 24 a.p\'s.
We mount these generals on a 30mm deep base (for 15mm) and irregardless of how these are represented they have a move of 500 paces and a combat factor of +2 (note no additional +1 for being a general). They may not initiate combat, but can defend, as a Rider. They add a +1 to any element/column they are attached to in close combat, but if the element they are attached to is recoiled or destroyed from close combat (not firing) they must roll for their outcome – 1= dead, 2-3=Injured and out for two turns, 4,5 or 6 = no damage inflicted.

Gunboats and transports: gunboats cost 3 a.p. and play as either a gun or a machine gun. May fire in its own bound even if it moved. gun boats move 400 paces.

Transports play as the type element they are carrying if they are carrying one. They cost 1 a.p. if not carrying an element they have a combat value of 0 and use the combat outcomes for riders. transports move 300 paces.

Both gunboats and transports may carry one element. There movement is limited to waterways. If in contact with the shore they may unload or load one element for the cost of 1 pip.

Winning and losing: The game ends when one side has lost 1/3 of its a.p. (i.e. 8 a.p. for a 24 a.p. army).

Skirmishers: It can be assumed that skirmishers are part of various shooter elements and need not be represented in the game. If represented on the board they play as psiloi per dba with \'destroyed if doubled by shooters shooting\' added to their combat outcome. Skirmishers cost 2 a.p.

Baggage/camp/base: The defender must have Baggage/camp/ or a base. this can be a village, wagons, tents or what ever is approprate for the army. This works as a stronghold per Hott except that its combat factor is +3 and its lose counts as 3 a.p.

Possible army lists:

A typical European army could be:
1x general (0 a.p.)
1x lancer (Knights) or rider. 2 a.p.
2x cav. (riders) 2 a.p. each.
2 x guns. 3 a.p.
7x shooters. 2 a.p. each.
for the later period replace one of the guns with a machine gun. if appropriate replace 3 a.p. with an element of mounted infanty.

Afghans/Northwest frontier:
1x general (0 a.p.)
2x rider. 2 a.p. each.
1x gun. 3. a.p.
1x lurker. 1 a.p.
2x warband. 2 a.p. each.
6x shooters. 2 a.p. each.

Boxers:
1x general(o a.p.)
2x warband. 2 a.p. each.
1x rocket. 3 a.p.
1x shooter. 2 a.p.
1x lurker, 1 a.p.
14x hordes. 1 a.p. each

Zulus, 1879:
1x general (0 a.p)
2x shooters (1 or 2 figs per stand as these guys are sniping with british rifles) at 2 ap each.
10x warband. 2 a.p. each.

Emperial Chinese (boxer Rebellion):
1x general(0 a.p.)
2x riders. 2 a.p. each.
4x shooters. 2 a.p. each.
2x gun. (3 a.p. each)
1x mortar. (3 a.p.)
1x Jengl and crew (lurker).
1x Tigermen (skirmisher). 2 a.p.

British 1879 (in Zululand)
1x general (0 a.p.)
6-8 Shooters (British regulars, infantry) 2AP
1-2 Horde (Horde) 1AP
0-2 Artillery (cannons or Gatlings) 3AP
1-2 Riders (Colonial mounted units, NNH) 2AP
0-1 Knights (British regular cavalry – 1st DG or 17th Lancers) 2AP
0-1 Mounted Infantry 3 a.p.

Dervish:
1x general (0 a.p.)
2-5 Riders (cavalry or camelry) 2 a.p each.
2-4 Shooters 2 a,p. each
0-1 Artillery (captured Krupps or other obsolete type muzzleloaders) 3 a.p.
2-3 Warband (Fuzzie Wuzzies) 2 a.p. each.
5-10 Hordes (Ansar) 1 a.p each.

Boers
1x gen. (0 a.p.)
1x art (3 a.p.)
7x mounted infantry (3 a.p. each)
camp will be wagons.

Ashanti
1x chief (general 0ap)
4x shooters (2ap each)
6x warband (2 ap each
3x lurkers (1 ap each)
1x hoard (screaming women)

Generic British army (in red- late 1870\'s)
6-8 Shooters (infantry) 2 a.p each.
2-3 Riders (cavalry) 2 a.p each.
0-1 Knights (lancers) 2 a.p each.
1-2 Artillery (true artillery or Gatling gun/Gardner gun) 3 a.p. each.
0-1 Mounted Infantry 3 a.p.
0-1 Lurkers/Psiloi (scouts, spies, snipers) 1 a.p, 2 a.p. if skirmisher.
1 General (0 a.p)

Egyptian army 1882 (white uniforms with red fezz)
1 general. 0 a.p.
6-8 shooters at 2 a.p. each (can include 1-2 stands of sudanese)
1 gun 3 a.p. (krupp)
0-1 lurker 1 a.p./skirmisher 2 a.p. (Bashi-Bazooks)
1-3 riders 2 a.p. each (1 of which may be bashi-bazooks)
0-1 horde at 1 a.p. (Bashis)
After 1882 use the same list but change uniform color to khaki for egyptians and dark blue top for sudanese.
Gespeichert
From the TMP messageboard:
\"I heard that there were Prussians at Waterloo, to help out the British. Is that true?\"
\"Yes, the British needed the Prussians to help as they didn\'t have any Aussies, Canadians or New Zealanders available to fill out the fighting ranks.\"

vodnik

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HotE ( Hordes of the Empire)
« Antwort #1 am: 02. Dezember 2009 - 00:41:13 »

...ist eine Möglichkeit, ich habe mich aber für R19 entschieden wo meine Russen vor Buchara + Samarkant stehen, um danach zum Kyberpass vorzudringen...
...Death in the dark Continent von Chris Peers bietet etliche afrikanischen Armeen, die es anzupassen gilt, ich mache an einem Ruga Ruga Haufen \'rum...
Gespeichert
...DBX-Regeln zum \'Runterladen: DBA2:2 + so... noch mehr: R19 fur\'s 19. Jahrhundert + andere Regeln...