Sunday, 22 December 2013
HOTT 2.0 - My House Rules
However I have tried out fixes and variants, and over time some of them have become more or less permanent features of my games, or at least the ones I play in the comfort of my own home. You could call them House Rules ...
Some of them have been described elsewhere on this blog, but I thought that it would be interesting to put them all in one place for other people to see.
So, here they are:
(i) Sneaker. There are probably as many Sneaker fixes as there are people thinking that a fix for Sneakers is needed. Mine simply adjusts existing rules, rather than adding anything new. Put simply, a Sneaker is allowed to break off from an enemy element by moving forward through it, nad the restriction on which elements they can 'friction kill' is lifted. In rules terms this translates to:
Page 24, under 'Recoiling'
2nd paragraph, 1st bullet point - delete last sentence
"If all such enemy are sneakers .... if it is a general"
Page 18, under 'Breaking Off From Close Combat'
1st paragraph - amend from
"A single element can use a tactical move to break off from enemy in contactwith its front, but only if all of the following apply:"
"A single element can use a tactical move to break off from enemy in contactwith its front, but only if it is a Sneaker or if all of the following apply:"
2nd paragraph - amend start from
"An element breaking off must move at least 200p ... "
"Unless a sneaker, an element breaking off must move at least 200p ..."
(ii) Water Lurkers. Essentially, I don't use them any more. THIS POST describes how this change works.
(iii) Random Terrain Positioning. The first thing I latched onto when I saw DBA 3.0 was the way terrain was positioned. It has been said by a few players that terrain placement in HOTT can be little samey after a while, as well as being open to abuse, and I wondered if the DBA system could help alleviate this. Eventually I came up with THIS.
(iv) Clerics. A simple addition. Clerics are the only element that can force a God to flee the field, but who cannot actually contact the God in the first place. So, I allow Clerics to move into contact with Gods. This gives them a little more value for their 3AP. Games show that, despite the disparity between the movement and manoeuvrability of a God and a Cleric, they can use, or threaten to use, this ability more than you might think.
(v) Paladins. Heroes and Paladins can both contact aerials But, for some reason, only a Hero can destroy a Flier in close combat; even if doubled by a Paladin, a Flier only flees. I suspect that this is an omission (rather like the one which, in HOTT 10, meant that Beasts got a -2 fighting an enemy element that was in bad going). So - a Flier is destroyed by a Paladin if doubled.
(vi) Big Battles. In big battles we have found that a victorious flank command can't really move quickly enough to exploit its success and support the rest of the army. So in big battles elements we allow elements to march move. That is, and element, or group of elements, can make multiple moves, so long as no move after the first starts, ends or goes within 600p of an enemy element. Normal PIP costs apply for each move.
As you can see, there are few genuine additions, and only one section which is radically changed (Terrain). They all need more testing and play, although so far I've not detected any major flaws. And no new troop types - indeed I effectively drop one ...