Sunday, 22 March 2015
Generals in 'Liberated Hordes'
All generals are either Poor, Average or Good.
Poor - The second PIP roll of '6' this general gets during a game is immediately converted to a '1'.
Good - Once per game the general may choose to roll two dice for PIPs and use the highest score.
The principle behind these rules is that the general gets one moment during the battle where they suffer a penalty due to their indecision or incompetence, or get everything moving together in an inspired manner. It's up to them, or their opponent, to be in a position to exploit that moment.
Predictable - The general's tactics are well-known to the enemy, or lack imagination. After the general has deployed his army, roll the first PIP dice. This is the score he will use when he takes his first bound. At the end of the general's bound roll the dice to see what PIPs he will have in his next bound. If he scores a ‘6’ for PIPs, then he may either keep that score, or chose to discard the roll, but roll normally for PIPs from then onwards. Note: A Poor general immediately has the second roll of '6' converted to a '1', so cannot chose to discard it.
Coward - The general is prone to panic or confusion when things start to go wrong. An element you are with does not get the +1 to a losing score. In addition at the end of any bound in which the element you are with recoils, or a friendly element is destroyed within 100p of your element, roll a D6. On a ‘1’ you quit the field.
Reckless - The general leads from the front, but is prone to putting his troops into danger when doing so. The general still gives +1 to a losing score if he is with an element that is shot at. However he instead gives an element in close combat a +1 to its combat score, as with a normal HOTT general. However any element he is with, or to which his element provides overlap or flank/rear contact support, automatically pursues if it wins a close combat. In addition the element the general is with must resolve its close combat before any other elements in the army.
The following traits apply to campaigns only, and assume the use of Demoralisation Points and Political Tokens.
Inspiring - The general can keep an army together throughout any adversity. When rolling against Demoralisation Pints before a battle, add one to the roll.
Politician - The general is an astute politician, able to exploit his victories for the good of the country. When rolling to force the enemy to lose Political Tokens, subtract one from the roll.