Showing posts with label HOTT. Show all posts
Showing posts with label HOTT. Show all posts

Sunday, 9 November 2014

HoTT Zulu Army

Hi
Now I am slowly waking up and having a fewer less dizzy days I am getting the DBA/HoTT Bug again.
I decided today to create my Zulu army for HoTT. After downloading some HoTE (Hordes of things Empires) rules which are a modified version of HoTT. Looking through the Army lists I took inspiration from the Zulu list and got to work basing my Old spare minifig Zulu figures.

Using up all the figures I had except 3 damaged ones I got the following army.
HoTT Zulu's
  • 1 Magician General (Well they did like their Magical powers which were mainly drug induced)
  • 10 Warbands            (Married Regiments)
  • 6 Hordes                  (Unmarried/Young men Regiments)
  • 3 Shooters               (Stolen Rifles from the British)
  • 1 Lurker                  (Scouting parties/ambush)
  • 1 Blade                    (Elite/Tribal leaders Regiment)
  • 2 Beasts or Sneakers (represents the use of cattle to sneak up on or there use as Decoys)
The Strong hold will be a Stockaded village.

Next will be the British but I do not have many spare figures for these as all mine are part of my Principles of war army. So I may have to buy some figures. For the British Strong hold I plan to use a wagon lager.

I also have plans afoot for Boxer rebellion armies.
Jon :)

Monday, 3 March 2014

HOTT test game

Played a test game of HOTT and although it was quick I am unsure how to do a few things, likethe combats which were getting complicated.

Orc Setup

US Army Set up, they were defending.

US Army start to redeploy

Orcs surge forward on a pip role of 1.

Again the Orcs surge forward after an0other great pip throw of a 2.
The US had redeployed a bit more.

Combined US shooting on the middle rider kills it.

Another great Pip role for the Orcs, a 1!

US shooting takes another rider down.

Orcs Crash into the US lines.

The result was bad for the US, 1 shooter dead and 1 behemoth.

The US Hero General and behemoth try for an instant victory and target the Orc General rider.

The Orc general survives and recoils.

The Orcs, hero targets the behemoth, whilst the Orc's behemoth and General target the US hero general.

Its not good for the Orc's.
 

You win some, you loose some. The Orc's General recoils along with their behemoth which is destroyed as it has no where to go. But in return the US last behemoth is destroyed.

The US hero re-joins the shooters in the woods.

An attack by the hordes did not go too well for the Orc's, with 2 destroyed and the other two recoiled.

The Orcs try to dislodge the shooters in the woods but only succeed in recoiling one and getting there warbands hit in the flank by the US general which fights to a stalemate.

End game as I don't know how to fight this one, the Orc General just hit the US general in the flank.
 
My Conundrum is as follows:
The US Shooters faces a warband which is supported by another warband, who in turn are both hit in the flank by the US general, who in turn is hit in the flank by the Orc general, So Now I ask...
How the eck do I work that combat out?
 
Jon
 
 

Tuesday, 4 February 2014

Hott Orcs and Goblins

Just got to finish the bases but this is my Hott Orc and Goblin army.
note grey archers are not part of this army..lol

 
1 Hero
1 Behemoth
1 Shamen
3 Warbands
4 Hordes
4 Riders

Sunday, 26 January 2014

Hott Moderns Final update

I have now finally finished my Hott Modern Army... I could keep touching it up here and there but I think as a quick fix army it will do.

Hero and Magician


Shooters

Shooters
Artillery
Knights
Riders




 Picture editor gave out again, last three pics are of the Behemoths and Stronghold.
Jon

Friday, 24 January 2014

Wednesday, 22 January 2014

Hott army -20mm US update

Been a bit busy in the shed between the  bought's of dizziness.

US Army - Hott Rules
 
So the Army is at the standard above, Not 100% happy with the infantry I may yet redo them as the camouflage does not do them justice, I may yet redo them in plain green.
The Big thing top left is my M48 Bridge layer acting as the Strong hold, but may yet become another Dragon or Behemoth.

So I my 24 AP will buy me 5 Shooters, 1 Hero, 1 Behemoth and another Behemoth or a Dragon. But at 48 points they all come into play with a few points to spare. I can either add another artillery piece (I have a spare M109 which needs a barrel. Add some snipers as Lurkers or get a couple of Apache helicopters and act as Flyers??

Need to try the army out first. But for now here are some more shots of the M48 Bridge layer.





Oh and I still need to work out what to do with the bases.
Jon

Tuesday, 21 January 2014

Hott Army No.2 - Modern US

Hi
whilst laying in bed due to an illness I had an epiphany over an Hott army. I had seen on some ones blog that they had fought against an Vietnam army with the blue guy from Watchman as their Hero (?)
Well I decided to do an modern army with some old figures and models I have had for 20 years in storage.

Below is the result awaiting repainting and the bases finished:



The army so far consists of the following:
1 Hero
1 Magician (Tow Launcher)
1 Artillery (M109)
6 Shooters or Warbands (Infantry)
3 Riders or Beasts (M113 APC)
2 Knights or Behemoths (Sheridans)
2 Behemoths or Dragons (M1 Tanks)
so that's 42 AP

Just remembered I had a m60 bridge layer, may be that's my strong hold.

 
I want to get it up to 48 AP. I was thinking of 2 flyers (Apache's) and 2 Lurkers (Snipers) should finish it off.

You thoughts and comments are welcome.
Jon

Sunday, 5 January 2014

28mm HOTT Orc and Goblin army - 1st trial run

Now I have got some interest in HOTT, this is my first trial army. All ready for the basing to be textured and under coated.

Orc and Goblin 24 AP

Right to Left:
  • 1 General Rider
  • 3 Riders
  • 1 Hero
  • 1 Behemoth
  • 2 Warbands
  • 4 Hordes