Photo © Alan Saunders
Alan Saunders, a.k.a. the Godfather of HoTT (Hordes of the Things), recently created his own version of the micro campaign rules to run a HoTT Epic 40K campaign. Thanks to Alan for the following report and for the pics. You can find much more HoTT material on Alan’s superb Stronghold website, BTW!
At lunchtime I was reading Jay’s ‘Solo Wargaming’ blog, when I came across the rules for a micro-campaign he had posted a month or so ago. Intrigued by his reports, and with nothing better to do this afternoon, I decided to give it a go.
Since they happened to be the armies on the table at present, I decided to use my Epic 40K ones, and decided that the two forces who would be heading out into the stars looking for death, loot and glory could only be Orks.
Jay’s rules are for DBA, so I adjusted them for HOTT as appropriate, as follows:
Each force was 36AP. An army had to consist, as far as losses allowed, of one Behemoth, four Hordes, and two Warband, plus 12AP of other troops. The army composition for a given battle was determined after the race of the opposing army had been determined, but before its makeup was known.
Since I use semi-random lists, it was possible to have some idea of what the opposing army would have, but not precise information.
There were six possible forces the Orks could encounter – Marines, Imperial Guard, Necron, Eldar, Squats and Chaos. All six had to have been encountered before a repeat was allowed, and which force had been met was randomly determined. I used a system of my own to decide the makeup of each army; basically they have a fixed 12AP core, with the other 12Ap being decided by die rolls from a pool of possible elements.
‘Gold’ became ‘Loot’, but the numbers stayed the same. ‘Barren Lands’ and ‘Bad Terrain’ just became ‘Open Space’ and ‘Asteroid Fields’ (or whatever). A force had to have at least 24AP to be viable. Replacements, reinforcements, desertion and returned casualties were determined by elements rather than AP. This seemed to balance out fairly well; the roll could gain or lose you a 4AP element just as readily as a 1AP one. As with the normal HOTT campaign rules, elements which fled or left the field automatically returned to the army – they only counted as losses for the purposes of determining if the battle was won or lost.
Photo © Alan Saunders
I won’t bore you with a detailed account of the campaign itself. However the Bad Moon clan immediately found the Eldar, and defeated them, but then ran straight into the Space Marines and lost. Cumulative casualties from the two battles dropped them to 20AP; they wandered an asteroid field for a while, lost more troops to desertion, then fled from the Necrons, returning home empty-handed. The Snakebite clan fared little better. After wandering the galaxy for a while they ran into a Chaos army, and defeated it. The picked up some reinforcements, but then encountered the Squats and were defeated in a close, desperate battle. Still with enough troops to continue they forged on, but an Imperial Guard army proved too much for them; in a confused battle which saw 20 Hordes fielded between the two armies they were virtually wiped out. An attempt to sneak around looking for easy pickings was thwarted when the Imperial Guard appeared again (all six armies had been encountered), and the Snakebite clan fled for home, also empty-handed.
The Bad Moon clan survived six rounds, the Snakebite clan 15 rounds. Five actual battles were fought. The whole thing took about four hours to set up and play.
Thanks to Jay for an entertaining afternoon’s diversion.