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note: heavy armor denoted by black troop type illustration

medium armor by outline, none by gray

HOSAR ORDER OF BATTLE


Devotees of Hosar
deploy 2 at each
Temple of Hosar

at Timur

(hex 0510)

TI

(hex 0405)

GU

Mercenary Army
randonly select 8 of 9
roads 0301, 0108, 0523

TI

TI

BA

WT

TI

4745

BA

(hex 0302)

WT

TI

HO

HO

HO

HO

4649

0666

0564

4554

Birds of
Hosar

Mounted
Monks

Fighting
Monks

Pilgrims

TI

TI

TI

TI

5743

7643

0644

3533

Armored Sergeants
Sergeants

Men At
Arms

Crossbow
men

Spearmen

Peasants

BA

BA

6646

DA

0-0
+1
DUKE
D`ANSAR 7

DA

BA

6646

DA

BA

5557

Horse
Archers

Horse
Archers

Duke of
DAnsor
F

BISHOP

HO

2-3
+1
7

0745

2-1
+2
7756
7 6758
Baron of Pegasus Mounted
Barthek Troopers Guards

at DAnsor

Bishop

BARON
BARTHEK

GU

6544

Horse
Patrol
F

DA

BA

6543
Garrison
Archers

Foot
Archers
F

DA

BA

DA

0855

0745

5743

5643

4423

Knights

Sergeant

Men at
Arms

Mixed
Infnatry

Peasants

WT

CR

CR

CR

CR

at Rabat

(place 1-3, not 4-6)


Hurkan (0502), Darton (0206),
Belbitz (0806), Kimat (0113),
Fergeni (0718)

Reinforcements:

Monks

Gunthoz
Militia

MONKS

HO

3-3
no
7

Priests

Knights

High
Priests

Timurid
Knights

Men of
Gunthoz

(hex 1201)

PRIEST

Prince of
Timur

3423

at Lojar

HO

4-4
no
6

0855

5745

Western Townships

HIGH
PRIEST

0865

PRINCE
TIMUR

(hex 0218)

HO

5-5
+0
5

1-0
+2
6

at Barthek

at Gunthoz

6636

6434

Town
Horse

Town Peasants
Archers

CL

CL

4423

CL

0-0
+0
7

5746

5644

Count of
Lojar

Lojar
Horse

Lojar
Foot

COUNT
LOSAR

ME

ME

2-0
+1
CAPTAIN
GENERAL 7

0-0
+1
CAPTAIN
7
DAR

Captain
General

Captain
Dar

2-4
(hex(0414) WIZARD no
5 0753
RABAT
Wizard
Castle
of Rabat Guards

ME

0855
Knights

Invoke at any
Temple of Hosar
starting turn 2

W
LIGHT
SPIRIT

IN

4-6
no
8

7644

0424

Crossbowmen

Rabat
Militia

Reinforcement:
Invoke at any
Temple of Hosar

Light
Spirit
C

ME

7645

ME

0745

ME

7535

Mounted Lancers Mounted


Crossbow
Crossbow

INR

WEST
WIZARD

4-7
+0
5

Western
Wizard
F

ME

ME

ME

0743

0644

6544

Men at
Arms

Spearmen

Crossbowmen

DEMON ORDER OF BATTLE


C

at Erush

(hex 1905)

ER

LORD
ERUSH

2-2
+1
7

Lord of
Erush

ER

ER

3758

0855

Dragon
Riders

Mounted
Guards
C

5656
Patrol
Horse
W

NI

4-4
+2
7
Lord of
Nisshar

LORD
NISH

at Nisshar
(hex 2012)

at Taegul

TA

3-2
+1
LORD
TAEGUL 7
Lord of
Taegul

(hex 1721)

TA

3758
Dragon
Riders

6656

Mounted
Guards

Patrol
Horse
F

KA

(hex 1710)

4743
Kahama
Guards
C

(hex 1521)

6645

IK

3-3
+1
9

Prince
Tor

Lancers

Foot
Guards

Swordsmen

Slave
Archers

Slave
Skirmish

NI

NI

IK

Captain
General

F
HIGH
PRIEST

IK

5-4
no
3

High
Priest

IK

NI

Mounted
Guards

Patrol
Horse

Lancers

Lancers

Horse
Archers

NI

NI

NI

NI

NI

0853

0753

0743

6424

4524

Foot
Guards

Pikemen

Spearmen

Swordsmen

Slave
Archers

Slave
Skirmish

TA

4745
F

TA

4645

Lancers
MI

TA

6426

Lancers

Horse
Archers

TA

6544

6424

Swordsmen

Foot
Archers

Slave
Archers

TN

2-6
no
3

TN

8439

Great
Dragon

Fire
Birds

TN

3762

0553

Temple
Priests

Temple
Guard

Pilgrims

TNC

WORM
LORD

4-5
+0
9

8957

3748

0836

3643

6742

Great
Worm

Gargoyles

Dire
Wolves

Earth
Trolls

Rock
Men

TNC

TNC

YO

TNC

TNC

IK

5745

TNC

Invoke at Temple
of the Shaman
(hex 2119)

5-2
+1
YORGASH 8

TS

3-8
+0
SHAMAN 6

Pit Fiend
Yorgash

5958

TA

0643

TEMPLE
PRIESTS

(hex 1414)

TA

at Temple
of Ninnghiz

5534

IK

NI

6863

MI

NI

Dragon
Riders

Worm
Lord

0-0
CAPTAIN +2
GENERAL 7

NI

6436

Reinforcements: from Inner Kingdom


PRINCE
TOR

5524

5645

Invoke at Temple
of Yorgash
(hex 2006)

6424

5645

QMpika
Guard

randomly
select 9 of 11
arrive at roads
2201,2214,
and/or 2223

4643

5756

Invoke at the Temple of


Ninnghiz (hex1414)
(randomly select 5 of 6)

at QMpika

ER

0753

Midazu Midazu
Guard Skirimish

QM

ER

0965

5653

(hex 1512)

ER

5645

at Midazu

at Kahama

ER

4858

TA

0855

ER

NI

TA

ER

Shamans
Spirit
IK

5745

Armored Armored
Lancers Lancers

IK

IK

IK

IK

6646

6646

0852

0743

Horse
Archers

Horse
Archers

Hammer
Trolls

Axe
Goblins

NEUTRAL ORDERS OF BATTLE


(die roll 1,2,3)

Kingdom
of Ula
(hex 0902)

MU

BALRON

4-1
+2
8

The
Balron

(die roll 4,5,6)


MU

0962
Stone
Trolls

MU

4533
Slave
Miners

MU

4533
Slave
Miners

Duchy of
Altuhan
(hex 1401)

F
DUKE
`HAN

AH

3-4
+0
9

Duke
han

AH

0754
Swordsmen

AH

AH

4664

4664

Mountaineers

Mountaineers

Great Woods
Barbarians
(hex 0914)

GW

WOOD
CHIEF

2-2
+0
5

MU

DWARF
KING

2-1
+1
4

AN

AN

LY

CLOUD
PRINCE

2-4
+0
9

Cloud
Prince
GW

5754

MU

MU

MU

Ancients invoke
at the Temple
of the Ancients
(hex 1702)

AN

0753
0753
0753
Ancient Ancient Ancient
Troopers Troopers Troopers

Principality
of Lyung
(hex 1308)

MU

4753
4753
4533
4533
Dwarf Dwarven Dwarven Gnome Gnome
King Warriors Warriors Miners Miners

The Ancients
(hex 1702)

GW

5754

GW

4644

Wood Warriors Warriors Young


Chief
Warriors

LY

LY

LY

AN

OLD
ONE

5-2
+0
3

The
Old One
F

LY

4649

4649

0562

0562

Air
Legion

Air
Legion

Zombies

Zombies

Woods tribes
invoke at
Forest Temple
(hex 1113)

GW

GW

BEAST
GOD

4-3
+1
4

FOREST
SPIRIT

5-0
no
8

Beast
God
(die roll)
1,2,3

Forest
Spirit
(die roll)
4,5,6

Alliance Results

Phase Procedure
(Hosar phase first)
(1) Unit Movement
(2) Invocation
(3) Battles
(4) Sieges
(5) Alliances

Battle Round Procedure


(a) Commit Reserves
(b) Battle Magic
(c) Missile Fire
(d) Melee Combat
(e) Withdrawal Option

Battle Notes
Missile Fire
roll value or less with 2 dice to hit
missile value modifiers:
+1
target has no armor
-1
target has heavy armor
Melee Combat
roll value or less with 2 dice to hit
melee value modifiers:
+1
attacker has superior armor
+?
army leadership bonus
Morale Check (for each hit)
roll value or less with 1 die to save
maximum morale value is 6
morale modifiers:
+?
army leadership bonus
-1
hit by battle magic missile

Characters (unit destroyed/routed)


roll 1 die if unit with them destroyed/routed
1,2
character killed
3
character routs
4,5,6 character unharmed, redeploy

Capturing Characters
- higher roll (1 die) to capture
- equal roll halts character
- character roll -2 in enemy fortress hex
- roll +1 if stronger magic power in hex

1
2,3
4
5
6

becomes permanent ally


becomes semi-permanent ally
no effect
myth, does not exist
becomes semi-permanent ally to the enemy

Semi-Permanent Alliance Check


1
2,3,4
5
6

becomes permanent ally


no effect, remain semi-permanent ally
becomes neutral
becomes semi-permanent ally to the enemy

Magic Success & Failure


- Battle magic successful, missiles use magic power to hit
- Invocations use magic power or less to succeed
- Siege magic roll 1 die, need 1-5 to succeed
- Special Spells (2-3 power) roll 1 die, need 1-5 to succeed
- Special Spells (4-5 power) roll 1 die, need 1-4 to succeed

Siege Dice Roll Modifiers


+1
greatest successful siege magic
+1
highest army leadership
+1
*castle (except Lyung) besieged
+1
*5th or later phase of siege
-1
*1st phase of siege
-1
*Lyung besieged without air superiority
* applies to besieger only

SIEGE RESOLUTION TABLES

dice
roll
2
3
4
5
6
7
8
9
10
11
12
13
14,15

Assault Resolution
casualities casualities
given by
given by
besieger
defender
none
none
none
none
1 unit
none
none
1 unit
1 unit
none
1 unit
1 unit
1 unit
1 unit
2 unit
1 unit
2 unit
2 unit
3 unit
2 unit
3 unit
surrender
2 unit
surrender
3 unit
surrender

Investment Resolution
casualities casualities
given by
given by
defender
besieger
none
none
none
none
none
none
none
none
none
none
none
none
1 unit
none
1 unit
1 unit
1 unit
1 unit
1 unit
1 unit
1 unit
2 unit
2 unit
2 unit
2 unit
surrender

TERRAIN CHART
Terrain Type
Open Countryside (green)
Steppe (green & brown)
Desert (yellow)
Hills (red-brown
Mountains (dark brown)
Alps (white)
Forest (dark green)

Movement Mode
F
C
W
1
1
1
1
1
1
2
2
1
2
2
1
3
4
3
x
x
6
2
3
2

Swamp (blue green)


River (blue hexside)

4
+2

4
+2

2
+0

4
ne

River Ford (white crossing)

+1

+1

+0

ne

River Bridge

+0

+0

+0

ne

Lake (blue hexside)


Road
Fortress (castle or city)
Village or Temple

x
1
ne
ne

x
1
ne
ne

1
ne
ne
ne

0
**
ne
ne

Battle
Size
8
12
11
7
5
0
6

ne = no effect

Special Effects in Battles


no effect
F mode unit melee values (-1)
F mode unit melee values(-1)
C mode unit melee values (-1)
heavy armor unit melee values (-1)
battles prohibited in alps
all units missile values (-1)
C & W mode unit melee values (-1)
F & C mode missile & melee values (-1)
heavy armor unit melee values (-1)
if moved into battle via river hexside
*heavy armor unit melee values (-1)
if moved into battle via river hexside
*heavy armor unit melee values (-1)
if moved into battle via river hexside
battles prohibited in lakes
no effect
defender may force siege situation to avoid battle
no effect

x = movement prohibited

*First unit deployed by phasing player is crossing by ford and bridge and ignores battle penlaties even if in heavy armor
**If battle size six (6) or less, road adds one (+1) to battle size; if battle size seven (7) or more road has no effect

VICTORY POINTS CHART


each player uses victory points marker to indicate number of victory points accumulated on this track

10

11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
31 32 33 34 35 36 37 38 39 40
41 42 43 44 45 46 47 48 49 50

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