hosar order of battle - download the … order of battle note: heavy armor denoted by black troop...

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HOSAR ORDER OF BATTLE note: heavy armor denoted by black troop type illustration medium armor by outline, none by gray Devotees of Hosar at Timur at Gunthoz at D’Ansor at Rabat Western Townships at Lojar Reinforcements: Reinforcement: High Priests Priests Monks Bishop Birds of Hosar Mounted Monks Fighting Monks Pilgrims Prince of Timur Timurid Knights Knights Armored Sergeants Sergeants Men At Arms Crossbow men Spear- men Peasants Baron of Barthek Pegasus Troopers Mounted Guards Horse Archers Horse Archers Horse Patrol Foot Archers Garrison Archers Duke of D’Ansor Knights Sergeant Men at Arms Mixed Infnatry Peasants Wizard of Rabat Castle Guards Cross- bowmen Rabat Militia Western Wizard Light Spirit Count of Lojar Lojar Horse Lojar Foot Town Horse Town Archers Peasants Men of Gunthoz Gunthoz Militia Captain General Captain Dar Knights Mounted Crossbow Lancers Mounted Crossbow Men at Arms Spear- men Cross- bowmen Mercenary Army randonly select 8 of 9 roads 0301, 0108, 0523 (hex 1201) (place 1-3, not 4-6) Hurkan (0502), Darton (0206), Belbitz (0806), Kimat (0113), Fergeni (0718) (hex 0405) (hex 0510) at Barthek (hex 0218) (hex 0302) (hex(0414) Invoke at any Temple of Hosar starting turn 2 Invoke at any Temple of Hosar deploy 2 at each Temple of Hosar F 3423 GU C 5746 CL F 5644 CL COUNT LOSAR C 0-0 +0 7 COUNT LOSAR CL WEST WIZARD F 4-7 +0 5 WEST WIZARD INR F 0424 CR F 0753 CR F 7644 CR WIZARD RABAT F 2-4 no 5 WIZARD RABAT CR LIGHT SPIRIT W 4-6 no 8 LIGHT SPIRIT IN C 5745 GU F 4423 DA F 5643 DA F 5743 DA C 0745 DA DUKE D`ANSAR C 0-0 +1 7 DUKE D`ANSAR DA C 0855 DA F 0644 TI F 3533 TI F 5743 TI C 0745 TI F 7643 TI PRINCE TIMUR C 1-0 +2 6 PRINCE TIMUR TI C 0855 TI C 0865 TI C 4745 TI F 4423 WT F 6434 WT C 6636 WT F 6544 BA W 6758 BA F 6543 BA C 6646 BA C 6646 BA BARON BARTHEK C 2-1 +2 7 BARON BARTHEK BA C 7756 BA C 5557 BA F 0564 HO F 4554 HO PRIEST C 4-4 no 6 PRIEST HO MONKS C 3-3 no 7 MONKS HO BISHOP C 2-3 +1 7 BISHOP HO W 4649 HO C 0666 HO HIGH PRIEST C 5-5 +0 5 HIGH PRIEST HO C 0745 ME F 0644 ME F 6544 ME F 0743 ME C 7535 ME CAPTAIN GENERAL C 2-0 +1 7 CAPTAIN GENERAL ME CAPTAIN DAR C 0-0 +1 7 CAPTAIN DAR ME C ME 0855 C ME 7645

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Page 1: HOSAR ORDER OF BATTLE - Download The … ORDER OF BATTLE note: heavy armor denoted by black troop type illustration medium armor by outline, none by gray Devotees of Hosar at Timur

HOSAR ORDER OF BATTLEnote: heavy armor denoted by black troop type illustration

medium armor by outline, none by gray

Devotees of Hosar

at Timur

at Gunthoz at D’Ansor

at RabatWestern Townships

at Lojar

Reinforcements:

Reinforcement:

HighPriests

Priests Monks Bishop Birds ofHosar

MountedMonks

FightingMonks

Pilgrims

Prince ofTimur

TimuridKnights

Knights ArmoredSergeants

Sergeants Men AtArms

Crossbowmen

Spear-men

Peasants

Baron ofBarthek

PegasusTroopers

MountedGuards

HorseArchers

HorseArchers

HorsePatrol

FootArchers

GarrisonArchers

Duke ofD’Ansor

Knights Sergeant Men atArms

MixedInfnatry

Peasants

Wizard of Rabat

CastleGuards

Cross-bowmen

RabatMilitia

WesternWizard

LightSpirit

Count ofLojar

LojarHorse

LojarFoot

TownHorse

TownArchers

Peasants

Men ofGunthoz

GunthozMilitia

CaptainGeneral

CaptainDar

Knights MountedCrossbow

Lancers MountedCrossbow

Men atArms

Spear-men

Cross-bowmen

Mercenary Armyrandonly select 8 of 9

roads 0301, 0108, 0523

(hex 1201)

(place 1-3, not 4-6)Hurkan (0502), Darton (0206),Belbitz (0806), Kimat (0113),

Fergeni (0718)

(hex 0405)

(hex 0510)

at Barthek(hex 0218)

(hex 0302)

(hex(0414)

Invoke at anyTemple of Hosar

starting turn 2Invoke at any

Temple of Hosar

deploy 2 at eachTemple of Hosar

F

3 4 2 3

GU

C

5 7 4 6

CL F

5 6 4 4

CL

COUNTLOSAR

C0-0+07

COUNTLOSAR

CL

WESTWIZARD

F4-7+05

WESTWIZARD

INR

F

0 4 2 4

CRF

0 7 5 3

CR F

7 6 4 4

CR

WIZARDRABAT

F2-4no5

WIZARDRABAT

CR

LIGHTSPIRIT

W4-6no8

LIGHTSPIRIT

IN

C

5 7 4 5

GU F

4 4 2 3

DAF

5 6 4 3

DAF

5 7 4 3

DAC

0 7 4 5

DA

DUKED`ANSAR

C0-0+17

DUKED`ANSAR

DA C

0 8 5 5

DA

F

0 6 4 4

TI F

3 5 3 3

TIF

5 7 4 3

TIC

0 7 4 5

TI F

7 6 4 3

TI

PRINCETIMUR

C1-0+26

PRINCETIMUR

TI C

0 8 5 5

TIC

0 8 6 5

TI C

4 7 4 5

TI

F

4 4 2 3

WTF

6 4 3 4

WTC

6 6 3 6

WT

F

6 5 4 4

BAW

6 7 5 8

BA F

6 5 4 3

BAC

6 6 4 6

BA C

6 6 4 6

BA

BARONBARTHEK

C2-1+27

BARONBARTHEK

BA C

7 7 5 6

BA C

5 5 5 7

BA

F

0 5 6 4

HO F

4 5 5 4

HO

PRIEST

C4-4no6PRIEST

HO

MONKS

C3-3no7MONKS

HO

BISHOP

C2-3+17BISHOP

HO W

4 6 4 9

HO C

0 6 6 6

HO

HIGHPRIEST

C5-5+05

HIGHPRIEST

HO

C

0 7 4 5

ME F

0 6 4 4

ME F

6 5 4 4

MEF

0 7 4 3

MEC

7 5 3 5

ME

CAPTAINGENERAL

C2-0+17

CAPTAINGENERAL

ME

CAPTAINDAR

C0-0+17

CAPTAINDAR

ME C ME

0 8 5 5

C ME

7 6 4 5

Page 2: HOSAR ORDER OF BATTLE - Download The … ORDER OF BATTLE note: heavy armor denoted by black troop type illustration medium armor by outline, none by gray Devotees of Hosar at Timur

F

4 7 4 3

KA F

5 5 3 4

MIF

5 6 5 3

MI

C

6 6 4 5

QM

F

3 7 6 2

TN F

0 5 5 3

TN

TEMPLEPRIESTS

F2-6no3

TEMPLEPRIESTS

TN

YORGASH

W5-2+18YORGASH

YO

SHAMAN

C3-8+06SHAMAN

TS

WORMLORD

W4-5+09

WORMLORD

TNC F

3 6 4 3

TNC F

6 7 4 2

TNCW

8 9 5 7

TNC C

0 8 3 6

TNCW

3 7 4 8

TNC

LORDERUSH

C2-2+17

LORDERUSH

ER F

6 4 2 4

ER F

5 5 2 4

ERC

5 6 4 5

ER F

0 7 5 3

ER F

4 6 4 3

ERC

5 6 5 6

ERW

3 7 5 8

ER C

0 8 5 5

ER

C

5 6 4 5

NI C

5 6 4 5

NIC

5 7 5 6

NIW

4 8 5 8

NI

LORDNISH

C4-4+27

LORDNISH

NI C

0 9 6 5

NI C

6 4 3 6

NI

PRINCETOR

W3-3+19

PRINCETOR

IK

CAPTAINGENERAL

C0-0+27

CAPTAINGENERAL

IK F

0 8 5 2

IK F

0 7 4 3

IK

HIGHPRIEST

F5-4no3

HIGHPRIEST

IK C

5 7 4 5

IK C

5 7 4 5

IK

8 4 3 9

W IKW

5 9 5 8

IK C

6 6 4 6

IK C

6 6 4 6

IK

LORDTAEGUL

C3-2+17

LORDTAEGUL

TA F

6 4 2 4

TAF

6 5 4 4

TAF

0 6 4 3

TAC

4 7 4 5

TA C

4 6 4 5

TAC

6 6 5 6

TAW

3 7 5 8

TA C

0 8 5 5

TA C

6 4 2 6

TA

F

0 8 5 3

NI F

0 7 5 3

NI F

0 7 4 3

NI F

6 4 2 4

NI F

4 5 2 4

NIF

6 8 6 3

NI

(hex 1710)

(hex 1521)

(hex 1512) (hex 1414)

randomlyselect 9 of 11

arrive at roads2201,2214,

and/or 2223

DEMON ORDER OF BATTLE

at Erush

at Nisshar

at Taegul

at Kahama

at Q’Mpika

at Midazu

Reinforcements: from Inner Kingdom

at Templeof Ninnghiz

Invoke at the Temple ofNinnghiz (hex1414)

(randomly select 5 of 6)

Invoke at Templeof Yorgash(hex 2006)

Invoke at Templeof the Shaman

(hex 2119)

(hex 1905)

(hex 2012)

(hex 1721)

Lord ofErush

PrinceTor

CaptainGeneral

HighPriest

GreatDragon

FireBirds

ArmoredLancers

ArmoredLancers

HorseArchers

HorseArchers

HammerTrolls

AxeGoblins

Pit FiendYorgash

Shaman’sSpirit

Q‘MpikaGuard

WormLord

GreatWorm

Gargoyles DireWolves

EarthTrolls

RockMen

KahamaGuards

MidazuGuard

MidazuSkirimish

TemplePriests

TempleGuard

Pilgrims

Lord ofTaegul

DragonRiders

MountedGuards

PatrolHorse

Lancers Lancers HorseArchers

Swords-men

FootArchers

SlaveArchers

FootGuards

Pike-men

Spear-men

Swords-men

SlaveArchers

SlaveSkirmish

Lord ofNisshar

DragonRiders

MountedGuards

PatrolHorse

Lancers Lancers HorseArchers

DragonRiders

MountedGuards

PatrolHorse

Lancers FootGuards

Swords-men

SlaveArchers

SlaveSkirmish

Page 3: HOSAR ORDER OF BATTLE - Download The … ORDER OF BATTLE note: heavy armor denoted by black troop type illustration medium armor by outline, none by gray Devotees of Hosar at Timur

W5-0no8

FORESTSPIRIT

GWF4-3+14

BEASTGOD

GWF2-2+05

WOODCHIEF

GW F

5 7 5 4

GW F

5 7 5 4

GW F

4 6 4 4

GW

W2-4+09

CLOUDPRINCE

LY F

0 5 6 2

LY F

0 5 6 2

LYW

4 6 4 9

LY W

4 6 4 9

LYF

0 7 5 4

AH F

4 6 6 4

AHF

4 6 6 4

AHF3-4+09

DUKE`HAN

AH

F5-2+03

OLDONE

AN

F2-1+14

DWARFKING

MU F

4 5 3 3

MUF

4 7 5 3

MUF

4 7 5 3

MU F

4 5 3 3

MU

F

0 7 5 3

AN F

0 7 5 3

ANF

0 7 5 3

AN

W4-1+28BALRON

MU F

0 9 6 2

MU F

4 5 3 3

MU F

4 5 3 3

MU

The Ancients

Principalityof Lyung

Duchy ofAltu’han

Kingdomof Ula

(hex 0902)

(hex 1702)

TheBalron

StoneTrolls

SlaveMiners

SlaveMiners

DwarfKing

DwarvenWarriors

DwarvenWarriors

GnomeMiners

GnomeMiners

AncientTroopers

AncientTroopers

AncientTroopers

TheOld One

Duke‘han

Swords-men

Moun-taineers

Moun-taineers

CloudPrince

AirLegion

AirLegion

Zombies Zombies

WoodChief

Warriors Warriors YoungWarriors

BeastGod

(die roll)1,2,3

ForestSpirit

(die roll)4,5,6

(hex 1308)

(hex 1113)

Woods tribesinvoke at

Forest Temple

Great WoodsBarbarians(hex 0914)

(die roll 1,2,3) (die roll 4,5,6)

(hex 1702)

Ancients invoke at the Temple

of the Ancients

(hex 1401)

NEUTRAL ORDERS OF BATTLE

Page 4: HOSAR ORDER OF BATTLE - Download The … ORDER OF BATTLE note: heavy armor denoted by black troop type illustration medium armor by outline, none by gray Devotees of Hosar at Timur

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

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/routed1,2 character killed3 character routs4,5,6 character unharmed, redeploy

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

Alliance Results1 becomes permanent ally2,3 becomes semi-permanent ally4 no effect5 myth, does not exist6 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

dice roll234567891011121314,15

casualitiesgiven by defender

nonenone1 unit1 unit1 unit1 unit1 unit2 unit2 unit3 unit3 unit2 unit3 unit

casualitiesgiven by besieger

nonenonenonenonenone1 unit1 unit1 unit2 unit2 unit

surrendersurrendersurrender

casualitiesgiven by defender

nonenonenonenonenonenone1 unit1 unit1 unit1 unit2 unit2 unit2 unit

casualitiesgiven by besieger

nonenonenonenonenonenonenone1 unit1 unit1 unit1 unit2 unit

surrender

Assault Resolution Investment Resolution

SIEGE RESOLUTION TABLES

Semi-Permanent Alliance Check1 becomes permanent ally2,3,4 no effect, remain semi-permanent ally5 becomes neutral6 becomes semi-permanent ally to the enemy

Page 5: HOSAR ORDER OF BATTLE - Download The … ORDER OF BATTLE note: heavy armor denoted by black troop type illustration medium armor by outline, none by gray Devotees of Hosar at Timur

1

11

21

31

41

2

12

22

32

42

3

13

23

33

43

4

14

24

34

44

5

15

25

35

45

6

16

26

36

46

7

17

27

37

47

8

18

28

38

48

9

19

29

39

49

10

20

30

40

50

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

Movement Mode

ne = no effect x = movement prohibited

TERRAIN CHART

Terrain TypeOpen Countryside (green)Steppe (green & brown)Desert (yellow)Hills (red-brownMountains (dark brown)Alps (white)Forest (dark green)

Swamp (blue green)River (blue hexside)

River Ford (white crossing)

River Bridge

Lake (blue hexside)RoadFortress (castle or city)Village or Temple

F11223x2

4+2

+1

+0

x1nene

C11224x3

4+2

+1

+0

x1nene

W1111362

2+0

+0

+0

1nenene

BattleSize

812117506

4ne

ne

ne

0**nene

Special Effects in Battlesno 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 alpsall 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 lakesno effect

defender may force siege situation to avoid battleno effect

*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