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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
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
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
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
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