Professional Documents
Culture Documents
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Characters and Monsters 9 Magic Item Table 26
Dice 10 Desert 27
Markers 10 Fortifications 27
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Marking Casualties 11 Village 28
Cost 12 Bridge 30
Defense 13 Stacking 32
Clear 20 Activation 35
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Splitting Missile Attacks 41 Hits on Units 57
Melee 42 Spells 59
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Stragglers 45 Deployment Zone 82
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Multiple Melee Dice 47 Advanced Rules 82
Assassins 47 Reinforcements 83
Ambushes 48 Mercenaries 83
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Personalities
Challenges
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Morale 50 Healing 85
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Morale Modifiers 50 Medals 85
Artillery 56 Tables 89
Resilient Units 57
Tough Units 57
Rabble Units 57
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Introduction
Of Armies and Hordes is a set of battlefield to provide a good game,
rules to conduct fantasy mass you can play on a small kitchen table
battles on a tabletop using minia- or on a huge wargaming table.
tures and dice. Free army lists, a QRS, The rules are written for fantasy
a glossary, and an army creation
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games. It is possible to play ancient
spreadsheet are available on our site. and medieval battles by removing
Design Philosophy the fantastical elements, but the
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rules have little pretension of histor-
Of Armies and Hordes is an army ical accuracy. We will publish pseu-
level wargame using area move- do-historical lists to allow you to use
ment and abstract maneuvering historical models in your fantasy
to simplify play while retaining all games.
the tactical choices and variables
required by the genre. The rules are Always remember, try to make a
designed for fast, relaxed play
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among friends, not competitions. area, or use an impartial player as a
referee. If you really can’t agree, toss
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Bookkeeping is minimal.
a coin and contact us through our
Combat is dramatic. Battle-lines site, Facebook, or Yahoo! Groups.
clash into each other. Something
happens on the table every turn. Units
Troops die quickly.
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actual number of figures, marking are easier to maneuver. However,
losses with casualty caps. It’s your having too many small units means
game, play it with what you want! having to pass too many Activation
For a typical game, a player rolls, and more chances of rolling
needs 5 to 8 units, each com- turn-overs.
posed of 2 to 8 stands, plus 2-5 Formation
characters including one general.
Characters, chariots, dragons, giants A unit can be in Open Order,
and monsters are represented by Horde, Close Order, Square or
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single models. Column formation. You need a way
to represent this. The simplest way
On the average, units of about is to use rectangular movement
eight stands are common. Units of
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trays for Close Order and cloud
more than 12 stands should be used trays for Open Order units. There
only in large games. 16 stands is the are specially built movement trays
maximum number that fits into an from many different manufacturers.
area of clear terrain. Broken terrain Trays are NOT essential but speed
areas will often let you stack only 8 up movement. What counts is that
or 4 stands per area, so smaller units
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Cloud trays represent Open Order formations. They have no flanks (no
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opponent can claim a flanking bonus against them) but have a rear
(they are susceptible to rear attacks). Most light infantry/skirmishers
will be in Open Order. 28mm dwarves by Ganesha Games, painted by
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Alternative Armies.
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Circular trays
represent Hordes.
Hordes have no
flanks or rear. Use
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28mm dwarves by
Ganesha Games,
painted by Alternative
Armies.
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A unit may also adopt a Column formation. Columns move faster on
roads and broken terrain, but are at a great disadvantage when fighting.
To represent a Column, use a rectangular tray, counting the short side
as the front of the unit, or snake individual figures as seen in this
picture. 28mm barbarians by Mirliton.
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15mm DemonWorld
figures by Ral Partha
Europe.
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Infantry units may adopt a Square formation to defend from cavalry
charges. Squares do not move and are vulnerable to artillery and dragon
breath. Pictured above: a Square formed by 28mm single-based hob-
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goblins (Otherworld Miniatures) facing in all directions.
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Dice Markers
Of Armies and Hordes uses six- Sometimes, you need to mark the
sided dice only. Each player needs following conditions on a unit:
about ten, possibly of different ● Fatigued
colors so attacks from special
models can be rolled together with ● Exhausted
the troops’ dice. ● Disordered
Dice results are not added: all Each player should have 4-5
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dice are rolled at the same time and markers per type. If you do not
successes counted. For example, a want to use markers, add a stan-
unit of four stands performing an dard bearer figure. When the unit
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attack rolls four dice, and count is fresh, place the standard in the
each success as a hit. front rank. When the unit is
fatigued, place the standard
besides the unit. When the unit is
exhausted, place it behind the unit.
Represent a disordered unit by
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Profiles
Every unit in the game has a Profile the more it costs. The cost of a unit
summarizing its abilities: Name, is the sum of the cost of all the
Cost, Quality, Attack, Defense, stands in the unit. The point system
and Traits. may be disregarded in specific sce-
narios.
Name
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This is the name of the unit. It is Quality
either a single, unique Personality The Quality (Q) score is the
(”Throggo the Unclean, Orc War number you must roll on a die to
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Chief”) or a description of the unit activate the unit. The lower, the
(”Wood Elf Elite Longbowmen”). It better. Q is used to perform Activa-
can be fun to assign names to special tion, Reaction, and Morale rolls. It
units, which allows the unit to be is indicated by a number and the
unique and have history. In cam- plus simbol (Q4+) as a reminder
paigns, when a unit gets promoted, that you must roll that number
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you can change its name into some- OR BETTER. Most units will be
thing more memorable, like
”Devan’s Slaughterers” after the unit
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massacred a unit commanded by Sample Quality Values
Devan the Bold. Civilians Q6+
Cost Militias, conscripts Q5+
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Dice in two colors, wound markers for figures with multiple wounds
(produced by Litko), and markers for Fatigued, Exhausted, and Disordered
used by the author.
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Q4+. Use the following table as a For ranged attacks (bows, cross-
benchmark of troop Q. bows, javelins, etc.), the unit rolls
When you perform any Q roll, a one die per every two stands and
result of 1 is always a failure, and adds the number shown in their
a result of 6 is always a success. If Shooter Trait.
the rules do not specify how many Example: Wood Elf Archers
dice to roll for a Q test, roll a single are A1, and have the Shooters
die. Troops with Q3+ are Limited 2 Trait. They are better with
(you may not spend more than half bows than swords. They add
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your budget on Limited troops). +1 in melee. They add +2 when
Troops with Q2+ are Limited and using their longbows.
Rare 1 (you may have only one such
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unit in an army). Your target number is your
enemy’s Defense score. In other
Attack words, if you attack a Troll with
The Attack score (A) is the number Defense 6, you must score a 6 or
added to the unit’s combat dice better to hit. When rolling to hit,
when it attacks in melee. a result of 1 is always a miss, and
A -1 Unarmored D4
vised weapons
Armed Civilians A0
Light armor, unarmored
Warriors with light weapons A1 D5
with shield, orc skin
Regular troops: swords,
maces, axes, spears; small A2 Light armor and shield, troll
D6
monsters skin, medium armor
Heavy, well trained troops;
average monsters; small A3 Heavy armor, giant skin D7
dragons Heavy Armor and shield D8
Adult dragons, large mon-
A4 Dragon skin D9
sters, huge giants
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Defense Values table to assign D Gaze attacks (like a gorgon’s petri-
scores. A result of 6 is always a fying stare) hit automatically, and
hit, so no unit is invulnerable. require each target to pass a Q
test or suffer the effect listed.
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and Tough) are ignored. in specific circumstances or against
certain enemies. For example, units
with the Shooters Trait may
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angles of impact or doing errors in
The tabletop is divided into measurement. Areas NEED NOT
patches of terrain or geographical be squares, hexes, or any other
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features. Each of them is an area. A regular shape. We encourage you
hill, a castle, a village, a forest, a to play on your standard wargaming
cultivated field, the eastern and the table. You need to mark where
western banks of a river, are all one area ends and another
examples of areas. Long terrain like begins. Use pieces of felt, colored
a road or a river is divided into paper, or small terrain elements like
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Regular areas are NOT required by the game, but some players prefer
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the ease of portability of hexes. In these pictures, you can see the Terra
Tiles hex system. These durable, double printed card hexes are large
enough to play in any scale. They are out of production at the moment
of writing but they could be available again in the future.
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