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Table of Contents

Design Philosophy 5 Ruins 24

Units 5 Dungeon Entrance 24

Introduction 5 Ruins Table 24

Formation 6 Random Monster Table 24

Facing 9 Dungeon Table 25

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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

Marking Units That Act 11 Watchtower 30

Name 12 Healing Fountain 30

Cost 12 Bridge 30

Quality 12 Burial Ground 30

Sample Quality Values


e12 Camp 30

Profiles 12 Holy Ground 31


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Attack 13 Unholy Ground 31

Defense 13 Stacking 32

Sample Attack Values 13 Special Cases 33

Sample Defense Values 13 Characters and Stacking 33


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Traits 14 Fatigue & Disorder 34

Area Movement 15 Effects of Fatigue 34

Special Movement Cases 18 Effects of Disorder 34

Occupied Areas 18 Recovering 34


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Terrain Types 20 Reactions 35

Clear 20 Activation 35

Roads 20 The Turn-Over 36

Hills 20 End of the Turn 36

Forest 22 The Hour of Glory 39

Enchanted Forest 23 Combat 39

Jungle 23 Missile Phase 39

Swamp 23 Shooting and Running Away 39

River 23 Shooting Mechanic 40

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Splitting Missile Attacks 41 Hits on Units 57

Artillery Fire 41 Winning the Game 58

Melee 42 Spells 59

Melee Mechanic 42 Spell List 61

Splitting Melee Dice 43 Traits 65

Shielding 43 Building Your Army 81

Flanking 44 Home Terrain 82

Casualty Removal 45 Scouting Roll 82

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Stragglers 45 Deployment Zone 82

Generals in Melee 46 Flank Marches 82

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Multiple Melee Dice 47 Advanced Rules 82

Assassins 47 Reinforcements 83

Elevation 48 Mutual Shielding 83

Ambushes 48 Mercenaries 83

Lurkers 48 Multiple Leaders 83

When to Test for Morale

Examples of Actions and Reactions


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Personalities

Challenges
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Morale 50 Healing 85
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Morale Modifiers 50 Medals 85

Things That Do Not Cost Actions or Reactions 51 Campaign Rules 85

Common Modifiers 52 Battle Honors 86


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Formations 53 Army Points Bonus 86

Close Order 53 Loot 86

Column 54 Bribing Dragons 87

Square 54 Bribing Other Monsters 87


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Open Order 54 Magic Items 87

Horde 54 Slain Generals 87

Warband 55 Assassination Attempts 87

Single Figures 55 Thievery 88

Stealthy Figures 55 Espionage 88

Artillery 56 Tables 89

Resilient Units 57

Tough Units 57

Units with Extra Lives 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
e judgment call if you meet a gray
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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A unit is formed by 2 to 16 stands.


The rules are non-scale specific. The stand is the basic building block
Ganesha Games produces 28mm of an army. It can be anything you
miniatures, but you can use any want: a few multibased figures, a
figures in any scale. Use any models single figure, two 10mm figures on
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you already own, or build dedicated a penny, a paper counter – anything


armies. you want will work. Some players
Basing is flexible. Use any system prefer the massed look of smaller
you like. You can even mix basing scales, others prefer the detail of
systems. As long as you can count 28mm figures. The author plays
the units (either the heads of models with single-based, 28mm models,
or the number of stands), you can using 1 figure as 1 stand, and with
play. smaller (15mm, 10mm, 6mm) figures
glued on MDF bases. Using multi-
Table size is flexible. As long as based figures, you can count each
you can identify enough areas of the multibase as one stand, or count the

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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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A unit of 8 stands on a rectangular tray. This is a Close Order unit.


28mm dwarves by Ganesha Games, painted by Alternative Armies.

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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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coasters, CDs, and


mini-CDs as trays.

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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With smaller scales and


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multibased figures, you


can represent a Column
by lining up stands.

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.

Facing Characters and Monsters


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Columns, Close Order, and Open Single-based characters represent


Order units have a frontage. A unit generals, champions, healers,
will always be facing one direction heroes, spell-casters, monsters,
corresponding to a side of the table: dragons, and other personalities. As
North, East, West, or South. A unit long as the models themselves are
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may freely change its facing at the recognizable, there is no specific


end of any movement into an unoc- basing rule. They move as single
cupied area. In some circumstances, models and have 360 degree front-
the facing of a unit will allow the age. They can attach themselves to
opponent to attack the unit on the a unit or wander through the battle-
flanks or rear. Open order units field on their own.
have a front and a rear but do not
have flanks (their flanks are treated
as front). Hordes and Squares have
no rear or flanks – they face 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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A Close Order unit of multibased figures (15mm Demonworld, Ral


Partha Europe). Using small scales, you may count each base as one
stand instead of counting individual figures, creating a massed look.
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Dragons and other large monsters play an important role and are
always deployed as single figures. Models by Mirliton.

Marking Casualties Marking Units That Act or React


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Single based: Use movement Normally it is unnecessary to mark


trays. Remove individual models to units that are activated. They
represent losses. For example, if a change their position on the board,
unit takes three hits, remove three suffer losses, and that acts as a
figures. reminder that they have been acti-
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Multi-based: Place casualty mark- vated. Some players prefer to use


ers, small dice or broken shields glass stone counters to mark units
behind the unit as counters. When after they act or react. Another way
enough losses have been accumu- is to assign a musician figure to
lated, remove a multi-figure base. If every unit. Place the musician in the
you use dice to mark casualties, use first rank. Move it to the side of the
differently shaped dice, like a d4 or unit as a reminder that the unit has
a d10, so you do not pick them up by been activated. Move it to the rear
mistake. of the unit as a reminder that the
unit has performed a Reaction.

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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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Players receive the same point Regular troops, motivated


budget to build their armies, thus warriors, professional sol- Q4+
creating armies of roughly equiva- diers
lent power level. Each stand has a Veterans (rare troops) Q3+
point cost. The more powerful it is,
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Elite troops (very rare) Q2+

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

For example, if your spear-


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men have A2, they add +2 to Defense


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their melee rolls. When they A unit’s Defense (D) score is the
attack, roll a die per stand, number that the opponent must roll
and add +2 to every die. Every to hit that unit. A high D may rep-
die rolling the opponent’s resent armor, toughness, naturally
Defense value or better is a hard skin, or the ability to dodge
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hit. and parry blows. Use the sample

Sample Attack Values Sample Defense Values


Unarmed Civilians, impro-
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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.

Special attacks (spells, artillery fire,


magic weapons, dragon breath) Traits
ignore the target’s D score alto-
gether. Any roll of 4+ is a hit, and Most units have one or more Traits.
Traits that allow a save (Resilient Traits make units behave differently

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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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Dwarven giantslayers (Ganesha Games) try to stop a goblin war


giant (Mirliton).
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perform missile attacks; a Spell number of stands it can contain.
Caster will have a list of spells that The SL is 4 for very rough terrain, 8
he can cast; and so on. A few Traits for rough terrain, and 16 for clear.
have a negative value. They decrease An average table will have at least 15
a stand’s cost and give the unit some areas but may have 48 or more,
penalty. depending on the scenario. Move-
ment is by area. Area movement
makes for a faster game and avoids
Area Movement geometry problems like calculating

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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

stones. Every area has a stacking


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sections by bridges, fords, or mile- trees, bushes, stones, rocky out-
crops, patches of grass, roads, mile-
limit (SL) – the maximum stones, tree trunks, hedges, streams,
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Deployment zone - Player A
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Deployment zone - Player B


A large table, with over 40 areas. The areas on the edges of the two
long sides (1 to 6 and 40 to 46) are the deployment zones.

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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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