Search found 155 matches

by Ratty
Mon Mar 23, 2015 7:54 am
Forum: Kallistra's Hex Based Rules
Topic: Ottoman Handgunners
Replies: 3
Views: 5309

Ottoman Handgunners

Hi,
I'm looking at starting an Ottoman army. I've looked through the army list and want to check on the Janissary Handgunners. It says they cost 8 points but only have 2 stands per unit- is this correct?
Many thanks.
by Ratty
Sun Feb 08, 2015 8:44 pm
Forum: Kallistra's Hex Based Rules
Topic: Hordes and Heroes Fantasy Undead
Replies: 2
Views: 4349

Hordes and Heroes Fantasy Undead

Hi, Has anyone used the Undead in a game of Hordes and Heroes, and if so. how did they perform? Looking at the army list it looks tricky to use. It says under the army special rules that units only recoil and not flee, are they also affected by disruption? Also what do Psychological units do? Best w...
by Ratty
Thu Dec 18, 2014 1:44 am
Forum: Kallistra's Hex Based Rules
Topic: Movement of pursuers in Hordes and Heroes Medieval/ Fantasy
Replies: 2
Views: 5196

Movement of pursuers in Hordes and Heroes Medieval/ Fantasy

Hi all, Just a quick question. When moving a unit in pursuit of a fleeing unit, do you have to follow the exact route that the fleeing unit has taken, or is the route of pursuit up to the controlling player? The reason for asking is that during a recent game a unit was forced to flee, they were purs...
by Ratty
Mon Aug 11, 2014 8:23 pm
Forum: Kallistra's Hex Based Rules
Topic: Two questions
Replies: 4
Views: 5046

Re: Two questions

Combat results are applied to each unit, not split. In your example, each unit would lose 2 stands.
by Ratty
Mon Aug 11, 2014 1:55 pm
Forum: Kallistra's Hex Based Rules
Topic: Two questions
Replies: 4
Views: 5046

Re: Two questions

Hi KCGamer, As far as I know, having played this rules set for a while, 1. Troops moving into hex to hex contact with an enemy unit are considered in to be in hand to hand combat, even for missile troops (although some chariot units are an exception to this, being able to fire as they charge into co...
by Ratty
Thu May 08, 2014 10:11 pm
Forum: Kallistra's Hex Based Rules
Topic: Disruption and other questions in HH medieval/ Fantasy
Replies: 12
Views: 13183

Re: Disruption and other questions in HH medieval/ Fantasy

Many thanks for the reply, Paul, I'll try out the flee idea at tomorrows game (orcs v. high elves- elves winning 2 victories to 0 at present but very closely fought and on a knife's edge throughout)

Ratty
by Ratty
Sat May 03, 2014 9:02 am
Forum: Kallistra's Hex Based Rules
Topic: Disruption and other questions in HH medieval/ Fantasy
Replies: 12
Views: 13183

Re: Disruption and other questions in HH medieval/ Fantasy

Hi, Still unsure of the difference between the response moves evade and flee. In the rules it states that the player can elect to use these when contacted by the enemy. In units such as light cavalry with E2 and Flee, the E2 as an ability seems to be redundant because you can replicate E2 by just us...
by Ratty
Thu May 01, 2014 8:53 am
Forum: Kallistra's Hex Based Rules
Topic: Disruption and other questions in HH medieval/ Fantasy
Replies: 12
Views: 13183

Re: Disruption and other questions in HH medieval/ Fantasy

I agree, Gabz, The rules are great- just a little more clarification needed on certain areas. I also played Warmaster for years, when it worked it was great fun and entertaining. However, the command rules, needing to roll dice to perform an action, were just too random and could be unnecessarily fr...
by Ratty
Mon Apr 28, 2014 7:09 pm
Forum: Kallistra's Hex Based Rules
Topic: Disruption and other questions in HH medieval/ Fantasy
Replies: 12
Views: 13183

Re: Disruption and other questions in HH medieval/ Fantasy

Hi Paul, Thanks for the reply. I too have played the systems you describe, and you're right they can be very frustrating to see your troops surrounded without the ability to respond. My idea was just a thought to not take this great strength away from the game, but just to throw out some ideas for d...
by Ratty
Mon Apr 28, 2014 6:34 pm
Forum: Kallistra's Hex Based Rules
Topic: The perfect orc army?
Replies: 8
Views: 7518

Re: The perfect orc army?

Played the new orc army on Friday. This is what I went for: 2 Generals 1 Hero General 1 Wizard 6 units of hordes arranged into 4 blocks of 6 stands 4 Mountain Orcs 3 archers 1 ballistae 2 wolf riders 3 heavy chariots 1 orc flyer Total 253 (Army size 250 but we always give or take a little on this) I...