Welcome to Gull's own Battleground Blog!

This is my personal space about YMG's Battleground: Fantasy and Historical Warfare miniatureless miniatures game. If you love miniatures wargames, but are put off by the expense in time and money of collecting and painting all those figures, this is the game for you! If you are unfamiliar with Battleground simply click on the tutorial link below and watch a quick sample combat. Next, click on the forum link and meet some really great folks who will be responsive and answer all your questions. If you are already familiar with BG:FW&HW this site is an adjunct to the forums where I put up my own brand of replays and and stuff that just wouldn't fit in the forum (but I'll post links!).

Tuesday, January 7, 2014

Undead Fusion


Undead Hott Fusion list

 

Special Ability: Undead

All units except Knights and Warbands ignore R results and move 100p less to a minimum of 100p

                         

Airboat X  

Artillery   

Beast   

Behemoth  

Blade

Cleric X

Dragon X

Flyer X

God X

Hero (Death Knights treat as mounted)

Hero(A) X

Horde  

Knight X  

Lurker  

Lurker(w)  

Magician X

Paladin X

Rider  

Shooter  

Sneaker X

Spear  

Stronghold

Warband  

Umenzi Fusion


Umenzi Hott Fusion list

 

Special Ability: Faith Armor

Spend 1 CA and put token on unit and major defeat is treated as a minor defeat unless the die roll is also greater than the opponents.

                         

Airboat X  

Artillery X

Beast X

Behemoth (also has 200p range attack)

Blade

Cleric  

Dragon X

Flyer X

God  

Hero (Chosen)

Hero(A) X

Horde  

Knight X

Lurker X

Lurker(w) X

Magician

Paladin X

Rider X

Shooter

Sneaker X

Spear

Stronghold

Warband  (has 200p range attack)

 

Runegard Fusion


Runegard Hott Fusion list

 

Special Ability: Runes

Pay 1 CA to place token on non-mounted element. -1 to engaged opponent’s combat die roll if opponent’s die roll is less.

                         

Airboat  

Artillery  

Beast X

Behemoth X

Blade

Cleric X

Dragon X

Flyer X

God X

Hero (Longbeards)

Hero(A) X

Horde X

Knight

Lurker X

Lurker(w) X

Magician X

Paladin X

Rider

Shooter

Sneaker X

Spear

Stronghold

Warband  (miners +2 vs behemoths)

 

Rome Fusiion


Rome Hott Fusiion list

 

Special Ability: Roman Organizatiion

All Blades and Spears elements gain +1 for each like element lined up behind them in base to base contact.(This is called - backing up)

                         

Airboat X  

Artillery   

Beast X   

Behemoth  X

Blade

Cleric X

Dragon X

Flyer X

God X

Hero X

Hero(A) X

Horde X

Knight    

Lurker (Triarii, 2 points, ignore all Lurker rules, once per turn, if triarii is unengaged, even if backing up another unit, and within 300p of an engaged Blades or Spears unit, the player may place it behind the unit after the combat die is rolled and add +1)

Lurker(w)  X

Magician X

Paladin X

Rider X

Shooter (only one allowed)

Sneaker X

Spear  

Stronghold

Warband X

Ravenwood Fusion


Ravenwood Hott Fusion list

 

Special Ability: Spirit Guidance

If a 2 point unit rolls combat die that is greater than the opponent’s add +1.

Treat woods as god going when calculating movement and combat outcomes.

 

Airborne X

Artillery X

Beast

Behemoth

Blade

Cleric X

Dragon X

Flyer X

God X

Hero X

Hero(A) X

Horde (sprites)

Knight

Lurker X

Lurker(w) X

Magician X

Paladin X

Rider

Shooter (may pay 4 points for Ravenwood Bowmasters that get +1 to all ranged attacks and 300p range)

Sneaker X

Spear

Stronghold

Warband  

 

Orcs Fusiion


Orcs Hott Fusion list

 

Special Ability: Taste the Lash

Pay a CA to place a chit on a unit. This element (not its group) may move +100p and if it is in combat with an enemy, that enemy suffers a -1 to its die roll.

 

Airborne X

Artillery (May pay 1 CA to -1 from the opponents die, if you roll a “1” eliminate the artillery)

Beast

Behemoth

Blade

Cleric X

Dragon X

Flyer X

God X

Hero X

Hero(A) X

Horde (goblins)

Knight X

Lurker X

Lurker(w) X

Magician X

Paladin X

Rider

Shooter

Sneaker X

Spear

Stronghold

Warband  

Monsters and Mercenaries Fusion


Monsters and Mercenaries Hott Fusion list

 

Special Ability: No Master

Any allowable unit may be added to any other army. They do not gain any army special abilities and it costs two CA’s to move a group that contains them        

Airboat  

Artillery   

Beast   

Behemoth  

Blade

Cleric

Dragon

Flyer

God

Hero

Hero(A)

Horde X

Knight    

Lurker

Lurker(w)  

Magician

Paladin X

Rider  

Shooter

Sneaker

Spear  

Stronghold

Warband

Lizardmen Fusion


Lizardmen Hott Fusion list

 

Special Ability: Blood Frenzy

A lapping unit is considered as flanking and destroys a unit that receives an R result.         

Airboat X

Artillery   X

Beast   

Behemoth  

Blade

Cleric X

Dragon X

Flyer X

God X

Hero (Ancients)

Hero (A) X

Horde

Knight    

Lurker

Lurker (w)  

Magician X

Paladin X

Rider (velociraptors)

Shooter

Sneaker X

Spear  

Stronghold

Warband

High Elves Fusion


High Elves Hott Fusion list

 

Special Ability: Precision

+1 If High Elven combat die rolls are higher than opponents.

Maneuver Mastery – A CA spent on a group for movement allows each unit of that group to move independently.

                         

Airboat X  

Artillery  

Beast X

Behemoth X

Blade

Cleric X

Dragon X

Flyer X

God X

Hero (Celestial Guard)

Hero(A) X

Horde X

Knight

Lurker X

Lurker(w) X

Magician

Paladin (High Elf Knights)

Rider

Shooter

Sneaker (Ranger)

Spear

Stronghold

Warband  X

Hawkshold Fusion


Hawkshold Hott Fusion list

 

Special Ability: Bravery

Pay a CA to place a chit on a unit. The next time the unit receives an R result it may discard the chit and ignore the result.

 

Airborne X

Artillery X

Beast X

Behemoth X

Blade

Cleric X

Dragon X

Flyer X

God X

Hero X

Hero(A) X

Horde (peasants)

Knight

Lurker X

Lurker(w) X

Magician X

Paladin

Rider

Shooter (May pay 3pt. for range 400) Longbowmen

Sneaker X

Spear

Stronghold

Warband X

Dark Elves Fusion


Dark Elves Hott Fusion list

 

Special Ability: Pain Touch

Spend 1 CA and put token on unit and if total is greater than opponents than -1 from opponents total.

                         

Airboat X  

Artillery X

Beast  X

Behemoth X

Blade

Cleric  

Dragon X

Flyer (Drake Riders move as flyers fight as knights)

God X

Hero X

Hero(A) X

Horde  

Knight   

Lurker X

Lurker(w) X

Magician (Army must include at least one Magician who must be general)

Paladin X

Rider  

Shooter X

Sneaker (if opponent’s element can make contact with Sneaker, it must, this costs no CA’s) (ignore all other sneaker special rules at all times)

Spear (one point for spears and they get +3 in combat)

Stronghold

Warband  (each combat die roll adds a chit which adds +1 to the next combat die roll, after the second chit adds to the combat die roll remove both chits and start fresh)

Carthage Fusion


Carthage Hott Fusion list

 

Special Ability: Hannibal’s Leadership

Any group that includes the general does not cost any CA’s to move.

                         

Airboat X  

Artillery   

Beast X   

Behemoth  

Blade

Cleric X

Dragon X

Flyer X

God X

Hero X

Hero(A) X

Horde X

Knight    

Lurker X

Lurker(w)  X

Magician X

Paladin X

Rider  

Shooter

Sneaker X

Spear  

Stronghold

Warband

Fusion conversion notes


BG:FW HoTT Fusion Rules

Link to HotT rules 2nd edition:


this link has all their game rules and you have to scroll down to the HotT second edition link which is a pdf.

Here is a link to a one page reference sheet that is indispensable IMHO:


 
Next Blogs will be the individual army lists. If there is an X after the unit type, that type may not be built for that faction.
 

 

Rather than roll for pips, each player gets four CA’s which may be used just like pips or be converted into CA’s. Converted CA’s are saved until spent. All armies may use CA’s for these purposes:

In combat--

One CA may be used to add +1 to any combat die before rolling.

Two CA’s may be used to add +1 to any combat die after rolling.

There is no limit to how many of a players saved CA’s may be spent per combat.

Before rolling a die a player must secretly allocate CA’s adding a +1 to his die. When both players are done adding any +1’s the dice are rolled.

After the dice are rolled each player may secretly add +1 per two CA’s spent. When they both agree they are done the result is calculated to determine combat results.

Different armies possess unique traits and some of these are also activated with CA’s.

 

Movement –

Any allotted or Saved CAs may be spent to move an element or group.

One CA may be spent to move a group one extra move if it does not come within one base width of an enemy element or within range of any missile troops.

 

One CA may be spent to add 100p to any units move regardless of the presence of enemy, including movement to contact.

 

Point cost conversion –

By converting the 2000 point BG:FW army total to the HoTT 24 point army total we get these values which may be used for Kingdoms calculations:

BG:FW      HoTT

 2000           24

   500             6

   250             3

   100            1.2

1                 0.012           

So a 1500 point battle would be an 18 point battle.

 

BG:FW core and elite minimums are replaced by the HoTT requirement that at least one half the total elements must be one or two point elements. Other restrictions may apply to specific armies.

 

A one or two point element must be designated as the General’s element.

 

All mercenary elements cost 2 CA’s to move, regardless of what type of element they are.

HotT Fusion

I have been lately playing around with combining BattleGround Fantasy Warfare With Hordes of the Things. Not because there was anything wrong with BG, but because I really like the DBA rules set. Except that the fantasy version, Hordes of the Things, lacks flavor. The problem is that it is so generic. It covers all fantasy and is necessarily bland. This is a common complaint against it.

To correct that deficiency I have combined the BG world and particulars with HotT, fusing them together in a game I like to call "HotT Fusion." Each army plays differently depending on the faction chosen. Now I have cut out proper sized bases and printed the necessary game information on the counters, so I don't use miniatures, but of course, since HotT is a miniatures rules system you certainly could. HotT Fusion works just as well with BG:FW cards as bases, and you can simply write the necessary game info on them if you wish.

HotT Fusion plays very fast. There is no damage to record as units are either undamaged or eliminated, and this eliminates the slow degradation of a unit over time. HotT uses a die to generate command actions each turn, HotT Fusion gives the standard 4 CA's a turn, with the ability to save unused CA's. This is like having cards in your hand. I have dropped the cards and replaced them with slightly different abilities that capture the feeling and unique signature of each faction.

The next blog will be some conversion notes and hopefully a link to the HotT rules plus a players aid card that is really useful.