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