This idea came about from Rick Smith's (not so recent) post on Entelodonts, Khurasan Miniatures 15mm hobgoblin hell pig cavalry (see link below) and a conversation with my brother about an article he read that said something about Alexander the Great's Companion Cavalry being so effective because each horseman carried 2 light infantry who hung onto the stirrups and were dropped off just before attacking the enemy. I've tried googling the Alexander cavalry piece & couldn't find anything so it's possible (probable?) that he was confused and just combined two separate things he read somewhere but, as a result, I present to you the Hobgoblin Companion Cavalry Khurasan Miniatures: http://khurasanminiatures.tripod.com/15mmfantasy.html <insert name here> the Great was a legendary Orcish commander who was able to briefly unite the various orc and goblinoid tribes into a grand army. Of all the units that composed the army none were feared more than the Hobgoblin Companion Cavalry. It's not really known why they were referred to as the Companion Cavalry because, other than a love of strong drink and mayhem there doesn't seem to be much that united them into a unit. However, in addition to being mounted on Hellhogs the Companions, each rider when charging into combat would carry, clinging to a specially designed harness, two lesser orcs that would be dropped off just before the charge impact. What this meant is that any opposing force was hit by a one-two punch of heavily mounted hobgoblins which was quickly followed up by a force of skirmishers that was twice the size of the cavalry. Many thanks to Rick Smith for the following: ENTELODONT (HELLHOGS) Entelodonts bodies look very much like huge pigs, but their face is more dog like. Their face has stubby projecting bones under the skin at the back of the jaw to anchor muscles Shoulder Rush: Entelodonts are fast low creatures which will ram their prey to knock it off its feet. This is a charge attack (they must run 3 hexes towards the target), and they must make a 3vsDX roll to hit. If they fail, their attacked missed. If they succeed, both figures make a 4vsST contest. If the figures succeed on this 4vsST, keep track of by how much each made it. – If the boar fails its roll, the attack fails and the target is not knocked off his or her feet. – If the Boar made its roll, and the target fails, the target is knocked back a hex and falls prone. They lose their action for this turn, if they have not already acted. – If the both sides succeed, look at by how much each succeeded by. If the target succeeds by more than the boar, then the target keeps its feet. If the bore succeeds by more than the target, then the target must make a 4vsDX or fall. If the target falls, they have NOT lost their action this turn. Trampling: Entelodonts will trample figures on the ground. They will move onto the figure on the ground. (They will NOT go into HTH, unless the figure on the ground grabs them). If the figure does not they will attack needing a 3vsDX to hit (with +4 DX for the target being on the ground). If the figure on the ground has a higher adj DX they may stand up in an adjacent hex, go into HTH, cast a spell, etc. The damage of the trample is based on the size of the trampling figure: – 1 hex: 1d–1 damage. – 2 hex: 1d+1 damage. – 3 hex: 2 dice damage. – 4 hex: 2d+2 damage. HTH Combat: Boars and Entelodonts will bite in HTH. Normal rules apply. Hell Hog: (a.k.a Entelodont) Lacking tusks they are more likely to ambush to ram and trample. They also are willing to go into HTH to bite. They mass ~700 kg and stand 1.5 meters tall at the shoulder. Hell Hog: 3 hex creature ST 26 to 42 DX 12 IQ 5 or 6 (usually 6 for adults.) MA 16 Bite: 2d+2 (HTH only) Trample: 2 dice Thick hide: –3 hits / attack. If a Hell Hog is wounded, roll 1 die. On a 1, 2 or 3, it goes berserk. The 3 hex Hell Hog has 6 fronts, 2 sides and one rear. CHARGING Any figure who moves... ... 10 to 19 hexes in a turn gets +1 to their size (for engagement purposes). // A trot. ... 20 to 29 hexes in a turn gets +3 to their size (for engagement purposes). // A canter. ... 30 to 39 hexes in a turn gets +6 to their size (for engagement purposes). // A gallop. So a small, two hex riding horse that is trotting is not engaged by a single footman. A 3 hex war horse at a canter is not engaged by 2 footmen. A 3 hex war horse at a gallop is not engaged by 3 footmen. If a horse is not engaged by you and moves thru your hex in movement, you are knocked back as it brushes by you. Make a 3vsDX if it is cantering, or a 4vsDX if it is galloping. If you fail, you are knocked back one hex and fall. (And of course later horses could trample you in passing.) Optionally, being knocked back could do 1d-2 falling damage. ORCS RACES AND THEIR WEAPONS Edited from the original The Space Gamer #15 article by PAUL C. WAGNER LESSER ORCS As can be inferred from the name, Lesser Orcs are smaller in size than Great Orcs. They tend to act as scouts and skirmishers in Orcish armies. In addition, Lesser Orcs are usually found living in wooded areas. ST and DX must add up to 22, with a minimum ST of 8 and a minimum DX of 10. Movement is 10. Lesser Orcs usually prefer weapons of Orcish origin to all others. ST DX IQ MA Armor HtH Size Notes Lesser Orc 8 10 8 10 1 8 More points. ST & DX must add up to 22 John Linzy 720-636-0159 |