Aventuria
Army Lists for 'Hordes of the Things'
 5.09.2005
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Non-Humans

Elves
Dwarves
Trolls
Orks
Goblins
Ogres
Lizardmen
The Infinite Host

Humans are the dominant race in Aventuria, both in terms of numbers and of political power. However, there are a number of non-human races that inhabit the continent. Their relations with Humans varies widely. Some of them live on good terms as minorities in or near human settlements, others have retreated to remote areas where they are rarely bothered and others, by sheer ferocity, have been able to hold their own in a state of more or less constant warfare.
 



 
Elves
Though individual Elves often get along well with humans and join their settlements, as a people, the Elves of Aventuria shun human company and prefer to keep to their own areas. They form distinct nations - some would even claim sub.races - who have adapted to different natural habitats - there are Wood Elves, Steppe Elves, Firn (frost) Elves, Meadow Elves etc. The Elves a fairly large territory in the far North, but most Elves live scttered communities in North and Central Aventuria, that is, as far South as The Empire and Horas' Realm. There used to be a civilisation of High Elves, but these are just a dim memory now.
Stronghold: Wood or small settlement
Unit
HoTT type
points 
numbers
Comments
Elven Chieftain
 Magician General
@ 4 AP
1
Elven Mage
Magician
@ 4 AP
0-1
Steppe Elves
Riders
@ 2 AP
0-6
Archers
Shooters
@ 2 AP
4-8
Foot warriors
Rangers
@ 2 AP
0-4
or warband
Hidden Elves
Lurkers
@ 2 AP
0-1

Allies and enemies: Elves tend to keep to themselves and not to have allies or mercenaries, nor are they sufficiently interested in money to serve as mercenaries. They are occasionally found as allies in other forces.

Figures: Use any rustic 'Wood Elf' types, or, for 15 mm or smaller figures, medieval European unarmoured troops. Rules:Elves have a natural propensity for magic.and get a +1 tactical factor against magical attack. This is not cumulative with the +2 factor due to being within 600 p of a cleric or paladin, that is, you can claim either one or the other, but not both.

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Dwarves
The Dwarves are the race who have adapted best to their human neighbours, often living with them in the cities or in areas where they are ruled by their own kings but in close alliance or as vassals of human rulers
Stronghold: Mountain fastness or cavern
Unit
HoTT type
points 
numbers
Comments
Dwarven King
 Blade General
@ 2 AP
1
Geod
Magician
@ 4 AP
0-1
A Dwarven 'Druid' skilled in Earth magic
Dwarven Fighters
Blade
@ 2 AP
4-8
Crossbow-dwarves
Shooters
@ 2 AP
4-8
Dwarf Miners
Engineers
@ 2 AP
0-4
Dragonkillers
Spears
@ 2 AP
0-4
with heavy pikes
Dwarf Artillery
Artillery
@ 3 AP
0-2

Allies and enemies: Most of the Dwarves live in or near The Empire and the Dwarven Kings are allied ot the Emperor.

Figures: The archetypical "Heavily bearded miniature Vikings". That is, just about any fantasy dwarf figures are suitable.

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Trolls
The Trolls of Aventuria are quite different from the typical Trolls of most Fantasy. The are closer to the Trolls of some Scandinavian folklore or the Wild Men of German fairy tales. Fairly seclusive, unfriendly to intruders but basically good-natured and ready to help those in severe difficulties. They also have a natural affinity to magic, and, indeed, some of the most powerful mages of Aventuria are Trolls, though few, whether human magicians or Trolls, would acknowledge this.
Trolls live in the mountains around the Troll's Gate.
Stronghold: Mountain village or cavern
Unit
HoTT type
points 
numbers
Comments
Krallerwatsch, Troll Shaman Chieftain
 Magician General
@ 4 AP
1
Krallulatsch, Troll Shaman
Magician
@ 4 AP
0-1
Trolls
Behemoths
@ 4 AP
0-2

Figures: Large, fairly thick, heavily bearded humanoids - think Santa Claus with an attitude. Simple, but fairly well-made dress. Perhaps the best figures might be unarmoured Dwarves of a larger scale, e.g 25mm or 30 mm Dwarves for a 15 mm Army. Also some Barbarian figure, like the old Citadel Barbarian shown here will fit the bill.

Rules:This is not a complete army list, as, within remembered history - human history, that is - , nobody has ever sent an army against the Trolls, nor have they invaded anyone. However, they have occasionally supported Empire forces against Evil attackers. This list is for such an allied contingent. If you want a full Troll army, make it similar to the Ogre one.
Trolls have a natural propensity for magic.and get a +1 tactical factor against magical attack. This is not cumulative with the +2 factor due to being within 600 p of a cleric or paladin, that is, you can claim either one or the other, but not both.
 

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Orks
The Orks in Aventuria are rather more developed and better organised than many other Fantasy authors give them credit for. They live a semi-nomadic life in the Northern Steppes, like a certain "nice and friendly people of slightly excentric lifestyle" quoted in the HOTT army lists. Indeed, like the Mongols with Dschingis Khan, they have produced a military leader of extraordinary talent: the 'Black Marshal' Sadrak Whassoi. He managed to unite the disparate tribes and set them against their complacent human enemies. The Svelltland cities were overrun. Then, after plans for a campaign against Thorwal were foiled, he devised a two-pronged attack against The Empire. While a feint attack against Weiden and Wehrheim lured away The Empire's army, the main strike hit from the West via Greifenfurt and Ferdok. It was only at the gates of Gareth, The Empire's capital, that the Orks were defeated
.
Stronghold: wagon laager or simple palisade
Unit
HoTT type
points 
numbers
Comments
Ork Chieftain
 Blade General
@ 2 AP
1
Ork Shaman
Magician
@ 4 AP
0-1
Ork Pony Riders 
Riders
@ 2 AP
0-6
or Goblin Boar Riders
Ork Chariot
Knight
@ 2 AP
0-1
 
Ork Guards
Warband
@ 2 A
0-4
 
Ork Warriors
Hordes
@ 1 A
0-22
 
War Dogs or Sumpfranzen
Beasts
@ 2 AP
0-2
Sumpfranzen are carnivorous apes
"Tame" Ogre
Behemoth
@ 4 AP
0-1
Goblin warriors
Rangers
@ 2 AP
0-2
or warband
Goblin archers
Shooters
@ 2 AP
0-2
Undead
Hordes
@ 1 AP
0-2
Raised by an Ork Shaman, can only be used with him

Figures: Use standard fantasy Orcs, preferably with some resemblance to Mongols or Huns in dress. Orcs in Aventuria have brown skin and heavy black hair. Some have adopted brigthly dyed hair crests or facial tattoos. Preferred jewelry is silver or iron.

Update: The Orcs have established garrisons in the Svelltland cities. Warriors long stationed there have become somewhat civilised and are regarded by their wilder brethren as degenenerate. Some have even been  known to wash!

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. Goblins

The Goblins originally occupied the Bornland in North-East Aventuria until they were driven out by human settlers supported by the Military Orders. Nowadays, they live in scattered groups all over Northern and Central Aventuria.and usually appear only as auxiliaries in nasty or evil armies. Sometimes they fight in larger, independent groups, when they usually are led by female witch-chieftains.

Stronghold: primitive camp
Unit
HoTT type
points 
numbers
Comments
Witch chieftain
 Magician General
@ 1 AP
1
Boar Riders
Riders
@ 2 AP
0-2
Goblin warriors
Rangers
@ 2 AP
4-8
or use a mix of warband and hordes
Goblin archers
Shooters
@ 2 AP
4-8
Aventurian Goblin warriors usually fight as massed skirmishers with javelins, bows or primitive crossbows. The warband class does not really do this justice.
 

Figures: Use standard fantasy Goblins. Goblins  in Aventuria have brown skin and reddish hair.

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Ogres
Normally, the Ogres of Aventuria are too individualistic to fight as an Ogre army, though occasionally a few of them can be found in armies of the nastier persuasions, where they should be included as a Behemoth element.
The evil mage Galotta has bespelled all the Ogres in the land to obey his will and to march against The Empire. He has also taught them to build an 'Ogre Spoon' - a primitive artillery piece.
15 mm scale Ogres manufactured by Hobby Products for their Demonworld game. Click here for more
Stronghold: Magician's tower or Ogre camp
Unit
HoTT type
points 
numbers
Comments
Galotta
 Horde General
@ 1 AP
1
Adult Ogres
Behemoths
@ 4 AP
2
Ogre Spoon
Artillery
@ 3 AP
1
Teenage Ogres
Knights
@ 2 AP
2-4
Ogre Kids and their pets
Beasts
@ 2 AP
2-4
Use Wolves, Bears as pets
Elderly Ogres
Blades
@ 2 AP
0-3

Comments:This list cost me the most thought. The straightforward rendering would have been to use 1 Magician, 1 Artillery and 4-5 Behemoths. Unfortunately, this list is illegal for a normal HOTT game on several counts: It does not have 24 AP and  it violates the second law of HoTT army building, that only 12 AP of elements should cost 3AP or more. I mailed a request for discussion on the HoTT E-mail list. Some answered that they had no problem playing with or against such an army. But there also were a lot of good suggestions on how to change the army - thanks to everybody. The above is what I made of those suggestions.
The mage Galotta has been reduced to an horde element. In the relevent RPG adventure and novel he controlled the army from afar with the help of a scrying device and did not directly intervene in the battles. Making him a horde element gives you a good reason to keep him out of harm's way. The other troop types were chosen to make the army both fast and impetuous, fitting the descriptions.

Figures: Use any suitable Ogre or Giant types. For the Kids, you could used poorly equipped and barely dressed Orks. Paint them in fairly pale skin colours

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Lizardmen
Remnants of once powerful races, the reptilian Maru and Achaz and the amphiban Krakonians have retreated before human encroachment into the fetid Lizard Swamps of the South-West and the inner jungles of Maraskan. Their Ssskhrsechim snake-mages are rumoured to know ancient spells no human mage is aware of - and that can only be pronounced with a forked tongue.

Figures: Use any suitable lizardmen  types, preferably slim ones.

A Games Workshop Lizardman
Stronghold: Swamp or ancient ruins
Unit
HoTT type
points 
numbers
Comments
Ssskhrsechim Chieftain
 Magician General
@ 4 AP
1
Ssskhrsechim Mages
Magician
@ 4 AP
0-2
Maru Lizardmen
Blades
@ 2 AP
4-10
Achaz Lizardmen
Warband
@ 2 AP
2-10
Less intelligent, but more aggressive species than the Maru
Gorger
Behemoth
@ 4 AP
0-2
Like a Tyrannosaurus Rex
Lizardman on Pterosaur
Flyer
@ 2 AP
0-2
Hidden Lizardmen
Lurkers
@ 1 AP
0-1
Jungle nasties
Lurkers
@ 1 AP
0-1
Snakes, spiders, scorpions and similar
Krakonians in the water
Water Lurkers
@ 2 AP
0-1

 

 
The Infinite Host
The appearance of Borbarad in Maraskan and the ecological depredations of his demonic troops provoked a massive reaction by the lifeforces  of the Maraskan jungles. All the animals, insects, worms moved against the ravaged areas. They followed a simple-minded tactic even the lowliest of them could understand: "Go forth, eat and multiply". Which they did so successfully that the host usually was bigger after the battle than before the fight.
Moskitos, cheap children's plastic toys
Stronghold: Swamp or patch of jungle
Unit
HoTT type
points 
numbers
Comments
Butterfly Man
 Horde General
@ 1 AP
1
An intelligent swarm of butterflies. Can take up any shape it wants. Usually appears as warrior in splendid iridescent armour
Giant Maraske
Behemoth
@ 4 AP
0-1
A VERY BIG spider or scorpion. Red with yellow polka dots.
Panthers
Beasts
@ 2 AP
0-1
Rhinoceros
Knight
@ 2 AP
0-2
Deer
Riders
@ 2 AP
0-3
Birds, Wasps, or Moskitos
Flyers
@ 2 AP
0-4
Snakes, Spiders, Scorpions etc
Lurkers
@ 1 AP
0-4
Crocodiles 
Water Lurkers
@ 1 AP
0-2
Ants, Beetles, Caterpillars etc.
Hordes
@ 1 AP
10-23
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Photographs Copyright K.H.Ranitzsch
Figure copyrights by their respective manufacturers
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