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Hordes in the Trenches

(HITT)
2
nd
Edition:
Hordes of the Things
TM
Variant for
World War I
By Matt Kirkhart
Introduction
Hordes of the Things
T M
is arguably one of the most flexible rulesets for wargaming available.
Initially designed as a set for fantasy gaming, players have adapted the rules for traditional
historical wargaming including the Colonial period, World War II, Modern warfare, and even
the American War in ietnam. The following is simply an extension of the flexibility of !"TT
to allow wargaming World War I. In the #
st
$dition of this rules variant, the focus was on
gaming the Western front. !owever, due to the popularity of other arenas during the War,
as well as the efforts of a number of gamers to apply the !ITT rules to other theatres of the
conflict, the ability to use this variant for gaming the entire War has become apparent.
The primary goal for this rules variant is to use the simplicity and elegance of the standard
!"TT rules to allow for the %uic& play of a WWI game involving all of the units of interest in
the period, including biplanes, balloons, tan&s, and of course infantry. 'ome modifications
and additions to the rules were needed to accomplish this, but the core of these rules is very
consistent with !"TT.
The following is only a !"TT variant. (ou will still need the !"TT ).* ruleboo& to play.
Choice of Figure & Model Scale
!ITT can be used with any scale of figure or model but is written for #+mm figures. 'ee
,Army Composition- later for rules for putting together a force for play.
la!ing "rea & #round Scale
The basic game is played on a ). x ). playing area. !owever, for theatres of the conflict
where flan&ing actions and maneuver were more common than on the Western front, a /*-
x /*- game board may better represent the battlefield. In either case, one inch on the
playing area represents approximately #** yards.
The ,Mass 0attles- option in the !"TT ruleboo& will provide players with a more historically
accurate and en1oyable way of playing this !"TT variant. It is recommended that each side
field 2) A3 armies using a ). deep x 4. wide playing area.
Troo$ %efinitions
The following are the troop or element types used in game. The nearest !"TT e%uivalent is
also provided in parenthesis for reference.
"erial troo$s include machines that move through the air and are therefore not
constrained by terrain.
&o'(ers ("ir(oats): Winged bomber or observation aircraft of the period. 3rimarily they
are used to attac& 'trongholds and other foot elements and destroy off5board artillery well
behind the enemy lines.
Fighters (%ragons): Winged fighter aircraft of the period such as the '$+, 6o&&er, 'pad,
and others. Their role on the battlefield is primarily to attac& enemy aerial troops, but can
be used to disrupt the movement of ground forces as well.
&alloon (Fl!ers): 7ighter than air craft of the period. Their role on the battlefield is
observation and providing support to 0arrage and 6ield Artillery shooting attac&s.
Mounted troo$s include troops mounted on or in machines or horses.
"r'ored Car ()nights): 8epresent lightly armored four5wheeled vehicles usually armed
with a machinegun.
Ca*alr! (+iders): Includes all cavalry of the period, including !ussars, 9hlans, 7ancers,
and :ragoons. Cavalry may dismount.
Tan, (&ehe'oths): !eavily armored ancestors to the modern tan&. Can be either the
heavier or lighter tan&s of the period.
Foot troo$s include infantry and heavy guns.
"rtiller! ("rtiller!): 6ield guns designed primarily for direct shooting attac&s against
ground or aerial enemy troops.
&arrage (#ods): 8epresents off5board heavy artillery that fires indirect artillery barrages.
For-ard .(ser*er (Cleric): 'mall foot unit whose function on the battlefield is to direct
field or off5board artillery.
#as (/ur,ers): Canisters of gas fired from off5board artillery.
Machinegun ("rtiller!): 6oot armed with the ,belle of the ball- on the Western 6ront; the
heavy machinegun.
Mortars ("rtiller!): 6oot armed with mortar tubes.
+ifles (Shooters): 6oot armed with rifles, grenades, bayonet, and possibly a light
machinegun team. This is the basic foot troop type and most armies will be composed
primarily of these elements.
Stur'tru$$e (Snea,ers): <eneric term to describe speciali=ed assault units or trench
raiders. Their primary purpose was to assault infantry in trenches and other fortifications.
+eco''ended &asing Con*entions for HITT
>All bases are 4* mm wide?
Ele'ent T!$e &ase %e$th 0u'(er of
Figures
Artillery 4*mm # gun@ crew
Armored Car 4*mm #
0alloon 4*mm #
0arrage 4*mm 'pecial
a
0omber 4*mm #
Cavalry /*mm )5/
:ismounted
Cavalry
/*mm )5/ @ horse
6orward "bserver )*mm )
6ighter 4*mm #
<as /*mm 'pecial
b
Machinegun 4*mm # gun @ crew
Mortar 4*mm # tube @ crew
8ifles /*mm or
)*mm
/54
'turmtruppe )*mm )5/
Tan& 4*mm #
a
0arrage elements are depicted with an explosion or several explosions on the base
b
3lace a yellow or green tuft on the base to create a gas cloud element
"r'! .rgani1ation
!ITT armies are purchased with points, with )4 A3 spent by each player. !owever, rather
than simply purchasing each element individually without concern for army composition as
is often the case for traditional !"TT armies, players should consider the following
guidelines to ma&e !ITT armies as historically accurate as possible given the constraints of
the !"TT system.
When creating a !ITT army, players should begin by spending ) points and purchasing a
8ifle element that will serve as the general for the army. After that players should purchase
either >or both? an infantry battalion or a cavalry regiment to serve as the core troops of the
army. After that additional support elements of any type are purchased to complete the
army up to the maximum total cost of )4 A3.
0elow are the suggested costs for elements along with the composition and cost of the core
troops for an infantry 0attalion and cavalry 8egiment.
Ele'ent Cost
Ele'ent T!$e " Cost $er
ele'ent
0arrage, 6ighter, Tan& 4
Artillery, 0omber, Machinegun, 'turmtruppe /
Armored Car, Cavalry, 8ifles )
0alloon, 6orward "bserver, <as #
Core Infantr! &attalion and Ca*alr! +egi'ent
Infantr! &attalion Cost Ca*alr! +egi'ent Cost
4 x 8ifle >each element is a
company?
A A3 4 x Cavalry >each element is a
s%uadron?
A A3
# x M< / A3 # x M< / A3
Total " Cost ## A3 Total " Cost ## A3
Therefore, the beginning core troops of an army will cost #/ A3, ) A3 for the 8ifle general.s
element and ## A3 for either an infantry battalion or cavalry regiment. Additional A3 are
spent on any other types of elements desired to get the total cost of the force up to the
recommended )4 A3.
If the Massed 0attles option in the !"TT ruleboo& is used, each side will be composed of one
regiment >three battalions plus supporting troops?.
Terrain
Any type and shape of terrain can be used but the length plus the width of the terrain
feature itself may not exceed #4 inches or an area of #44 inches if varied shaped terrain is
used.
Trenches
The defending player may choose a trench as one of the terrain features. The trench must
be placed on the defender.s half of the battlefield and must run between two edges of the
board, i.e. left side to rear, left side to right side, or right side to rear.
Trenches are considered to be bad going for movement purposes if moving across them, but
are good going if moving through them as long as all of the element.s movement is in the
trench.
&ar(ed Wire
0arbed wire is a terrain feature. !owever, unli&e other terrain features, barbed wire can be
destroyed by 0arrage and Tan& elements. Therefore, it is best to mount barbed wire on
bases that are 4*mm x )*mm, although the depth of the base is less important.
Co''and &un,er
The Command 0un&er replaces the 'tronghold in normal !"TT but serves the same function
in the game.
"nly the defending player has a Command 0un&er.
A Command 0un&er is not a troop element. It is assumed to have its own garrison of
soldiers for protection and cannot be further garrisoned by other troop elements.
If a Command 0un&er is destroyed, this simulates a brea& through and the defender
automatically loses the game.
A Command 0un&er may not be destroyed by unaided aerial elements or by a 0arrage
element, but it can be destroyed by ground troops aided by aerial or 0arrage elements.
The Command 0un&er should be placed on a ) inch by ) inch base, modeled to loo& li&e a
cement bun&er.
la!ing the #a'e
%e$lo!'ent
0oth players roll a die with the lower rolling player being the defender.
The defending player places the first terrain feature on the board. If a trench is used it must
be the first terrain feature placed by the defender. The attac&ing player may then place a
terrain feature and the players continue ta&ing turns placing terrain features until 4 terrain
features have been placed >including the trench if it is used? and at least three s%uares have
at least part of a terrain feature in them. At that point each player rolls a die. The higher
rolling player may then either place an additional terrain feature or decide that no more
terrain will be placed. This procedure is followed until the higher rolling player decides that
no more terrain will be placed.
The defending player then places his Command 0un&er. The Command 0un&er must be
placed on the defending player.s board edge within 4 inches of the center of the edge. A
Command 0un&er may not be placed entirely behind terrain impassible to ground troops.
The defender deploys all his elements except for 0arrage, 0omber, 6ighter, and <as
elements either in a trench or within B inches of his side of the battlefield. The attac&er then
places all his elements except for 0arrage, 0omber, 6ighter, and <as elements within B
inches of his side of the battlefield. The defender ta&es the first turn.
%e$lo!ing &o'(ers & Fighters
0omber and 6ighter elements re%uire B 3I3s to deploy. When deployed, all of a side.s
0omber and 6ighter elements are deployed at once anywhere in contact with the player.s
own side of the board at a minimum of ) inches distance from an enemy element.
%e$lo!ing &arrages
0arrage elements re%uire B 3I3s to deploy. They may be placed anywhere on the
opponent.s side of the battlefield as long as they are no closer than ) inches to an enemy
element. The exception to this is that they may be placed in base contact with an enemy
element if the enemy element is in a trench, or they may be placed in base contact with an
enemy.s command bun&er. 0ecause of the static nature of trenches and fixed positions li&e
bun&ers, off5board artillery barrages may target command bun&ers and trenches, and the
elements inside them, right from the beginning of the game.
Whenever a 0arrage element is on the battlefield, the opponent may spend B 3I3s to force
the 0arrage element off the battlefield. This represents counterbattery fire and silences the
off5board guns providing the barrage. A 0arrage element may also be removed if the other
side flies a 0omber element off the enemy.s side of the board. This represents a bombing
mission meant to silence the off5board artillery battery. !owever, the 0omber element is
also lost from play and may not return during the game.
%e$lo!ing #as
All the rules for deploying and redeploying 0arrage elements apply to <as elements as well
except that only # 3I3 need be expended and the other player may not remove a <as
element once deployed. In addition, when a <as element is deployed the deploying player
rolls a die. This is how many turns the <as element will remain on the board. The turn the
<as element is deployed does not count. "nce the number of turns has expired remove the
<as element from play. It may not be redeployed.
In addition to harming elements it contacts, <as also bloc&s line of sight for purpose
of shooting attac&s.
Tactical Mo*es
A tactical move is how troop elements move around the battlefield.
"ne element or a group of elements may normally be moved by spending 3I3s. An element
group is any grouping of elements that are in front to front corner contact or front to bac&
corner contact with one another.
The number of 3I3s available for tactical moves is e%ual to the die roll.
In addition to the normal rules in !"TT, it costs # additional 3I3 to carry out a tactical move
if the single element is a Tan& or a Tan& is a part of an element group.
Mounting & %is'ounting Ca*alr!
8ather than moving, a player may spend # 3I3 to dismount cavalry. Cust li&e moving, it costs
# 3I3 to dismount a single Cavalry element and # 3I3 to dismount all Cavalry elements that
are a part of a group. If desired, after moving the :ismounted Cavalry element>s? may
move as if they were 8ifle elements.
When remounting, it also costs # 3I3 and the now Cavalry element>s? may move as if they
were 8ifle elements for this turn only. After that, they move normally as Cavalry elements.
Mo*ing Through Friendl! Ele'ents
8ifles and 'trumtruppe may freely move through each other either through tactical moves
or combat outcome moves.
2one of Control
$lements inside a trench may ignore the D"C rules for elements outside the trench.
$lements inside a trench must abide by the normal D"C rules for elements inside the same
trench.
0ecause they are always moving, 0ombers and 6ighters have no D"C restrictions of any
type. In addition, 0ombers and 6ighters may move through all ground elements.
&ar(ed Wire
6oot and all mounted elements except Tan&s must stop moving when contacting enemy
barbed wire. Move the element into base contact as if it was attac&ing the barbed wire in
close combat.
"n their next turn, elements whose movement was stopped by barbed wire may move
through the barbed wire as if it was bad going. 6or combat purposes, elements in barbed
wire are considered to be in good going.
0arrage and 'turmtruppe elements destroy a 4*mm wide area of barbed wire at the end of
the turn they moved into contact with the barbed wire.
Tan& elements do not have to stop moving when contacting a barbed wire base. They may
move through the barbed wire as if it is bad going and destroy the barbed wire while moving
through it.
:estroyed elements of barbed wire, or friendly elements of barbed wire, are considered
good going for movement and combat purposes.
Mo*ing #as
$ither player may opt during his turn to move a <as element.
To move a <as element the player spends # 3I3. As with other elements, the <as element
will stop when it contacts another troop element.
Tactical Mo*e %istances for "erial Ele'ents
Ele'ent T!$e %istance
6ighter #) inches
0omber + inches
0alloon ) inches
0arrage / inches
<as ) inches
Tactical Mo*e %istances for #round Ele'ents
Ele'ent T!$e Entirel! on
+oad
#ood
#oing
&ad #oing +i*er
Cavalry + inches + inches ) inches # inch
Armored Car, 6orward "bserver 4 inches / inches ) inches # inch
8ifles 4 inches / inches / inches # inch
Machinegun, Mortar,
'turmtruppe
4 inches ) inches ) inches # inch
Artillery / inches ) inches 55 # inch
Tan&s ) inches ) inches # inch # inch
%istance Shooting
The maximum shooting distance for shooting attac&s is dependent upon the type of element
doing the shooting. Measure shooting distance with aerial elements the same as with
ground elements, e.g. base to base not figure to figure or figure to base.
Ele'ent T!$e Ma3i'u' +ange
:ismounted Cavalry, 8ifle / inches
MachinegunE 4 inches
MortarEE + inches
Artillery #) inches
EMachineguns may fire in the player.s own bound as well as the opponent.s bound.
EEMortar shooting is not bloc&ed by other elements or terrain features between it and the
target element.
Close Co'(at
Co'(at Factors
Ele'ent T!$e Co'(at Factors
0arrage, 6ighter, or Command 0un&er @B
'turmtruppe or 0omber @+ vs. foot, tan&s or stronghold, @/ vs.
others
Tan&s @4 vs. foot or stronghold, @+ vs. others
Artillery, Machinegun, Mortar @4, @) vs. any in base contact
Armored Car, :ismounted Cavalry or 8ifles @/ vs. foot, tan&s or stronghold, @4 vs.
others
Cavalry @/
0alloon, 6orward "bserver, or <as @)
Tactical Factors
Modifi
er
Situation
@# If resolving close combat, 8ifles or 'turmtruppe have a friendly element of 8ifles
or 'turmtruppe >respectively? in full front edge contact with their rear edge and
neither is in bad going.
@# If 0arrage attac&ing or 6ield Artillery shooting and a 0alloon or 6orward "bserver
from the same army has 7"' to the target element >maximum of @#?. Fote that
each 0alloon or 6orward "bserver may provide this modifier to only one attac& per
turn.
5# If 0arrage attac& or any shooting and the target element occupies a trench.
5# If element occupies a trench and attac&ed by <as.
Co'(at .utco'e
If its total is 'ore than that of the ene'! during shooting:
'turmtruppe Advance
If its total is less than that of the ene'! (ut 'ore than half:
Artillery, Machinegun, Mortar :estroyed if in contact
"therwise no effect
Armored Car :estroyed by 0arrage or Tan&
:estroyed by Artillery, Machinegun, 8ifles or
'turmtruppe the Armored Car moved into
contact
with this turn
:estroyed by any the Armored Car moved
into
Contact with this turn if in bad going
8ecoil from others in contact
8ecoil from Artillery or Machinegun shooting
0alloon or 6orward "bserver :estroyed by any in contact
:estroyed by Artillery or Machinegun
shooting
0arrage or Command 0un&er Fo effect
0omber or 6ighter :estroyed by 0omber or 6ighter
:estroyed by Artillery in contact
6lee from others in contact
8ecoil from others shooting
Cavalry :estroyed by 0arrage or Tan& in contact
:estroyed by any if in contact in bad going
:estroyed if in good going by Machinegun
shooting
8ecoil from others in contact or shooting
:ismounted Cavalry, 8ifle :estroyed by 'turmtruppe or Tan& if that
element initiated contact this turn
:estroyed if in good going by Machinegun
shooting
8ecoil from others in good going
'turmtruppe :estroyed if in good going by Machinegun
shooting
8ecoil from others in good going
Tan& :estroyed by 'turmtruppe if that element
initiated contact this turn
6lee from Artillery shooting
8ecoil from others
If its total is e4ual to or less than half the ene'!5s score:
0arrage :estroyed by 0arrage
"thers no effect
All others :estroyed
Trench Co'(at
6or close combat when both elements are inside the same trench, the elements may fight in
close combat side to side rather than turning front5to5front, front to side, or front to rear.
Consider the two sides of the elements in the combat as the ,front- of the element for
purposes of close combat. The opposite side is now the ,rear- of the element with the
normal front and rear of the element being the two sides of the element.
Co'(at .utco'e Mo*e'ent
"d*ance
'trumtruppe elements may, when shooting against them is ineffective, move #- towards
any enemy element. If the advancing element has one or more 'trumtruppe element in rear
side contact with it, all may advance.
+ecoiling
$lements occupying a trench that must recoil as a result of combat may move along the
trench rather than move straight bac&wards as long as this movement does not end with the
recoiling element in base contact with an enemy element.
ursuit
A Cavalry, 8ifle, 'turmtruppe or Tan& element will pursue according to the normal !"TT
rules.

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