Hello readers. We will be having a pass in revue of the mechwarrior armies used in the Lion's Den HotT Mechwarrior Campaign game. First up will be House Davion and the Federated Suns forces commanded by yours truly, Kenneth Van Pelt. We have seven active club members involved in this epic conflict and each army will have it's revue and table of organisation previewed and displayed. It fell to me through random selection to end up commanding the leader force for the Davion side of the conflict. Each club member was given a set of pictures of the forces and asked to select one that appealed to them and low and behold I ended up with Davion as my command lot with my starting home-world of Robinson. So let's take a look at this army.
This is the chart of units that are available via Hordes of the Things with the mechwarrior HotT conversion and game effects.
Unit
|
HOTT Equivalent
|
Move
|
Vs.
|
Range
|
AP
|
||||
Good
|
Bad
|
Road
|
Foot
|
Vehicle
|
Air
|
||||
Heavy/Assault Mech
|
Paladin
|
4"
|
2"
|
5"
|
+6
|
+6
|
+4
|
8"
|
4
|
Medium Mech
|
Hero
|
5"
|
2"
|
5"
|
+5
|
+5
|
+3
|
7"
|
4
|
Light Recon Mech
|
Knight
|
7"
|
2"
|
9"
|
+3
|
+4
|
+2
|
4"
|
2
|
Armoured Personnel Carrier
|
Rider
|
5"
|
2"
|
5"
|
+2
|
+2
|
D3
|
4"
|
2
|
Tank/APC/ATGM
|
Shooter
|
5"
|
2"
|
5"
|
+3
|
+4
|
D3
|
8"
|
4
|
Recon
|
Beasts
|
4"
|
4"
|
5"
|
+3
|
+4
|
D4
|
4"
|
2
|
GEV/Hovercraft LIGHT
|
Rider
|
5”
|
n/a
|
9”
|
+2
|
+3
|
D4
|
4”
|
2
|
GEV/Hovercraft Medium
|
Rider
|
5”
|
n/a
|
7”
|
+3
|
+4
|
D4
|
4”
|
2
|
GEV/Hovercraft Heavy
|
Rider
|
4”
|
n/a
|
5”
|
+4
|
+5
|
D4
|
4”
|
4
|
Standard Infantry
|
Warbands
|
2"
|
2"
|
4"
|
+2
|
+2
|
D3
|
2"
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Engineers
|
Blades
|
2"
|
2"
|
4"
|
+5
|
+3
|
+2
|
0"
|
2
|
Truck
|
Rider
|
4"
|
2"
|
6"
|
D1
|
D1
|
D2
|
0"
|
1
|
Towed Artillery
|
Artillery
|
0"
|
0"
|
0"
|
+4
|
+3
|
+2
|
20"/40"
|
2
|
SP Artillery
|
Artillery
|
3"
|
2"
|
4"
|
+4
|
+4
|
+2
|
20"/40"
|
4
|
Towed SAM
|
Magician
|
0"
|
0"
|
0"
|
D2
|
D2
|
+4
|
24"
|
2
|
SP SAM
|
Magician
|
3"
|
2"
|
4"
|
D2
|
D2
|
+4
|
24"
|
4
|
Bomber
|
God
|
24"
|
24"
|
24"
|
+6
|
+6
|
+6
|
0"
|
4
|
Fighter Bomber
|
Dragon
|
24"
|
24"
|
24"
|
+2
|
+6
|
+6
|
6"
|
4
|
Attack Helicopter
|
Air Boat
|
10"
|
10"
|
10"
|
+4
|
+3
|
+3
|
6"
|
3
|
Transport Helicopter
|
Air Boat
|
10"
|
10"
|
10"
|
+3
|
D2
|
+2
|
4"
|
2
|
Special Forces
|
Sneakers
|
3"
|
3"
|
4"
|
+4
|
+3
|
D4
|
2"
|
3
|
Mines
|
Lurkers
|
6"
|
+2
|
+2
|
n/a
|
0"
|
1
|
||
Notes
|
|||||||||
Armoured Personnel Carriers may carry 1 Infantry
|
|||||||||
APC/ATGMs may not carry infantry
|
|||||||||
Jump capable troops use road move for all terrain types
if jumping.
|
|||||||||
Trucks may carry 1 infantry or engineer or artillery
|
|||||||||
Transport Helicopters may carry 1 infantry or towed artillery
|
|||||||||
D1, D2, D3 = can only be used in defence; attacker
cannot be hurt
|
All forces are veteran and have 4 recoils. We mark them on our control sheet with "O" and X through when a recoil is recorded. We push mechs and they take a heat token on the base. Three heat tokens are equal to a hit on the recoil roster.
Heavy/Assault Mech
|
Paladin
|
4"
|
2"
|
5"
|
+6
|
+6
|
+4
|
8"
|
4
|
Heavy/Assault Mech
|
Paladin
|
4"
|
2"
|
5"
|
+6
|
+6
|
+4
|
8"
|
4
|
Heavy/Assault Mech
|
Paladin
|
4"
|
2"
|
5"
|
+6
|
+6
|
+4
|
8"
|
4
|
Heavy/Assault Mech
|
Paladin
|
4"
|
2"
|
5"
|
+6
|
+6
|
+4
|
8"
|
4
|
Tank/APC/ATGM
|
Shooter
|
5"
|
2"
|
5"
|
+3
|
+4
|
D3
|
8"
|
4
|
Tank/APC/ATGM
|
Shooter
|
5"
|
2"
|
5"
|
+3
|
+4
|
D3
|
8"
|
4
|
Tank/APC/ATGM
|
Shooter
|
5"
|
2"
|
5"
|
+3
|
+4
|
D3
|
8"
|
4
|
Tank/APC/ATGM
|
Shooter
|
5"
|
2"
|
5"
|
+3
|
+4
|
D3
|
8"
|
4
|
Truck
|
Rider
|
4"
|
2"
|
6"
|
D1
|
D1
|
D2
|
0"
|
1
|
Towed Artillery
|
Artillery
|
0"
|
0"
|
0"
|
+4
|
+3
|
+2
|
20"/40"
|
2
|
Truck
|
Rider
|
4"
|
2"
|
6"
|
D1
|
D1
|
D2
|
0"
|
1
|
Towed Artillery
|
Artillery
|
0"
|
0"
|
0"
|
+4
|
+3
|
+2
|
20"/40"
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
This army weighs in at 200 points. Base AP x 4 recoils, add it all up and we get to 200.
And now a look at the main protagonist of the Draconis Combine Forces. House Kurita will be comanded by Terry Carr based on New Mendham. This is the complete army in revue.
Medium Mech
|
Hero
|
5"
|
2"
|
5"
|
+5
|
+5
|
+3
|
7"
|
4
|
Heavy/Assault Mech
|
Paladin
|
4"
|
2"
|
5"
|
+6
|
+6
|
+4
|
8"
|
4
|
Light Recon Mech
|
Knight
|
7"
|
2"
|
9"
|
+3
|
+4
|
+2
|
4"
|
2
|
Light Recon Mech
|
Knight
|
7"
|
2"
|
9"
|
+3
|
+4
|
+2
|
4"
|
2
|
SP Artillery
|
Artillery
|
3"
|
2"
|
4"
|
+4
|
+4
|
+2
|
20"/40"
|
4
|
Tank/APC/ATGM
|
Shooter
|
5"
|
2"
|
5"
|
+3
|
+4
|
D3
|
8"
|
4
|
Tank/APC/ATGM
|
Shooter
|
5"
|
2"
|
5"
|
+3
|
+4
|
D3
|
8"
|
4
|
Tank/APC/ATGM
|
Shooter
|
5"
|
2"
|
5"
|
+3
|
+4
|
D3
|
8"
|
4
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Power Armor Infantry
|
Blades
|
2”
|
2”
|
4”
|
+4
|
+3
|
+2
|
4”
|
2
|
Attack Helicopter
|
Air Boat
|
10"
|
10"
|
10"
|
+4
|
+3
|
+3
|
6"
|
3
|
Attack Helicopter
|
Air Boat
|
10"
|
10"
|
10"
|
+4
|
+3
|
+3
|
6"
|
3
|
Attack Helicopter
|
Air Boat
|
10"
|
10"
|
10"
|
+4
|
+3
|
+3
|
6"
|
3
|
This army is all veteran with 4 recoils per stand. Let's add this one up and see what we get...228.
Great stuff. I will be keeping an eye on this for sure.
ReplyDeleteHow different is HotT from DBA? I've never played HotT, but I have played DBA a handful of times.
I'm a big fan of sci-fi and would love to get a few friends into something like this that I can convert some of my existing stuff to. (6mm, 10mm, or 15mm)
Thanks for sharing.
HotT uses the same combined D6 roll to decide casualties. Same as DBA if you double the opponent you KIA them. We have a modified set for the above in that the recoil result is limited in number and after you recoil your set amount you are assumed to be fatigued and quit the field.
Delete