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Ancient Indian

This was my first HoTT army - I had an idea of a way to make an interesting classical Indian army, but didn't want to commit to the project fully.
Doing it as a HoTT army solved that problem, and they are fun to play with.
These guys on the left are 'riders' cavalry, the chariots double as either' Knights' or 'Heroes', depending on how I feel.  Tthe elephant is a 'Behemoth', and the bowmen are 'shooters'
This chap emerging from some sparse long grass is either a 'lurker' or a 'sneake'r, the musicians are 'clerics' and the pink elephant is a 'god' - while the flying carpet is a 'flyer'.
Most of the figures are Xyston, the magic carpet is a 19th century Indian essex mode, and the elephant god is a gift from Bearsden Miniatures - I think Chris was a bit borded one afternoon when he threw some 28mm bits he had together to make it.
Special rules for this army

 Extra if element or group contains Aerials or Magician


 Deploy a single God


 Deploy Lurker (1st time)


 Deploy Lurker (2nd time)


 Deploy Lurker (3rd time)


 Replace desorcelled Magician or Hero





Sneakers can pass or be passed through by anything.

Magicians can pass through any friends.

Gods can pass through any elements

Ground troops can pass under friendly aerials or enemy Fliers or Aerial Heroes, but not if they are in close combat.

Aerials not recoiling can pass over any ground troops and cannot end a move in woods or BUA.

Recoiling aerials cannot pass over any troops or through woods or BUA.

Mounted can pass through friendly foot facing in the same or opposite direction.

Combat Results

Bespellers or Shooters ignore adverse results unless bespelling God or Magician, or shooting at an enemy that shot back.

Opponents of Sneakers ignore adverse results unless Sneakers, a general or a Stronghold.

Recoilers pass through friends if allowed to otherwise push them back. Behemoths, Dragons and Gods can only be pushed back by each other.

An element forced to recoil with a non-sneaker enemy in contact with flank or rear is destroyed.

Recoiling Behemoths and Dragons destroy any elements met except Behemoths, Aerials or Sneakers.

Fleeing elements (except Lurkers) recoil first. Unless fleeing field, elements flee 600p.

Knights, Beasts, Behemoths and Warband (including a second rank) follow up