How to implement HotT-style Lurkers?
Posted: Sat Oct 15, 2022 3:17 pm
As someone who moves glacially slowly in such things, I've collected 15mm figures for mythical Greek and Egyptian armies. I'd planned to use Hordes of the Things, and I have Dryads to use as Lurkers. Lurkers have unusual properties in HotT, including: starting off board, using command pips to summon them in contact with an enemy that has just entered bad going terrain, and are then restricted to that terrain, if "left alone" or retreated out of that terrain, being removed from the board and can be redeployed for +1 PIP. Lurkers are weak (+2 combat), don't suffer a -2 penalty for bad going, and flee off table (but can return) if beaten. They are cheap 1 pt units, in the context of a 48 pt army.
What are the recommendations for Lurkers in Fantasy Triumph? (I've read the rules but not played any games.)
I think the only way to start a unit off map is with Away, but that gives too much flexibility to the unit. The battle cards I'm considering include some combination of:
* Ambush (home topography) +1 # allows flexible deployment away from the battle line
* Terrain Affinity +1/2 # thematically and functionally appropriate
* Disguise +2 # a psychological trick, akin to having one appear from nowhere, but expensive and not very thematic
* Craven -1 # might be appropriate for Dryads, that are merely a nuisance
* Brittle -1 # might be appropriate for a dangerous spider-like lurker
* Slow -1/2 # somewhat tying the Lurker to it's initially deployment position
* Unruly -1 # Lurkers aren't really part of your army, should be difficult to control, and the unit should be cheap
* Regenerate +1 # somewhat recreates the redeployment ability from HotT, but too flexible and not necessary?
For Dryads, I'm leaning towards: Ambush (home) +1, Terrain Affinity +1/2, Slow -1/2, Unruly -1. The is a net +0. To make a cheaper unit, I might use Craven or Brittle for a total of -1.
I don't have a good sense of what unit type a Lurker (or Dryad Lurker) should be. Some sort of Open Order foot (for Terrain Affinity).
Finally, I think a Craven unit is allowed to simply not move when in an enemy ZOC, they're not forced to move out of ZOC, right?
What are the recommendations for Lurkers in Fantasy Triumph? (I've read the rules but not played any games.)
I think the only way to start a unit off map is with Away, but that gives too much flexibility to the unit. The battle cards I'm considering include some combination of:
* Ambush (home topography) +1 # allows flexible deployment away from the battle line
* Terrain Affinity +1/2 # thematically and functionally appropriate
* Disguise +2 # a psychological trick, akin to having one appear from nowhere, but expensive and not very thematic
* Craven -1 # might be appropriate for Dryads, that are merely a nuisance
* Brittle -1 # might be appropriate for a dangerous spider-like lurker
* Slow -1/2 # somewhat tying the Lurker to it's initially deployment position
* Unruly -1 # Lurkers aren't really part of your army, should be difficult to control, and the unit should be cheap
* Regenerate +1 # somewhat recreates the redeployment ability from HotT, but too flexible and not necessary?
For Dryads, I'm leaning towards: Ambush (home) +1, Terrain Affinity +1/2, Slow -1/2, Unruly -1. The is a net +0. To make a cheaper unit, I might use Craven or Brittle for a total of -1.
I don't have a good sense of what unit type a Lurker (or Dryad Lurker) should be. Some sort of Open Order foot (for Terrain Affinity).
Finally, I think a Craven unit is allowed to simply not move when in an enemy ZOC, they're not forced to move out of ZOC, right?