The Complete List of Procedural Differences between HOTT and DBA.

(Originally posted by David Bostwick to Fanaticus, and modified by others)

The list refers to HOTT rules, with DBA difference.


Terrain & Deployment
>No Home Topography or associated compulsory and optional features.
Instead, there must always be at least 4 terrain features, at least 2 of which are Bad Going within 600p of the center of the board.(pg.11)
>Only the Defender places a "camp", and it's called a Stronghold. (pg.12)
>BUAs are effectively no different than Woods. (pg.11, 22)
>No dicing for River conditions. (pg.11)

Movement
>No attacking a flank/rear unless it starts on enemy flank/rear. (pg.17, 71)
>Single elements almost always conform to moving Groups. (pg.17, 70)
>Elements can break off only if they can move further in the terrain they are in. (pg.18)
>If "Barkered", an element can turn 180 and then back out. (pg.16)
>No extra moves, but extra PIPs can be used to add 100p on Roads. (pg.19)
>Measure movement from the furthest-moving FRONT corner only. (pg.15)
>Mounted can interpenetrate through any friendly foot. (pg.16)
>Artillery, Hordes and Behemoths (i.e. Elephants) don't need extra PIPs to move (pg.15)
>If in two "ZOC's", an element may only align or move towards the one requiring shorter move. (pg.16, 68)
>Moving across and along Rivers and thru gaps is tricky. (pg.15, 18, 19, 73)
>Elements can contact enemy on corner or side edge to side edge even if no friendly element in front contact. (p. 17)
>Elements can "close the door" even if no friend in front contact with enemy
>Elements in a ZOC can move straight forward or TOWARDS contact. (p. 16)
>In a ZOC, partially between is defined (p. 69)
>If an element contacts the flanks of 2 enemy elements, both these turn, the 2nd moving to behind the 1st. A 3rd element "recoils, not "pushed back clear as in DBA. (p. 21)
>If an element is contacted on two flanks and a turn to face one breaks contact with the other, the other closes to contact. (p. 21)
>If an element is contacted on two flanks, the player controlling the attacked element picks which to face. (p. 21)

Distant Shooting
>No "quick kills" for shooting on rear.
(Target turns and recoils.) (pg.24)
>Shooting is permitted into/out of Wood/BUAs if within 50p. (pg.20)
>Tactical Factors are confusing if shot at in Woods/BUAs. (See pg.22)
>Shooters are a "+3" against Foot (also in Close Combat). (pg.22)
>Artillery cannot shoot back if shot at in an enemy bound. (pg.23)
>Elements that can shoot, must shoot (not clearly stated but true for DBA too)
>Shooting is not permitted if a stronghold, hill crest, wood or build-up area is even partly between.

Close Combat
>Blades are not "quick killed" by Knights. (pg.23)
>Spears & Warbands in good going get rear-support against all enemy.
(pg.22)
>Artillery remain a "+4" in Close Combat. (pg.22)
>Hordes are only a "+2" against Foot ((+2 +2)
>Warband is +3 against mounted (+3 +3) (pg.22)

Combat Outcome Moves
>Recoilers are not destroyed by enemy in front edge contact with their side edge unless also in front corner to corner contact. (pg.24)
>Recoiling Behemoths (unlike DBA Elephants) are never destroyed by enemy or friends that are themselves destroyed by their recoil. (pg.24)
>Hordes don't pursue. Kn, Beh, Bst & Wb do pursue & into BG. (pg.26)
>All "flees" are 600p. Measuring these is different too. (See pg.25)
>If an element flees into friends it cannot pass through, it bursts through them, and they flee behind it until it stops.

>Recoilers or those pushed back do not destroy enemy behind them
>Elements with any part pushed back over battlefield edge are destroyed but not recoiler unless it also goes over edge.

Winning and Losing
>Based on Army Points, not 4 elements lost. (See pg.26 for full details.)