Unleashing Epic Battles: A Review of the Lesser Known Tabletop Wargames

HOTT (Hordes of the Things)

by Wargames Research Group

H O T T T O G O, my wargame is good to go!

Compact and easy,

great pub game,

HOTT is good to go.

Tabletop wargame classics you may have missed.

So why is this game so HOTT?

If you’ve been wading through the intricate swamp of wargaming rules and yearning for something light, fast, and brimming with creativity, Hordes of the Things (HOTT) might be just what you need. Published by Wargames Research Group, HOTT takes the solid framework of the De Bellis Antiquitatis (DBA) ruleset and infuses it with fantastical flair. This review dives into what makes HOTT tick and how it compares to its historical sibling, DBA.

Sure, DBA focuses on historical battles between ancient and medieval armies, HOTT throws the rulebook (literally and figuratively) into a cauldron of fantasy. From legions of orcs and swarms of undead to steampunk machines and intergalactic aliens, HOTT allows you to bring just about any army concept to life. Its open-ended nature invites endless creativity, making it appealing to players who want to step beyond historical constraints. 

If you like being incredibly creative, HOTT is your ruleset. You can create a blob army, a Dalek army, or even Christmas themed army very easily. The rules are built for those sorts of shenanigans. 

HOTT's rules and mechanics

HOTT builds on the DBA foundation, which emphasizes simplicity and portability. (Yes, I do mean portability in both the literal and figurative senses of the word.) Both games use the same basic structure: armies are made up of 12 elements (units), each with a defined base size and movement rate. Turns alternate between players, who maneuver their forces and resolve combat using a single d6 roll.

In contrast to DBA’s strict historical classifications, HOTT’s army lists are categorized by fantastical archetypes. Elements like Heroes, Magicians, Dragons, and Hordes replace DBA’s rigid troop types, giving the game a distinctly fantastic flavor. This flexibility is HOTT’s greatest strength, as it allows players to design armies based on their favorite books, movies, or original worlds.

The mechanics remain easy to grasp, making the game accessible to newcomers. Movement and combat are resolved with straightforward calculations, and the rules avoid excessive detail. This simplicity doesn’t mean the game lacks depth; the interactions between different element types create plenty of tactical opportunities.

Speaking of Scale

Like DBA, HOTT is mostly 15mm but some people do it in everything from 6mm to 28mm. The incredible advantage this presents to new players is that 15mm hits a real sweet spot cost-wise. You can literally get two entire HOTT armies for around $40 in total. Less if you shop around and buy used. It’s one of the best values when it comes to all out the door. For $100, you can get two armies, the rules to play them with, and the paint to decorate them. Compare that to GW who $100 buys maybe a dozen models. The DBA-style basing for newer players means you don’t have to worry obsessively about bases. They are all a standard size and are easy to understand. 15mm also means that they are easy to paint and you won’t get bogged down in detail work like 28mm lends itself to. Honestly, as long as the base sizes are correct, it kinda doesn’t matter what size minis are there. Yes, you can also use just bases if you a really budget friendly. 

 

 

 

 

 

 

 

Speed and Portability Can Not Be Underestimated

Like DBA, HOTT is designed to be quick. A typical game can be played in 30-60 minutes, making it ideal for casual evenings or gaming conventions. The compact 2’x2’ board size means you don’t need a massive table or elaborate terrain setups, and the 12-element army structure keeps games manageable without feeling oversimplified.

HOTT also scores high on portability. An entire army can fit into a cigar box, and the rules are light enough to memorize after a few games. This makes it an excellent choice for players on the go or those without dedicated gaming space.

One of the standout features of HOTT is how easy it is to learn. The rules are concise, well-organized, and written with an emphasis on clarity. Players with experience in DBA will find the transition seamless, while newcomers will appreciate the straightforward mechanics.

I’m dyslexic, so sometimes reading can be a challenge. So, after reading through the rules, I just watched a step-by-step battle report on YouTube and I totally had the game down pat. Ok, pat adjacent but close enough for government work.

 

The abstraction of the rules, while not as detailed as some wargames, is deliberate. It allows players to focus on the bigger picture rather than getting bogged down in minutiae. This abstraction also enhances the game’s fantasy theme; after all, who needs hyper-accurate mechanics when you’re commanding a fire-breathing dragon? Remember where I mentioned how creativity was built-in a few paragraphs ago?

Combat, meanwhile, is resolved with the time-honored tradition of chucking dice at the table and hoping for the best. It’s suitably random, which can lead to some hilariously cinematic moments. That said, the randomness might irritate players who prefer their wargames to reward cunning strategy over sheer luck. Long time readers of my blog know that I am a person who loves randomness in wargames since it helps bring the fog of war to the table.

Strategic Depth

Isn't it just DBA? Don't you have to be a 70 year old man to play?

Average DBA Player

HOTT and DBA share a common DNA, but they cater to different tastes. DBA excels in providing a historically grounded experience with tight rules and balanced matchups. It’s the game for history buffs who want to reenact famous battles with precision.

HOTT, on the other hand, is more about storytelling and creativity. Its flexible army lists and fantastical elements make it perfect for players who value imagination over realism. The addition of magic and mythological creatures adds layers of fun and unpredictability absent in DBA.

Another key difference is the tone. While DBA can feel like a serious intellectual exercise, HOTT is decidedly lighthearted. The stakes are lower, the gameplay faster, and the overall vibe more relaxed. 

You really can’t find button counters in HOTT since goblins and golem don’t wear clothes with buttons. Ok, so at least not the ones I’ve seen in person.

Engaging Gameplay Mechanics

Don't miss the point, it's freaking fun

HOTT’s real strength lies in its fun factor. The game doesn’t take itself too seriously, allowing players to experiment and have a laugh. Building and painting armies is a creative joy, as you can draw inspiration from anywhere—fantasy novels, sci-fi films, or even your own imagination.

The fast-paced nature of the game means that even a crushing defeat isn’t too painful; you can set up and play again in no time. Its adaptability also makes it a fantastic platform for campaigns or linked battles, where the outcomes of one game influence the next.

The Well you can keep coming back to

Tl;dr:

By far, one of the biggest complaints about being a wargame is finding someone to play with, somewhere to play, and having enough to time actually play the game. Hordes of the Things is a standout in the wargaming world for its simplicity, speed, and sheer creativity. Whether you’re a seasoned player looking for a break from historical gaming or a newcomer seeking an accessible entry point, HOTT delivers an enjoyable experience.

If you enjoy historical wargames but your friends are normal people and do not, HOTT can be a good way to ease them into the idea of playing DBA. If you have problems finding the time to game, HOTT is light, fast, and pretty easy to play so you can usually get a few games in when you’d barely be on turn 3 playing 40k. 

While it may lack the granular detail of more complex systems, its charm lies in its adaptability and fun-first approach. If you’ve ever dreamed of leading a horde of goblins, commanding an elven host, or fielding an army of clockwork automatons, HOTT is your ticket to fantastical wargaming glory.

So, pack up your minis, grab your dice, and get ready for a fast, portable, and thoroughly entertaining journey into the fantastical skies and battlefields of Hordes of the Things. You won’t regret it.

Join the Discussion!

Have you tried this tabletop wargame yet? We’d love to hear your thoughts and strategies! Share your experiences and connect with fellow enthusiasts in the comments below. If you haven’t played it yet, now’s the perfect time to dive in and explore the thrilling world of strategic battles.