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By Stephan Hess - · PDF fileINTRODUCTION Warmaster is a quick paced game that is not only...

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By Stephan Hess Compiled by Ken Demyen
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By

Stephan HessCompiled by Ken Demyen

6Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . .6Heavy Cavalry . . . . . . . . . . . . . . . . . . . . .6Super Heavy Cavalry . . . . . . . . . . . . . . . .6Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Shieldwall . . . . . . . . . . . . . . . . . . . . . . . .6Testudo . . . . . . . . . . . . . . . . . . . . . . . . .5Warband . . . . . . . . . . . . . . . . . . . . . . . . .5Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Skirmishing Bowmen . . . . . . . . . . . . . . . .5Bowmen . . . . . . . . . . . . . . . . . . . . . . . . .5Heavy Bowmen . . . . . . . . . . . . . . . . . . . .5Phalangite Infantry . . . . . . . . . . . . . . . . . .5Heavy Phalangite Infantry . . . . . . . . . . . . .5Skirmishing Infantry . . . . . . . . . . . . . . . . .5Light Infantry . . . . . . . . . . . . . . . . . . . . . .5Unarmoured Infantry . . . . . . . . . . . . . . . .5Infantry . . . . . . . . . . . . . . . . . . . . . . . . . .4Heavy Infantry . . . . . . . . . . . . . . . . . . . . .4Super Heavy Infantry . . . . . . . . . . . . . . . .4Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Chariot Runners . . . . . . . . . . . . . . . . . . .4Elephants . . . . . . . . . . . . . . . . . . . . . . . .4Camels . . . . . . . . . . . . . . . . . . . . . . . . . .4Shieldwall . . . . . . . . . . . . . . . . . . . . . . . .4Testudo . . . . . . . . . . . . . . . . . . . . . . . . .3Phalanx . . . . . . . . . . . . . . . . . . . . . . . . . .3Warband . . . . . . . . . . . . . . . . . . . . . . . . .3Skirmishers . . . . . . . . . . . . . . . . . . . . . . .3Unit Types . . . . . . . . . . . . . . . . . . . . . . . .3Elephant Mount . . . . . . . . . . . . . . . . . . . .3Chariot Mount . . . . . . . . . . . . . . . . . . . . .3Shamans . . . . . . . . . . . . . . . . . . . . . . . . .3Heros . . . . . . . . . . . . . . . . . . . . . . . . . . .3Generals . . . . . . . . . . . . . . . . . . . . . . . . .3Characters & Mounts . . . . . . . . . . . . . . . . . .3Special Rules . . . . . . . . . . . . . . . . . . . . . .1Introduction . . . . . . . . . . . . . . . . . . . . . . . . .

20Gallic Armies . . . . . . . . . . . . . . . . . . . . . .19Briton Armies . . . . . . . . . . . . . . . . . . . . .18Imperial Roman Armies . . . . . . . . . . . . . .17Carthagian Armies . . . . . . . . . . . . . . . . . .16Republican Roman Armies . . . . . . . . . . . .15Egyptian Armies . . . . . . . . . . . . . . . . . . . .14Persian Armies . . . . . . . . . . . . . . . . . . . . .13Armies of the Trojan War . . . . . . . . . . . . .12Ancient Greek Armies . . . . . . . . . . . . . . . .11Armies of India . . . . . . . . . . . . . . . . . . . .10Armies of Alexander . . . . . . . . . . . . . . . . .9German Armies . . . . . . . . . . . . . . . . . . . .9Ancientmaster Army Lists . . . . . . . . . .8Onager . . . . . . . . . . . . . . . . . . . . . . . . . .8Ballista . . . . . . . . . . . . . . . . . . . . . . . . . .8African Elephant . . . . . . . . . . . . . . . . . . .8Indian Elephant . . . . . . . . . . . . . . . . . . . .8Monsters & Machines . . . . . . . . . . . . . . . . .7Warband . . . . . . . . . . . . . . . . . . . . . . . . .7Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Chariot Runners . . . . . . . . . . . . . . . . . . .7Light Chariot With Bowmen . . . . . . . . . . .7Light Chariot . . . . . . . . . . . . . . . . . . . . . .7Chariot With Bowmen . . . . . . . . . . . . . . .7Chariot . . . . . . . . . . . . . . . . . . . . . . . . . .7Heavy Chariot . . . . . . . . . . . . . . . . . . . . .7Chariots . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Warband . . . . . . . . . . . . . . . . . . . . . . . . .7Camelry . . . . . . . . . . . . . . . . . . . . . . . . .6Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Warhound . . . . . . . . . . . . . . . . . . . . . . . .6Skirmishing Horse Archers . . . . . . . . . . . .6Horse Archers . . . . . . . . . . . . . . . . . . . . .6Heavy Horse Archers . . . . . . . . . . . . . . . .6Skirmishing Cavalry . . . . . . . . . . . . . . . . .6Light Cavalry . . . . . . . . . . . . . . . . . . . . . .

CONTENTS

INTRODUCTIONWarmaster is a quick paced game that is not only wellsuited for Fantasy gaming, but also for fighting battlesof the antique. To provide easy access I providedsome army lists. Miniatures of any scale can be usedas long as they are mounted on bases of about 40 x 20mm for infantry and 20 x 40 mm for all other trooptypes.All army lists are built from a set of standard units.Please note that those standard units are necessarily asimplification. Sometimes troops are represented by atype of standard unit that does not fit the typesdescription. This is usually done to ensure relativefighting strength.

THE RULESCharacters & MountsSpecial Troop typesInfantryCavalryChariotsMonsters & Warmachines

I prepared the following army lists for yourconvenience:Please remember that the lists can not really behistorically correct. Especially the min and max.number of units can never cover the real possibilities.Feel free to adjust the lists as you see fit.

THE ARMY LISTSGerman armiesArmies of AlexanderIndian armiesAncient Greek armiesArmies of the Trojan WarPersian armiesEgyptian armiesRepublican Roman armiesCarthagian armiesImperial Roman armiesBriton armiesGallic army

The lists are also available as an army generatorapplication called Am.

Introduction

1

CHARACTERS &MOUNTS

GENERALSThe commander of the army this can be a General ora chieftain or whoever managed to get the job. Thereare three types of Generals the difference being thecommand value and resulting from that the pointsvalue.

958+2Gen1259+2Gen17010+2Gen

PointsCommandAttacksType

Because even a command 10 General can beaccompanied by two heroes, his cost is increased to170 compared to the 155 for a command 10Warmaster General.

HEROAny subordinate leader usually an officer or lesserchieftain.

457+1Hero808+1Hero

PointsCommandAttacksType

SHAMANSShamans are known in may tribal communities. Theyare responsible for spiritual guidance and they arerespected if not feared by their kinsmen.

457+0Wizard808+0Wizard

PointsCommandAttacksType

Shamans are wizards in all respects, but can not castspells. The shamans are able to work the troops intofrenzy. For that reason a shaman adds +1 to everystand of the unit he is with.

CHARIOT MOUNTMany leaders prefer to ride a chariot instead of havingto ride on horse back or (shocking) to walk.

+10-+1Chariot Mount

PointsCommandAttacksType

ELEPHANT MOUNTSome leaders can ride to war on an Elephant. Andusually they do if they can. While there is a distinctionbetween African and Indian Elephants for Elephantunits, there is none for Elephant mounts. Elephant mounts cause terror.

90-+3Monstrous Mount

PointsCommandAttacksType

UNIT TYPESSKIRMISHERSSkirmishers are used to harass the enemy with missilefire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can not shootin the shooting phase. The drive back is still resolvedat the end of the ordinary shooting phase. When aunit that has been shot at by skirmishers is charged, itwill not be driven back, but has still to roll theappropriate number of dices to see if it is confused.

WARBANDWarbands are less well organized and trained thanregular units. Especially strong is the effect ofnumbers and success and casualties on the unitsmorale.If all units of a brigade are classified as Warband andthe brigade consists of at least 3 units, the brigadescommand value is increased by 1. Remember: acommand roll of 11 or 12 is always a failure.If a Warband has to roll for drive backs without losinga stand, the unit rolls 1 dice less than usual. If aWarband has to roll for drive backs after losing at leastone stand, the unit has to roll 1 dice more than usual.Each stand of a Warband gets +2 attacks instead ofthe usual +1 when the Warband pursues. Each standof a Warband looses 1 attack when the Warband fightsan pursuing enemy (i.e. the Warband retreated).

PHALANXThe Phalanx is a dense formation of pike equippedtroops. The formation is very strong to the frontwhich looks like a hedgehog, but rather vulnerable toflank attacks. Please note that the unit does not have

Special Rules

3

SPECIAL RULES

to be in Phalanx formation and that some of the rulesare used only if the unit is in Phalanx formation.The unit automatically adapts the Phalanx when theunit ends it's move in column formation.Units trained in using the Phalanx may make fullmoves only when evading, being driven back orretreating or, when it started and ended themovement in column formation, did not change it'sfacing and did not move more than half it's forwardmovement to the sides (I.e a unit moving 15 cmahead, may not move more than 7.5 cm to the left orright). Against the standard rules this limitation is alsoused for charges.A unit that started a charge in phalanx does not haveto bring as many stands into contact with the enemyas possible, but can opt to stay in phalanx formation,but the movement restrictions apply.If the unit is in Phalanx than any stand that would(using the standard rules) support another stand ofthe same unit will not support that stand, but willattack the front stand's enemy just as if they were incontact. The front stand can not receive support bythe second rank attacker, but the second rank attackercan be supported as it counts as fighting. (I.e. acharging (3 stand) unit in Phalanx would have 6attacks plus 1 support.Cavalry will not charge the front of a unit in Phalanxformation.Infantry can not charge the front of a unit in Phalanxformation by initiative only if given orders.

TESTUDORoman Legionaries can form a Testudo. TheLegionaries at the front, back and sides hold theirshields to the outside and the Legionaries in thecenter raise their shields above the heads. Thisformation provided improved protection againstshooting attacks.A unit in column formation can form a Testudo bypassing a command test. The unit will not move, butform the Testudo. The unit stays in Testudo formationuntil it charges (so stand and shoot is resolved as if inopen), it is charged, enters fortified or dense terrainor abandons the column.A unit in Testudo formation treats all shooting attacksas if the unit would be in defended terrain. A fortifiedunit or units in dense terrain can not form a Testudo.

SHIELDWALLA unit in open terrain can form a shieldwall.To adopt the shieldwall formation the unit has to passan ordinary command test just as if the unit would beordered to move. But instead of moving the unitforms the shieldwall. The unit stays in shieldwallformation until it moves for whatever reason (driveback, retreat, initiative or commanded move, makingway, etc.).All attacks (close combat and shooting) that cross thefront edge of the stands in shieldwall formation get a

-1 to hit penalty. (I.e. An attack hits on a 5+ instead of4+).

CAMELSSome cavalry units are equipped with camels insteadof horses. Camels are cheaper and can carry heavierarmoured riders. But more important in game termsis that horses unaccustomed to camels will be terrifiedby them. All units (friend and foe) equipped withhorses (i.e. cavalry, chariots) are subject to terror byunits (i.e. not characters riding camels) equipped withcamels.

ELEPHANTSElephants cause terror.If a Elephant is driven back or retreats into any standit will not wait for the soldiers to make way it will runthem down in panic. Before the unit makes way ordenies to make way or before the Elephant is stoppedor killed by an blocking enemy stand or combat theElephant will attack that stand. It is resolved as 3normal close combat attacks. The wounds inflictedare added to any other wounds that have been or willbe inflicted that phase (combat or shooting). If thishappens in the shooting phase the wounds inflictedcount towards the wounds for determining thenumber of stands lost (as said before), but do not adddices the ones rolled for drive back.

CHARIOT RUNNERSInfantry trained to ride on and fight along chariots. Ifa brigade consists of at least as many chariot stands aschariot runner stands, than the movement of thechariot runners is increased to 30 cm. The movementincrease is only granted if the units still form abrigade (with at least one chariot stand per runnerstand) at the end of the movement (This is onlyrelevant if the brigade or parts of the brigade charge).

INFANTRYSUPER HEAVY INFANTRYInfantry trained to fight in close formation.Completely clad in metal armour, like an medievalknight on foot. (DBM Bl(S), WHA Sv 3+ or 4+)

7534+33Inf

PointsSizeSaveHitsAttacksType

HEAVY INFANTRYInfantry trained to fight in close formation. Partiallyprotected by metal or horn armour usually alsoequipped with a shield, like Roman legionaries.(DBM Bl(O), WHA Sv 4+)

6035+33Inf

PointsSizeSaveHitsAttacksType

Special Rules

4

INFANTRYInfantry trained to fight in close formation. Protectedby some kind of armour probably in combination witha shield, the standard infantry. (DBM Bl(I) / Bl (F),WHA Sv 5+ or 6+)

4536+33Inf

PointsSizeSaveHitsAttacksType

UNARMOURED INFANTRYTribal infantry and other unprotected infantry. (DBMAx(I)), WHA Sv 6+ or none, no ranged weapons)

353033Inf

PointsSizeSaveHitsAttacksType

LIGHT INFANTRYInfantry trained to fight in close formation as well asin loose formation. Wears only light or no armour andis equipped with short ranged missile weapons.(DBM Ax(O), Ax(S), WHA Sv 6+ or none and/orclassified as light infantry, equipped with short rangemissile weapons)

403033/1Inf

PointsSizeSaveHitsAttacksType

Range 15 cm.

SKIRMISHING INFANTRYInfantry fighting in open formation. Light or noarmour and probably equipped with shields. Mainlyarmed with short ranged weapons like javelins theytry to avoid close combat. Their increased mobilitygives them a 15 cm shooting attack even while mostother javelin equipped infantry does not get ashooting attack. For balance reasons their attack valueis 2 even if some could have an attack value of 3justified by equipment and training. (DBM Ax(I) /Ps(I) / Ps(O), WHA Sv 6+ or none, Skirmisher, sling,javelin)

403032/1Inf

PointsSizeSaveHitsAttacksType

Range 15 cm. Shoot all round.

HEAVY PHALANGITE INFANTRYSome units are equipped with pikes and trained in avery dense formation called Phalanx. The Attack valueof 2 might seem rather low, but it represents theproblems, the Phalanx encounters, when attackedfrom the flank or when not deployed in Phalanxformation. Also a single Phalanx might not look verystrong, but a brigade of Phalanxes is a formidablefighting force. (DBM Sp(S), WHA Sv 4+ or 5+, Pikesand or Phalanx)

7035+32Inf

PointsSizeSaveHitsAttacksType

PHALANGITE INFANTRYSome units are equipped with pikes and trained in avery dense formation called Phalanx. The Attack valueof 2 might seem rather low, but it represents theproblems, the Phalanx encounters, when attackedfrom the flank or when not deployed in Phalanxformation. Also a single Phalanx might not look verystrong, but a brigade of Phalanxes is a formidablefighting force. (DBM Sp(O), WHA Sv 5+ or 6+ ornone, Pikes and or Phalanx)

5536+32Inf

PointsSizeSaveHitsAttacksType

HEAVY BOWMENInfantry trained to fire volleys using bows orcrossbows. Protected by some kind of armourprobably in combination with a shield. Comparable toBw(S) or an archers with 5+ save in WHA. (DBMBw(S), WHA Sv 4+ or 5+, bow, crossbow)

7036+33/1Inf

PointsSizeSaveHitsAttacksType

BOWMENInfantry trained to fire volleys using bows orcrossbows. Lightly or not protected by armourprobably in combination with a shield. Comparable toBw(O), Bw(F) or an archers with 6+ save or less inWHA. (DBM Bw(O), WHA Sv 5+ or 6+ or none, bowor crossbow)

553033/1Inf

PointsSizeSaveHitsAttacksType

SKIRMISHING BOWMENBowmen harassing the enemy from a distance. Forbalance reasons their attack value is 2 even if somecould have an attack value of 3 justified by equipmentand training. Ps(S) / Ps(O), WHA Sv 6+ or none,Skirmisher, bow)

553032/1Inf

PointsSizeSaveHitsAttacksType

Shoot all around.

ELITESome units are especially powerful. Those units havethe usual profile, but each stand gains 1 additionalclose combat attack. This attack costs 15 points for aunit of three stands. DBM some troops of Superiorquality might get Elite status. WHA WS 5 or natural S5,probably also S4,WS4.

WARBANDAny unit can be classified as Warband. A Warband unithas it's point cost increased by 5. (DBM Wb(any),WHA Warband special rule)

Special Rules

5

TESTUDORoman Legionaries are trained to form a Testudo, aformation that grants additional protection againstmissile fire. The unit's points cost is increased by 5.

SHIELDWALLSome troops are trained to form a Shieldwall fordefense. The unit's points cost will be increased by 10.(DBM Sp(any), WHA Shieldwall special rule)

CAVALRYSUPER HEAVY CAVALRYShock cavalry trained to fight in close formations.Completely clad in metal armour with barded horses.Equipped with lance and shield relying on armourand impact, not on speed or maneuverability. Frenchknights or heavy cataphracts (if there is somethinglike an heavy cataphract). (DBM Kn(S), WHA WS 4-5,Sv 2+)

12034+33Cht

PointsSizeSaveHitsAttacksType

HEAVY CAVALRYCavalry trained to fight in close formations. Heavilyarmoured with barded horses. Using lances (kontos,spears etc.) and shield. Cataphracts and the knight aswe know and love them. (DBM Kn(O), WHA Sv 2+ or3+)

11034+33Cav

PointsSizeSaveHitsAttacksType

CAVALRYArmoured cavalry, but the horses have no barding.Often armed only with mace or sword, some withlance. Some might have javelins, but they will not beeffective enough (in game terms) to gain an rangedattack. (DBM Kn(I), WHA Sv 3+ or 4+)

9035+33Cav

PointsSizeSaveHitsAttacksType

LIGHT CAVALRYCavalry trained to harass the enemy as well as get into combat with an already weakened enemy. Onlylightly armoured, if armoured at all. Usually equippedwith javelin, shield and some kind of close combatweapon. (DBM Kn(F) / LH(O) / Cv(I), WHA Sv 5+ or6+, javelin, short bow)

8036+33/1Cht

PointsSizeSaveHitsAttacksType

Range 15 cm.

SKIRMISHING CAVALRYCavalry fighting in open formations. Light or noarmour and probably equipped with shields. Mainlyarmed with short ranged weapons like javelins theytry to avoid close combat. Their increased mobilitygives them a 15 cm shooting attack even while mostother javelin equipped infantry does not get ashooting attack. For balance reasons their attack valueis 2 even if some could have an attack value of 3justified by equipment and training. (DBM LH(F) /LH(I), WHA Sv 5+ or 6+, Skirmishers, short bow,javelin)

653032/1Cav

PointsSizeSaveHitsAttacksType

Range 15 cm. Shoot all round.

HEAVY HORSE ARCHERSCavalry trained to fire bows from horseback as well asto charge the enemy. Protected by medium to heavyarmour. (DBM Cv(S), WHA Sv 3+ or 4+, bow, shortbow)

10035+33/1Cav

PointsSizeSaveHitsAttacksType

HORSE ARCHERSCavalry trained to fire bows from horseback as well asto charge the enemy. Protected by light to mediumarmour. (DBM Cv(O), WHA Sv 5+ or 6+, bow, shortbow

8536+33/1Cav

PointsSizeSaveHitsAttacksType

SKIRMISHING HORSE ARCHERSBowmen harassing the enemy from a distance. Forbalance reasons their attack value is 2 even if somecould have an attack value of 3 justified by equipmentand training. (DBM LH(S), WHA Sv 5+ or 6+Skirmishers, bow, short bow)

703032/1Cav

PointsSizeSaveHitsAttacksType

Shoot all round.

WARHOUNDSDogs trained to fight, and their handlers.

303032Cav

PointsSizeSaveHitsAttacksType

ELITESome units are especially powerful. Those units havethe usual profile, but each stand gains 1 additionalattack. This attack costs 15 points for a unit of threestands. DBM some troops of Superior quality might

Special Rules

6

get Elite status. WHA WS 5 or natural S5, probablyalso S4,WS4.

CAMELRYSome units are equipped with camels instead ofhorses. A unit of camelry is 10 points more expensivethan it's horse equipped counter part. (DBM Cm(any),WHA troops riding camels)

WARBANDAny unit can be classified as Warband. A Warband unithas it's point cost increased by 5. (DBM Wb(any),WHA Warband special rule)

CHARIOTSHEAVY CHARIOTThe Rolls Royce of chariots or better the caterpillar ofchariots. 4 horses, scythes and 4 or more crew (DBMKn(S), WHA no equivalent.)

1103534Cht

PointsSizeSaveHitsAttacksType

CHARIOTDesigned for combat not as a weapon platform, but togo in and fight. 2 horses or 4 horses, driver plus oneor two fighters and scythes. (DBM Kn(O), WHA heavychariot)

953533Cht

PointsSizeSaveHitsAttacksType

CHARIOT WITH BOWMENThe chariot with additional bowmen. Close combatand fire support united in a single troop type. 2horses or or 4 horses, driver plus bowman and fighteror 2 bowmen. Probably also equipped with scythes.(DBM Kn(O), WHA heavy chariot) (DBM Cv(O), WHAheavy chariot, bows)

11035+33/1Cht

PointsSizeSaveHitsAttacksType

LIGHT CHARIOTUsed as a platform for short ranged weapons or totransport chariot runners. 2 horses driver andprobably a fighter. Armed with javelins. (DBM Cv(I),WHA light chariot, javelins)

6536+32/1Cht

PointsSizeSaveHitsAttacksType

Range 15 cm. A light chariot does not get the +1 forchariot/monster charging in the open.

LIGHT CHARIOT WITH BOWMENUsed as a platform for long ranged weapons or totransport chariot runners. 2 horses, driver andprobably a bowman. Armed with bow(s). (DBM Cv(O)/ Cv(I), WHA light chariot, bow)

7036+32/1Cht

PointsSizeSaveHitsAttacksType

A light chariot does not get the +1 forchariot/monster charging in the open.

CHARIOT RUNNERInfantry trained to ride on and fight along thechariots. (DBM no equivalent, WHA chariot runners)

403033/1Cht

PointsSizeSaveHitsAttacksType

Range 15 cm.

ELITESome units are especially powerful. Those units havethe usual profile, but each stand gains 1 additionalattack. This attack costs 15 points for a unit of threestands. DBM some troops of Superior quality mightget Elite status. WHA WS 5 or natural S5, probablyalso S4,WS4.

WARBANDAny unit can be classified as Warband. A Warband unithas it's point cost increased by 5. (DBM Wb(any),WHA Warband special rule)

Special Rules

7

MONSTERS &MACHINES

INDIAN ELEPHANTThe bigger elephant. (DBM El(S), WHA IndianElephant, bows)

10015+46/1Mon

PointsSizeSaveHitsAttacksType

AFRICAN ELEPHANTBigger ears, but smaller elephant. (DBM El(I), WHAAfrican Elephant, bows)

9015+45/1Mon

PointsSizeSaveHitsAttacksType

BALLISTAThe common "oversized spear" throwing machine.(DBM Art(O), WHA any kind of bolthrower)

652031/1Art

PointsSizeSaveHitsAttacksType

Range 40 cm. Ignores armour. Will penetrate up to 3stands which have to touch adding 1 attack each.

ONAGERNot an wild donkey, but a stone thrower, big enoughto make itself useful, but small enough so it can beused on the battle field. (DBM Art(S), WHA any kindof stone thrower.)

751031/3Art

PointsSizeSaveHitsAttacksType

Range 60 cm. Ignores armour. Cannot stand andshoot.

Special Rules

8

GERMAN ARMIESWithout too much military innovation at that time thearmy list is well suited to fight all kinds of Romansand Roman's adversaries. The Germans have a

relatively high contingent of better (for Barbariansthat is) Infantry and can have quite some cavalry. Alsothe use of archers sets them apart form otherBarbarians.

Army Lists

9

ANCIENTMASTER ARMYLISTS

1. Warbands are less well organized and trainedthan regular units. Especially strong is the effect ofnumbers and success and casualties on the unitsmorale.If all units of a brigade are classified as Warbandand the brigade consists of at least 3 units, thebrigades command value is increased by 1.Remember: a command roll of 11 or 12 is always afailed test.If a Warband has to roll for drive backs withoutloosing a stand, the unit rolls 1 dice less thanusual. If a Warband has to roll for drive backs afterloosing at least one stand, the unit has to roll 1dice more than usual.Each stand of a Warband gets +2 attacks instead ofthe usual +1 when the Warband pursues. Eachstand of a Warband looses 1 attack when the

Warband fights an pursuing enemy (i.e. theWarband retreated).

2. The unit has a firing arc of 360 degrees.

3. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

4. The unit has a reduced range of 15cm, becauseof short ranged weapons.

Special Rules

-45-/2 17- - +1HeroChieftain -80-/2 18- - +1HeroHero-951/118- - +2GeneralGeneral

*1,485-/23- 6+33/1CavalryLight Cavalry*195-/43- 5+33Cavalry Cavalry

*1,2,3,4452/6 3- 032/1Infantry Skirmishers *1,2,360-/43- 032/1InfantryArchers

*14010/-3- 033Infantry Warriors*1502/43- 6+33Infantry Noble Warriors

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Troops

GERMANIC ARMY SELECTOR

ARMIES OF ALEXANDERAlexander's father Philip II started the Macedonianhegemony and being a military genius Alexander wasable to raise Macedonia to the world power of its time.This list represents armies from the time of the invasionof India until the death of Alexander. The early armies ofhis successors would also be recreated using this list.

If the army should be lead by one of Alexander'ssub-commanders or successors a General with acommand value of 9 (125 points) should be used insteadof Alexander.The heart of the army are still the Phalangites, but farfrom home losses have to be replaced by other localtroop types. Not to mention troop types that Alexanderlearned to be effective.

Army Lists

10

1. The Phalanx is a dense formation of pike equippedtroops. The formation is very strong to the front whichlooks like a hedgehog, but rather vulnerable to flankattacks. Please note that the unit does not have to be inPhalanx formation and that some of the rules are usedonly if the unit is in Phalanx formation. The unitautomatically adapts the Phalanx when the unit ends it'smove in column formation.Units trained in using the Phalanx may make full movesonly when evading, being driven back or retreating or,when it started and ended the movement in columnformation, did not change it's facing and did not movemore than half it's forward movement to the side.Against the standard rules this limitation is also used forcharges.A unit that started a charge in phalanx does not have tobring as many stands into contact with the enemy aspossible, but can opt to stay in phalanx formation, butthe movement restrictions apply.If the unit is in Phalanx than any stand that wouldsupport another stand of the same unit will not supportthat stand, but will attack the front stand's enemy just asif they were in contact. The front stand can not receivesupport by the second rank attacker, but the secondrank attacker can be supported as it counts as fighting. Cavalry will not charge the front of a unit in Phalanxformation.Infantry can not charge the front of a unit in Phalanxformation by initiative only if given orders.

2. The unit has a reduced range of 15cm, because ofshort ranged weapons.

3. The unit has a firing arc of 360 degrees.

4. Skirmishers are used to harass the enemy with missilefire, but stay out of close combat.Skirmishers are allowed to shoot before they move. Theycan shoot even before they move on initiative. Whenthey shoot before they move they can not shoot in theshooting phase. The drive back is still resolved at theend of the ordinary shooting phase. When a unit thathas been shot at by skirmishers is charged, it will not bedriven back, but has still to roll the appropriate numberof dices to see if it is confused.

5. Elephants cause terror. If a Elephant is driven back orretreats into any stand it will not wait for the soldiers tomake way it will run them over in panic. Before theunits makes way or denies to make way or before theElephant is stopped or killed by an blocking enemystand or combat the Elephant will attack that stand. It isresolved as 3 normal close combat attacks. The woundsinflicted are added to any other wounds that have beenor will be inflicted that phase. If this happens in theshooting phase the wounds inflicted count towards thewounds for determining the number of stands lost (assaid before), but do not add dices the ones rolled fordrive back.

6. Range 40 cm. Ignores armour. Will penetrate throughup to 3 stands which have to touch adding 1 attack each.Cannot use initiative to charge.

Special Rules

-10-/11-- - +3Monstrous MountElephants-80-/2 18- - +1HeroOfficers-1701/1110- - +2GeneralAlexander

*675-/12- -21/1ArtilleryBolt Thrower*5100-/11- 5+46/1MonsterElephant*2802/4 3- 6+33/1CavalryLight Cavalry -90-/23- 5+33Cavalry Cavalry

*3,455-/13- 032/1Infantry Staff Slingers*2,3,440-/43- 032/1Infantry Skirmishers

*240-/83- 033/1Infantry Light Infantry*1556/123- 6+33Infantry Phalangites*170-/13- 5+32Infantry Guard Phalangites

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ALEXANDER’S ARMY SELECTOR

ARMIES OF INDIAThere can not be one army list for ancient India, asthere are many regions different in culture, historyand resources. This list allows some flexibility tocover different regions.

The outstanding features compared to other ancientlist is the large number of archers and Elephants.All Indian troops ignore terror caused by Elephants.

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1. Warbands are less well organized and trainedthan regular units. Especially strong is the effect ofnumbers and success and casualties on the unitsmorale.If all units of a brigade are classified as Warbandand the brigade consists of at least 3 units, thebrigades command value is increased by 1.Remember: a command roll of 11 or 12 is always afailed test.If a Warband has to roll for drive backs withoutloosing a stand, the unit rolls 1 dice less thanusual. If a Warband has to roll for drive backs afterloosing at least one stand, the unit has to roll 1dice more than usual.Each stand of a Warband gets +2 attacks instead ofthe usual +1 when the Warband pursues. Eachstand of a Warband looses 1 attack when theWarband fights an pursuing enemy (i.e. theWarband retreated).

2. The unit has a reduced range of 15cm, becauseof short ranged weapons.

3. The unit has a firing arc of 360 degrees.

4. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.

Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

5. Elephants cause terror.If a Elephant is driven back or retreats into anystand it will not wait for the soldiers to make way itwill run them over in panic. Before the units makesway or denies to make way or before the Elephantis stopped or killed by an blocking enemy stand orcombat the Elephant will attack that stand. It isresolved as 3 normal close combat attacks. Thewounds inflicted are added to any other woundsthat have been or will be inflicted that phase(combat or shooting). If this happens in theshooting phase the wounds inflicted count towardsthe wounds for determining the number of standslost (as said before), but do not add dices the onesrolled for drive back.

6. When the mounted character joins a unit, theunit causes terror

Special Rules

-10-/11-- - +1Chariot MountChariot*690-/1 1-- - +3Monstrous MountElephant-80-/1 18- - +1HeroGuards Officer-45-/2 17- - +1HeroOfficer-951/118- - +2GeneralGeneral

*51001/31- 5+46/1MonsterElephant-95-/3 3- 5+33ChariotChariots

*1802/43- 6+33Cavalry Cavalry*1,3,440-/33- 032/1Infantry Skirmishers*1,245-/63- 033/1InfantryJavelinmen*150-/63- 6+33Infantry Swordsmen*1604/103- 033/1InfantryLongbowmen

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INDIAN ARMY SELECTOR

ANCIENT GREEK ARMIESThe army list of the ancient city states. The Greekwarriors with pike and large round shield forming thePhalanx is a picture we all see with our inner eyes

when somebody talks about ancient warfare. And so itis not surprising that the Phalangites build the core ofthe ancient Greek army. Especially the cavalry isunderdeveloped and even so called heavy cavalry isnot really heavy.

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1. The Phalanx is a dense formation of pikeequipped troops. The formation is very strong tothe front which looks like a hedgehog, but rathervulnerable to flank attacks. Please note that theunit does not have to be in Phalanx formation andthat some of the rules are used only if the unit is inPhalanx formation. The unit automatically adaptsthe Phalanx when the unit ends it's move incolumn formation.Units trained in using the Phalanx may make fullmoves only when evading, being driven back orretreating or, when it started and ended themovement in column formation, did not change it'sfacing and did not move more than half it's forwardmovement to the side. Against the standard rulesthis limitation is also used for charges.A unit that started a charge in phalanx does nothave to bring as many stands into contact with theenemy as possible, but can opt to stay in phalanxformation, but the movement restrictions apply.If the unit is in Phalanx than any stand that wouldsupport another stand of the same unit will notsupport that stand, but will attack the front stand's

enemy just as if they were in contact. The frontstand can not receive support by the second rankattacker, but the second rank attacker can besupported as it counts as fighting. Cavalry will not charge the front of a unit inPhalanx formation.Infantry can not charge the front of a unit inPhalanx formation by initiative only if given orders.

2. The unit has a reduced range of 15cm, becauseof short ranged weapons.

3. The unit has a firing arc of 360 degrees.

4. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

Special Rules

-80-/2 18- - +1HeroHero-1251/119- - +2GeneralGeneral

*280-/23- 6+33/1CavalryLight Cavalry -901/13- 5+33Cavalry Heavy Cavalry

*3,455-/23- 032/1Infantry Cretans*2,3,4402/63- 032/1Infantry Skirmishers

*240-/83- 033/1Infantry Peltasts*1557/-3- 6+33Infantry Phalangites

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GREEK ARMY SELECTOR

ARMIES OF THE TROJANWARHeroes everywhere, that's the Trojan war. And so isthe army list. A General and 4 Heroes is more than

any other army can have. At that time the Phalanx wasnot developed and the core of the army was formedby spearmen supported by different kind of lightinfantry and skirmishers. Cavalry was not used insteadchariots roamed the battle field.

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1. The unit has a reduced range of 15cm, becauseof short ranged weapons.

2. The unit has a firing arc of 360 degrees.

3. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can not

shoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

4. A light chariot does not get the +1 forchariot/monster charging in the open.

Special Rules

-10-/21-- - +1Chariot MountChariot-80-/418- - +1HeroHero-1251/119- - +2GeneralGeneral

*1,4652/63- 6+32/1ChariotEquata Chariotry*1,2,3401/63- 032/1Infantry Slingers

*1401/43- 033/1Infantry Javelinmen-551/43- 033/1Infantry Archers-456/-3- 6+33Infantry Tereta Spearmen

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TROJAN WAR ARMY SELECTOR

PERSIAN ARMIESIf there is a Greek/Macedonian list there has to be aPersian list also. Very cavalry oriented the list still

contains all kinds of infantry and even chariots andartillery. A nice list, if you want to have it all.

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1. The unit has a reduced range of 15cm, becauseof short ranged weapons.

2. The unit has a firing arc of 360 degrees.

3. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

4. A light chariot does not get the +1 forchariot/monster charging in the open.

5. Elephants cause terror.If a Elephant is driven back or retreats into anystand it will not wait for the soldiers to make way itwill run them over in panic. Before the units makesway or denies to make way or before the Elephantis stopped or killed by an blocking enemy stand orcombat the Elephant will attack that stand. It isresolved as 3 normal close combat attacks. Thewounds inflicted are added to any other woundsthat have been or will be inflicted that phase(combat or shooting). If this happens in theshooting phase the wounds inflicted count towardsthe wounds for determining the number of standslost (as said before), but do not add dices the onesrolled for drive back.

6. Range 40 cm. Ignores armour. Will penetratethrough up to 3 stands which have to touch adding1 attack each. Cannot use initiative to charge.

Special Rules

-10-/11-- - +1Chariot MountChariot-80-/2 18- - +1HeroHero-1251/119- - +2GeneralGeneral

*665-/12- -21/1ArtilleryBolt Thrower*5100-/11- 5+46/1MonsterElephant*470-/13- 6+33/1ChariotLight Chariot-95-/13- 5+33ChariotChariot

*1,2,3652/-3- 032/1CavalrySkirmish Cavalry -901/-3- 5+33CavalryShock Cavalry

*1804/- 3- 6+33/1CavalryPersian Cavalry -105-/13- 5+34Cavalry Guard Cavalry

*140-/6 3- 033/1Infantry Light Infantry -35-/6 3- 033Infantry Levy -55-/63- 033/1InfantryPersian Archers-45-/-3- 6+33Infantry Persian Infantry-60-/13- 6+34Infantry Immortals

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PERSIAN ARMY SELECTOR

EGYPTIAN ARMIESNew kingdom area army list when Egyptians wereEgyptians and not Greeks in disguise. Weight

watchers will enjoy the army everything is light. Lightchariots, light infantry and light cavalry are the themeof the army.

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1. The unit has a reduced range of 15cm, becauseof short ranged weapons.

2. If the unit or the brigade is part of is given ancommand, than the command roll is penalized by1.

3. Warbands are less well organized and trainedthan regular units. Especially strong is the effect ofnumbers and success and casualties on the unitsmorale.If all units of a brigade are classified as Warbandand the brigade consists of at least 3 units, thebrigades command value is increased by 1.Remember: a command roll of 11 or 12 is always afailed test.If a Warband has to roll for drive backs withoutloosing a stand, the unit rolls 1 dice less thanusual. If a Warband has to roll for drive backs afterloosing at least one stand, the unit has to roll 1dice more than usual.Each stand of a Warband gets +2 attacks instead ofthe usual +1 when the Warband pursues. Eachstand of a Warband looses 1 attack when theWarband fights an pursuing enemy (i.e. theWarband retreated).4. The unit has a firing arc of 360 degrees.

5. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

6. Infantry trained to ride on and fight alongchariots. If a brigade consists of at least as manychariot stands as chariot runner stands, than themovement of the chariot runners is increased to 30cm. The movement increase is only granted if theunits still form a brigade (with at least one chariotstand per runner stand) at the end of themovement (This is only relevant if the brigade orparts of the brigade charge).

Only one unit of runners can be bought per unit ofchariots.

7. A light chariot does not get the +1 forchariot/monster charging in the open.

Special Rules

-10-/41-- - +1Chariot MountChariot-80-/2 18- - +1HeroHero-951/118- - +2GeneralGeneral

*7701/43- 6+32/1ChariotChariots*4,570-/13- 032/1CavalryCavalry*1,640-/-3- 033/1Infantry Chariot Runners

*1,2,3,4,540-/43- 032/1Infantry Mercenary Skirmishers*1,2,340-/43- 033/1Infantry Mercenary Infantry

*150-/13- 034Infantry Marines-554/-3- 033/1Infantry Archers-356/-3- 033Infantry Hand to hand Fighters

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EGYPTIAN ARMY SELECTOR

REPUBLICAN ROMAN ARMIES"Carthago delenda est" this is the army list to "make itso". Before the Marian reform the legionaries weredivided in three types of legionaries, but in game

terms there is not enough difference to justifydifferent list entries. They are complemented by alliedand mercenary infantry and cavalry. No fancy stuff,but the usage of the Manipel formation, sets the armyapart from others.

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1. The legionaries are trained to fight in Manipelssupporting each other. A Manipel can allowanother Manipel to move through when drivenback or retreating instead of making way in theusual manner. The units still have to roll forconfusion as if making way. If the moving unit doesnot have enough movement to physically movethrough it is moved as if it would have just enoughmovement to move through. Note that this maylead to a situation where an victorious unit can notpursue, because the unit retreated through adifferent unit and that now blocks line of sight. Inthis case the victorious unit is allowed to advance,as if it had destroyed the retreating unit.

2. The unit has a reduced range of 15cm, becauseof short ranged weapons.

3. The unit has a firing arc of 360 degrees.

4. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

Special Rules

-80-/2 18- - +1HeroHero-1251/119- - +2GeneralGeneral

*280-/23- 6+33/1CavalrySpanish Cavalry -90-/43- 5+33Cavalry Cavalry

*2,3,440-/43- 0+32/1Infantry Skirmishers*240-/63- 033/1Infantry Light Infantry-35-/83- 033InfantryItalian Spearmen

*15510/-3- 6+33Infantry Legionaries

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REPUBLICAN ROME ARMY SELECTOR

CARTHAGIAN ARMIESThe Carthagian army has a mix of all kinds of troops,because of his high proportion of, Spanish and

African allies. While most other armies have only oneor two compulsory troop types, the Carthagian has 5.

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1. The Phalanx is a dense formation of pikeequipped troops. The formation is very strong tothe front which looks like a hedgehog, but rathervulnerable to flank attacks. Please note that the unitdoes not have to be in Phalanx formation and thatsome of the rules are used only if the unit is inPhalanx formation.The unit automatically adapts the Phalanx when theunit ends it's move in column formation.Units trained in using the Phalanx may make fullmoves only when evading, being driven back orretreating or, when it started and ended themovement in column formation, did not change it'sfacing and did not move more than half it's forwardmovement to the sides (I.e a unit moving 15 cmahead, may not move more than 7.5 cm to the leftor right). Against the standard rules this limitation isalso used for charges.A unit that started a charge in phalanx does not haveto bring as many stands into contact with the enemyas possible, but can opt to stay in phalanxformation, but the movement restrictions apply.If the unit is in Phalanx than any stand that would(using the standard rules) support another stand ofthe same unit will not support that stand, but willattack the front stand's enemy just as if they were incontact. The front stand can not receive support bythe second rank attacker, but the second rankattacker can be supported as it counts as fighting.(I.e. a charging (3 stand) unit in Phalanx would have6 attacks plus 1 support.Cavalry will not charge the front of a unit in Phalanxformation.

Infantry can not charge the front of a unit in Phalanxformation by initiative only if given orders.

2. The unit has a reduced range of 15cm, because ofshort ranged weapons.

3. The unit has a firing arc of 360 degrees.

4. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

5. Elephants cause terror. If a Elephant is driven back or retreats into anystand it will not wait for the soldiers to make way itwill run them over in panic. Before the units makesway or denies to make way or before the Elephant isstopped or killed by an blocking enemy stand orcombat the Elephant will attack that stand. It isresolved as 3 normal close combat attacks. Thewounds inflicted are added to any other woundsthat have been or will be inflicted that phase(combat or shooting). If this happens in theshooting phase the wounds inflicted count towardsthe wounds for determining the number of standslost (as said before), but do not add dices the onesrolled for drive back.

Special Rules

-80-/2 18- - +1HeroHero-1251/119- - +2GeneralGeneral

*590-/11- 5+45/1MonsterElephants*2801/4 3- 6+33/1CavalryLight Cavalry -90-/23- 5+33Cavalry Heavy Cavalry

*2,3,4402/83- 032/1Infantry Skirmishers-452/83- 6+33Infantry Africans-352/83- 033Infantry Light Infantry

*1553/-3- 5+32Infantry Heavy Infantry

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CARTHAGIAN ARMY SELECTOR

IMPERIAL ROMAN ARMIESHollywood and Caesar define our understanding ofthe Imperial Roman Army. To the better or worse, Ican not say. However our beloved Legionaries formthe backbone of the army and the Imperial Roman is

the only list that has Elite troops as part of it'scompulsories. You also find some of the fancy stuff,like Elephants, Ballista and Onager. But no chariots astheir use was restricted to sportive driving in andoutside of the Circus Maximus.

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1. Roman Legionaries can form a Testudo. TheLegionaries at the front, back and sides hold theirshields to the outside and the Legionaries in thecenter raise their shields above the heads. Thisformation provided improved protection againstshooting attacks.A unit in column formation can form a Testudo bypassing a command test. The unit will not move,but form the Testudo. The unit stays in Testudoformation until it charges (so stand and shoot isresolved as if in open), it is charged, entersfortified or dense terrain or abandons the column.A unit in Testudo formation treats all shootingattacks as if the unit would be in defended terrain.A fortified unit or units in dense terrain can notform a Testudo.

2. The unit has a reduced range of 15cm, becauseof short ranged weapons.

3. The unit has a firing arc of 360 degrees.

4. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is still

resolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

5. Elephants cause terror.If a Elephant is driven back or retreats into anystand it will not wait for the soldiers to make way itwill run them over in panic. Before the units makesway or denies to make way or before the Elephantis stopped or killed by an blocking enemy stand orcombat the Elephant will attack that stand. It isresolved as 3 normal close combat attacks. Thewounds inflicted are added to any other woundsthat have been or will be inflicted that phase(combat or shooting). If this happens in theshooting phase the wounds inflicted count towardsthe wounds for determining the number of standslost (as said before), but do not add dices the onesrolled for drive back.

6. Range 40 cm. Ignores armour. Will penetratethrough up to 3 stands which have to touch adding1 attack each. Cannot use initiative to charge.

7. Range 60 cm. Ignores armour. Cannot stand andshoot.

Special Rules

-80-/2 18- - +1HeroHero-1251/119- - +2GeneralGeneral

*775-/12--31/3ArtilleryOnager*665-/12- -31/1ArtilleryBallista*590-/11- 5+45/1MonsterElephant*280-/4 3- 6+33/1CavalryAuxillia Light Cavalry-90-/23- 5+33Cavalry Auxillia Cavalry

*2,3,440-/43- 032/1Infantry Skirmishers*240-/43- 033/1Infantry Light Auxillia-45-/83- 6+33Infantry Auxillia -55-/43- 033/1InfantryArchers

*1657/-3- 5+33Infantry Legionaries*1801/43- 5+34Infantry Praetorian/ Veteran

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IMPERIAL ROME ARMY SELECTOR

BRITON ARMIESThe Britons list covers the time of the Roman invasionand some centuries before and after. Just another

Barbarian list the Britons have all the usual Barbarianstuff and ... Fanatics.

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1. Warbands are less well organized and trainedthan regular units. Especially strong is the effect ofnumbers and success and casualties on the unitsmorale.If all units of a brigade are classified as Warbandand the brigade consists of at least 3 units, thebrigades command value is increased by 1.Remember: a command roll of 11 or 12 is always afailed test.If a Warband has to roll for drive backs withoutloosing a stand, the unit rolls 1 dice less than usual.If a Warband has to roll for drive backs after loosingat least one stand, the unit has to roll 1 dice morethan usual.Each stand of a Warband gets +2 attacks instead ofthe usual +1 when the Warband pursues. Eachstand of a Warband looses 1 attack when theWarband fights an pursuing enemy (i.e. theWarband retreated).

2. Fanatics Ignore terror. Have to charge oninitiative. Cannot be driven back. Wheneverpossible they must pursue and advance in combat.

3. The unit has a reduced range of 15cm, becauseof short ranged weapons.

4. The unit has a firing arc of 360 degrees.

5. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

6. Shamans are wizards in all respects, but can notcast spells. The shamans are able to work the troopsinto frenzy. For that reason a shaman adds +1 toevery stand of the unit he is with.

Special Rules

- 10-/2 1- - - +1Chariot MountChariot *680-/1 18- - +0WizardShaman -45-/2 17- - +1HeroChieftain -95118- - +2GeneralGeneral-80-/6 3- 5+32ChariotChariots

*1,3852/43- 6+33/1 Cavalry Cavalry *1,3,4,545-/8 3- 032/1 Infantry Skirmishers

*1,345-/103- 033/1InfantryJavelinmen*1,275-/1 3- 035Infantry Fanatics *1408/- 3- 033Infantry Warriors

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BRITON ARMY SELECTOR

GALLIC ARMIESThis Gallic list is well suited as opponent for theImperial and Republican Romans. A basic Barbarianarmy list that can also be used to represent otherBarbarians.

Army Lists

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1. Warbands are less well organized and trainedthan regular units. Especially strong is the effect ofnumbers and success and casualties on the unitsmorale.If all units of a brigade are classified as Warbandand the brigade consists of at least 3 units, thebrigades command value is increased by 1.Remember: a command roll of 11 or 12 is always afailed test.If a Warband has to roll for drive backs withoutloosing a stand, the unit rolls 1 dice less thanusual. If a Warband has to roll for drive backs afterloosing at least one stand, the unit has to roll 1dice more than usual.Each stand of a Warband gets +2 attacks instead ofthe usual +1 when the Warband pursues. Eachstand of a Warband looses 1 attack when the

Warband fights an pursuing enemy (i.e. theWarband retreated).2. The unit has a reduced range of 15cm, becauseof short ranged weapons.

3. The unit has a firing arc of 360 degrees.

5. Skirmishers are used to harass the enemy withmissile fire, but stay out of close combat.Skirmishers are allowed to shoot before they move.They can shoot even before they move on initiative.When they shoot before they move they can notshoot in the shooting phase. The drive back is stillresolved at the end of the ordinary shooting phase.When a unit that has been shot at by skirmishers ischarged, it will not be driven back, but has still toroll the appropriate number of dices to see if it isconfused.

Special Rules

- 10-/2 1- - - +1Chariot MountChariot -45-/2 17- - +1HeroChieftain -45-/2 17- - +1HeroHero-951/118- - +2GeneralGeneral-801/43- 5+32ChariotChariots

*195-/33- 5+33Cavalry Noble Cavalry *1,2,3,445-/43- 032/1 Infantry Skirmishers

*1,2453/63- 033/1InfantryJavelin Men*1409/-3- 033Infantry Warriors*165-/23- 6+34Infantry Bodyguard

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GALLIC ARMY SELECTOR


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