By Stephan Hess Compiled by Ken Demyen CONTENTS

Introduction ...... 1 Light Cavalry ...... 6 Special Rules ...... 3 Skirmishing Cavalry ...... 6 Characters & Mounts ...... 3 Heavy Horse Archers ...... 6 Generals ...... 3 Horse Archers ...... 6 Heros ...... 3 Skirmishing Horse Archers ...... 6 Shamans ...... 3 Warhound ...... 6 Chariot Mount ...... 3 Elite ...... 6 Elephant Mount ...... 3 Camelry ...... 7 Unit Types ...... 3 Warband ...... 7 Skirmishers ...... 3 Chariots ...... 7 Warband ...... 3 Heavy Chariot ...... 7 ...... 3 Chariot ...... 7 Testudo ...... 4 Chariot With Bowmen ...... 7 Shieldwall ...... 4 Light Chariot ...... 7 Camels ...... 4 Light Chariot With Bowmen ...... 7 Elephants ...... 4 Chariot Runners ...... 7 Chariot Runners ...... 4 Elite ...... 7 Infantry ...... 4 Warband ...... 7 Super Heavy Infantry ...... 4 Monsters & Machines ...... 8 Heavy Infantry ...... 4 Indian Elephant ...... 8 Infantry ...... 5 African Elephant ...... 8 Unarmoured Infantry ...... 5 Ballista ...... 8 Light Infantry ...... 5 Onager ...... 8 Skirmishing Infantry ...... 5 Ancientmaster Army Lists ...... 9 Heavy Phalangite Infantry ...... 5 German Armies ...... 9 Phalangite Infantry ...... 5 Armies of Alexander ...... 10 Heavy Bowmen ...... 5 Armies of India ...... 11 Bowmen ...... 5 Ancient Greek Armies ...... 12 Skirmishing Bowmen ...... 5 Armies of the Trojan War ...... 13 Elite ...... 5 Persian Armies ...... 14 Warband ...... 5 Egyptian Armies ...... 15 Testudo ...... 6 Republican Roman Armies ...... 16 Shieldwall ...... 6 Carthagian Armies ...... 17 Cavalry ...... 6 Imperial Roman Armies ...... 18 Super Heavy Cavalry ...... 6 Briton Armies ...... 19 Heavy Cavalry ...... 6 Gallic Armies ...... 20 Cavalry ...... 6 Introduction

I prepared the following army lists for your convenience: INTRODUCTION Please remember that the lists can not really be Warmaster is a quick paced game that is not only well historically correct. Especially the min and max. suited for Fantasy gaming, but also for fighting battles number of units can never cover the real possibilities. of the antique. To provide easy access I provided Feel free to adjust the lists as you see fit. some army lists. Miniatures of any scale can be used as long as they are mounted on bases of about 40 x 20 THE ARMY LISTS mm for infantry and 20 x 40 mm for all other troop German armies types. All army lists are built from a set of standard units. Armies of Alexander Please note that those standard units are necessarily a Indian armies simplification. Sometimes troops are represented by a Ancient Greek armies type of standard unit that does not fit the types Armies of the Trojan War description. This is usually done to ensure relative Persian armies fighting strength. Egyptian armies Republican Roman armies THE RULES Carthagian armies Characters & Mounts Imperial Roman armies Special Troop types Briton armies Infantry Gallic army Cavalry The lists are also available as an army generator Chariots application called Am. Monsters & Warmachines

1

Special Rules

SPECIAL RULES

ELEPHANT MOUNT CHARACTERS & Some leaders can ride to war on an Elephant. And usually they do if they can. While there is a distinction between African and Indian Elephants for Elephant MOUNTS units, there is none for Elephant mounts. Elephant mounts cause terror. GENERALS Type Attacks Command Points The commander of the army this can be a General or a chieftain or whoever managed to get the job. There Monstrous Mount +3 - 90 are three types of Generals the difference being the command value and resulting from that the points value. UNIT TYPES Type Attacks Command Points Gen +2 10 170 SKIRMISHERS Gen +2 9 125 Skirmishers are used to harass the enemy with missile Gen +2 8 95 fire, but stay out of close combat. Because even a command 10 General can be Skirmishers are allowed to shoot before they move. accompanied by two heroes, his cost is increased to They can shoot even before they move on initiative. 170 compared to the 155 for a command 10 When they shoot before they move they can not shoot Warmaster General. in the shooting phase. The drive back is still resolved at the end of the ordinary shooting phase. When a HERO unit that has been shot at by skirmishers is charged, it Any subordinate leader usually an officer or lesser will not be driven back, but has still to roll the chieftain. appropriate number of dices to see if it is confused. Type Attacks Command Points WARBAND Hero +1 8 80 Warbands are less well organized and trained than Hero +1 7 45 regular units. Especially strong is the effect of numbers and success and casualties on the units SHAMANS morale. Shamans are known in may tribal communities. They If all units of a brigade are classified as Warband and are responsible for spiritual guidance and they are the brigade consists of at least 3 units, the brigades respected if not feared by their kinsmen. command value is increased by 1. Remember: a command roll of 11 or 12 is always a failure. Type Attacks Command Points If a Warband has to roll for drive backs without losing Wizard +0 8 80 a stand, the unit rolls 1 dice less than usual. If a Wizard +0 7 45 Warband has to roll for drive backs after losing at least Shamans are wizards in all respects, but can not cast one stand, the unit has to roll 1 dice more than usual. spells. The shamans are able to work the troops into Each stand of a Warband gets +2 attacks instead of frenzy. For that reason a shaman adds +1 to every the usual +1 when the Warband pursues. Each stand stand of the unit he is with. of a Warband looses 1 attack when the Warband fights an pursuing enemy (i.e. the Warband retreated). CHARIOT MOUNT Many leaders prefer to ride a chariot instead of having PHALANX to ride on horse back or (shocking) to walk. The Phalanx is a dense formation of pike equipped troops. The formation is very strong to the front Type Attacks Command Points which looks like a hedgehog, but rather vulnerable to Chariot Mount +1 - +10 flank attacks. Please note that the unit does not have

3 Special Rules to be in Phalanx formation and that some of the rules -1 to hit penalty. (I.e. An attack hits on a 5+ instead of are used only if the unit is in Phalanx formation. 4+). The unit automatically adapts the Phalanx when the unit ends it's move in column formation. CAMELS Units trained in using the Phalanx may make full Some cavalry units are equipped with camels instead moves only when evading, being driven back or of horses. Camels are cheaper and can carry heavier retreating or, when it started and ended the armoured riders. But more important in game terms movement in column formation, did not change it's is that horses unaccustomed to camels will be terrified facing and did not move more than half it's forward by them. All units (friend and foe) equipped with movement to the sides (I.e a unit moving 15 cm horses (i.e. cavalry, chariots) are subject to terror by ahead, may not move more than 7.5 cm to the left or units (i.e. not characters riding camels) equipped with right). Against the standard rules this limitation is also camels. used for charges. A unit that started a charge in phalanx does not have ELEPHANTS to bring as many stands into contact with the enemy Elephants cause terror. as possible, but can opt to stay in phalanx formation, If a Elephant is driven back or retreats into any stand but the movement restrictions apply. it will not wait for the soldiers to make way it will run If the unit is in Phalanx than any stand that would them down in panic. Before the unit makes way or (using the standard rules) support another stand of denies to make way or before the Elephant is stopped the same unit will not support that stand, but will or killed by an blocking enemy stand or combat the attack the front stand's enemy just as if they were in Elephant will attack that stand. It is resolved as 3 contact. The front stand can not receive support by normal close combat attacks. The wounds inflicted the second rank attacker, but the second rank attacker are added to any other wounds that have been or will can be supported as it counts as fighting. (I.e. a be inflicted that phase (combat or shooting). If this charging (3 stand) unit in Phalanx would have 6 happens in the shooting phase the wounds inflicted attacks plus 1 support. count towards the wounds for determining the Cavalry will not charge the front of a unit in Phalanx number of stands lost (as said before), but do not add formation. dices the ones rolled for drive back. Infantry can not charge the front of a unit in Phalanx formation by initiative only if given orders. CHARIOT RUNNERS Infantry trained to ride on and fight along chariots. If TESTUDO a brigade consists of at least as many chariot stands as Roman Legionaries can form a Testudo. The chariot runner stands, than the movement of the Legionaries at the front, back and sides hold their chariot runners is increased to 30 cm. The movement shields to the outside and the Legionaries in the increase is only granted if the units still form a center raise their shields above the heads. This brigade (with at least one chariot stand per runner formation provided improved protection against stand) at the end of the movement (This is only shooting attacks. relevant if the brigade or parts of the brigade charge). A unit in column formation can form a Testudo by passing a command test. The unit will not move, but form the Testudo. The unit stays in Testudo formation until it charges (so stand and shoot is resolved as if in INFANTRY open), it is charged, enters fortified or dense terrain or abandons the column. SUPER HEAVY INFANTRY A unit in Testudo formation treats all shooting attacks Infantry trained to fight in close formation. as if the unit would be in defended terrain. A fortified Completely clad in metal armour, like an medieval unit or units in dense terrain can not form a Testudo. knight on foot. (DBM Bl(S), WHA Sv 3+ or 4+) SHIELDWALL Type Attacks Hits Save Size Points A unit in open terrain can form a shieldwall. Inf 3 3 4+ 3 75 To adopt the shieldwall formation the unit has to pass an ordinary command test just as if the unit would be HEAVY INFANTRY ordered to move. But instead of moving the unit Infantry trained to fight in close formation. Partially forms the shieldwall. The unit stays in shieldwall protected by metal or horn armour usually also formation until it moves for whatever reason (drive equipped with a shield, like Roman legionaries. back, retreat, initiative or commanded move, making (DBM Bl(O), WHA Sv 4+) way, etc.). All attacks (close combat and shooting) that cross the Type Attacks Hits Save Size Points front edge of the stands in shieldwall formation get a Inf 3 3 5+ 3 60

4 Special Rules

INFANTRY PHALANGITE INFANTRY Infantry trained to fight in close formation. Protected Some units are equipped with pikes and trained in a by some kind of armour probably in combination with very dense formation called Phalanx. The Attack value a shield, the standard infantry. (DBM Bl(I) / Bl (F), of 2 might seem rather low, but it represents the WHA Sv 5+ or 6+) problems, the Phalanx encounters, when attacked from the flank or when not deployed in Phalanx Type Attacks Hits Save Size Points formation. Also a single Phalanx might not look very Inf 3 3 6+ 3 45 strong, but a brigade of is a formidable fighting force. (DBM Sp(O), WHA Sv 5+ or 6+ or UNARMOURED INFANTRY none, Pikes and or Phalanx) Tribal infantry and other unprotected infantry. (DBM Type Attacks Hits Save Size Points Ax(I)), WHA Sv 6+ or none, no ranged weapons) Inf 2 3 6+ 3 55 Type Attacks Hits Save Size Points HEAVY BOWMEN Inf 3 3 0 3 35 Infantry trained to fire volleys using bows or crossbows. Protected by some kind of armour LIGHT INFANTRY probably in combination with a shield. Comparable to Infantry trained to fight in close formation as well as Bw(S) or an archers with 5+ save in WHA. (DBM in loose formation. Wears only light or no armour and Bw(S), WHA Sv 4+ or 5+, bow, crossbow) is equipped with short ranged missile weapons. (DBM Ax(O), Ax(S), WHA Sv 6+ or none and/or Type Attacks Hits Save Size Points classified as light infantry, equipped with short range missile weapons) Inf 3/1 3 6+ 3 70

Type Attacks Hits Save Size Points BOWMEN Inf 3/1 3 0 3 40 Infantry trained to fire volleys using bows or Range 15 cm. crossbows. Lightly or not protected by armour probably in combination with a shield. Comparable to Bw(O), Bw(F) or an archers with 6+ save or less in SKIRMISHING INFANTRY WHA. (DBM Bw(O), WHA Sv 5+ or 6+ or none, bow Infantry fighting in open formation. Light or no or crossbow) armour and probably equipped with shields. Mainly armed with short ranged weapons like javelins they Type Attacks Hits Save Size Points try to avoid close combat. Their increased mobility gives them a 15 cm shooting attack even while most Inf 3/1 3 0 3 55 other javelin equipped infantry does not get a shooting attack. For balance reasons their attack value SKIRMISHING BOWMEN is 2 even if some could have an attack value of 3 Bowmen harassing the enemy from a distance. For justified by equipment and training. (DBM Ax(I) / balance reasons their attack value is 2 even if some Ps(I) / Ps(O), WHA Sv 6+ or none, Skirmisher, sling, could have an attack value of 3 justified by equipment javelin) and training. Ps(S) / Ps(O), WHA Sv 6+ or none, Skirmisher, bow) Type Attacks Hits Save Size Points Inf 2/1 3 0 3 40 Type Attacks Hits Save Size Points Range 15 cm. Shoot all round. Inf 2/1 3 0 3 55 Shoot all around. HEAVY PHALANGITE INFANTRY Some units are equipped with pikes and trained in a ELITE very dense formation called Phalanx. The Attack value Some units are especially powerful. Those units have of 2 might seem rather low, but it represents the the usual profile, but each stand gains 1 additional problems, the Phalanx encounters, when attacked close combat attack. This attack costs 15 points for a from the flank or when not deployed in Phalanx unit of three stands. DBM some troops of Superior formation. Also a single Phalanx might not look very quality might get Elite status. WHA WS 5 or natural S5, strong, but a brigade of Phalanxes is a formidable probably also S4,WS4. fighting force. (DBM Sp(S), WHA Sv 4+ or 5+, Pikes and or Phalanx) WARBAND Type Attacks Hits Save Size Points Any unit can be classified as Warband. A Warband unit has it's point cost increased by 5. (DBM Wb(any), Inf 2 3 5+ 3 70 WHA Warband special rule)

5 Special Rules

TESTUDO SKIRMISHING CAVALRY Roman Legionaries are trained to form a Testudo, a Cavalry fighting in open formations. Light or no formation that grants additional protection against armour and probably equipped with shields. Mainly missile fire. The unit's points cost is increased by 5. armed with short ranged weapons like javelins they try to avoid close combat. Their increased mobility SHIELDWALL gives them a 15 cm shooting attack even while most Some troops are trained to form a Shieldwall for other javelin equipped infantry does not get a defense. The unit's points cost will be increased by 10. shooting attack. For balance reasons their attack value (DBM Sp(any), WHA Shieldwall special rule) is 2 even if some could have an attack value of 3 justified by equipment and training. (DBM LH(F) / LH(I), WHA Sv 5+ or 6+, Skirmishers, short bow, CAVALRY javelin) Type Attacks Hits Save Size Points SUPER HEAVY CAVALRY Cav 2/1 3 0 3 65 Shock cavalry trained to fight in close formations. Range 15 cm. Shoot all round. Completely clad in metal armour with barded horses. Equipped with lance and shield relying on armour HEAVY HORSE ARCHERS and impact, not on speed or maneuverability. French Cavalry trained to fire bows from horseback as well as knights or heavy (if there is something to charge the enemy. Protected by medium to heavy like an heavy ). (DBM Kn(S), WHA WS 4-5, armour. (DBM Cv(S), WHA Sv 3+ or 4+, bow, short Sv 2+) bow)

Type Attacks Hits Save Size Points Type Attacks Hits Save Size Points Cht 3 3 4+ 3 120 Cav 3/1 3 5+ 3 100 HEAVY CAVALRY HORSE ARCHERS Cavalry trained to fight in close formations. Heavily Cavalry trained to fire bows from horseback as well as armoured with barded horses. Using lances (kontos, to charge the enemy. Protected by light to medium spears etc.) and shield. Cataphracts and the knight as armour. (DBM Cv(O), WHA Sv 5+ or 6+, bow, short we know and love them. (DBM Kn(O), WHA Sv 2+ or bow 3+) Type Attacks Hits Save Size Points Type Attacks Hits Save Size Points Cav 3/1 3 6+ 3 85 Cav 3 3 4+ 3 110 SKIRMISHING HORSE ARCHERS CAVALRY Bowmen harassing the enemy from a distance. For Armoured cavalry, but the horses have no barding. balance reasons their attack value is 2 even if some Often armed only with mace or sword, some with could have an attack value of 3 justified by equipment lance. Some might have javelins, but they will not be and training. (DBM LH(S), WHA Sv 5+ or 6+ effective enough (in game terms) to gain an ranged Skirmishers, bow, short bow) attack. (DBM Kn(I), WHA Sv 3+ or 4+) Type Attacks Hits Save Size Points Type Attacks Hits Save Size Points Cav 2/1 3 0 3 70 Cav 3 3 5+ 3 90 Shoot all round. LIGHT CAVALRY WARHOUNDS Cavalry trained to harass the enemy as well as get in Dogs trained to fight, and their handlers. to combat with an already weakened enemy. Only lightly armoured, if armoured at all. Usually equipped Type Attacks Hits Save Size Points with javelin, shield and some kind of close combat Cav 2 3 0 3 30 weapon. (DBM Kn(F) / LH(O) / Cv(I), WHA Sv 5+ or 6+, javelin, short bow) ELITE Type Attacks Hits Save Size Points Some units are especially powerful. Those units have the usual profile, but each stand gains 1 additional Cht 3/1 3 6+ 3 80 attack. This attack costs 15 points for a unit of three Range 15 cm. stands. DBM some troops of Superior quality might

6 Special Rules get Elite status. WHA WS 5 or natural S5, probably LIGHT CHARIOT WITH BOWMEN also S4,WS4. Used as a platform for long ranged weapons or to transport chariot runners. 2 horses, driver and CAMELRY probably a bowman. Armed with bow(s). (DBM Cv(O) Some units are equipped with camels instead of / Cv(I), WHA light chariot, bow) horses. A unit of camelry is 10 points more expensive than it's horse equipped counter part. (DBM Cm(any), Type Attacks Hits Save Size Points WHA troops riding camels) Cht 2/1 3 6+ 3 70 A light chariot does not get the +1 for WARBAND chariot/monster charging in the open. Any unit can be classified as Warband. A Warband unit has it's point cost increased by 5. (DBM Wb(any), CHARIOT RUNNER WHA Warband special rule) Infantry trained to ride on and fight along the chariots. (DBM no equivalent, WHA chariot runners)

Type Attacks Hits Save Size Points CHARIOTS Cht 3/1 3 0 3 40 Range 15 cm. HEAVY CHARIOT The Rolls Royce of chariots or better the caterpillar of ELITE chariots. 4 horses, scythes and 4 or more crew (DBM Some units are especially powerful. Those units have Kn(S), WHA no equivalent.) the usual profile, but each stand gains 1 additional attack. This attack costs 15 points for a unit of three Type Attacks Hits Save Size Points stands. DBM some troops of Superior quality might Cht 4 3 5 3 110 get Elite status. WHA WS 5 or natural S5, probably also S4,WS4. CHARIOT Designed for combat not as a weapon platform, but to WARBAND go in and fight. 2 horses or 4 horses, driver plus one Any unit can be classified as Warband. A Warband unit or two fighters and scythes. (DBM Kn(O), WHA heavy has it's point cost increased by 5. (DBM Wb(any), chariot) WHA Warband special rule)

Type Attacks Hits Save Size Points Cht 3 3 5 3 95 CHARIOT WITH BOWMEN The chariot with additional bowmen. Close combat and fire support united in a single troop type. 2 horses or or 4 horses, driver plus bowman and fighter or 2 bowmen. Probably also equipped with scythes. (DBM Kn(O), WHA heavy chariot) (DBM Cv(O), WHA heavy chariot, bows)

Type Attacks Hits Save Size Points Cht 3/1 3 5+ 3 110 LIGHT CHARIOT Used as a platform for short ranged weapons or to transport chariot runners. 2 horses driver and probably a fighter. Armed with javelins. (DBM Cv(I), WHA light chariot, javelins)

Type Attacks Hits Save Size Points Cht 2/1 3 6+ 3 65 Range 15 cm. A light chariot does not get the +1 for chariot/monster charging in the open.

7 Special Rules

BALLISTA MONSTERS & The common "oversized spear" throwing machine. (DBM Art(O), WHA any kind of bolthrower) MACHINES Type Attacks Hits Save Size Points Art 1/1 3 0 2 65 INDIAN ELEPHANT Range 40 cm. Ignores armour. Will penetrate up to 3 The bigger elephant. (DBM El(S), WHA Indian stands which have to touch adding 1 attack each. Elephant, bows) ONAGER Type Attacks Hits Save Size Points Not an wild donkey, but a stone thrower, big enough Mon 6/1 4 5+ 1 100 to make itself useful, but small enough so it can be used on the battle field. (DBM Art(S), WHA any kind AFRICAN ELEPHANT of stone thrower.) Bigger ears, but smaller elephant. (DBM El(I), WHA African Elephant, bows) Type Attacks Hits Save Size Points Art 1/3 3 0 1 75 Type Attacks Hits Save Size Points Range 60 cm. Ignores armour. Cannot stand and Mon 5/1 4 5+ 1 90 shoot.

8 Army Lists

ANCIENTMASTER ARMY LISTS

relatively high contingent of better (for Barbarians GERMAN ARMIES that is) Infantry and can have quite some cavalry. Also Without too much military innovation at that time the the use of archers sets them apart form other army list is well suited to fight all kinds of Romans Barbarians. and Roman's adversaries. The Germans have a

GERMANIC ARMY SELECTOR

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Unit Special

Noble Warriors Infantry 3 3 6+ - 3 2/4 50 *1 Warriors Infantry 3 3 0 - 3 10/- 40 *1 Archers Infantry 2/1 3 0 - 3 -/4 60 *1,2,3 Skirmishers Infantry 2/1 3 0 - 3 2/6 45 *1,2,3,4 Cavalry Cavalry 3 3 5+ - 3 -/4 95 *1 Light Cavalry Cavalry 3/1 3 6+ - 3 -/2 85 *1,4 General General +2 - - 8 1 1/1 95 - Hero Hero +1 - - 8 1 -/2 80 - Chieftain Hero +1 - - 7 1 -/2 45 - Special Rules 1. Warbands are less well organized and trained Warband fights an pursuing enemy (i.e. the than regular units. Especially strong is the effect of Warband retreated). numbers and success and casualties on the units 2. The unit has a firing arc of 360 degrees. morale. If all units of a brigade are classified as Warband 3. Skirmishers are used to harass the enemy with and the brigade consists of at least 3 units, the missile fire, but stay out of close combat. brigades command value is increased by 1. Skirmishers are allowed to shoot before they move. Remember: a command roll of 11 or 12 is always a They can shoot even before they move on initiative. failed test. When they shoot before they move they can not If a Warband has to roll for drive backs without shoot in the shooting phase. The drive back is still loosing a stand, the unit rolls 1 dice less than resolved at the end of the ordinary shooting phase. usual. If a Warband has to roll for drive backs after When a unit that has been shot at by skirmishers is loosing at least one stand, the unit has to roll 1 charged, it will not be driven back, but has still to dice more than usual. roll the appropriate number of dices to see if it is Each stand of a Warband gets +2 attacks instead of confused. the usual +1 when the Warband pursues. Each 4. The unit has a reduced range of 15cm, because stand of a Warband looses 1 attack when the of short ranged weapons.

9 Army Lists

If the army should be lead by one of Alexander's ARMIES OF ALEXANDER sub-commanders or successors a General with a Alexander's father Philip II started the Macedonian command value of 9 (125 points) should be used instead hegemony and being a military genius Alexander was of Alexander. able to raise Macedonia to the world power of its time. The heart of the army are still the Phalangites, but far This list represents armies from the time of the invasion from home losses have to be replaced by other local of India until the death of Alexander. The early armies of troop types. Not to mention troop types that Alexander his successors would also be recreated using this list. learned to be effective. ALEXANDER’S ARMY SELECTOR t

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Uni Special

Guard Phalangites Infantry 2 3 5+ - 3 -/1 70 *1 Phalangites Infantry 3 3 6+ - 3 6/12 55 *1 Light Infantry Infantry 3/1 3 0 - 3 -/8 40 *2 Skirmishers Infantry 2/1 3 0 - 3 -/4 40 *2,3,4 Staff Slingers Infantry 2/1 3 0 - 3 -/1 55 *3,4 Cavalry Cavalry 3 3 5+ - 3 -/2 90 - Light Cavalry Cavalry 3/1 3 6+ - 3 2/4 80 *2 Elephant Monster 6/1 4 5+ - 1 -/1 100 *5 Bolt Thrower Artillery 1/1 2 - - 2 -/1 75 *6 Alexander General +2 - - 10 1 1/1 170 - Officers Hero +1 - - 8 1 -/2 80 - Elephants Monstrous Mount +3 - - - 1 -/1 10 - Special Rules 1. The Phalanx is a dense formation of pike equipped 3. The unit has a firing arc of 360 degrees. troops. The formation is very strong to the front which looks like a hedgehog, but rather vulnerable to flank 4. Skirmishers are used to harass the enemy with missile attacks. Please note that the unit does not have to be in fire, but stay out of close combat. Phalanx formation and that some of the rules are used Skirmishers are allowed to shoot before they move. They only if the unit is in Phalanx formation. The unit can shoot even before they move on initiative. When automatically adapts the Phalanx when the unit ends it's they shoot before they move they can not shoot in the move in column formation. shooting phase. The drive back is still resolved at the Units trained in using the Phalanx may make full moves end of the ordinary shooting phase. When a unit that only when evading, being driven back or retreating or, has been shot at by skirmishers is charged, it will not be when it started and ended the movement in column driven back, but has still to roll the appropriate number formation, did not change it's facing and did not move of dices to see if it is confused. more than half it's forward movement to the side. Against the standard rules this limitation is also used for 5. Elephants cause terror. If a Elephant is driven back or charges. retreats into any stand it will not wait for the soldiers to A unit that started a charge in phalanx does not have to make way it will run them over in panic. Before the bring as many stands into contact with the enemy as units makes way or denies to make way or before the possible, but can opt to stay in phalanx formation, but Elephant is stopped or killed by an blocking enemy the movement restrictions apply. stand or combat the Elephant will attack that stand. It is If the unit is in Phalanx than any stand that would resolved as 3 normal close combat attacks. The wounds support another stand of the same unit will not support inflicted are added to any other wounds that have been that stand, but will attack the front stand's enemy just as or will be inflicted that phase. If this happens in the if they were in contact. The front stand can not receive support by the second rank attacker, but the second shooting phase the wounds inflicted count towards the rank attacker can be supported as it counts as fighting. wounds for determining the number of stands lost (as Cavalry will not charge the front of a unit in Phalanx said before), but do not add dices the ones rolled for formation. drive back. Infantry can not charge the front of a unit in Phalanx 6. Range 40 cm. Ignores armour. Will penetrate through formation by initiative only if given orders. up to 3 stands which have to touch adding 1 attack each. 2. The unit has a reduced range of 15cm, because of Cannot use initiative to charge. short ranged weapons.

10 Army Lists

The outstanding features compared to other ancient ARMIES OF INDIA list is the large number of archers and Elephants. There can not be one army list for ancient India, as All Indian troops ignore terror caused by Elephants. there are many regions different in culture, history and resources. This list allows some flexibility to cover different regions. INDIAN ARMY SELECTOR

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Unit Special

Longbowmen Infantry 3/1 3 0 - 3 4/10 60 *1 Swordsmen Infantry 3 3 6+ - 3 -/6 50 *1 Javelinmen Infantry 3/1 3 0 - 3 -/6 45 *1,2 Skirmishers Infantry 2/1 3 0 - 3 -/3 40 *1,3,4 Cavalry Cavalry 3 3 6+ - 3 2/4 80 *1 Chariots Chariot 3 3 5+ - 3 -/3 95 - Elephant Monster 6/1 4 5+ - 1 1/3 100 *5 General General +2 - - 8 1 1/1 95 - Officer Hero +1 - - 7 1 -/2 45 - Guards Officer Hero +1 - - 8 1 -/1 80 - Elephant Monstrous Mount +3 - - - 1 -/1 90 *6 Chariot Chariot Mount +1 - - - 1 -/1 10 - Special Rules 1. Warbands are less well organized and trained Skirmishers are allowed to shoot before they move. than regular units. Especially strong is the effect of They can shoot even before they move on initiative. numbers and success and casualties on the units When they shoot before they move they can not morale. shoot in the shooting phase. The drive back is still If all units of a brigade are classified as Warband resolved at the end of the ordinary shooting phase. and the brigade consists of at least 3 units, the When a unit that has been shot at by skirmishers is brigades command value is increased by 1. charged, it will not be driven back, but has still to Remember: a command roll of 11 or 12 is always a roll the appropriate number of dices to see if it is failed test. confused. If a Warband has to roll for drive backs without 5. Elephants cause terror. loosing a stand, the unit rolls 1 dice less than If a Elephant is driven back or retreats into any usual. If a Warband has to roll for drive backs after stand it will not wait for the soldiers to make way it loosing at least one stand, the unit has to roll 1 will run them over in panic. Before the units makes dice more than usual. way or denies to make way or before the Elephant Each stand of a Warband gets +2 attacks instead of is stopped or killed by an blocking enemy stand or the usual +1 when the Warband pursues. Each combat the Elephant will attack that stand. It is stand of a Warband looses 1 attack when the resolved as 3 normal close combat attacks. The Warband fights an pursuing enemy (i.e. the wounds inflicted are added to any other wounds Warband retreated). that have been or will be inflicted that phase 2. The unit has a reduced range of 15cm, because (combat or shooting). If this happens in the of short ranged weapons. shooting phase the wounds inflicted count towards the wounds for determining the number of stands 3. The unit has a firing arc of 360 degrees. lost (as said before), but do not add dices the ones 4. Skirmishers are used to harass the enemy with rolled for drive back. missile fire, but stay out of close combat. 6. When the mounted character joins a unit, the unit causes terror

11 Army Lists

when somebody talks about ancient warfare. And so it ANCIENT GREEK ARMIES is not surprising that the Phalangites build the core of The army list of the ancient city states. The Greek the ancient Greek army. Especially the cavalry is warriors with pike and large round shield forming the underdeveloped and even so called heavy cavalry is Phalanx is a picture we all see with our inner eyes not really heavy. GREEK ARMY SELECTOR t

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Uni Special

Phalangites Infantry 3 3 6+ - 3 7/- 55 *1 Peltasts Infantry 3/1 3 0 - 3 -/8 40 *2 Skirmishers Infantry 2/1 3 0 - 3 2/6 40 *2,3,4 Cretans Infantry 2/1 3 0 - 3 -/2 55 *3,4 Heavy Cavalry Cavalry 3 3 5+ - 3 1/1 90 - Light Cavalry Cavalry 3/1 3 6+ - 3 -/2 80 *2 General General +2 - - 9 1 1/1 125 - Hero Hero +1 - - 8 1 -/2 80 - Special Rules 1. The Phalanx is a dense formation of pike enemy just as if they were in contact. The front equipped troops. The formation is very strong to stand can not receive support by the second rank the front which looks like a hedgehog, but rather attacker, but the second rank attacker can be vulnerable to flank attacks. Please note that the supported as it counts as fighting. unit does not have to be in Phalanx formation and Cavalry will not charge the front of a unit in that some of the rules are used only if the unit is in Phalanx formation. Phalanx formation. The unit automatically adapts Infantry can not charge the front of a unit in the Phalanx when the unit ends it's move in Phalanx formation by initiative only if given orders. column formation. 2. The unit has a reduced range of 15cm, because Units trained in using the Phalanx may make full of short ranged weapons. moves only when evading, being driven back or retreating or, when it started and ended the 3. The unit has a firing arc of 360 degrees. movement in column formation, did not change it's 4. Skirmishers are used to harass the enemy with facing and did not move more than half it's forward missile fire, but stay out of close combat. movement to the side. Against the standard rules Skirmishers are allowed to shoot before they move. this limitation is also used for charges. They can shoot even before they move on initiative. A unit that started a charge in phalanx does not When they shoot before they move they can not have to bring as many stands into contact with the shoot in the shooting phase. The drive back is still enemy as possible, but can opt to stay in phalanx resolved at the end of the ordinary shooting phase. formation, but the movement restrictions apply. When a unit that has been shot at by skirmishers is If the unit is in Phalanx than any stand that would charged, it will not be driven back, but has still to support another stand of the same unit will not roll the appropriate number of dices to see if it is support that stand, but will attack the front stand's confused.

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any other army can have. At that time the Phalanx was ARMIES OF THE TROJAN not developed and the core of the army was formed by spearmen supported by different kind of light WAR infantry and skirmishers. Cavalry was not used instead Heroes everywhere, that's the Trojan war. And so is chariots roamed the battle field. the army list. A General and 4 Heroes is more than TROJAN WAR ARMY SELECTOR

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Unit Special

Tereta Spearmen Infantry 3 3 6+ - 3 6/- 45 - Archers Infantry 3/1 3 0 - 3 1/4 55 - Javelinmen Infantry 3/1 3 0 - 3 1/4 40 *1 Slingers Infantry 2/1 3 0 - 3 1/6 40 *1,2,3 Equata Chariotry Chariot 2/1 3 6+ - 3 2/6 65 *1,4 General General +2 - - 9 1 1/1 125 - Hero Hero +1 - - 8 1 -/4 80 - Chariot Chariot Mount +1 - - - 1 -/2 10 - Special Rules 1. The unit has a reduced range of 15cm, because shoot in the shooting phase. The drive back is still of short ranged weapons. resolved at the end of the ordinary shooting phase. When a unit that has been shot at by skirmishers is 2. The unit has a firing arc of 360 degrees. charged, it will not be driven back, but has still to 3. Skirmishers are used to harass the enemy with roll the appropriate number of dices to see if it is missile fire, but stay out of close combat. confused. Skirmishers are allowed to shoot before they move. 4. A light chariot does not get the +1 for They can shoot even before they move on initiative. chariot/monster charging in the open. When they shoot before they move they can not

13 Army Lists

contains all kinds of infantry and even chariots and PERSIAN ARMIES artillery. A nice list, if you want to have it all. If there is a Greek/Macedonian list there has to be a Persian list also. Very cavalry oriented the list still

PERSIAN ARMY SELECTOR t

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Uni Special

Immortals Infantry 4 3 6+ - 3 -/1 60 - Persian Infantry Infantry 3 3 6+ - 3 -/- 45 - Persian Archers Infantry 3/1 3 0 - 3 -/6 55 - Levy Infantry 3 3 0 - 3 -/6 35 - Light Infantry Infantry 3/1 3 0 - 3 -/6 40 *1 Guard Cavalry Cavalry 4 3 5+ - 3 -/1 105 - Persian Cavalry Cavalry 3/1 3 6+ - 3 4/- 80 *1 Shock Cavalry Cavalry 3 3 5+ - 3 1/- 90 - Skirmish Cavalry Cavalry 2/1 3 0 - 3 2/- 65 *1,2,3 Chariot Chariot 3 3 5+ - 3 -/1 95 - Light Chariot Chariot 3/1 3 6+ - 3 -/1 70 *4 Elephant Monster 6/1 4 5+ - 1 -/1 100 *5 Bolt Thrower Artillery 1/1 2 - - 2 -/1 65 *6 General General +2 - - 9 1 1/1 125 - Hero Hero +1 - - 8 1 -/2 80 - Chariot Chariot Mount +1 - - - 1 -/1 10 - Special Rules 1. The unit has a reduced range of 15cm, because 5. Elephants cause terror. of short ranged weapons. If a Elephant is driven back or retreats into any stand it will not wait for the soldiers to make way it 2. The unit has a firing arc of 360 degrees. will run them over in panic. Before the units makes 3. Skirmishers are used to harass the enemy with way or denies to make way or before the Elephant missile fire, but stay out of close combat. is stopped or killed by an blocking enemy stand or Skirmishers are allowed to shoot before they move. combat the Elephant will attack that stand. It is They can shoot even before they move on initiative. resolved as 3 normal close combat attacks. The When they shoot before they move they can not wounds inflicted are added to any other wounds shoot in the shooting phase. The drive back is still that have been or will be inflicted that phase resolved at the end of the ordinary shooting phase. (combat or shooting). If this happens in the When a unit that has been shot at by skirmishers is shooting phase the wounds inflicted count towards charged, it will not be driven back, but has still to the wounds for determining the number of stands roll the appropriate number of dices to see if it is lost (as said before), but do not add dices the ones confused. rolled for drive back. 4. A light chariot does not get the +1 for 6. Range 40 cm. Ignores armour. Will penetrate chariot/monster charging in the open. through up to 3 stands which have to touch adding 1 attack each. Cannot use initiative to charge.

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watchers will enjoy the army everything is light. Light EGYPTIAN ARMIES chariots, light infantry and light cavalry are the theme New kingdom area army list when Egyptians were of the army. Egyptians and not Greeks in disguise. Weight

EGYPTIAN ARMY SELECTOR t

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Uni Special

Hand to hand Fighters Infantry 3 3 0 - 3 6/- 35 - Archers Infantry 3/1 3 0 - 3 4/- 55 - Marines Infantry 4 3 0 - 3 -/1 50 *1 Mercenary Infantry Infantry 3/1 3 0 - 3 -/4 40 *1,2,3 Mercenary Skirmishers Infantry 2/1 3 0 - 3 -/4 40 *1,2,3,4,5 Chariot Runners Infantry 3/1 3 0 - 3 -/- 40 *1,6 Cavalry Cavalry 2/1 3 0 - 3 -/1 70 *4,5 Chariots Chariot 2/1 3 6+ - 3 1/4 70 *7 General General +2 - - 8 1 1/1 95 - Hero Hero +1 - - 8 1 -/2 80 - Chariot Chariot Mount +1 - - - 1 -/4 10 - Special Rules 1. The unit has a reduced range of 15cm, because 5. Skirmishers are used to harass the enemy with of short ranged weapons. missile fire, but stay out of close combat. Skirmishers are allowed to shoot before they move. 2. If the unit or the brigade is part of is given an They can shoot even before they move on initiative. command, than the command roll is penalized by When they shoot before they move they can not 1. shoot in the shooting phase. The drive back is still 3. Warbands are less well organized and trained resolved at the end of the ordinary shooting phase. than regular units. Especially strong is the effect of When a unit that has been shot at by skirmishers is numbers and success and casualties on the units charged, it will not be driven back, but has still to morale. roll the appropriate number of dices to see if it is If all units of a brigade are classified as Warband confused. and the brigade consists of at least 3 units, the 6. Infantry trained to ride on and fight along brigades command value is increased by 1. chariots. If a brigade consists of at least as many Remember: a command roll of 11 or 12 is always a chariot stands as chariot runner stands, than the failed test. movement of the chariot runners is increased to 30 If a Warband has to roll for drive backs without cm. The movement increase is only granted if the loosing a stand, the unit rolls 1 dice less than units still form a brigade (with at least one chariot usual. If a Warband has to roll for drive backs after stand per runner stand) at the end of the loosing at least one stand, the unit has to roll 1 movement (This is only relevant if the brigade or dice more than usual. parts of the brigade charge). Each stand of a Warband gets +2 attacks instead of the usual +1 when the Warband pursues. Each Only one unit of runners can be bought per unit of stand of a Warband looses 1 attack when the chariots. Warband fights an pursuing enemy (i.e. the 7. A light chariot does not get the +1 for Warband retreated). chariot/monster charging in the open. 4. The unit has a firing arc of 360 degrees.

15 Army Lists

terms there is not enough difference to justify REPUBLICAN ROMAN ARMIES different list entries. They are complemented by allied "Carthago delenda est" this is the army list to "make it and mercenary infantry and cavalry. No fancy stuff, so". Before the Marian reform the legionaries were but the usage of the Manipel formation, sets the army divided in three types of legionaries, but in game apart from others.

REPUBLICAN ROME ARMY SELECTOR

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Unit Special

Legionaries Infantry 3 3 6+ - 3 10/- 55 *1 Italian Spearmen Infantry 3 3 0 - 3 -/8 35 - Light Infantry Infantry 3/1 3 0 - 3 -/6 40 *2 Skirmishers Infantry 2/1 3 0+ - 3 -/4 40 *2,3,4 Cavalry Cavalry 3 3 5+ - 3 -/4 90 - Spanish Cavalry Cavalry 3/1 3 6+ - 3 -/2 80 *2 General General +2 - - 9 1 1/1 125 - Hero Hero +1 - - 8 1 -/2 80 - Special Rules 1. The legionaries are trained to fight in Manipels 2. The unit has a reduced range of 15cm, because supporting each other. A Manipel can allow of short ranged weapons. another Manipel to move through when driven 3. The unit has a firing arc of 360 degrees. back or retreating instead of making way in the usual manner. The units still have to roll for 4. Skirmishers are used to harass the enemy with confusion as if making way. If the moving unit does missile fire, but stay out of close combat. not have enough movement to physically move Skirmishers are allowed to shoot before they move. through it is moved as if it would have just enough They can shoot even before they move on initiative. movement to move through. Note that this may When they shoot before they move they can not lead to a situation where an victorious unit can not shoot in the shooting phase. The drive back is still pursue, because the unit retreated through a resolved at the end of the ordinary shooting phase. different unit and that now blocks line of sight. In When a unit that has been shot at by skirmishers is this case the victorious unit is allowed to advance, charged, it will not be driven back, but has still to as if it had destroyed the retreating unit. roll the appropriate number of dices to see if it is confused.

16 Army Lists

African allies. While most other armies have only one CARTHAGIAN ARMIES or two compulsory troop types, the Carthagian has 5. The Carthagian army has a mix of all kinds of troops, because of his high proportion of, Spanish and CARTHAGIAN ARMY SELECTOR

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Unit Special

Heavy Infantry Infantry 2 3 5+ - 3 3/- 55 *1 Light Infantry Infantry 3 3 0 - 3 2/8 35 - Africans Infantry 3 3 6+ - 3 2/8 45 - Skirmishers Infantry 2/1 3 0 - 3 2/8 40 *2,3,4 Heavy Cavalry Cavalry 3 3 5+ - 3 -/2 90 - Light Cavalry Cavalry 3/1 3 6+ - 3 1/4 80 *2 Elephants Monster 5/1 4 5+ - 1 -/1 90 *5 General General +2 - - 9 1 1/1 125 - Hero Hero +1 - - 8 1 -/2 80 - Special Rules 1. The Phalanx is a dense formation of pike Infantry can not charge the front of a unit in Phalanx equipped troops. The formation is very strong to formation by initiative only if given orders. the front which looks like a hedgehog, but rather 2. The unit has a reduced range of 15cm, because of vulnerable to flank attacks. Please note that the unit short ranged weapons. does not have to be in Phalanx formation and that some of the rules are used only if the unit is in 3. The unit has a firing arc of 360 degrees. Phalanx formation. 4. Skirmishers are used to harass the enemy with The unit automatically adapts the Phalanx when the missile fire, but stay out of close combat. unit ends it's move in column formation. Skirmishers are allowed to shoot before they move. Units trained in using the Phalanx may make full They can shoot even before they move on initiative. moves only when evading, being driven back or When they shoot before they move they can not retreating or, when it started and ended the shoot in the shooting phase. The drive back is still movement in column formation, did not change it's resolved at the end of the ordinary shooting phase. facing and did not move more than half it's forward When a unit that has been shot at by skirmishers is movement to the sides (I.e a unit moving 15 cm charged, it will not be driven back, but has still to ahead, may not move more than 7.5 cm to the left roll the appropriate number of dices to see if it is or right). Against the standard rules this limitation is confused. also used for charges. A unit that started a charge in phalanx does not have 5. Elephants cause terror. to bring as many stands into contact with the enemy If a Elephant is driven back or retreats into any as possible, but can opt to stay in phalanx stand it will not wait for the soldiers to make way it formation, but the movement restrictions apply. will run them over in panic. Before the units makes If the unit is in Phalanx than any stand that would way or denies to make way or before the Elephant is (using the standard rules) support another stand of stopped or killed by an blocking enemy stand or the same unit will not support that stand, but will combat the Elephant will attack that stand. It is attack the front stand's enemy just as if they were in resolved as 3 normal close combat attacks. The contact. The front stand can not receive support by wounds inflicted are added to any other wounds the second rank attacker, but the second rank that have been or will be inflicted that phase attacker can be supported as it counts as fighting. (combat or shooting). If this happens in the (I.e. a charging (3 stand) unit in Phalanx would have shooting phase the wounds inflicted count towards 6 attacks plus 1 support. the wounds for determining the number of stands Cavalry will not charge the front of a unit in Phalanx lost (as said before), but do not add dices the ones formation. rolled for drive back.

17 Army Lists

the only list that has Elite troops as part of it's IMPERIAL ROMAN ARMIES compulsories. You also find some of the fancy stuff, Hollywood and Caesar define our understanding of like Elephants, Ballista and Onager. But no chariots as the Imperial . To the better or worse, I their use was restricted to sportive driving in and can not say. However our beloved Legionaries form outside of the Circus Maximus. the backbone of the army and the Imperial Roman is IMPERIAL ROME ARMY SELECTOR

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Unit Special

Praetorian/ Veteran Infantry 4 3 5+ - 3 1/4 80 *1 Legionaries Infantry 3 3 5+ - 3 7/- 65 *1 Archers Infantry 3/1 3 0 - 3 -/4 55 - Auxillia Infantry 3 3 6+ - 3 -/8 45 - Light Auxillia Infantry 3/1 3 0 - 3 -/4 40 *2 Skirmishers Infantry 2/1 3 0 - 3 -/4 40 *2,3,4 Auxillia Cavalry Cavalry 3 3 5+ - 3 -/2 90 - Auxillia Light Cavalry Cavalry 3/1 3 6+ - 3 -/4 80 *2 Elephant Monster 5/1 4 5+ - 1 -/1 90 *5 Ballista Artillery 1/1 3 - - 2 -/1 65 *6 Onager Artillery 1/3 3 - - 2 -/1 75 *7 General General +2 - - 9 1 1/1 125 - Hero Hero +1 - - 8 1 -/2 80 - Special Rules 1. Roman Legionaries can form a Testudo. The resolved at the end of the ordinary shooting phase. Legionaries at the front, back and sides hold their When a unit that has been shot at by skirmishers is shields to the outside and the Legionaries in the charged, it will not be driven back, but has still to center raise their shields above the heads. This roll the appropriate number of dices to see if it is formation provided improved protection against confused. shooting attacks. A unit in column formation can form a Testudo by 5. Elephants cause terror. passing a command test. The unit will not move, If a Elephant is driven back or retreats into any but form the Testudo. The unit stays in Testudo stand it will not wait for the soldiers to make way it formation until it charges (so stand and shoot is will run them over in panic. Before the units makes resolved as if in open), it is charged, enters way or denies to make way or before the Elephant fortified or dense terrain or abandons the column. is stopped or killed by an blocking enemy stand or A unit in Testudo formation treats all shooting combat the Elephant will attack that stand. It is attacks as if the unit would be in defended terrain. resolved as 3 normal close combat attacks. The A fortified unit or units in dense terrain can not wounds inflicted are added to any other wounds form a Testudo. that have been or will be inflicted that phase 2. The unit has a reduced range of 15cm, because (combat or shooting). If this happens in the of short ranged weapons. shooting phase the wounds inflicted count towards the wounds for determining the number of stands 3. The unit has a firing arc of 360 degrees. lost (as said before), but do not add dices the ones 4. Skirmishers are used to harass the enemy with rolled for drive back. missile fire, but stay out of close combat. 6. Range 40 cm. Ignores armour. Will penetrate Skirmishers are allowed to shoot before they move. through up to 3 stands which have to touch adding They can shoot even before they move on initiative. 1 attack each. Cannot use initiative to charge. When they shoot before they move they can not shoot in the shooting phase. The drive back is still 7. Range 60 cm. Ignores armour. Cannot stand and shoot.

18 Army Lists

Barbarian list the Britons have all the usual Barbarian BRITON ARMIES stuff and ... Fanatics. The Britons list covers the time of the Roman invasion and some centuries before and after. Just another

BRITON ARMY SELECTOR t

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Uni Special

Warriors Infantry 3 3 0 - 3 8/- 40 *1 Fanatics Infantry 5 3 0 - 3 -/1 75 *1,2 Javelinmen Infantry 3/1 3 0 - 3 -/10 45 *1,3 Skirmishers Infantry 2/1 3 0 - 3 -/8 45 *1,3,4,5 Cavalry Cavalry 3/1 3 6+ - 3 2/4 85 *1,3 Chariots Chariot 2 3 5+ - 3 -/6 80 - General General +2 - - 8 1 1 95 - Chieftain Hero +1 - - 7 1 -/2 45 - Shaman Wizard +0 - - 8 1 -/1 80 *6 Chariot Chariot Mount +1 - - - 1 -/2 10 - Special Rules 1. Warbands are less well organized and trained 3. The unit has a reduced range of 15cm, because than regular units. Especially strong is the effect of of short ranged weapons. numbers and success and casualties on the units 4. The unit has a firing arc of 360 degrees. morale. If all units of a brigade are classified as Warband 5. Skirmishers are used to harass the enemy with and the brigade consists of at least 3 units, the missile fire, but stay out of close combat. brigades command value is increased by 1. Skirmishers are allowed to shoot before they move. Remember: a command roll of 11 or 12 is always a They can shoot even before they move on initiative. failed test. When they shoot before they move they can not If a Warband has to roll for drive backs without shoot in the shooting phase. The drive back is still loosing a stand, the unit rolls 1 dice less than usual. resolved at the end of the ordinary shooting phase. If a Warband has to roll for drive backs after loosing When a unit that has been shot at by skirmishers is at least one stand, the unit has to roll 1 dice more charged, it will not be driven back, but has still to than usual. roll the appropriate number of dices to see if it is Each stand of a Warband gets +2 attacks instead of confused. the usual +1 when the Warband pursues. Each 6. Shamans are wizards in all respects, but can not stand of a Warband looses 1 attack when the cast spells. The shamans are able to work the troops Warband fights an pursuing enemy (i.e. the into frenzy. For that reason a shaman adds +1 to Warband retreated). every stand of the unit he is with. 2. Fanatics Ignore terror. Have to charge on initiative. Cannot be driven back. Whenever possible they must pursue and advance in combat.

19 Army Lists

GALLIC ARMIES This Gallic list is well suited as opponent for the Imperial and Republican Romans. A basic Barbarian army list that can also be used to represent other Barbarians. GALLIC ARMY SELECTOR

Troops Type Attack Hits Armour Command Unit Size Min/Max Points Per Unit Special

Bodyguard Infantry 4 3 6+ - 3 -/2 65 *1 Warriors Infantry 3 3 0 - 3 9/- 40 *1 Javelin Men Infantry 3/1 3 0 - 3 3/6 45 *1,2 Skirmishers Infantry 2/1 3 0 - 3 -/4 45 *1,2,3,4 Noble Cavalry Cavalry 3 3 5+ - 3 -/3 95 *1 Chariots Chariot 2 3 5+ - 3 1/4 80 - General General +2 - - 8 1 1/1 95 - Hero Hero +1 - - 7 1 -/2 45 - Chieftain Hero +1 - - 7 1 -/2 45 - Chariot Chariot Mount +1 - - - 1 -/2 10 - Special Rules 1. Warbands are less well organized and trained Warband fights an pursuing enemy (i.e. the than regular units. Especially strong is the effect of Warband retreated). numbers and success and casualties on the units 2. The unit has a reduced range of 15cm, because morale. of short ranged weapons. If all units of a brigade are classified as Warband 3. The unit has a firing arc of 360 degrees. and the brigade consists of at least 3 units, the brigades command value is increased by 1. 5. Skirmishers are used to harass the enemy with Remember: a command roll of 11 or 12 is always a missile fire, but stay out of close combat. failed test. Skirmishers are allowed to shoot before they move. If a Warband has to roll for drive backs without They can shoot even before they move on initiative. loosing a stand, the unit rolls 1 dice less than When they shoot before they move they can not usual. If a Warband has to roll for drive backs after shoot in the shooting phase. The drive back is still loosing at least one stand, the unit has to roll 1 resolved at the end of the ordinary shooting phase. dice more than usual. When a unit that has been shot at by skirmishers is Each stand of a Warband gets +2 attacks instead of charged, it will not be driven back, but has still to the usual +1 when the Warband pursues. Each roll the appropriate number of dices to see if it is stand of a Warband looses 1 attack when the confused.

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