Professional Documents
Culture Documents
ARMY COMPOSITION
Characters. The army must have at least one character to serve as the overall leader of the army, chosen from the Characters listed in
the section below. Besides a general, the army may have an army standard bearer, and additional generals representing the leaders of
other cities or tribes subordinate to a confederation or league, up to 25% of the points value of the army.
Infantry. At least 50% of the points value of the army.
Cavalry. Up to 25% of the points value of the army.
Allies. Up to 25% of the points value of the army.
SPECIAL RULES
PHALANX
Latin Hoplites and Spearmen (Close Order) fight in this special formation; it is identical to the Phalanx special rule in the Ancient
Greek list in Armies of Antiquity or the Version 1.5 WAB rulebook. However, unlike the Ancient Greeks, Latin infantry may have
unit standards, as well as an army standard bearer; the Ancient Greek special rule for Oracles does not apply. These troops fight in
this special formation; as long as they are in a unit of at least 16 models and have a rank bonus of at least +1, then the following
special rules apply. As soon as a phalanx is reduced to less than 16 models or loses its rank bonus (including when attacked in the
flank or rear) then the following rules no longer apply.
- Cavalry may not charge the front of the phalanx.
- Models in a phalanx may charge and still fight in two ranks.
- All enemy attacks (shooting and hand-to-hand) at the front of the phalanx suffer a -1 to hit modifier.
- The only formation change allowed to a phalanx is an about face (i.e., a turn through 180). Phalanxes may wheel, but may not
march or charge if they do so. However, they are allowed to drift (or rather slide) one inch to the right when they march or charge.
A phalanx may reform.
NOTE: For WAB 2.0, treat the Phalanx as a Trained Phalanx (see p.111 of the 2.0 rulebook).
CHARACTERS
You must include at least one character to command the army. If you do not select the Army General, the army commander will be
the character with the highest Leadership value.
0-1 ARMY GENERAL
Army General
M
4
WS
5
BS S
5 4
T W I
4 3 6
A Ld Pts
3 9 145
Equipment: Armed with a sword, thrusting spear and large shield. May have light armour (+3 points). May ride a horse (free): his
movement increases to 6, and he replaces the large shield with an ordinary shield. May ride in a chariot (+32 points) using the profile
below.
Chariot
M WS BS S
7 3
3 3
A Ld Pts
2 7 32
T W I
3 1 3
Standard Bearer
M WS
BS S
T W I
A Ld Pts
8 78
Equipment: Armed with a sword and large shield. May have light armour (+3 points). May ride a horse (free): his movement
increases to 6, and he replaces the large shield with an ordinary shield. May ride in a chariot (+32 points) using the profile above.
Special Rules: Army Standard Bearer.
0-2 ADDITIONAL GENERALS
Additional General
M WS
4 5
BS S
5 4
T W I
4 2 5
A Ld Pts
3 8 85
Equipment: Armed with a sword, thrusting spear and large shield. May have light armour (+3 points). May ride a horse (free): his
movement increases to 6, and replaces the large shield with an ordinary shield. May ride in a chariot (+32 points) using the profile
above.
INFANTRY
Initially, the most wealthy Latins (and early Roman citizens) provided their own hoplite panoplies and formed up in a phalanx. They
could be deployed on their own (as in the original single Roman legion) or supported by equal or larger numbers of less well-equipped
spearmen.
0-1 HOPLITES
Hoplite
M WS
4 3
BS S
3 3
T W I
3 1 3
A Ld Pts
1 7 10
Equipment: Armed with a sword, thrusting spear, light armour, and large shield.
Special Rule: Hoplites fight in Phalanx formation.
SPEARMEN (CLOSE ORDER)
Spearman
M WS
4 3
BS S
3 3
T W I
3 1 3
A Ld Pts
1 7 8
Equipment: Armed with a hand weapon, thrusting spear and shield. May have light armour (+1 point); large shield (+1 point).
Special Rules: Spearmen fight in Phalanx formation. May not be used with Spearmen (Light Infantry).
Warrior
M WS
BS S
T W I
A Ld Pts
1 7 7
Equipment: Armed with a sword, throwing spear and shield. May have light armour (+2 points), large shield (+1 point).
Special Rule: Light Infantry. May not be used with characters chariots or Spearmen (Close Order).
SKIRMISHERS
These represent poorly armed peasants, mostly armed with only javelins for the skirmishing role.
Skirmisher
M
5
WS
2
BS S
3 3
T W I
3 1 3
A
1
Ld Pts
5 4
Equipment: Armed with a hand weapon and javelins. May have shield (+1 point). Every second unit may trade their javelins for
slings (+1 points) or short bows (+1 points).
Special Rules: Skirmishers.
CAVALRY
Cavalry
M
6
WS
3
BS S
3 3
T W I
3 1 3
A
1
Ld Pts
7 15
Equipment: Armed with a sword, throwing spear, and shield. May have light armour (+2 points), javelins (+1 point).
ALLIES
In large, multi-player games, you may wish to field a Latin army in conjunction with one of its historical allies. Alternatively, this list
does provide for the possibility of a small allied contingent. These include the following:
Italian Greek: use the notes in this series under Army List Modifications to modify the Ancient Greek list from Armies of
ARMY COMPOSITION
Characters. The army must have at least one character to serve as the Army General, chosen from the Characters listed in the
section below. Besides a general, the army may have an army standard bearer, and additional generals representing the leaders of
Etruscan city contingents, up to 25% of the points value of the army.
Infantry. At least 50% of the points value of the army.
Cavalry and Chariotry. Up to 25% of the points value of the army.
Allies. Up to 25% of the points value of the army.
SPECIAL RULES
DIVINATION
This rule is similar to The Oracles special rule in the Ancient Greek list in Armies of Antiquity or the Version 1.5 WAB rulebook,
except that Etruscan units, unlike the Ancient Greeks, may have unit standards and Army Standard Bearers. At the start of the battle,
the Etruscan player rolls 1D6; the score represents how good the omens were for the battle. Each point rolled may be used to add +1
to a combat resolution score (in addition to +1 for unit standard) or re-roll a failed Leadership test once (and only once!). Once a
point has been used it is spent and may not be used again during the battle. The Etruscans were always careful to ensure the
goodwill of the gods before commencing a battle. The haruspices, or priests, took the omens in a variety of ways. If the omens
could not be interpreted favorably, the army would avoid battle. An Etruscan player who rolls poorly may wish to do the same! The
benefits of a successful divination roll go a little way to compensate for the relatively low troop quality of most of the army.
DEVOTED
Etruscan generals were often accompanied by bodyguards of troops who had sworn in special rites to die rather than leave the field.
Devoted troops are subject to size limitations as indicated in their entries in the list; they may be organized in small units if desired.
Devoted hoplites must meet the requirements for the phalanx special formation in order to use the phalanx special rules. Devoted
troops may operate independently from their general, and their general may operate independently from them. If a general is killed,
his devoted troop unit will not fail any subsequent Leadership tests, and will not automatically break if it is reduced to less than five
figures and loses a round of combat.
CHARACTERS
You must include at least one character to command the army. If you do not select the Army General, the army commander will be
the character with the highest Leadership value.
0-1 ARMY GENERAL
Army General
M WS
4 5
BS
5
S T W I A Ld
4 3 3 6 2 9
Pts
105
Equipment: Armed with a sword or hand weapon. May have light armour (+3 points) or heavy armour (+4 points); shield (=2
points) or (only if on foot) large shield (+3 points). May ride in a light chariot (bought at an additional cost from this list) or on a
horse.
Special Rules: Army General. The army general may have a bodyguard of Devoted troops, sworn not to leave the field: this unit
may be either Devoted cavalry (if the general is mounted on a Warhorse), or Devoted hoplites (if he is on foot). See the
descriptions of, and limitations on, these units below.
0-1 ARMY BATTLE STANDARD
Standard Bearer
M WS
4 4
BS S T W I A Ld Pts
75
4
4 3 2 5 2 8
Equipment: Armed with a sword or hand weapon. May have light armour (+3 points) or heavy armour (+4 points); shield (+2
points) or--only if on foot--large shield (+3 points). May ride in a light chariot (bought at an additional cost from this list) or on a
horse.
Special Rules: Army Standard Bearer.
ADDITIONAL GENERALS
You may wish to include additional generals to represent the leaders of Etruscan city contingents comprising a larger field army.
Notice that they do not have the same profile or special rules as the Army General: there can only be one Army General in charge!
M WS BS S T W I A Ld Pts
60
Additional General
4 4
4
4 3 2 5 2 8
Equipment: Armed with a sword or hand weapon. May have light armour (+3 points) or heavy armour (+4 points); shield (+2
points) or (only if on foot) large shield (+3 points). May ride in a light chariot (bought at an additional cost from this list) or on a
horse.
Special Rules: Each additional general may have a bodyguard of Devoted troops, sworn not to leave the field: this unit may be
either Devoted cavalry (if the general is mounted on a warhorse), or Devoted hoplites (if he is on foot). See the descriptions of, and
limitations on, these units below.
Devoted Hoplite
Ordinary Hoplite
Equipment: Armed with a hand weapon, thrusting spear, light armour, and large shield. May have heavy armour (+1 point). May
replace thrusting spear with heavy throwing spear (+1 point).
Special Rules: Devoted hoplites are, unsurprisingly, Devoted. There may be no more than one Devoted unit (of any type) for
each Army General or additional general. No Devoted hoplite unit may be larger than half the size of the smallest ordinary hoplite
unit in the army. The number of Devoted and ordinary hoplites combined may not exceed the number of spearmen (see below) in
the army. All thrusting spear-armed hoplites fight in Phalanx formation (Trained Phalanx in WAB 2.0).
SPEARMEN
Spearmen are the 2nd and 3rd Classes of Etruscan citizens. Their battlefield role was to support the hoplites of the 1st Class, as they did
not have the same experience or training. Their large shields were of the early scutum type, instead of the hoplites round hoplons.
Later in the period, longer scuta may have been adopted. The 2d Class spearmen may have had limited body armour and greaves,
but the 3rd Class would have probably been unarmoured.
M
4
Spearman
WS
3
BS
3
S T W
3 3 1
I A Ld
3 1 5
Pts
8
Equipment: Armed with a hand weapon, thrusting spear, and shield. May have light armour (+1 point); large shield (+1 point).
Special Rules: Spearmen fight in Phalanx formation (Trained Phalanx in WAB 2.0).
AXEMEN
Some Etruscan troops were armed with large axes, employed in conjunction with hoplites for breaking enemy phalanxes, and for
clearing obstacles.
M
5
Axeman
WS
3
BS
3
S T W
3 3 1
I A Ld
3 1 7
Pts
10
Equipment: Armed with light armour and a double handed weapon (axe).
Special Rules: Small Unit, Light Infantry. There may be one unit of axemen for each ordinary hoplite unit in the army.
0-1 PRIESTS
On one occasion, Etruscan priests are reported to have preceded the army into battle, instilling only temporary alarm in the enemy!
The following are added for a sense of completeness, and are not intended to add a successful gimmick to the army. Feel free to
give them a try, if you can field suitable figures waving snakes and flaming brands!
Priest
M
4
WS
2
BS
2
S T
3 3
W
1
I A
2 1
Ld
5
Pts
10
Equipment: Armed with snakes and flaming torches (equivalent to a single hand weapon)!
Special Rules: Instill Fear in any enemy troops. Small Unit
Skirmisher
WS
2
BS
3
S T W
3 3 1
I A Ld
3 1 5
Pts
4
Equipment: Armed with javelins. May have shield (+1 point). Every second unit purchased may replace their javelins with short bow
or sling at no cost, but no bow- or sling-equipped unit may exceed the number of figures of the smallest hand weapon- or javelinarmed unit.
Special Rules: Skirmishers.
Devoted Cavalry
M WS BS S T W I A Ld Pts
14
6 3
3
3 3 1 3 1 7
Ordinary Cavalry
3 3 1
3 1 7
12
Equipment: Armed with a hand weapon and javelins. May have light armour (+2 points), shield (+1 point). May replace javelins
with throwing spear (free) or thrusting spear (free).
Special Rules: Devoted cavalry, obviously, are Devoted . There may be no more than one Devoted unit (of any type) for each
Army General or additional general. No devoted cavalry unit may be larger than the smallest ordinary cavalry unit. Unarmoured
cavalry are Light Cavalry.
CHARIOTRY
Chariot
WS
BS
S T
I A
Ld
Pts
3 3
3 2
32
Equipment: One crewman armed with light armour, shield, and throwing spear, riding in a two horse light chariot with a driver.
May have javelins (+1 point).
ALLIES
In large, multi-player games, you may wish to field an Etruscan army in conjunction with one or more of its historical allies. Samnite,
Gallic, and Umbrian tribes joined the Etruscans in one especially dangerous coalition, which the Romans were fortunate to be able to
defeat piecemeal. Alternatively, this list does provide for the possibility of an allied contingent from one of these allies. These include
the following:
Samnites: use the Samnite list from this series. Samnite tribes and Etruscan cities often allied, especially during the Second and
Third Samnite Wars.
Gallic Tribes: use the list from Hannibal and the Punic Wars. Gallic tribes from northern Italy were often allied with the
Etruscans.
Umbrian Tribes: use the Latin list in this series to represent Umbrian allies.
Sabines: use the Italian Hill Tribes list in this series to represent Sabine (or very early Samnite) allies.
Italian Greeks: use the notes in a later installment of the series under Army List Modifications to modify the Ancient Greek list
from Armies of Antiquity or the Version 1.5 WAB rulebook.
Allies and Characters: Etruscan characters may not join allied units, and Etruscan generals have no effect on allied units. Likewise,
allied characters have no effect on Etruscan units.
Lars Porsenna
M WS
4 6
BS S T W I A Ld Pts
5
4 3 3 6 2 10 140
Equipment: Armed with a sword or hand weapon. May have light armour (+3 points) or heavy armour (+4 points); shield (+2
points) or (only if on foot) large shield (+3 points). May ride in a light chariot (bought at an additional cost from this list) or on a
horse.
Special Rules: Army General. The army general may have a bodyguard of Devoted troops, sworn not to leave the field: this unit
may be either Devoted cavalry (if the general is mounted on a horse), or Devoted hoplites (if he is on foot). See the descriptions of,
and limitations on, these units above.
ARMY COMPOSITION
Characters. The army must have at least one character to serve as the overall leader of the army, chosen from the Characters listed in
the section below. Besides a general, the army may have an army standard bearer, and additional characters representing the heroic
leaders of the tribe or tribal confederation, up to a quarter of the points value of the army.
Infantry. At least 50% of the points value of the army.
Cavalry. Up to 10% of the points value of the army.
Allies. Up to 25% of the points value of the army.
SPECIAL RULES
Field Fortifications and Obstacles
The hill tribes often employed fortifications, barriers, or obstacles in conjunction with ambushes or other tactics. After the terrain for
a tabletop battle has been determined, the hill tribe player may place 6D6 inches of linear obstacles or field fortifications on his side of
the table, at no cost.
CHARACTERS
You must include at least one character to command the army. If you do not select the Army General, the army commander will be
the character with the highest Leadership value.
0-2 ARMY GENERAL
Army General
M WS
4 5
BS S
5 4
T W I
4 3 6
A Ld Pts
3 9 140
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points). May ride a horse (free): his movement
increases to 8, and he gains a +1 save.
Special Rules: Army General.
0-1 ARMY BATTLE STANDARD
Standard Bearer
M WS
4 4
BS S
4 4
T W I
3 2 5
A Ld Pts
2 8 75
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points). May ride a horse (free): his movement
increases to 8, and he gains a +1 save.
Special Rules: Army Standard Bearer.
Heroic Leader
M WS
BS S
T W I
A Ld Pts
3 8 80
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points). May ride a horse (free): his movement
increases to 8, and he gains a +1 save.
INFANTRY
The vast majority of hill tribe armies comprised warbands of rash warriors. However, one ancient historian mentions that the Hernici
had units of picked men, who may be assumed to be better organized and more disciplined.
PICKED MEN
Picked Man
M WS
5 3
BS S
3 3
T W I
3 1 3
A Ld Pts
1 7 8
Equipment: Armed with sword, throwing spear and shield. May have light armour (+2 points).
Special Rules: Light Infantry. The total of Picked Men figures may not outnumber the total of Warriors.
WARRIORS
Warrior
M WS
5 3
BS S
3 3
T W I
3 1 3
A Ld Pts
1 5 6
Skirmisher
M WS
BS S
T W I
A Ld Pts
Equipment: Armed with a hand weapon and javelins. May have shield (+1 point).
Special Rules: Skirmishers.
CAVALRY
Cavalry
M WS
BS S
T W I
A Ld Pts
17
Equipment: Armed with a throwing spear, sword, and shield. May have light armour (+2 points), javelins (+1 point).
ALLIES
In large, multi-player games, you may wish to field a Hill Tribe army in conjunction with an historical ally. Alternatively, this list does
provide for the possibility of a small allied contingent. However, during most of the hill tribes depredations into the Italian lowlands,
each tribe acted generally acted independently. The only exceptions were occasional alliances with Latin tribes or cities:
Latin: use the Latin list from this series. Different hill tribes (such as the Aurunci, Aequi, and Volsci) allied with Latins on various
occasions.
10
ARMY COMPOSITION
Characters. The army must have at least one character to serve as the overall leader of the army, chosen from the Characters listed in
the section below. Besides a general, the army may have an army standard bearer, and additional generals representing the leaders of
other tribes subordinate to a confederation or league, up to 25% of the points value of the army.
Infantry. At least 50% of the points value of the army.
Cavalry. Up to 25% of the points value of the army.
Allies. Up to 25% of the points value of the army.
SPECIAL RULES
Terrain
The Samnites preferred tactic against Roman armies was the ambush. They traditionally selected favorable terrain whenever possible,
allowing the enemy to come to them. To provide for this on the tabletop, when using the recommended method for placing scenery
(page 93 of the Ancient Battles rulebook), the Samnite player may place his generated terrain, during his turn, on his opponents
side of the table, if he so desires. If the Samnite player rolls a 9 (Walls/Hedges or Fencing) on the Scenery Generator table, he may
instead place any other terrain of his choice. The Field Fortifications and Obstacles special rule below should provide the Samnite
player with sufficient linear obstacles for protection, instead!
Field Fortifications and Obstacles
The Samnites often employed fortifications, barriers, or obstacles in conjunction with ambushes or other tactics. After the terrain for
a tabletop battle has been determined, the Samnite player may place 4D6 inches of linear obstacles or field fortifications on his side of
the table, at no cost.
CHARACTERS
You must include at least one character to command the army. If you do not select the Army General, the army commander will be
the character with the highest Leadership value.
0-3 ARMY GENERAL
Army General
M WS
BS S
T W I
A Ld Pts
140
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points). May ride a horse (free): his movement
increases to 8, and he gains a +1 save.
Special Rules: Army General.
0-1 ARMY BATTLE STANDARD
Standard Bearer
M WS
BS S
T W I
A Ld Pts
75
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points). May ride a horse (free): his movement
increases to 8, and he gains a +1 save.
Special Rules: Army Standard Bearer.
11
BS S
T W I
A Ld Pts
80
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points). May ride a horse (free): his movement
increases to 8, and he gains a +1 save.
INFANTRY
ELITE INFANTRY
Elite infantry represent those bodies of troops referred to in classical sources, such as the Samnite Linen Legion. Some might be
unarmoured, relying on the smallish oval scutum shield for protection. Others possessed square, single-disc or triple-disc bronze
cuirasses, but did not universally wear greaves. As a result, the best armour protection is best classed as light armour.
Elite
M WS
BS S
T W I
A Ld Pts
1 7 10
Equipment: Armed with sword, throwing spear and shield. May have light armour (+2 points).
Special Rules: Drilled. Light Infantry. The total of Elite Infantry figures may not outnumber the total of Warriors.
WARRIORS
These make up the majority of Samnite infantry. Most javelinmen were unarmoured, but could wear various styles of cuirass, usually
with greaves. Shields could be the smallish oval scutum, or a small round hoplon-shaped shield.
Warrior
M WS
5 3
BS S
3 3
T W I
3 1 3
A Ld Pts
1 7 7
Equipment: Armed with sword, throwing spear and shield. Every second unit may have light armour (+2 points).
Special Rules: Light Infantry.
SKIRMISHERS
These represent poorly armed tribesmen, armed with only javelins for the skirmishing role. There is little evidence for ranged
weapons such as bows and slings.
Skirmisher
M WS
BS S
T W I
A Ld Pts
5 4
Equipment: Armed with a hand weapon and javelins. May have shield (+1 point).
Special Rules: Skirmishers.
12
Cavalry
M WS
BS S
T W I
A Ld Pts
1 7 21
Equipment: Armed with a hand weapon and javelins. May have shield (+1 point). Every second unit may have light armour (+2
points). May replace javelins with thrusting spear (free).
ALLIES
In large, multi-player games, you may wish to field a Samnite army in conjunction with one of its historical allies. Alternatively, this
list does provide for the possibility of a small allied contingent. These include the following:
Romans: use the Republican Roman list in this series and Hannibal and the Punic Wars. Although they were traditional
enemies, Rome occasionally allied with Samnite tribes in the face of a greater common threat. May not use with any other allies.
Etruscans: use the Etruscan list in this series. Samnites and Etruscan cities often allied, especially during the Second and Third
Samnite Wars. May only use with Gauls; see Gallic tribes below.
Umbrian Tribes: use the Latin list in this series to represent Umbrian allies. May not use with any other allies.
Campanian: use the Campanian list in this series. The Campanian city of Nola allied with the Samnites during the Second
Samnite War. One Apulian tribe (the Messapii) was allied to the Samnites at the same time the other Apuli were allied to Rome! May
not use with any other allies.
Gallic Tribes: use the Gallic list from Hannibal and the Punic Wars. Gallic tribes from Italy were often allied with the
Samnites, sometimes in conjunction with the Etruscans. May only use with Etruscans.
13
ARMY COMPOSITION
Use the list from the Hannibal and the Punic Wars supplement for Warhammer Ancient Battles entitled The Expansion of
Rome in Italy and the First Punic War. This list covers the expansion of Roman power across the Italian peninsula, including the
Gallic invasions (from 390 to 358); campaigns against the Volsci, Hernici, and their allies (389 to 346); the First (343), Second (325 to
304) and Third (298 to 293) Samnite wars; the Latin war (340 to 338); and the Tarentine and Pyrrhic wars (302 and 282-275).
Characters. Up to 25% of the points value of the army may be spent on characters chosen from the Characters section. The army
must have at least one character to serve as the Army General.
Common Troops. At least 75% of the points value of the army must be spent on units chosen from the following:
Leves
Hastati
Principes
Triarii
Roman and Italian Cavalry
Italian Spearmen
Uncommon Troops. Up to 10% of the points value of the army may be spent on units chosen from the following:
Rorarii
Accensi
All the Special Rules and Unit Upgrades from Hannibal apply.
ALLIES
In large, multi-player games, you may wish to field a Republican Roman army in conjunction with one or more of its historical allies,
which include those listed below. Allies do not gain the benefit of the leadership effects of the army general, army standard bearer, or
any other characters from the Republican Roman list, and should be provided with leaders from their own lists.
Samnites: use the Samnite list from this series. Samnite tribes were allied with Rome during the Great Latin War. May not be used
with any other allies.
OPTIONAL RULES
These optional rules require your opponents permission to use. They are intended to add period flavor to friendly games, especially
in campaigns, and are not intended for tournament play.
The Alternative Generals, Fortified Camp, and Unbridled Charge special rules in Hannibal are appropriate for this period, as is:
Anti-elephant Weapons
Upon encountering Pyrrhuss elephants during his Italian campaign, the Romans developed two expedient anti-elephant weapons,
which were only used on one occasion. If the opponent could have elephants, the Romans may field the following:
14
WS
BS
Ld
Pts
85
Wagon
Crew
Special Rules: The wagon has a crew of six, which count as armed with thrusting spear and either bow or sling (figures on the model
should be equipped with the appropriate missile weapon). The wagon is pulled by oxen: its charge move is the same as its normal
move, and it cannot cause impact hits. It causes Fear in elephants when in contact. Each wagon is an individual model; wagons do
not form squadrons.
WS
BS
Ld Pts
W
8
10
Flaming Pig
Swineherd
Equipment: The swineherd is armed with sword, javelins, and buckler. The pigs are equipped with squeals.
Special Rules: The swineherd is Light Infantry. Each herd of pigs is arranged on one 40-mm by 40-mm base, which is controlled
by one swineherd. The pigs are lit, then fired off towards an enemy elephant in a single charge move of eight inches. Pigs are
immune to psychology once fired off. If a pig stand contacts an elephant, the startled pachyderm must immediately pass a Stampede
check; if it fails it will turn about, roll for scatter direction, and flee. The pigs scatter and are eliminated after their charge. The
swineherd must join the nearest friendly skirmisher, light infantry unit, or anti-elephant wagon crew during his next turn, or else he
leaves the battlefield.
15
ARMY COMPOSITION
This list covers the expansion of the Punic empire across North Africa and into Spain and Sicily. It covers the early conflicts with
Syracuse and its allies. Use the army composition section from Hannibal and the Punic Wars entitled The Expansion of Carthage
and First Punic War, but limited to the troop types listed below.
Characters. Up to 25% of the points value of the army may be spent on characters chosen from the Characters section of the list in
Hannibal and the Punic Wars. The army must have at least one character to serve as the Army General. Please note that
Carthaginian characters affect all troops in this list, including those of mercenary origin.
Common Troops. At least 50% of the points value of the army must be spent on units chosen from the following:
Citizens (Heavy)
Levy Africans
Mercenary Hoplites
Gallic Warriors (R: Mercenary Hoplites, Citizens (Heavy))
Skirmishers
Chariots
Numidian Cavalry (R: Chariots, Punic Heavy Cavalry)
Uncommon Troops. Up to 33% of the points value of the army may be spent on units chosen from the following:
Peltasts and Thureophoroi (R: Mercenary Hoplites)
Sardinian or Corsican Infantry
Punic Heavy Cavalry
Greek or Etruscan Cavalry (R: Mercenary Hoplites)
Balearic Slingers
Ligurian Infantry
Sardinian Archers
Artillery
Citizen (Heavy)
BS S T W I A Ld Pts
10
3
3 3 1 3 1 7
Equipment: Armed with sword, thrusting spear, light armour, large shield. May have heavy armour (+2 points).
Special Rules: Citizen hoplites fought in a fairly close formation which may have been similar to a phalanx for wargaming
purposes. As a result, when they charge, they can fight in 2 ranks with their thrusting spears (to the front only).
Warrior
M
5
WS
3
BS
3
S T
3 3
W
1
I A Ld
3 1 5
Pts
7
16
Chariot
M
8
WS
4
BS
4
S T W
3 4 3
I A Ld
4 2 7
Pts
82
Equipment: Two crew armed with sword, thrusting spear, light armour and shield riding in a four-horse heavy chariot with a driver.
One crewman may have a composite bow (+3 points); one crewman may have javelins (+2 points). Crew may have heavy armour
(+2 points each).
Special Rules: A charging heavy chariot inflicts D3 (S3) automatic hits in the first round of combat, in addition to any hits scored by
the crew. Must be fielded in squadrons of at least three chariot models.
ALLIES
The scope of the typical friendly or competitive WAB game, at 1500 to 3000 points, does not really allow a Carthaginian player to
include the large numbers of troops sometimes provided by an ally for an actual historical battle. The best way to represent this, as
well as some of the other large coalitions in Punic history, is to field multiple armies per side in a multi-player game.
In large, multi-player games, you may wish to field a Carthaginian army in conjunction with one or more of its historical allies, which
include those listed below. Allies do not gain the benefit of the leadership effects of the army general, army standard bearer, or any
other characters from the Carthaginian list, and should be provided with leaders from their own lists.
Libyan: On one occasion in the late 6th century, Carthage allied herself with a Libyan tribe to destroy a Greek colony in Africa. Use
the notes from this series under Army List Modifications to modify the Barbarian list from the Warhammer Ancient Battles
rulebook. Should not be used with any other allies.
Sicilian Greek: Use the Italian and Sicilian Greek list modifications from this series to represent those Greek colonies in Sicily
allied with Carthage during her wars against Syracuse. Should not be used with any other allies.
OPTIONAL RULES
The Mercenaries and Fortified Camp rules from Hannibal and the Punic Wars are appropriate for this period.
17
ARMY COMPOSITION
Characters. The army must have at least one character to serve as the overall leader of the army, chosen from the Characters listed
in the section below. Besides a general, the army may have an army standard bearer, and heroic leaders representing especially
inspirational or competent leaders, up to 25% of the points value of the army.
Infantry. At least 25% of the points value of the army.
Cavalry. Up to 50% of the points value of the army.
Allies. Up to 25% of the points value of the army.
SPECIAL RULES
PHALANX
Campanian Hoplites fight in this special formation; it is identical to the "Phalanx" special rule in the Ancient Greek list in Armies of
Antiquity. However, unlike the Ancient Greeks, Campanian infantry may have unit standards, as well as an army standard bearer; the
Ancient Greek special rule for "Oracles" does not apply. As long as the hoplites are in a unit of at least 16 models and have a rank
bonus of at least +1, then the following special rules apply. As soon as a phalanx is reduced to less than 16 models or loses its rank
bonus (including when attacked in the flank or rear) then the following rules no longer apply.
- Cavalry may not charge the front of the phalanx.
- Models in a phalanx may charge and still fight in two ranks.
- All enemy attacks (shooting and hand-to-hand) at the front of the phalanx suffer a -1 to hit modifier.
- The only formation change allowed to a phalanx is an about face (i.e., a turn through 180). Phalanxes may wheel, but may not
march or charge if they do so. However, they are allowed to drift (or rather slide") one inch to the right when they march or charge.
A phalanx may reform.
NOTE: For WAB 2.0, treat the Phalanx as a Trained Phalanx (see p.111 of the 2.0 rulebook).
HALF-BARDED ARMOUR
Some Oscan cavalry mounts wore rare and expensive armours, consisting of bronze plate chamfron and poitrail. The effect of halfbarding is slightly less effective than Barding, but the cost is lightly less. Half-barding only adds +1 armor save to wounds inflicted by
missiles.
CHARACTERS
You must include at least one character to command the army. If you do not select the Army General, the army commander will be
the character with the highest Leadership value.
0-1 ARMY GENERAL
Army General
Warhorse
M WS
4 5
8 3
BS S
5 4
0 3
T W I
4 3 6
- - 5
A Ld Pts
3 9 140
1 - 4
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points), large shield (+3 points). May ride a horse
(free) or Warhorse (+4 points). May have half-barding (+3 points). If mounted, his movement increases to 8, and he gains a +1 save;
he may have a thrusting spear (+2 points).
Special Rules: Army General.
18
Standard Bearer
Warhorse
M WS
4 4
8 3
BS S
4 4
0 3
T W I
3 2 5
- - 5
A Ld Pts
2 8 75
1 - 4
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points), large shield (+3 points). May ride a horse
(free) or Warhorse (+4 points). May have half-barding (+3 points). If mounted, his movement increases to 8, and he gains a +1 save.
Special Rules: Army Standard Bearer.
HEROIC LEADERS
Hero
M
4
WS
5
BS S
5 4
T W I
3 2 5
Warhorse
A Ld Pts
3 8 80
1 - 4
Equipment: Armed with a sword. May have light armour (+3 points), shield (+2 points), large shield (+3 points). May ride a horse
(free) or Warhorse (+4 points). May have half-barding (+3 points). If mounted, his movement increases to 8, and he gains a +1 save;
he may have a thrusting spear (+2 points).
INFANTRY
HOPLITES
Hoplites are only available to a Campanian army. Warriors are the basic infantry type for other armies covered by this list, and should
make up a significant portion of the infantry in a Campanian army, as well.
Hoplite
M
4
WS
3
BS S
3 3
T W I
3 1 3
A
1
Ld Pts
5 8
Equipment: Armed with a hand weapon, thrusting spear, and large shield. May have light armour (+2 points).
Special Rules: Hoplites fight in Phalanx formation.
WARRIORS
Most Oscan warriors were unarmoured, but especially in Lucania, warriors wore various styles of cuirass, usually with greaves. Shields
could be light-weight wicker, smallish oval scutum, small round, or large round hoplon.
Warrior
M
5
WS
3
BS S
3 3
T W I
3 1 3
A
1
Ld Pts
7 7
Equipment: Armed with a hand weapon, throwing spear, and shield. May have large shield (+1 point). Every second unit may have
light armour (+2 points).
Special Rules: Light Infantry.
SKIRMISHERS
These represent poorly armed peasants, armed with only javelins for the skirmishing role. There is little evidence for ranged weapons
such as bows and slings.
Skirmisher
M
5
WS
2
BS S
3 3
T W I
3 1 3
A
1
Ld Pts
5 4
Equipment: Armed with hand weapon and javelins. May have shield (+1 point).
Special Rules: Skirmishers.
19
Cavalry
M
8
WS
4
BS S
3 3
T W I
3 1 4
A
1
Ld Pts
7 18
Equipment: Armed with a sword and javelins. May have light armour (+2 points), shield (+1 point). May replace javelins with
thrusting spear (free).
Special Rules: Light Cavalry.
ALLIES
In large, multi-player games, you may wish to field a Campanian army in conjunction with one or more of its historical allies. These
include the following:
Republican Roman: Use the "Republican Roman" list in this series and Hannibal and the Punic Wars. The Campanians allied
with Rome, fearing the Samnites. The Lucanians also asked for Roman aid against the Samnites on one occasion, and an Apulian tribe
(actually the Apuli!) allied with Rome against the Samnites as well.
Samnites: Use the "Samnite" list in this series. The Oscan city of Nola was allied with Samnites. One Apulian tribe (the Messapii)
were allied to the Samnites at the same time the Samnites were allied to Rome!
Other Oscan Tribes: Use this list! The Bruttii were allied with the Lucani, and other tribes often grouped together in leagues or
confederations.
Pyrrhic: Until the Successors supplement for Warhammer Ancient Battles is published, use the "Alexander and his Successors" list
from Armies of Antiquity, with modifications as indicated in the "Army List Modifications" section of this series.
20
ARMY COMPOSITION
Characters. The army must have at least one character to serve as the overall leader of the army, chosen from the Characters listed
in the section below. Besides a general, the army may have an army standard bearer, and additional generals representing subordinate
Syracusan or allied Greek city contingent commanders, up to 25% of the points value of the army.
Infantry: At least 33% of the armys total points value must be spent on infantry. At least one unit of Hoplites must be taken for
every two units of Peltasts or Skirmishers.
Cavalry: Up to 33% of the armys total points value may be spent on cavalry.
Allies and Special Units: The Syracusan player must make a choice: he may either have allies (up to 50% of the armys total points
value) or special units (up to 25% of the armys total points value). If special units are chosen, one bolt shooter may be taken for
every 500 points in the army.
SPECIAL RULES
PHALANX
Syracusan hoplites fight in this special formation; it is identical to the Phalanx special rule in the Ancient Greek list in Armies of
Antiquity or the V. 1.5 rulebook. However, unlike the Ancient Greeks, Syracusan infantry may have unit standards, as well as an
army standard bearer; the Ancient Greek special rule for Oracles does not apply. These troops fight in this special formation; as
long as they are in a unit of at least 16 models and have a rank bonus of at least +1, then the following special rules apply. As soon as
a phalanx is reduced to less than 16 models or loses its rank bonus (including when attacked in the flank or rear) then the following
rules no longer apply.
- Cavalry may not charge the front of the phalanx.
- Models in a phalanx may charge and still fight in two ranks.
- All enemy attacks (shooting and hand-to-hand) at the front of the phalanx suffer a -1 to hit modifier.
- The only formation change allowed to a phalanx is an about face (i.e., a turn through 180). Phalanxes may wheel, but may not
march or charge if they do so. However, they are allowed to drift (or rather slide) one inch to the right when they march or charge.
A phalanx may reform.
NOTE: For WAB 2.0, treat the Phalanx as a Trained Phalanx (see p.111 of the 2.0 rulebook).
LEVY
Levy troops Fear enemy units they don't outnumber 2:1, except for enemy Levy troops or skirmishers.
21
Army General
M WS
BS S
T W I
A Ld Pts
9 175
Equipment: Armed with a sword, thrusting spear, light armour and large shield. May have heavy armour (free) if leading a unit
equipped with heavy armour. May ride a horse (free) if leading a cavalry unit. If mounted on a horse, his movement increases to 6,
and he replaces his large shield with an ordinary shield.
Special Rules: Army General. The general must lead one of the hoplite phalanxes unless mounted, in which case he leads a unit of
heavy cavalry.
0-1 ARMY BATTLE STANDARD
Standard Bearer
M WS
BS S
T W I
A Ld Pts
2 8 75
Equipment: Armed with a sword. May have light armour (+3 points) or heavy armour (+4 points); large shield (+3 points). May
ride a horse (free). If mounted on a horse, his movement increases to 6, and he replaces his large shield with an ordinary shield.
Special Rule: Army Standard Bearer.
ADDITIONAL GENERALS
You may wish to include additional generals to represent subordinate Syracusan commanders, or the leaders of allied Greek city
contingents comprising a larger field army. Notice that they do not have the same profile or special rules as the Army General: there
can only be one Army General in charge!
M WS
Additional General 4
BS S
T W I
A Ld Pts
8 60
Equipment: Armed with a sword and thrusting spear. May have light armour (+3 points) or heavy armour (+4 points); large shield
(+3 points). May ride a horse (free) if leading a cavalry unit. If mounted on a horse, his movement increases to 6, and he replaces his
large shield with an ordinary shield.
Special Rule: Each additional general must lead one of the hoplite phalanxes unless mounted, in which case he leads a unit of heavy
cavalry.
INFANTRY
Syracusan citizens provided a trained but not particularly aggressive hoplite force, which was bolstered (and sometimes outnumbered)
by mercenary hoplites of better quality. Some Syracusan rulers recruited the best hoplites into a superbly equipped and trained
bodyguard, but these were few in number.
0-1 TYRANTS BODYGUARD
The Syracusan tyrants maintained a bodyguard of highly trained and capable hoplites said to be on a par with the Spartans.
Bodyguard Hoplite
WS
BS S
T W I
Ld Pts
18
Equipment: Armed with sword, thrusting spears, light armour and large shield. May have heavy armour (+1 points).
Special Rules: Phalanx. Stubborn. If the Bodyguard is used, the Army General must lead it unless he is mounted. The
Bodyguard phalanx may not outnumber any other phalanx in the army.
22
A Ld Pts
1 7 10
Mercenary Hoplite
13
M WS BS S
T W I
Equipment: Armed with sword, thrusting spear and large shield. May have light armour (+2 points) or heavy armour (+3 points).
Special Rules: All hoplites fight in a Phalanx. Mercenary hoplites are Stubborn. Allied citizen hoplites are Levy, even though they
are trained hoplites. At least one unit of Hoplites must be taken for every two units of Peltasts or Skirmishers.
PELTASTS
Syracuse could recruit peltasts from the Greek populace, or hire the mercenary equivalents. Peltasts make up an important part of the
army, providing keen, deadly missile support to the hoplites as they advance on their enemy.
Peltast
M WS
BS S
T W I
A Ld Pts
1 7 7
Equipment: Armed with sword, javelins, and shield. May have a thrusting spear (+1 point) and light armour (+2 points).
Special Rule: Light infantry.
SKIRMISHERS
Skirmishers include mercenaries and the levied psiloi brought to the field from the land holdings of the Tyrant and his citizens. They
comprise a useful mix of javelin and sling- or bow-armed support troops.
Skirmisher
Levy
M WS
5 2
5 2
BS S
3 3
2 3
A Ld Pts
1 7 7
1 5 4
T W I
3 1 3
3 1 2
Equipment: Skirmishers are armed with hand weapons and javelins. They may be given bucklers at no cost. Every second unit may
trade their javelins for slings (+1 points) or short bows (+1 points).
Special Rules: Skirmishers. Levy skirmishers are, of course, Levy.
CAVALRY
GREEK CAVALRY
Compared to most Greek city-states, Syracusan tyrants had a greater appreciation for cavalry, as well as greater access to talented
horsemen. In addition to the usual Greek cavalry, Syracuse fielded a sizable number of Tarentine horsemen. Every other unit of
Greek Cavalry may be Tarentines.
M
WS
BS S
T W I
Heavy Cavalry
Ld Pts
7 18
Light Cavalry
15
Tarentine Cavalry
20
Equipment: Armed with sword and javelins. Tarentines also carry shields; may have large shield (+1 point). Heavy cavalry may
have thrusting spears (+1 points), and light armour (+2 points) or heavy armour (+3 pts). Both heavy and light cavalry may have
shield or buckler (+1 point).
Special Rules: Light cavalry and Tarentines are Light Cavalry. Tarentines may use Parthian Shot and Feigned Flight.
23
Scutarius
M
5
WS BS S
3
3
3
T
3
W
1
I
3
Ld Pts
8
7
A
1
Equipment: Armed with sword, throwing spear, and shield. May replace throwing spear with heavy throwing spear (+1 point). May
have javelins (+1 point).
Special Rules: Stealth.
0-1 Caetratus
WS
BS S
T W I
Ld Pts
WS
BS S
T W I
Ld Pts
8
7
Equipment: Armed with a sword, thrusting spear and large shield. May have light armour (+1 point).
Special Rules: Hoplites fight in Phalanx formation.
Oscan Warrior
WS
BS S
T W I
Ld Pts
7
7
Equipment: Armed with sword, throwing spear and shield. One unit may have light armour (+1 point).
Special Rules: Light Infantry.
0-1 OSCAN CAVALRY
Oscan Cavalry
WS
BS S
T W I
Ld Pts
17
7
Equipment: Armed with sword, throwing spear and shield. May have javelins (+1 point).
Special Rules: Light Cavalry.
24
Warrior
M
4
WS
3
BS S
3 3
T W I
3 1 3
A
1
Ld Pts
5 6
Equipment: Mixed weapons (see page 8 of Hannibal and the Punic Wars), shield.
Special Rules: Warband, Stealth.
MOUNTAIN TRIBESMEN
Tribesmen from the mountainous interior of Sicily were sometimes employed as light infantry.
Mountain Warrior
WS
BS S
T W I
Ld Pts
7
5
Equipment: Armed with mixed weapons (see page page 8 of Hannibal and the Punic Wars) and buckler or shield (+1 point).
Special Rules: Warband, Light Infantry, Feigned Flight.
GAULS
Syracuse sometimes employed Celtic tribesmen from Gaul and Spain as mercenaries. Any number of units of Barbarian Noble
Cavalry or Warriors (but not Fanatic Warriors or Skirmishers) may be purchased from the Barbarian army list in the Warhammer
Ancient Battles book. These are all subject to the rules for Warbands and Mixed Weapons (see page 8 of Hannibal and the
Punic Wars)
FALSE HOPLITES
A tactic used by the tyrant Agathocles was to disguise camp followers and rowers as hoplites to mask his true numbers, or to distract
the enemy from his true intentions. Such soldiers were not hoplites, but given minimal hoplite equipment to look the part. False
hoplites should be deployed at the rear of the army.
False Hoplite
WS
BS S
T W I
Ld Pts
5
5
Equipment: Armed with hand weapon, thrusting spear and large shield.
Special Rules: Levy. May NOT fight as phalanx.
BOLT THROWER
Syracusan Greeks were ahead of the other Greek city-states in their use of siege machines and heavy weapons. Most notable was their
use of bolt throwers.
Bolt Thrower
Crew
WS
BS S
T W I
Ld Pts
48
-
Equipment: Three crew, armed with swords. They may have light armour (+2 points).
Special Rules: Bolt Thrower: Range = 48, Strength = 5/-1 per rank, no save, D4 wounds per hit. One bolt shooter may be taken
for every 500 points in the army.
25
Antiquity.
Sicilian Greek: use the notes in this series under Army List Modifications to modify the Ancient Greek list from Armies of
26
CITIZEN HOPLITES
The following hoplite profile reflects the decline in training and sense of duty that seems to have plagued the citizens of
most Italian and Sicilian Greek cities. Taking this profile to represent the majority of the army, composed of these
citizens, use the normal Hoplite and Spartan profiles from the Ancient Greek list to represent mercenaries or
expeditions from the colonys founding city.
Citizen Hoplite
M WS BS S
4 3
3 3
T W I
3 1 3
A Ld Pts
1 5 8
Equipment: Armed with a hand weapon, thrusting spear, and large shield. May have light armour (+2 points).
Special Rules: Citizen Hoplites fight in Phalanx formation. A unit of Citizen Hoplites must be taken for each unit of
Hoplites or Spartans chosen from the Ancient Greek army list. No unit of Hoplites or Spartans may outnumber the
smallest unit of Citizen Hoplites.
CAVALRY
If the Citizen Hoplites above are used, the restrictions on cavalry in the Ancient Greek army list are eliminated. It is
no longer necessary to take Greek Cavalry in order to take Theban or Thessalian Cavalry. Theban and Thessalian
Cavalry represent the better quality of cavalry employed by Italian and Sicilian Greeks. In addition, Tarentine Cavalry
may be used; these originated in the southern Italian city of Taras:
Tarentine
M WS BS S
8 2
4 3
T W I
3 1 3
A Ld Pts
1 7 20
Equipment: Armed with sword, javelins, and shield. May have large shield (+1 point).
Special Rules: Light Cavalry, Feigned Flight, Parthian Shot. Tarentines may not be the largest unit of cavalry in
the army.
ALLIES
The Ancient Greek list does not provide for allies. But you may take up to a quarter of the total points value of the
army as allies from one of the following:
27
KYRENEAN GREEK
The Greek city of Kyrene on the coast of Libya is the source of the modern name of the area, Cyrenaica, and provides
an interesting variation on a hoplite army, even though Kyrenean armies only briefly appear in our area of interest during
this period. The colony was founded in the seventh century by emigrants from the island of Thera, who promptly
established a monarchy (known as the Battiad dynasty, after the first king Aristoteles, who took the Libyan ruling name
Battus), subjected the local Libyans, and built a thriving economy, based on agriculture, horse-breeding, and the
production of the popular medicinal plant sylphium (thought to have become extinct in Roman times, but recently
rediscovered in Libya).
Before our period (but providing interesting scenarios!), Kyrenean armies fought against Egypt (in 570, when an
Egyptian pharaoh attempted to come to the aid of the subjected Libyans); themselves (when dynastic disputes resulted
in the creation of a dissident colony, Barca); and even against the Achaemenid Persians (in 515, when the Persian satrap
of Egypt besieged and captured Barca, and attacked Kyrene, to resolve the dynastic squabble and attempt to bring Libya
under Persian influence). In 514, King Battus IV, confirmed in his rule over Kyrene by the Persian intervention,
convinced the son of a Spartan king to attempt to expand Kyrenean territory westward and found a new colony on the
edge of Carthaginian territory. This colony only lasted three years before Carthage took action to expel the Greeks.
Alexander the Greats successor Ptolemy I lost no time in adding Kyrene to his possessions after arriving in Egypt, even
though as recently as 322, Kyrene had fielded a large army including Carthaginian and Libyan allies in another domestic
conflict. In 308, Ptolemys governor of Kyrene, Ophellas, was persuaded to march west and join Agathocles, tyrant of
Syracuse, who had responded to a Carthaginian siege of his own city by leading an expedition to Africa to attack
Carthage! Agathocles arranged for Ophellas to be murdered, and took command of the Kyrenean force. Kyrenean
armies were not subsequently involved in foreign expeditions, although Kyrene went back and forth from being part of
Ptolemaic Egypt to being independent. Kyrene finally passed into Roman hands, left to Rome by the will of her last
king in the year 92.
Kyrenean armies were based around a core of Greek hoplites. The Kyreneans also adopted heavy chariots from their
Libyan subjects and neighbours; it is not certain whether these were crewed by Greeks or by Libyans. Chariots were
phased out of use sometime after Ophelass expedition. One ancient writer noted that in the fourth century BCE,
hoplites were transported by carts to spare them the rigors of marching across the Libyan desert.
Use the Ancient Greek army list from Armies of Antiquity, with the following modifications:
HOPLITES
Only one unit of Spartans may be taken, assuming some Spartan troops accompanied their kings son on Battus IVs
expansion to the Punic frontier.
28
Chariot
M WS BS S
8 4
4 3
T W I
4 3 4
A Ld Pts
2 7 82
Equipment: Two crew armed with sword, thrusting spear, light armour and shield riding in a four-horse heavy chariot
with a driver. Crew may have javelins (+4 points). May have heavy armour (+2 points for both crew).
Special Rules: Automatic hits inflicted by a charging heavy chariot are added to the hits scored by the crew and
happen at the same time. Must be fielded in squadrons of at least three chariot models.
ALLIES
The Ancient Greek list does not provide for allies. But you may take up to a quarter of the total points value of the
army as allies from the following:
Libyan: use the army list modifications under Libyan below. Libyan allies can represent the subject component of a
Kyrenean army, or allied tribes.
Carthaginian: use the Carthaginian list in this series. May only be used with Libyans.
Ptolemaic Successor: use Jeff Jonas Ptolemaic Successors. You may replace the Kyrenean Army General and Army
Standard from the Ancient Greek list with those from the Ptolemaic list; however neither character may have any
horse barding. You may not take either Agema Cavalry or Agema Hypaspists. You may only take one unit of Cleruch
Cavalry; it must have the xyston. You may not take Imitation Legions. You may not take War Elephants or Artillery.
This represents the Macedonian or Ptolemaic component of a Kyrenean army from Ptolemys annexation until the
bequest to Rome.
PYRRHIC
As mentioned earlier, two kings of Epirus, Alexander and Pyrrhus, led expeditions to assist the Greek city of Taras in
southern Italy. Taras employed a series of mercenary generals in the fourth and third centuries. Alexander was a
protg of Philip of Macedon; it is not clear if Epirus had adopted Macedonian phalangites use of the pike by the time
of his expedition. Alexander fought against the Oscan tribes: the Apuli, Lucani, Bruttii and Samnites. He was killed in
battle with the Lucani, after the Tarantines, fearing that he would seize power, withdrew their support. His successor,
Pyrrhus, raised a substantial force of mercenaries to take to Italy. Once there, he spent five years campaigning against
Rome, including a side trip to Sicily. His partially successful, but costly, series of battles against Rome inspired the term
Pyrrhic victory.
Until the Successors supplement is published, use the Alexander & His Successors army list from Armies of Antiquity,
with the following modifications:
29
LIBYAN
A Libyan army offers an interesting variation on the Barbarian army list. It can be used to portray Libyan tribes not
under the direct influence of either Carthage or Kyrene, and may be used to provide allies for both cities. A Libyan
player should optimize his terrain selection to provide for a large percentage of skirmishing infantry (with no long-range
missile fire) combined with a complement of heavy chariots.
Use the Barbarian army list from Warhammer Ancient Battles, with the following modifications:
CHARACTERS
Although Libyan tribal leaders could possible have gained access to armour and weapons used by their more
technologically and economically developed neighbours, there is no evidence that they did so. Characters may not have
light armour (reduce their cost by 3 points), and may not use the thrusting spear and throwing spear options. Characters
may not ride horses unless the army contains Barbarian Light Cavalry (see below). A character may ride in a heavy
chariot at a cost of +76 points, using the profile below.
WARRIORS
There is little evidence that Libyan warriors assumed any sort of formation; they were noted for skirmishing. However,
it is possible that they could mass to some degree. To reflect this possibility, and to be consistent with their treatment in
Chariot Wars, reduce the warrior allowance to read Up to a third of the points value of the army. Warriors have
Mixed Weapons and Stealth (see page 8 of Hannibal and the Punic Wars). They may for accuracys sake have a
buckler instead of shield (no change in points cost), or may dispense with a shield entirely (-1 point), although most
warriors would have carried shields by the end of this period. The Libyan contingent in the Great King Xerxess
invasion of Greece are described as shieldless, so shields may have been introduced after 480.
Chariot
M WS BS S T W I A Ld Pts
8 4
4 3 4 3 4 2 7 76
30
SUPPORTING INFANTRY
Skirmishing infantry may have provided the majority of many Libyan armies. Increase the allowance to At least a third
of the points value of the army. Skirmishers may not have slings or bows; slings are not documented, and bows seem
to have been abandoned by the start of the period. May not have Mountain Tribesmen. Warhounds are documented by
one ancient historian!
ALLIES
Libyans are best suited as allies for a Carthaginian or Kyrenean army, rather than the other way around.
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