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Might Of Arms

Original 1996 Edition

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Might Of Arms

Rules For Ancient, Dark Age,


And Medieval Miniatures Battles

With Army Lists

by

Bob Bryant
Credits
Game Design: Bob Bryant gaming conventions between the years 1990 and 1995
provided invaluable feedback on playability and
Playtesters: David Boshears, Ken Dale, Tom
general acceptability of the rules.
Glennen, Juan Herrera, Ken Roy, Jessee Scarborough,
David Stratton, and Mark Yambert. Special thanks to Text, graphics, editing, and layout: Bob Bryant
Ken Dale, Mike Kennedy, and Jessee Scarborough for
Cover art: J. Wallace Jones
significant contributions to development and design.
In addition, more than 300 participants in Cover design: Cheri Jorgenson Design
demonstration games held at historical miniatures

Copyright © 1996, 2016 by Bob Bryant.


All rights reserved. Made and printed in the U.S.A.

Second Printing 2016


The second printing is limited to pdf format. The from this page. Otherwise, the rules text and diagrams
material in the second printing was extracted from 20- are identical to the 1996 hard-copy printing, with the
year-old computer files with an outdated file format. following exceptions: A few typographical errors
It was not possible to obtain a copy that exactly have been corrected. A line of text has been added to
duplicates the layout of text, tables, diagrams, and the Charge and Charge Response Check table for
pagination in the first printing. The fonts for the title clarity. There is one change in the D6 Shooting
page, headings, text in the figures, and the fonts used Factors table. There are two changes in the Troop
in the army lists are all slightly altered. Spacing inside Type Melee Factors table. These changes are
tables was reduced. There is no outside cover. indicated on pages 40, 45, and 50 in the text. Design
Outdated material about publishing was removed Notes on page 9 was condensed slightly.

How To Read the Diagrams

ii
Contents
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Skirmish Move. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Reverse Facing. . . . . . . . . . . . . . . . . . . . . . . . . . 22
Game Scales And Equipment. . . . . . . . . . . . . . . . . . . 2 Fall Back Move. . . . . . . . . . . . . . . . . . . . . . . . . . 23
Ground Scale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Double Move.. . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Figure Scale.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Break Off Move.. . . . . . . . . . . . . . . . . . . . . . . . . 23
Time Scale.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Units Passing Through Each Other. . . . . . . . . . . 23
Measurements. . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Moving In Rough Terrain. . . . . . . . . . . . . . . . . . 24
Game Table, Figures, And Accessories. . . . . . . . . 2 Attaching And Detaching Leaders.. . . . . . . . . . . 26

The Troops. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Charge And Charge Response. . . . . . . . . . . . . . . . . 27


Troop Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Charge Move. . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Skirmishers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Charge Declaration. . . . . . . . . . . . . . . . . . . . . . . 27
Dismounted Troops. . . . . . . . . . . . . . . . . . . . . . . . 6 Charge Restrictions. . . . . . . . . . . . . . . . . . . . . . . 27
Mounted Infantry. . . . . . . . . . . . . . . . . . . . . . . . . . 6 Charging the Flank Or Rear.. . . . . . . . . . . . . . . . 29
Melee Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Movement To Contact. . . . . . . . . . . . . . . . . . . . . 29
Missile Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . 6 Obstructed Flanks. . . . . . . . . . . . . . . . . . . . . . . . 31
Mixed Missile And Melee Weapons. . . . . . . . . . . 7 Charge Response. . . . . . . . . . . . . . . . . . . . . . . . . 32
Mixing Figures On the Same Stand. . . . . . . . . . . . 7 Countercharge Move. . . . . . . . . . . . . . . . . . . . . . 32
Morale Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Receiving a Charge At the Halt. . . . . . . . . . . . . . 33
Command Structure.. . . . . . . . . . . . . . . . . . . . . . . 8 Response To a Flank Charge. . . . . . . . . . . . . . . . 33
Leaders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Response To a Rear Charge.. . . . . . . . . . . . . . . . 33
Standards And Religious Inspiration. . . . . . . . . . . 8 Evade Move. . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Hints On Effective Organization. . . . . . . . . . . . . . 8 Troops Eligible To Evade. . . . . . . . . . . . . . . . . . 34
Choosing Troop Types. . . . . . . . . . . . . . . . . . . . . 9 Catching Evaders.. . . . . . . . . . . . . . . . . . . . . . . . 34
Skirmish Infantry Evading Through Friends. . . . 35
Bases And Points. . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Skirmish Infantry Evading Behind Fieldworks. . 35
Mounting Figures On Bases. . . . . . . . . . . . . . . . 10 Leaving the Table In an Evade Move. . . . . . . . . 35
Points Costs Of Troops. . . . . . . . . . . . . . . . . . . . 10 Rout.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Elephant Rout Move. . . . . . . . . . . . . . . . . . . . . . 36
The Battleground. . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Movement In Melee. . . . . . . . . . . . . . . . . . . . . . 36
Fieldworks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Rough Terrain. . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Morale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Hidden Troops.. . . . . . . . . . . . . . . . . . . . . . . . . . 13 The Morale Check. . . . . . . . . . . . . . . . . . . . . . . . 37
Visibility. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Hits And Fatigue Points.. . . . . . . . . . . . . . . . . . . 37
Concealment. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Explanation Of Morale Modifiers. . . . . . . . . . . . 38
Shaken. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Setting Up a Battle. . . . . . . . . . . . . . . . . . . . . . . . . . 15 Surprise. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Set-Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Causes For Checking Morale.. . . . . . . . . . . . . . . 39
Placing Terrain. . . . . . . . . . . . . . . . . . . . . . . . . . 15 Checking Morale To Charge Or To Respond
Order Of Deployment. . . . . . . . . . . . . . . . . . . . . 16 To a Charge. . . . . . . . . . . . . . . . . . . . . . . . . . 39
Deployment Sectors.. . . . . . . . . . . . . . . . . . . . . . 17 Checking Morale For Shooting. . . . . . . . . . . . . . 40
Deployment Restrictions. . . . . . . . . . . . . . . . . . . 17 Checking Morale For Melee. . . . . . . . . . . . . . . . 41
See Leader Wounded.. . . . . . . . . . . . . . . . . . . . . 41
The Turn Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . 18 See Friendly Rout. . . . . . . . . . . . . . . . . . . . . . . . 42
Melee Morale Check Precedence. . . . . . . . . . . . 42
Maneuver. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Flanks And Rear. . . . . . . . . . . . . . . . . . . . . . . . . 19 Shooting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Formations.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Shooting Hits.. . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Formation Changes. . . . . . . . . . . . . . . . . . . . . . . 19 Stands Eligible To Shoot. . . . . . . . . . . . . . . . . . . 45
Maneuver Movement.. . . . . . . . . . . . . . . . . . . . . 21 Shooting Zone. . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Forward Move. . . . . . . . . . . . . . . . . . . . . . . . . . . 21 The Adjacent Stand Rule.. . . . . . . . . . . . . . . . . . 46
The Wheel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Shooting Range. . . . . . . . . . . . . . . . . . . . . . . . . . 46
Oblique Move. . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Line Of Sight. . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

iii
Shooting Modifiers. . . . . . . . . . . . . . . . . . . . . . . 46 No. 6. Restriction Of Break-Off. . . . . . . . . . . 61
Indirect Shooting. . . . . . . . . . . . . . . . . . . . . . . . . 47 No. 7. Flank And Rear Attacks Against
Cover.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Mounted Troops. . . . . . . . . . . . . . . 61
No. 8. Rapid Formation Changes. . . . . . . . . . 61
Melee. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 No. 9. Reduction Of Penalties For
Melee Hits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Formation Changes.. . . . . . . . . . . . 61
Explanation Of Melee Modifiers. . . . . . . . . . . . . 51 No. 10. Reduction Of Penalty For Flank Or
Melee In Rough Terrain. . . . . . . . . . . . . . . . . . . 52 Rear Charges. . . . . . . . . . . . . . . . . 62
Stands Eligible To Fight In Melee. . . . . . . . . . . . 53 No. 11. 180 Degree Turn. . . . . . . . . . . . . . . . . 62
Example Of Calculating Melee Hits. . . . . . . . . . 53 No. 12. Break-Off For Light Infantry. . . . . . . . 62
Example Of Calculating Melee Hits For No. 13. Suspension Of Morale Penalty For
Multiple Enemy Units. . . . . . . . . . . . . . . . . . 54 Unsupported Formed Infantry.. . . . 62
Formed Infantry Attacked On the Flank Or Rear. 54 No. 14. Shooting Into Melee By Skirmish
Skirmish Infantry Attacked On the Flank Infantry. . . . . . . . . . . . . . . . . . . . . . 62
Or Rear.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 No. 15. Charge Initiative For Light Cavalry. . . 62
Flanks And Rear Of Mounted Troops In Melee.. 55 No. 16. Swiss Pike Formations. . . . . . . . . . . . . 63
Continuing Mounted Melee. . . . . . . . . . . . . . . . . 56 No. 17. Assaulting Fortified Areas. . . . . . . . . . 63
Skirmish Infantry In Melee Contacted By No. 18. Standards And Religious Inspiration. . 63
Formed Troops. . . . . . . . . . . . . . . . . . . . . . . . 57 No. 19. Restricted Double Move. . . . . . . . . . . 64
Troops Caught While Evading. . . . . . . . . . . . . . 57 No. 20. Enhancement Of Fierce. . . . . . . . . . . . 64
Artillery In Melee. . . . . . . . . . . . . . . . . . . . . . . . 57 No. 21. Casualties For Campaign Games. . . . . 64
Scythe Chariots. . . . . . . . . . . . . . . . . . . . . . . . . . 57
Risk To Leader. . . . . . . . . . . . . . . . . . . . . . . . . . 57 Army Lists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Victory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Size Of the Armies. . . . . . . . . . . . . . . . . . . . . . . 66
Armor And Weapons.. . . . . . . . . . . . . . . . . . . . . 67
Optional Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 How To Read the Lists. . . . . . . . . . . . . . . . . . . . 67
No. 1. Extension Of Rules To 1540. . . . . . . . 59 Examples Of Options And Subgroups. . . . . . . . . 68
No. 2. Restricted Command For Leader Dismounted Cavalry Or Camelry.. . . . . . . . . . . . 70
In Melee. . . . . . . . . . . . . . . . . . . . . 59 The Armies (Chronological Listing). . . . . . . . . . 70
No. 3. Approach Check. . . . . . . . . . . . . . . . . 59 Examples Of Orders Of Battle.. . . . . . . . . . . . . . 72
No. 4. Leader Ability. . . . . . . . . . . . . . . . . . . 59 Historical Groups. . . . . . . . . . . . . . . . . . . . . . . . 72
No. 5. Leader Steadiness. . . . . . . . . . . . . . . . 60 The Army Lists. . . . . . . . . . . . . . . . . . . . . . . . . . 74

Figures
1. Visibility of units in concealing terrain. . . . . 14 15. Elephant rout move determination. . . . . . . . . 36
2. Deployment sectors for table top. . . . . . . . . . 17 16. Examples of applying melee morale
3. Front, flanks, and rear. . . . . . . . . . . . . . . . . . 19 check precedence. . . . . . . . . . . . . . . . . . . 44
4. Examples of formation changes. . . . . . . . . . . 20 17. Shooting zones. . . . . . . . . . . . . . . . . . . . . . . . 45
5. Examples of movement in the 18. Measuring shooting range. . . . . . . . . . . . . . . 46
forward zone. . . . . . . . . . . . . . . . . . . . . . . 21 19. Example of shooting resolution. . . . . . . . . . . 47
6. Wheel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 20. Examples of shooting. . . . . . . . . . . . . . . . . . . 48
7. Examples of skirmish moves. . . . . . . . . . . . . 22 21. Examples of shooting and cover.. . . . . . . . . . 49
8. Moving in rough terrain. . . . . . . . . . . . . . . . . 24 22. Examples of melee in rough terrain. . . . . . . . 52
9. Examples of contacts in a melee.. . . . . . . . . . 27 23. Examples of stands eligible to fight in melee. 53
10. Examples of frontal charge move. . . . . . . . . . 28 24. Example of calculating melee hit. . . . . . . . . . 53
11. Examples of flank charges. . . . . . . . . . . . . . . 30 25. Melee with overlapping units. . . . . . . . . . . . . 54
12. Examples of obstructed flanks. . . . . . . . . . . . 31 26. Examples of formed infantry stands eligible
13. Examples of charge moves involving to fight against the flank. . . . . . . . . . . . . . 55
several units. . . . . . . . . . . . . . . . . . . . . . . 32 27. Examples of continuing mounted melee. . . . . 56
14. Example of evade move. . . . . . . . . . . . . . . . . 35

iv
Introduction

Might of Arms (MOA) is a set of rules for set- The game is simple enough that players who want
piece battles using miniature figures for armies from to add additional rules to reflect their ideas about
the stone age through the fifteenth century AD. The warfare for a particular period can do so without
game focuses on the battle roles of heavy infantry, disrupting the way the various rules work together.
heavy cavalry, mounted skirmishers, and foot skir- Omitting or adding to the morale modifiers, the
mishers. The game is about the decisive events in a tactical melee modifiers, and the situations for
large battle rather than about the details of weapons, required morale checks are ways of changing the rules
formations, and small unit actions. The overall without changing the mechanics of play. You can use
objective of the game is to produce a believable optional rules to introduce more detail or variations
outcome for a large battle. into the game. The optional rules might suggest to you
other changes to make.
The rules for morale, shooting, and melee are
simple and easy to learn. Rules governing movement Above all else, MOA is supposed to be fun. If you
and charging into contact with the enemy are more find the length of the rules text daunting, then just
detailed. MOA is a fast-paced, clean game with read enough about troop types and movement to get
minimal ambiguity of rules interpretation, while at the started. The game is much easier to play than to read
same time providing a depth and breadth of tactics about. You can wing it using the reference card,
that will require several games to explore. The game which shows practically all of the mechanics and
is particularly well-suited for several players on a tables that you need to play the game. As your
side. experience with the game increases, you can refer to
the rules as necessary to learn the details. The text is
The game is broad in scope. It is suitable for
illustrated by a large number of diagrams. The
skirmishing armies, infantry armies, cavalry armies,
diagrams are often sufficient to refresh your memory
chariot armies, and medieval armies. The rules
about what to do in a given situation.
necessarily emphasize the principles of the military
art common to battles in different periods, rather than Descriptions of 150 armies in the form of lists of
the details that distinguish different periods. Each troops characteristic for each army are included. You
type of troop performs best when used according to its can tailor your army, using a points system, to suit
historical tactics. Different types of armies have a your own preferences by choosing the numbers and
different feel and need to be handled differently. types of troops you want from the options available
Historical tactics work. for each army.

1
Game Scales And Equipment

Ground Scale Time Scale


The ground scale is based upon the following The time scale is variable, depending upon army and
assumptions: tactics. A turn is longer when skirmishing and shorter
when fighting hand-to-hand. For scenario or campaign
A foot soldier in close order occupies one yard of
purposes, allow 30 minutes per turn.
frontage
Effective foot bow range is 240 yards
Measurements
Figure Scale Distances are quoted in inches for 15 mm scale,
followed by a number in brackets for the
An infantry, cavalry, or camelry figure represents corresponding distance in 25 mm scale. Example:
approximately 4 ranks with 12 men in each rank (8 Foot bow range is 8" [12"]. For 6 mm scale, halve all
ranks if pikemen). The figure scale is approximate distances quoted for 15 mm.
and can be altered somewhat as convenient. For
Play of the game requires knowing distances
example, in games in which Roman legionaries take
between units prior to charge declarations.
part, formed troops are conveniently represented at a
Consequently, players may measure distances at any
figure scale of 1 to 60. The frontage occupied by
time.
troops is far more important for accurate battle scale
than the exact number of men represented by figures.
Game Table, Figures, And
Figure scale 25 mm 15 mm 6 mm
Accessories
Yards per inch 20 30 60 The minimum size table needed for a small game
using 15 mm figures is 3 by 5 feet. A table 4 by 6 feet
will give you more room for maneuver. For a large
game in 25 mm that involves substantial numbers of
cavalry, a 5 or 6 by 12 foot table is recommended.
One Figure or Model Represents
The game plays best with armies having at least 80
50 Formed infantry, other than pikes cavalry figures for an all-cavalry army or at least 150
100 Pike-armed infantry figures for an all-infantry army.
100 Skirmish infantry You will need rulers and three to six ordinary six-
sided dice (D6) for each player. You will need an
50 Cavalry, camelry, or pack animals
average of about three markers for hits and three for
2–6 Elephants fatigue points for each unit. Numbered chits, casualty
10–20 Heavy chariots (1–2 ranks) caps, or sections of colored pipe cleaners bent into
circles make convenient markers. Natural-looking
20–40 Light chariots (1–2 ranks) markers, such as battlefield debris, flags, or single
5–10 Artillery (depending upon size) figures, are even better. Markers for shaken units are
recommended but not essential. If you prefer, you can
8–16 Wagons (depending upon size) keep track of hits and fatigue points for each unit on a
paper roster.

2
The Troops
Troop Types
Troops are categorized into various troop types on Mounted troops refers to cavalry, camelry, elephants,
the basis of their battle role, mobility, and fighting and chariots. The terms foot and infantry are used
characteristics. Armor is not a primary consideration, interchangeably and include artillery.
although the more durable troop types in combat are
Abbreviations are useful in drawing up an order of
typically heavily armored.
battle for an army.

Formed Cavalry
Abbreviation Troop Type Description
Medieval knights that are fully armored, or equivalent warriors,
and their followers, generally beginning around 1330 AD. The
HKtCav Heavy knight cavalry
armor may consist entirely of plate or of both plate and mail.
Shields are usually absent. A portion of horses may be armored.
Medieval knights fully or partially armored in mail, or
equivalent warriors. Shields are usually used. Horses are usually
MKtCav Medium knight cavalry
unarmored. The class includes Normans and other knights after
about 1000 AD.
Cavalry with rider fully armored and horse armored all around.
Shields are rarely used. This type of cavalry maneuvers and
CatCav Cataphract cavalry
fights hand-to-hand in a close formation. Also known as
klibanophoroi.
Heavy cavalry (see below) with superior battle stamina,
training, and unit cohesiveness. The archetypes are Alexander’s
companion cavalry and Byzantine cavalry at its best. Additional
types of cavalry might qualify provided one or more of the
following characteristics apply: Standing army of an urbanized
ElCav Elite cavalry
civilization or noted for military success or guards unit of high
morale. The use of armor strengthens the case for elite status
but is not in itself sufficient. Elite cavalry is a troop type in
itself, unlike the elite rating for infantry, which may apply to
several types of infantry.
Cavalry that fight in close combat using javelins, spears,
swords, or other hand-to-hand weapons. Shields are sometimes
used. Certain types of heavy cavalry might fight by throwing
HCav Heavy cavalry javelins at close range rather than by fighting hand-to-hand.
Bows might also be used. The torso and head of the rider are
generally, but not necessarily, armored. Horses may have frontal
armor.
Cavalry that fight in the same style as heavy cavalry but less
MCav Medium cavalry effectively. The horse and rider are typically unarmored but
may include armored cavalry with a poor battlefield reputation.

3
Formed Camelry
Abbreviation Troop Type Description
CatCam Cataphract camelry The types of formed camelry are the same as those of cavalry
except that there is no knight or elite camelry. A medium camel
HCam Heavy camelry
may have two bow-armed riders, but the second archer has no
MCam Medium camelry effect in the game.

Formed Chariots And Elephants


Abbreviation Troop Type Description
Three or more horses and two or more fighting crew plus driver.
HChar Heavy chariots No distinction is made among differing numbers of horses or
crew.
Two horses and one or two fighting crew plus driver. Light
LChar Light chariots chariots armed with a javelin, bow, or crossbow are capable of
evading hand-to-hand combat.
Chariots equipped with a scythe as the only weapon, four
horses, and driver. Scythe chariots have no fighting crew and
SyChar Scythe chariots
have special rules for fighting. Scythes affixed to light or heavy
chariots are ignored.
Elph Elephants War elephant including driver and any number of fighting crew.

Formed Infantry
Abbreviation Troop Type Description
Dismounted knight in full or partial plate armor, or equivalent
HKtI Heavy knight infantry
warriors, and their followers. Shields are usually absent.
Dismounted knights in mail, in three-quarter armor, or in lesser
armor and renowned for exceptional prowess in battle (such as
MKtI Medium knight infantry
Norman knights), or equivalent warriors. Shields are usually
carried.
Infantry that fights by engaging in hand-to-hand combat in close
order. Heavy infantry may be unarmored or have fabric, leather,
HI Heavy infantry
or metallic armor for the torso and head and usually have
shields.
Same as heavy infantry, except slightly less effective in hand-to-
SHI Subheavy infantry hand combat. Typically, subheavy infantry lack armor and
either lack shields or lack formal drill.
Infantry that fights in a loose organization according to tribal or
feudal custom, rather than in drilled formations. Typically
MI Medium infantry barbarian, feudal, or dark age warriors that usually carry shields,
or support missile troops. Most individuals are unarmored. The
prototypes are Gauls.
Infantry capable of fighting in hand-to-hand combat or of
skirmishing (that is, shooting and evading hand-to-hand
fighting). Light infantry may fight in drilled formations or
LI Light infantry
according to tribal custom. Light infantry are usually unarmored
and carry shields and javelins or other missile weapons. The
prototypes are Greek peltasts and Spanish scutarii.

4
Infantry with superior battle stamina, training, and unit
El HI Elite heavy infantry cohesiveness, often with an articulated battle line in which
El SHI Elite subheavy infantry individual units operate independently. The prototype is the
Roman legion. Additional types of infantry might qualify if they
El MI Elite medium infantry belong to an army of a civilization noted for consistent military
El LI Elite light infantry success and are capable of complex battlefield evolutions. Any
formed foot, other than knights, may have elite status.

Artillery
Abbreviation Troop Type Description
Arty Engines, 1 – 5 crew Bow mechanisms or throwing arms discharging bolts or stones.
Arty Organ gun, 3 – 4 crew Medieval organ gun.
Arty Bombard, 4 – 5 crew Any type of cannon using gunpowder, except organ guns.

Skirmishers
Abbreviation Troop Type Description
Infantry whose battle role is to shoot missiles, avoiding hand-to-
hand combat with formed troops, except against scythe chariots or
SkI Skirmish infantry
elephants. Skirmish infantry fight in an open formation and are
unarmored. Shields may be carried.
Cavalry whose primary battle role is skirmishing. Light cavalry
may accept hand-to-hand combat initiated by enemy troops or
charge enemy who are already engaged or are a severe
LCav Light cavalry
disadvantage, as defined in the rules. Light cavalry is either
unarmored or lightly armored and is usually armed with bow or
javelin, or rarely with crossbow. Shields may be carried.
Camelry who perform the same battle role as light cavalry. Light
LCam Light camelry
camelry are less maneuverable than light cavalry.

Skirmishers Light cavalry have a carefully defined role in


MOA, based upon the battle tactics of Numidian
Although several troop type descriptions refer to a javelin-armed cavalry and Scythian horse archers. If
skirmish capability, the term skirmisher refers only to you are not following a published army list exactly,
light cavalry, light camelry, and skirmish infantry. feel free to experiment with the MOA troop type
The term formed troops refers to all other troops designation for the skirmishing troops in your army. If
except artillery. What distinguishes skirmishers from you believe that your missile-armed light cavalry
formed troops is that skirmishers are restricted in their should be capable of more aggressive action, then use
ability to initiate charges. Skirmishers as well as the appropriate optional rules, or rate the light cavalry
certain other troops may evade contact when charged as fierce. Alternatively, treat them as medium cavalry.
by the enemy. Light chariots and light infantry are not Skirmish infantry have a specialized role of
skirmishers, although they are entitled to shoot and to shooting, not fighting formed troops in melee. Light
evade charges. infantry is equivalent to skirmish infantry organized
The battle roles of skirmishers are to break up the in a formation suitable for melee. The army lists
advance of the enemy, to wear the enemy down by provided with MOA generally give you the option of
prolonged shooting, or in the case of mounted using skirmish infantry as light infantry. You must
skirmishers, to threaten the enemy’s flank and rear. decide how to use them at the outset of the battle.
There is no provision for formation changes between
Skirmishers in MOA are always armed with a skirmish and light infantry once the battle begins.
missile weapon. If the historic prototype did not have
a sling or some type of bow, it is treated as having
javelins.

5
Dismounted Troops Penalties For Mounted Infantry
Counts as medium cavalry (or camelry) while
A unit of cavalry or camelry may dismount and fight mounted
as a n infantry troop type. Crews of chariots and
elephants, light cavalry, and light camelry are not Cannot shoot
allowed to dismount. One stand of the mounted type Counts the shaken modifier when checking morale
is exchanged for one stand of the dismounted type. and in melee, but the unit is not shaken unless it
Dismounting is treated as a formation change. See becomes shaken through the usual causes
Formation Changes in Maneuver, page 19. Mounts of Cannot count the melee charge modifier
dismounted cavalry are not represented on the table.
Cavalry never dismounts as elite infantry.
Units that are identical in troop type, weapons, and
morale may combine into a single unit when Melee Weapons
dismounting provided they are in contact with each
other prior to dismounting. The combined unit takes Overall effectiveness, as represented by morale
on numbers of fatigue points and hits that are the class and troop type, is regarded in MOA as more
averages of the units that combine. Round to the important than the differing effects of various types of
nearest whole number (0.50 rounded up). See Hits weapons and armor. Specific types of melee weapons
And Fatigue Points in Morale, page 37. are not recognized, except for pike-armed troops, who
have a benefit in melee. Figures should be depicted
Dismounted units may remount as a formation
with spears, axes, swords, etc., according to their
change. One dismounted stand is exchanged for one
historical prototypes for visual appeal, even though
mounted stand. A combined unit breaks up into its
weapon type has no effect in the rules. Missile troops
original units, carrying forward to each unit separately
have small axes, swords, or knives to use in melee.
the number of fatigue points and hits that belonged to
the combined dismounted unit. If these numbers are
different from the original fatigue points and hits, the
new fatigue points and hits are retained, even if the Missile Weapons
combined dismounted unit did not take on new hits.
Various missile weapons (see the table below,
Missile Weapons) are recognized for the purposes of
range and shooting resolution. Javelin as a missile
Dismounted Fights As
weapon includes any thrown spear or dart. Javelin is a
Heavy knight cavalry Heavy knight infantry missile weapon only for certain troop types (see the
Medium knight table below, Javelin As Missile And Melee Weapon).
Medium knight cavalry
infantry Pilum and throwing axe are not recognized as missile
Cataphract or elite cavalry Heavy infantry weapons. Certain troop types are restricted in the
Heavy or medium cavalry Subheavy infantry types of missile weapons they may have (see table
below, Permitted Missile Weapons). All stands armed
with a missile weapon in a unit are treated as being
armed with the same missile weapon.
Mounted Infantry
For purposes of movement and combat, mounted
infantry are treated as medium cavalry or medium
camelry. Skirmish infantry may not be mounted.
There are penalties for mounted infantry in combat
and when checking morale. See the table below, Missile Weapons
Penalties For Mounted Infantry. Bow
Sling Javelin
Longbow
One stand of mounted infantry is exchanged for Staff Sling Handgun
Crossbow
one infantry stand when the unit dismounts. The same
rules apply to dismounting and remounting infantry as
for dismounting and remounting cavalry or camelry.

6
Javelin As Missile And Melee Mixing Figures On the Same Stand
Weapon
It is OK for a stand to have a mixture of missile
Skirmish infantry and non-missile-armed figures. The stand is credited
Light infantry with having a missile weapon if any figure on the
Javelin counts as melee
Light cavalry stand has the missile weapon. Since shooting
and missile weapon
Light camelry resolution is based on stands, not individual figures, a
Light chariots stand shoots at full effect if any figure on the stand
Javelin counts only as a has a missile weapon permitted for the unit’s troop
Other formed troops
melee weapon type.
Cavalry that operated in units composed of both
archers and lancers are most effectively represented
Permitted Missile Weapons by crediting each stand in the unit with a bow.
Light infantry Any Examples are the Byzantine formation that consisted
Any except javelin or of two ranks of lancers, two ranks of archers, and a
Other formed infantry rear rank of lancers, and Assyrian cavalry. You can
staff sling
mount archer figures and lancer figures in alternating
Skirmish infantry Any
positions on each stand. Or, make up units with at
Knight cavalry None least one stand of archers. The remaining stands can
Bow, crossbow, or be lancers with bow purchased for them, as though
Light cavalry/camelry
javelin every stand is credited with bow.
Other cavalry/camelry Bow or crossbow As another example, you could mix an occasional
Bow, crossbow, or archer with Saxon warriors. The stands with archers
Light chariots
javelin can shoot, but there is no massed archery, which is a
Heavy chariots Bow or crossbow good representation of missile power in a Saxon
Scythe chariots None army.
Elephants Bow or crossbow

Morale Classes
Morale class denotes the relative degree of
Mixed Missile And Melee Weapons experience, training, and willingness to face or close
with the enemy, particularly when in a tactically
A mixed unit is one in which one or more stands inferior position. The most important application of
have figures with missile weapons and the remaining morale in MOA is passing the melee morale check.
stands have no missile-armed figures. A missile- This means that the most important interpretation of
armed stand in a mixed unit fights in melee exactly morale is the ability to stand ground and accept melee
like a non-missile-armed stand in the same unit and casualties.
the same morale considerations apply to it.
As troops begin to get worn down, passing a
Infantry with missile-armed and non-missile-armed morale check as a result of being shot at becomes
stands in the same unit are usually deployed with the important. It is possible for a unit to rout if it is a
missile stands in a single rank. Examples are Arab or target of massed shooting for several turns.
Byzantine infantry with a rear rank of archers, or
Chinese infantry with a front rank of crossbowmen. Once a unit has been worn down by shooting or
There is no need to make up a unit of Byzantine melee or has other disadvantages, it has to pass a
infantry with two or three ranks of spearmen and a morale check to engage in melee. This morale check
rear rank of archers. A front rank of spearmen and a represents the potential of disrupted command control
rear rank of archers can represent the prototype and coordination as well as the psychological state of
formation. the troops.
All stands in a unit must have the same morale
class. An increase in morale by one class is roughly
equivalent in combat endurance to an increase by one
and one-half to two levels in “heaviness” of troop
type.

7
Any troop type may be rated as fierce, except for Effective tactical use of leaders is very important.
elite infantry, skirmish infantry, elite cavalry, ele- By attaching a leader to a unit in melee at the right
phants, scythe chariots, and artillery. For example, moment, you can shore up a cracking line or flank.
early Gauls might be designated medium infantry, C The effect of an attached leader on morale represents
morale class, to represent fast movement and average the up-close and personal style of leadership in the
staying power in melee, and rated fierce to represent ancient period.
ferocity in charging. Fierce does not necessarily mean
undisciplined recklessness. Swiss pikemen might also
be rated fierce. Standards And Religious Inspiration
Standards or banners for leaders or armies and
Morale Classes religious groups or relics are not recognized, although
A Guards, troops of the highest calibre you should depict these items as appropriate for the
sake of visual appeal. An optional rule introduces a
Veteran, well-trained, nobles, feudal
B morale modifier to represent the influence of
chivalry, household followers
standards or religious groups.
Experienced or trained: average reliable
C
troops
D Green, poorly-trained, or disaffected
Hints On Effective Organization
Levy, unreliable: no training, experience,
E
nor commitment Unit sizes of three stands for light troops, six for
formed infantry and three for formed cavalry are
recommended. Using two-stand and four-stand units
Command Structure provides the same game and saves on the expense of
figures and table space. It is more cost effective to
An army is commanded by a commander-in-chief operate mounted troops and skirmish infantry in units
(C-in-C) or chief leader. The army is organized into with single ranks than in units with two ranks.
groups with each group under a group leader. The C- In general, in a multiplayer game, a player can
in-C may command a group directly, without a comfortably control up to 10 units under 2 group
subordinate leader to command the group. Each group leaders. For a 2-player game, 8 to 15 units and 2 to 3
consists of one or more units. There is no restriction leaders on a side are recommended for a 2- to 4-hour
on the number of leaders, groups, and units in an army game. Each player in a multi-player game should be
or how they are organized. Army organization must given one leader and his group to control, as a
be specified prior to the first turn. minimum.
A unit must consist of at least 2 and not more than A group leader is unable to influence units beyond
16 stands, except for artillery. Each artillery stand is 8" [12"] away for charge and charge response morale
itself a unit. A stand cannot be split between two checks, so for optimal command, the practical limit to
ranks. A unit must be made up of complete stands. the number of units in a group is about 4 or 5, not
counting skirmishers. Skirmishers are not dependent
upon leaders for good performance, since they
Leaders generally evade without checking morale and are
required to check morale to initiate a charge (when
A leader may be mounted as a single figure. The eligible) regardless of whether their group leader is
C-in-C may be accompanied by one or more non- present.
fighting staff figures for looks. A stand with half of
Cavalry whose prototypes formed up eight ranks
the frontage of a standard width stand works well for
deep can be represented either as a unit with two
a leader stand.
ranks or as two separate units, with one unit
A leader stand does not count as a fighting stand positioned behind the other as a reserve. Or, simply
and is ignored by other stands for movement purpos- ignore the depth of the prototype unit.
es. It simply marks the leader’s position. It may be
passed through by friend or enemy or moved out of the
way by friends as convenient. This is particularly
important when a leader occupies a full-frontage
elephant or chariot model.

8
Choosing Troop Types Design Note: Orders
Orders are not used in MOA because they are
If you are using published army lists, troop types unnecessary. Playing the game without orders
and morale have already been specified for your army. results in movement, combat, and an outcome
A rewarding enterprise for non-tournament play is that looks like a battle as it would be described by
to do your own research and to design a MOA army an ancient historian, which is a design objective.
on the basis of your findings. The descriptions of the The reason that orders aren’t needed is that action
various troop types should get you started in matching is extremely fast in MOA. If both sides deploy
MOA troop types to the historical prototypes in your forward, cavalry can be in melee on the first turn
army. Unless you have evidence that your troops are and infantry on the second. Whether you hold
above or below average, let them be “C” morale class. your troops back, push them straight toward the
enemy, or swing wide for an envelopment, you
Once you have some experience with how MOA have given an order, even if you didn’t write it
works, you can fine-tune your troops by upgrading or down or use a “canned” order provided by the
downgrading their troop type or morale, if you are not rules set. You need to deploy your troops where
bound to an army list. For example, Gauls fighting for you want them to start with, because you aren’t
Hannibal could be rated as subheavy infantry instead going to have time to withdraw them or shift
of medium infantry. Perhaps you would use this them sideways, other than a lateral drift when
designation only for a particular battle or scenario. advancing. Once movement starts, you are
When designing a scenario, you can use morale committed, because if you try to change your
class as a substitute for differences in armor, if you mind you will almost always get into worse
think the armor is important. Suppose the heavy trouble. The reason a rules set requires orders is
infantry in an army is armored, but doesn’t qualify for usually to prevent you from unrealistically
elite status, and its opponents are unarmored heavy changing your mind about what you are going to
infantry. You could let the armored infantry be one do in reaction to a development elsewhere in the
morale class higher than its usual morale rating. An battle. In MOA, there simply isn’t time to change
increase of one grade in morale is a significant your mind.
advantage. Alternatively, you could downgrade the
opponent’s heavy infantry to subheavy infantry.

9
Bases And Points

Mounting Figures On Bases Points Costs Of Troops


The mounting system recommended for MOA is Points costs are listed in the points cost table. The
consistent with the system used for many other points cost is for a stand with a morale class of “C.”
popular ancients rules sets and for national The cost for a stand is adjusted for changes in status,
tournaments. such as morale class, having missile weapons, pikes,
or being rated as elite, fierce, or mounted infantry.
The terms base and stand are equivalent. Any
Camelry pays for the cavalry cost plus an adjustment
troops mounted at an interval of more than 2 figures
for camelry. The cost for a change in morale class is
per 40 mm [60 mm] front are treated as formed
different for formed and skirmish troops. A stand pays
troops. The number of figures on a stand actually is
only for the highest cost of the missile weapon it uses.
unimportant, because stands, not figures, are counted
For example, if the prototype troop has both javelin
in resolving shooting and melee. The actual size of
and bow, pay only for the bow, since the javelin
stands doesn’t matter either, as long as both sides
would have no additional effect in the rules.
have approximately the same stand widths. Cataphract
cavalry traditionally are mounted four figures per There is a base cost for each unit, in addition to the
stand. If you are not concerned about compatibility cost of the stands in it, except for artillery. Artillery
with other rules sets, you can use three figures per pay no unit costs. Each leader figure has a cost. There
stand. Likewise, you might want to mount light is no difference in cost between a commander-in-chief
infantry with four figures on a stand for compatibility and other leaders. Since javelin counts as an infantry
with other rules sets. missile weapon only for light infantry or skirmish
infantry, it cannot be bought for other formed
A small number of escort infantrymen may be
infantry. Light infantry must be purchased with a
included on chariot and elephant stands for visual
missile weapon. Javelin for light infantry costs
appeal, but have no effect in the game. Pack animals
nothing. Javelin as a missile weapon for mounted
should be mounted on individual stands with a
troops can be bought only for light chariots, light
frontage equal to one cavalry figure.
cavalry, and light camelry.

Depth Of Each Stand Width Of Each Stand


25 mm Scale 15 mm Scale 6 mm Scale
Scale
Troop Type 60 mm 40 mm 20 mm
25 mm 15 mm 6 mm
Subheavy infantry
20 mm 15 mm 5 mm Heavy infantry Number Of Figures Per Stand
Knight infantry Subheavy, heavy, & knight inf 4
Medium infantry Medium & light infantry 3
30 mm 20 mm 10 mm Light infantry Knight & elite cavalry 3
Skirmish infantry Heavy & medium cavalry/camelry 3
40 mm 30 mm 20 mm Cavalry & camelry Cataphract cavalry/camelry 4
Elephants &
Light cavalry/camelry 2
80 mm 40 mm 30 mm chariots
Artillery & wagons Skirmish infantry 2
Elephants, chariots, & wagons 1 model & crew
Artillery 1 model & crew

10
Points Cost
Leader, mounted 75
Unit, except artillery 15
Leader, foot 60
Formed Infantry Formed Mounted Troops
MI Medium 6
MCav Medium cavalry 14
SHI Subheavy 7
HCav Heavy cavalry 17
LI Light 8
ElCav Elite cavalry 21
HI Heavy 8
CatCav Cataphract cavalry 22
MKtI Medium knight 12
MKtCav Medium knight cavalry 24
HKtI Heavy knight 14
HKtCav Heavy knight cavalry 27
Javelin, light infantry only +0
LChar Light chariots 18
Sling or handgun +1
HChar Heavy chariots 22
Bow, crossbow, or staff sling +2
SyChar Scythe chariots 5
Longbow +3
Elph Elephants 22
Stand in formed foot unit if more than b of
the stands have missiles, except javelin S2
Javelin (Light chariots only) +1
Elite status for light infantry +1
Bow +2
Elite status for heavy or medium infantry +2
Armed with pikes +1
Camelry +2
Mounted infantry +1
Fierce +3
Fierce +1
Skirmish Infantry Light Cavalry And Light Camelry
Light cavalry 7
Javelin 3
Light camelry 4
Sling or handgun 4
Javelin +3
Bow, crossbow, or staff sling 5
Bow or crossbow +5
Longbow 6
Fierce +5
Infantry Morale Classes Mounted Morale Classes
Formed Skirmish Formed Skirmish
A class + 4 A class + 2 A class + 10 A class +6
B class + 2 B class + 1 B class + 5 B class +3
D class – 2 D class – 1 D class –5 D class –3
E class – 3 E class – 2 E class –8 E class –5
Each stand width of fieldworks effective against both infantry and mounted troops 6
Each stand of caltrops, stakes, or equivalent anticavalry devices 4
Each artillery crew figure, “C” morale class only (no unit cost) 3

Examples Of Unit Costs


A unit of “C” heavy infantry consists of 4 stands of
A stand of light infantry armed with longbow, “D”
spear-armed figures and 4 stands of bow-armed
class, costs 8 (LI) + 3 (longbow) – 2 (D class) – 2
figures in a mixed unit. A spear stand costs 8 (HI).
(more than 2/3 missile) = 7 points. A unit of 6
A bow stand costs 8 (HI) + 2 (bow) = 10. The unit
stands costs 6 X 7 = 42 points for the stands and 15
costs
points for the unit, for a total of 57 points.
(4 X 8) + (4 X 10) + 15 = 87.
A stand of heavy camelry with bow, “B” class, costs
A 6-stand unit of heavy infantry has an elite rating
17 (HCav) + 2 (bow) + 2 (camelry) + 5 (B class) =
and is “B” class. A stand costs 8 (HI) + 2 (elite) + 2
26 points. A unit of 3 stands costs 78 + 15 = 93
(B class) = 12 points. Unit cost is 12 X 6 + 15 = 87.
points.
A unit of 3 skirmish infantry stands armed with A unit of fierce “B” class light cavalry with bow
sling, “C” class, costs 3 X 4 + 15 = 27. costs 3 X (7 + 5 +3 +5) + 15 = 75.

11
The Battleground
Fieldworks
Infantry defending fieldworks have an advantage
in melee. Fieldworks are placed in a permanent Types Of Rough Terrain
position on the table. Carrying of portable stakes or
High hill Woods
caltrops is not provided for in MOA. The various
Broken ground Brush
types of fieldworks are not distinguished and are
Affects all Ravine Marsh
equivalent to each other. You may use whatever is
troop types Fordable stream Village
appropriate for your army. If you are using an army
Wagon laager Wall
list, the list often specifies whether fieldworks are
Palisades Ditch
available to your army.
Affects only
Stakes or caltrops or other anticavalry devices Stakes Caltrops
mounted troops
count as fieldworks only in the case of infantry
defending against mounted troops. The effect is on Impassable to all Unfordable river Cliff
melee, not movement. Anticavalry devices count as troop types Dense woods Swamp
clear terrain for all troops. Mounted troops cross them Impassable only to Fieldworks Wall
with no movement penalty. All anticavalry devices mounted troops Wagon laager Palisades
are equally effective against all mounted troops in
melee. The fieldworks listed as impassable to Impassable only to High hill Woods
mounted troops in the table to the right, Types Of chariots and wagons Broken ground Marsh
Rough Terrain, does not refer to stakes or caltrops. Fortified perimeter of camp
Fieldworks can be assaulted and crossed without Palisades
the use of scaling equipment, other than what could Fieldworks Wall Ditch
be improvised on the spot. All fieldworks, including Wagon laager Stakes
caltrops and stakes, are regarded as being equally Abatis Caltrops
effective on all sides. Anticavalry devices should be Palisades Woods
deployed in strips. A mounted unit may not charge Provides cover
Wall Marsh
troops occupying fieldworks or fortifications such as against shooting
Wagon laager Village
walled towns or villages or army camps surrounded
Provides elevation Low hill Palisades
by palisades or ditches, except through open
for shooting High hill Wall
gateways.
Walls, palisades, wagon laagers, other lines of
fieldworks, ditches, and gullies are treated as linear
terrain features that affect movement of infantry.
These types of fieldworks are not formidable enough
to prevent infantry from crossing them.

Rough Terrain Buildings do not generally provide elevation for


shooting because it is impractical to place an entire
Types of rough terrain and the troops affected are unit on typical models for buildings. You may declare
given in the table on this page, Types Of Rough a large building model, that cannot be moved on the
Terrain. Melee modifiers apply to certain troop types table, to provide elevation for shooting. The building
in rough terrain which are not listed in the table. A counts as rough terrain and is impassable for mounted
low hill does not affect movement of any troop type troops.
and is clear terrain, not rough.

12
Hidden Troops Effects Of Terrain On Visibility
Troops that are hidden because of the terrain in Woods Visibility through concealing
which they are deployed need not be placed on the Village terrain is 2" [3"]. See text for
table until they become revealed during the course of Marsh rules on cover and concealment
the game. The term hidden as used here means that
Provides cover at perimeter. Does
the troops are not placed on the table until they are Palisades
not provide concealment. Interior
revealed by action in the game. Prior to the first turn, Wagon laager
may be clear
their position must be marked exactly on a sketch of
the table. Once they move, shoot, or are detected by Does not block visibility except
close-up enemy troops, they are placed on the table, when attempting to see skirmish
regardless of whether they could be seen by any Brush infantry. Provides cover and
troops on the table. They may still count as concealed. concealment only for skirmish
infantry
Troops that are located in terrain that does not
provide concealment and cannot be seen by the enemy Troops on a high hill can see over
because intervening terrain blocks line of sight are troops, woods, marsh, or a village
placed on the table prior to turn one. For example, a below them. Troops on a low hill
unit in clear terrain behind woods must be deployed may see over troops, but not over
Hill
on the table prior to the first turn. woods, marsh, another hill, or a
village below them. Declare crests
or hidden areas on a hill before
Visibility the game begins
See or shoot through a gap at least
Line of sight extends over the entire table unless it Gap 2" [3"] wide between troops or
is obstructed by terrain or troops. A unit sees all terrain features
around, not merely to its front. Troops block line of
sight. Elephants cannot be seen over other troops and
cannot see over other troops. A unit must be visible to The limit of visibility through concealing terrain is
a unit that proposes to charge it or to shoot at it. 2" [3"]. A consequence of this rule is that a unit
If a portion of a unit in covering terrain extends outside of concealing terrain can see a unit 2" [3"]
beyond the edge of the terrain into clear terrain, the from it, even if the unit is located completely within
unit is visible to any unit that has an unobstructed line the concealing terrain. Another consequence of the
of sight to the portion in clear terrain. visibility limit is that a unit within concealing terrain
must be within 2" [3"] of another unit within the
terrain in order to see it.
Concealment A unit may move within concealing terrain without
counting as being seen. Once a concealed unit shoots
Terrain can provide cover for shooting purposes at a target in clear terrain or melees with an enemy in
and concealment for visibility purposes. Cover is clear terrain, it is no longer concealed, although it
distinct from concealment. Cover is relevant to may still receive credit for being in cover. If it does
shooting, not to visibility. Being hidden is distinct not shoot or melee with a unit that can be seen, it
from concealment. A unit may be on the table, visible remains concealed from units farther than 2" [3"]
to players, and not be visible to units on the table (that from it.
is, it is concealed). See Cover in Shooting, page 47.
See Figure 1 for examples of hidden troops,
concealment, and visibility.

13
Figure 1. Visibility of units in concealing terrain

14
Setting Up a Battle

Set-Up Set-Up Steps


If the game is based on a scenario or campaign, the Choose armies and troops and record
scenario should specify the details of army composi- 1 troop type, morale class, and weapons
tion, terrain, deployment, victory conditions, and any where they are important
ad hoc rules. Otherwise, use the rules in this section Organize units into written group
for tournament gaming or for a quick set-up that 2 command structure. Assign units and
requires no scenario preparation. leaders to groups
You may, of course, set up terrain according to any Select and place terrain if not already laid
mutually acceptable scheme instead of using the 3
out
system described. In any case, the use of good-looking
terrain is recommended because terrain is part of the Each side counts the two categories of
4
visual appeal of a miniatures battle and because deployment points
terrain adds tactical interest for battles using certain Compare deployment points and deploy
troop types. If you have no use for rough terrain, put 5
troops according to the table of cases
out low hills and a few scattered trees just for looks
and declare them to be clear terrain, or put a few 6 Start turn one
pieces around the sides of the table.

Placing Terrain Maximum Sizes Of Terrain Pieces


The scheme below is a quick and relatively (Inches)
impartial means of choosing and placing terrain. It Type Of 15 mm Scale 25 mm Scale
allows each side to attempt to “locate” a battleground Terrain Width Length Width Length
suitable for its army, and can be an interesting game
in itself. The types of rough terrain available are those Linear 2 24 3 36
listed in the table, Types Of Rough Terrain in The
Area 8 12 12 18
Battleground, page 12. Examples of linear terrain
features are a stream or ditch. Linear features count as Clear S 40 S 60
at least 1" [1½"] wide, even if they are narrower. An
area or non-linear feature, such as woods, a hill, or a
village, may not be less than 3" [5"] in any dimension. Each side takes turns choosing a terrain piece and
The area may be rounded and irregular in shape. In placing it anywhere on the table. A side need not
addition, a clear area may be chosen. Clear areas are select all of its pieces prior to placing any on the
conveniently represented by strings up to 40" [60"] table. Dice to see which side chooses first. A total of
long. The strings form the perimeter of a clear area up to one terrain piece per 3 square feet (15 mm scale)
and may be shaped and constricted as necessary when of table area [5 square feet for 25 mm scale], may be
placed. chosen by each side, rounding to the nearest whole
number (round 0.50 up). For example, for a 6 by 9
foot table, each side could choose 18 pieces for 15

15
mm scale or 11 pieces for 25 mm scale (10.8 rounds Order Of Deployment
up to 11).
A side is not required to place the maximum Deployment is based upon the idea that the side
number of terrain pieces allowed. If a side passes on with the fewer number of relatively immobile troops
its turn, it may not place any more terrain pieces. If will be able to respond more readily to the other
one side has more pieces to place than the other, then side’s troop dispositions.
it places all those remaining to it when the other side Deploy troops as described in the cases in the
runs out of pieces or declines to place any more. table, beginning with Case 1. If Case 1 does not
Once all the pieces have been placed, each piece apply, check Case 2. Go to Case 3 to break ties.
must be diced for to determine whether it remains on After the first group is placed on the table, the
the table. The side that placed the terrain piece dices other side places its first group on the table. Then the
for its retention, except for clear areas, which are first side places another group. The sides alternate
always retained. It is convenient for one side to mark placing groups until all groups have been deployed.
its pieces as they are placed. The side that placed
pieces dices for them in whatever order it chooses. A
steep hill requires a 1 or 2 on a D6 to be retained. Any
other type of terrain is retained on 1, 2, 3, or 4 on a Counting Deployment Points
D6. Fixed 1 point for each stand of formed infantry
Before dicing for terrain retention begins, the side Points and artillery
that placed a terrain piece first may designate one 1 point for each stand of the following:
terrain piece placed by either side to be retained medium cavalry/camelry
without dicing. This is an option. If the option is heavy cavalry/camelry
exercised, the other side may choose to remove any Mobile
elite cavalry
two pieces of terrain placed by either side. Then roles Points
light camelry
are reversed and the second side has the option of light chariots
choosing a piece to be automatically retained and the
first side may remove two pieces if the option is 2 points for each stand of light cavalry
exercised. The second side gets to choose a piece for
retention regardless of whether the first side does so.
Wagon laagers, palisades or walls for camps or
villages, or other terrain features that have the benefit
of fieldworks, must be purchased and count in the
side’s army points total. Stakes to cover the front of Comparing Deployment Points
archers are treated as a linear terrain piece for this If one side exceeds the other side’s
purpose. They still count against the total number of fixed points by 33% or more, then the
terrain pieces allowed for the side. Purchased pieces Case 1 side with the larger number is the first
are not diced for. They are automatically retained. side to deploy a group on the table.
Different types of terrain may be combined in a Otherwise, go to Case 2
single piece at the time it is placed on the table. For If one side exceeds the other’s mobile
example, a wooded hill may be placed as one piece. Case 2 points, then the side with fewer mobile
Terrain pieces, once placed, may not be altered by points deploys a group first
either side. It is not permissible, for example, for one If neither Case 1 nor Case 2 determines
side to place woods on a hill that was chosen and which side deploys a group first, then
placed as an unwooded hill. Case 3
each side casts 2D6. The side with the
Terrain pieces may be placed adjoining each other higher sum deploys a group first.
as separate pieces and diced for separately, or two or
more pieces of any type may be placed as one piece
and diced for retention as one. The multiple piece still
counts as the number of pieces making it up and
counts against the total allowed. Turns continue to
alternate as though the multiple piece is a single piece
of terrain.

16
Deployment Sectors Deployment Restrictions
A zone 16" [24"] wide runs length-wise through At least one unit of the first group deployed by
the center of the table, dividing the table into a central each side on the table must be placed within 8" [12"]
zone and two deployment areas equal in size. See of the midline. Since each group is commanded by a
Figure 2 below. The width of the central zone is the leader, the side with the greater number of leaders
same regardless of table size. gets to deploy a group last. A group leader is placed
on the table along with the group he commands. A (C-
A midline runs from the center of one side’s table
in-C) that does not command his own group may be
edge to the center of the other side’s table edge
placed at any time. In any case, all stands must be de-
through the middle of the table, dividing each
ployed on the table before the first turn begins, except
deployment zone into two equal left and right
those that occupy concealing terrain. Concealed
portions.
troops may be marked on a map as hidden and held
The end zones consist of areas along the left and off the table.
right ends of the table, adjacent to the deployment
No stands may be deployed within the central
areas, and measure 8" [12"] from the edge of the
zone.
table. The end zones are 8" [12"] wide regardless of
the size of the table. Only light cavalry or light camelry may be
deployed within the end zones.
The exact placement of individual buildings in a
village or camp may be ignored in an area enclosed by
a recognizable perimeter. Move buildings around
inside the perimeter as necessary to provide room for
troops.
Fieldworks cannot be placed closer than 5" [8"] to
the edge of the table.

Figure 2. Deployment sectors for table top

17
The Turn Sequence

A turn consists of separate phases. Complete the phase. Descriptions of movement and actions are
activities in each phase in the order listed in the table. given in the rules text. The turn sequence provides for
Actions are sequential, except in the case of hostile equitable maneuver and combat for both sides rather
units moving on a collision course in the charge and than representing a step-by-step sequence of events in
charge response phases, during melee resolution, and scale time.
when morale checks are being made in a particular

Action Description
Determine initiative The C-in-C for each side rolls 2D6. The side with the lower sum moves first.
Make maneuver moves for all of the units and leaders on the side that
First side moves
moves first. Units may be moved in sequential order to avoid traffic jams.
When all units of the first side have completed movement, they shoot. The
First side shoots second side checks morale for shooting in the following order: For seeing a
leader wounded, then for shooting hits, then for seeing friendly routs.
Second side moves and
As described above, with sides reversing roles.
shoots
Delayed shooting for first Any unit on the first side that did not already shoot this turn may shoot.
side Shooting may be deliberately delayed. Targets check morale if required.
Each side simultaneously declares charges, naming all possible specific
Declare charges and check target units. If it is helpful, write the charges down or use chits to show
morale which units have declared a charge. A unit may be required to check
morale for charging.
Each target of a charge declares its charge response. A unit responds to a
Declare charge responses
charge only if a unit that declared a charge against it passes its morale
and check morale
check. A target of a charge may be required to check morale.
Evade, countercharge, and Units move in the following order: evades, countercharges, charges. Units on
charge moves both sides move simultaneously while carrying out the same type of move.
Melee Conduct melee simultaneously for all units in contact.
Any unit within 8" [12"] of a friendly unit to which a leader is attached
Check morale for seeing
must check morale if it has a line of sight to the unit, the leader is in line of
leader hit in melee
command, and the leader is wounded in melee.
Units check morale according to a precedence to determine which of two
Check melee morale
opposing units fail morale. Do not remove routing units yet.
Any unit that is within 8" [12"] of a friendly unit that routed in melee and
Check morale for seeing
has a line of sight to the routed unit checks morale. There are exceptions.
routs from melee
The most common exception is to ignore routing friendly skirmishers.
Remove routed units Remove all units that routed, except elephants performing a rout move.
Break off from melee A unit that is eligible to break off from melee may do so.
Recover from being shaken Units that are eligible recover completely from being shaken.

18
Maneuver
Flanks And Rear Formation Changes
The flank area of a unit is the area behind a line Any changing of facing, other than wheeling up to
extending across the front of the unit. The rear of a 45 degrees, requires a formation change. A unit can
unit is the area directly behind it. The front area of a also change formation in order to change the number
unit is the entire area to its front, beyond a line of ranks, to change frontage, or to dismount or
extending its front. A distinction is made between the remount.
area to the unit’s front and the area directly to the
Break-off, reverse facing, fall-back, skirmish, and
unit’s front. See Figure 3.
evade moves are special moves and do not count as
including a formation change.
Changing formation takes the entire maneuver
phase. A unit that changes formation may not make
any other kind of movement, and it may not shoot,
charge, countercharge, or evade on the same turn that
it changes formation. If a unit is within charge reach
of an enemy unit (enemy’s charge distance), it may
not increase the distance between itself and the enemy
unit in a formation change, even if the enemy is not
eligible to charge the unit changing formation. Charge
reach means that the enemy has a legal charge, given
current positions. In addition, it may not change its
position in such a way that it becomes ineligible as
the target of the enemy unit’s charge.
To change width of frontage, contract the front
from one or both sides or expand it on one or both
Figure 3. Front, flanks, and rear sides. Stands may not be removed from one side and
placed on the other side on the same turn. Any unit
may expand or contract any number of stands (up to
the maximum width of four). The unit must have the
Formations same number of stands in each rank except for the
rearmost rank at the end of the frontage change.
A unit’s stands are kept in a rectangular To change facing by a formation change, turn the
arrangement of ranks and files. The front must be kept entire unit to face in the desired direction. At least one
straight, unless conforming to a terrain feature. stand of the unit in its new position must contact the
All stands in a unit must face to the front at all position held by the front rank of the unit before
times. The number of stands in each rank must be changing formation. No portion of the unit may
equal, except that the rearmost rank may have fewer occupy space beyond either flank of the unit in its
stands. The front rank of a unit may never be more initial position as a result of changing facing. See
than FOUR stands wide. Figure 4.

There is no skirmish formation that is distinct from A unit may change both its facing and its frontage
other formations. Skirmishers are assumed to be in a formation change. Changing both facing and
organized for skirmishing when they are shooting. In frontage might be necessary if space is limited. The
the event they fight in melee, they are presumed to facing and frontage changes must be carried out in
“close up ranks” automatically, or else are presumed separate steps. Either may be performed first. See
to melee by shooting at point blank range. Figure 4.

19
If the unit changes facing and then expands place along with any desired facing and frontage
frontage, the unit must not move outside of its initial changes.
flank lines in the facing change. It may extend its
No changes in formation or facing during the
position beyond the original flank lines when it
maneuver phase are permitted to a unit in melee.
expands its frontage.
You can use optional rules to relax the limitations
If the unit expands its frontage and then changes
that result from changing formation if you prefer.
facing, the flank lines are defined by the unit’s
position after the frontage is expanded.
If the unit contracts its frontage and then changes
facing, the flank lines are defined by its initial
position. Troops who dismount or remount exchange
one stand of mounted figures for one stand of foot
troops in their current position. Mounts are removed
from the table. Dismounting or remounting takes

Figure 4. Examples of formation changes

20
Maneuver Movement unit in its initial position. See Figure 5 below. No
stand in the unit may move farther than the unit’s
Maneuver movement is any movement taken movement allowance, and no stand may move
during the movement phases that precede charge backwards at any time. Movement may be broken into
declarations. Maneuver movement includes forward any number of segments that include forward moves,
movement at the basic rate, the skirmish move, wheels, and oblique moves.
reverse facing, the fall back move, the double move, Artillery of more than three crew cannot move
and changing formation. The break-off move takes after shooting the first time. The means whereby
place at the end of the turn instead of during the artillery move are ignored. There is no provision for
maneuver phase. Unless contacted in a charge mounting artillery in wagons or carts. If an artillery
move, a unit must not move closer than ½" [1"] to an stand moves at all, it moves with the specified
enemy’s front, and must halt when approaching an movement allowance by the appropriate historical
enemy when the enemy is ½" [1"] from the moving means, which are not depicted In the game.
unit’s front. Formed troops approaching skirmishers
must halt in compliance with this rule. Troops
approaching defended fieldworks halt ½" [1"] from
the edge of the fieldworks. The distance between The Wheel
flanks of units hostile to each other may be ignored.
A wheel consists of pivoting the front rank on the
inside front corner of the unit and moving the
opposite corner forward in an arc. Rear stands follow
Forward Move in the path of the front rank. Measure distance in a
straight line from the original position of the corner of
A forward move consists of moving straight ahead the front rank that moves along the arc of the wheel.
or at an angle of up to 45 degrees from either front Movement is limited by the stand that moves the
corner of the unit. Facing may be changed by farthest. A unit may not wheel by more than 45
wheeling as a part of the move provided the facing degrees. See Figure 6.
change does not exceed 45 degrees from the initial
facing at any time. The front of a unit must not move
outside of a zone defined by 45 degree angles
extending from the left and right front corners of the

Figure 5. Examples of movement in the forward zone


21
Figure 6. Wheel

Oblique Move stands move forward. A straight front must be


maintained at all times, unless conforming to a terrain
Oblique movement consists of moving forward at feature. See Figure 7.
an angle of up to 45 degrees while maintaining the Light cavalry and skirmish infantry may not
initial facing. A unit moving at the oblique may move change width of frontage while making a skirmish
the full movement allowance. If a unit wheels in move. Changing width of frontage is a formation
addition to oblique movement, the wheeling change.
movement is included in the allowed movement
distance. Light camelry are not eligible for the skirmish
move, although they are classified as skirmishers.

Skirmish Move
Reverse Facing
Light cavalry and skirmish infantry may move in
any direction, regardless of facing, and end the move A reverse facing move consists of turning 180
facing in any direction, at one-half the maneuver degrees. The move is permitted only to certain troop
movement rate. No stand in the unit may move farther types (see the table, Maneuver Movement And Break
than one-half the maneuver movement allowance. In Off, page 26). After a reverse facing, a unit may make
addition to the skirmish move, light cavalry and a full maneuver forward move or remain stationary.
skirmish infantry may move forward, in the manner of Skirmishers may make a full skirmish move. The
formed troops, at the full movement allowance. Any reverse facing move does not count as a formation
move by light cavalry or skirmish infantry that change and there is no deduction from the movement
involves changing facing by more than 45 degrees or allowance.
that involves a wheel of more than 45 degrees is a
skirmish move (except for the reverse facing
move—see below). Stands in a unit performing a
skirmish move may move backwards while other

22
Fall Back Move the unit cannot move at least a charge move, it cannot
break off. A unit halts if it encounters impassable
A fall back move is a move backwards, as though terrain or troops of any type in its path. Troops
the unit had turned 180 degrees and moved normally, breaking off must end movement facing in the direc-
with the following exceptions: The unit ends tion of the break off move.
movement facing in the same direction it had at the The unit breaking off igores the position of units in
beginning of its movement phase. The fall back move contact with its front and flanks. A unit contacted on
is limited to one-half of its maneuver move distance. the rear by a formed unit cannot break off. If only
The move does not count as a formation change. The skirmisher units are contacting its rear, it breaks off
move is permitted only to certain troop types (see the by passing through them, without penalty to the
table, Maneuver Movement And Break Off, page 26). skirmishers or to the unit breaking off.
In the case of skirmish infantry breaking off, the
unit breaking off might travel more slowly than its
Double Move opponents. The unit’s opponents may attempt to
reestablish contact during the next phase they move
Use of double moves speeds up the game when
by following with a maneuver move and a charge
one side has deployed far back in an attempt to delay
declaration in the usual manner. There is no automatic
engagement. The double move also allows troops who
pursuit.
have become isolated to return quickly to the battle.
To make a double move, a unit moves up to twice
the basic movement allowance. Ordinary rules of Units Passing Through Each Other
movement apply. If the maneuver movement
allowance is exceeded, the move is a double move. A Units are not allowed to pass through each other
unit that is within 12" [18"] of an enemy unit cannot except in the specific cases discussed below.
make a double move, unless the enemy unit is
concealed within terrain that provides cover and has Light cavalry may pass through other friendly light
not been revealed. A unit making a double move must cavalry, only in a maneuver move.
not approach closer than 12" [18"] to an enemy unit Light camelry may pass through other friendly
that is not concealed in terrain. light camelry, only in a maneuver move.
A unit may make a double forward move, a double Skirmish infantry may pass through any other type
skirmish move (if eligible for the skirmish move), or a of friendly troops, and any type of troops may pass
double fall back move (if eligible for the fall back through friendly skirmish infantry, during the
move). A double skirmish move consists of using the maneuver phase. This is an exception to the rule
basic movement allowance (which is twice of half the requiring units to halt if they collide with troops in
basic movement allowance). A double move may be their path.
combined with a change of formation by dividing the
move into two segments. In one segment, the unit Units allowed to pass through each other in the
changes formation. In the other segment, the unit cases above may both move at the same time. There is
moves using the basic movement allowance. The unit no effect or penalty on either unit. The assumption is
may move first or change formation first. made that troops have time during the maneuver move
segment to open ranks to accommodate the passage of
skirmishers.
Break Off Move A skirmish infantry unit that evades when charged
may pass through any friendly unit in its path. There
The break off move is a voluntary withdrawal from is no penalty to the skirmish foot or to the unit that is
melee. To break off, simply announce your intention passed through, except that it may not charge nor
and move the unit breaking off. Only certain troops countercharge.
are eligible to break off. See the table, Maneuver
A formed unit that charges an enemy skirmisher
Movement And Break Off, page 26.
unit (light cavalry, light camelry, or skirmish infantry)
A break off move is conducted in the same way as that evades passes through the skirmisher if its charge
a maneuver forward move after the unit turns 180 distance is greater or if the skirmisher’s movement is
degrees, except that the unit breaking off must move blocked. The charging unit moves its full charge
at least the distance of a charge move. It may choose distance. The skirmisher unit routs and is removed
to move up to twice the distance of its charge move. If from the table if it is contacted.

23
Units may not end movement occupying the same
space at the same time. If a unit has insufficient
movement to completely clear a unit that it is
attempting to pass through, take the extra minimum
movement needed to move the unit completely
through. Its maneuver move distance might be
exceeded. There is an exception, as follows: If the
unit attempting to pass through another unit is
evading, check to see whether it is caught using its
exact evade move. If it is caught before its rear rank
passes the front of the unit being passed through, it
remains caught and does not penetrate the unit it
attempted to pass through. The charging unit must
catch the evaders before it halts at ½" [1"] from an
enemy that the evaders pass through unless it intends
to charge the fresh enemy. See Catching Evaders,
page 34.
No unit may pass through another unit in melee.
No unit may pass through another in a charge or
countercharge move, except for the case of a charging
unit overrunning a skirmisher unit.

Moving In Rough Terrain


For movement purposes, a unit counts as being in
rough terrain if any portion of the front edge of any
stand in the unit is located within the rough terrain. If
the unit is moving out of the rough terrain, once the
front of all stands in the rearmost rank have cleared Figure 8. Moving in rough terrain
the edge of the terrain, the unit is in clear terrain. See
Figure 8 on this page.
A linear rough terrain feature (for example, a fordable
The movement allowance of certain troop types is stream) is treated like any other rough terrain. While
reduced by rough terrain. When entering or exiting the front edge of a stand is within the terrain, the unit
rough terrain, prorate the movement allowance. For moves at the rough terrain rate. Fieldworks, other than
example, suppose a unit of 15 mm heavy cavalry, with anticavalry devices, are treated as linear rough terrain
a maneuver movement allowance of 8", moves 3" and for the purpose of crossing them.
then enters woods. The unit has 5" of its move left
and moves one-fourth as fast in woods, so it can move A linear rough terrain feature with a width of less
1.25" in the woods. than 1" [1½"] is treated as though it had a width of 1"
[1½"]. A consequence of this is that it costs at least
2"[3"] of movement for penalized infantry to cross a
piece of linear rough terrain. It costs at least 4" [6"] of
movement for mounted troops.

24
Movement Distances (Inches) Effects Of Rough Terrain On Movement
25 mm 15 mm Skirmish infantry
Troop Type Light infantry
Basic Charge Basic Charge No effect
Medium infantry
16 8 Light cavalry 10 5
Leaders
Medium cavalry Subheavy infantry
Heavy cavalry Use ½ basic movement
Heavy infantry
Elite cavalry distance
12 8 8 5 Knight infantry
Light camelry
Light chariots Mounted troops Use ¼ movement distance
Scythe chariots Artillery Use ¼ movement distance
Cataphract cavalry
Knight cavalry
Medium camelry
10 8 Heavy camelry 7 5
Cataphract camelry
Heavy chariots
Elephants
Skirmish infantry
8 6 Light infantry 5 4
Medium infantry
Subheavy infantry
6 4 Heavy infantry 4 3
Knight infantry
6 S Wagons, transport 4 S
3 S Artillery 2 S
12 S Leader on foot 8 S
24 S Mounted leader 16 S
Basic distance is for maneuver forward move

25
Maneuver Movement And Break Off
Shaken If
Eligible To
Type Of Move Eligible Troop Types Contacted By
Shoot?
Enemy Charge?
Yes
Forward All No
(except artillery)
Skirmish Skirmish infantry Light cavalry No Yes
Any troops may break off from fortifications
Skirmish infantry
The following if in contact with infantry and/or
elephants exclusively: Not Not
Break off
Light cavalry Medium knight cavalry applicable applicable
Medium cavalry Heavy knight cavalry
Heavy cavalry Light camelry
Elite cavalry Light chariots
Medium cavalry Light camelry
Heavy cavalry Light chariots Yes
Cataphract cavalry
Reverse facing Yes
Skirmish infantry Light cavalry
Light infantry Elite cavalry No
Elite infantry
Skirmish infantry Light cavalry
Fall back Light infantry Elite cavalry No Yes
Elite infantry
Double All Yes No
Change All except elite infantry and elite cavalry Yes
No
formation Elite infantry Elite cavalry No
Skirmish infantry through any troops
Passing through Any troops through skirmish infantry
No Yes
another unit Light cavalry through light cavalry
Light camelry through light camelry

Attaching And Detaching Leaders


Leaders may join or leave a unit without melee. A leader may join a unit during the maneuver
movement penalty to the leader or the unit. To attach movement phase after melee is initiated. The leader
a leader, position the leader figure in contact at the does not count as charging. A leader may leave
rear of the unit. A leader may join or leave a unit only (detach from) a unit in melee in the maneuver
in the maneuver movement phase. movement phase.
An attached leader is regarded as being in the front A leader remains attached to a unit until the leader
rank in melee. The leader must be in contact to be moves away during maneuver movement, except in
attached, and must be attached in order for the unit to the following cases: A leader detaches whenever a
benefit from an attached leader in morale checks and unit routs or leaves the table. A leader is not required
to leave the table and cannot rout.

26
Charge And Charge Response

Charge Move Requirements For Declaring


A charge is movement intended to result in contact a Charge
with an enemy unit. Charge movement takes place All of the conditions listed below must be true
during the charge movement phase, using the charge prior to charge movement before a unit may
movement allowance. Depending upon the position of declare a charge on an enemy unit
a leader in line of command and the tactical situation,
a charge morale check might be required. See Figure ® The charging unit has a line of sight on the
9. target at the time of the charge declaration
® There are no units or impassable terrain
blocking the path of the unit’s charge at the
time of the charge declaration
® The target is within the charge movement
allowance of the charging unit
® If the charge is a flank attack, the charging unit
must comply with the requirements for charging
the flank

charge may be contacted. The charging unit does not


check morale. The fresh enemy unit checks morale as
Figure 9. Examples of contacts in melee though a charge declaration was made on it. If the
fresh enemy is skirmish infantry, it responds normally
to being charged if the charging unit chooses to
contact it.
Charge Declaration
A unit that intends to initiate melee declares a
charge against particular units. A charge may be
Charge Restrictions
declared against as many enemy units as the charging There are restrictions on the types of troops that
unit can contact, provided all of the requirements for may charge in various circumstances. These rules are
declaring a charge are met. See the table, detailed in the table, Charge Restrictions, on page 29.
Requirements For Declaring a Charge, on this page. The restrictions on infantry charging mounted troops
Assume that all units on the table, other than the are intended to hinder the unrealistic close
charging unit, remain stationary in deciding whether coordination of foot and mounted troops.
all of the requirements for declaring the charge can be
met. Charge declarations are simultaneous. If a charge Foot who declare a charge against the front or rear
declaration turns out to be prohibited or illegal, it is of mounted troops move into contact if the mounted
simply cancelled. See Figures 10, 11, 12, and 13. troops did not charge or countercharge any enemy
(unless the mounted troops successfully evade). Foot
If an enemy unit is not named in the charge also move into contact on the flank of mounted
declaration, then it cannot be contacted by the troops, since the mounted troops must receive the
charging unit, except in the following case: If an charge halted. See Response To a Flank Charge, page
enemy unit is uncovered by skirmish infantry that 33.
evade through it, the fresh enemy in the path of the

27
Figure 10. Examples of frontal charge moves

28
If mounted troops charge or countercharge a foot Charge Restrictions
unit of formed troops, the foot’s charge declaration
against any enemy is automatically changed to receive Troop Type Restrictions
all charges against it at the halt. If it dices for a May not declare a charge if shaken
morale check, the check is for receiving a charge at or in melee
the halt, even if it initially declared a charge.
May not declare a charge if any of
If a unit declares a charge, and an enemy unit other the following moves were
than the target of its charge declares a charge on it, performed this turn:
the unit may choose to cancel its charge declaration Skirmish
and evade instead, provided it is eligible to evade the All troops Reverse facing
unit that declared a charge on it. See Troops Eligible Fall back
To Evade, page 34. Double
Change formation
Passed through by a unit
evading
Charging the Flank Or Rear May not charge routed elephants
Specific criteria must be met for a charge to count May declare a charge against
as a charge on the flank. See the table below, Criteria troops occupying fieldworks only
Mounted
For Charging the Flank, and Figure 11. if the fieldworks are susceptible to
troops
mounted attack, such as caltrops or
If a unit is behind its charge target and does not stakes
meet the requirements for a flank attack, then the
charge is a rear attack. May not declare a charge unless
one or more of the following
If a unit contacts its charge target on the front, then applies:
the charge is a frontal charge. A contact on the front Light cavalry Charging unit is fierce
corner of a unit by a unit charging from the front Light Target of charge is shaken
counts as a frontal attack if the requirements for a camelry Target of charge is in melee
flank attack cannot be met. Target of charge is light
A formed unit (any troop type other than light cavalry, light camelry, skirmish
cavalry, light camelry, skirmish infantry, or artillery) infantry, or artillery
that has a legal charge onto the flank or rear of an May not declare a charge against
enemy unit does not check morale. The charge is the same unit that friendly
automatic, regardless of other circumstances. mounted troops declare a charge or
countercharge against
May not declare a charge against
Infantry
the front or rear of a mounted unit
Criteria For Charging the Flank that declares a charge or
To count as a charge on the flank, all of the countercharge against any unit
conditions below must be met. Assume that the May not declare a charge against
target unit remains stationary when checking for both a foot unit and a mounted
these conditions unit
Skirmish May declare a charge only against
® At least one stand of the charging unit must be
infantry skirmish infantry, elephants,
wholly behind the front of the target at the time
scythe chariots, or artillery
of the charge declaration
Artillery May not charge
® The angle formed by the flank of the unit being crew
charged and the front of the charging unit at the
beginning of the charge move must not be more
than 45 degrees Movement To Contact
A charging unit may wheel forward up to 45
® The charging unit must be in a position of degrees at the beginning of the move, and then must
overlap of at least 15 mm [20 mm] on the flank move in a straight line. This wheel is in addition to
of the target unit after wheeling (if desired) and any wheel made during maneuver movement. A
moving straight toward the target charging unit may not move at the oblique as part of a
charge move. The full charge distance must be taken

29
if the charging unit fails to contact the target, unless minimum amount of possible overlap on a flank at the
the charge is blocked by another unit. time of the charge declaration for the charge to count
as a flank charge. A unit that has a charge on a
A charging unit must, if possible, contact all units
flank, rear, or front as judged at the time of
declared as targets of the charge. If a unit declared a
charge declarations maintains the flank, rear, or
charge against two or more units, it must contact the
front relationship upon contact.
unit nearest to it before contacting additional targets.
If the charging unit is unable to contact all of the Units halt immediately upon contact. Often, a unit
targets named in its charge declaration, then the approaches an enemy unit at an angle and only the
targets not contacted do not respond to the charge. corner of one of the units is in contact. Once contact
is achieved, a charging unit may (but is not required
Infantry who declare a charge against mounted
to) continue movement by pivoting about the point of
troops and then are countercharged by the mounted
contact to close up to the enemy along its front or to
troops have the option of moving forward, even
contact another target of its charge declaration. The
though the infantry’s attack is converted to receiving
charging unit may not exceed its charge move
a charge at the halt for morale check purposes. The
distance. The charging unit’s final direction of facing
infantry may move half their charge move or half the
may not be more than 45 degrees from the direction of
distance to the charge target, whichever is less.
facing before the charge move.
The criteria for charging the front, rear, or flank of
If a charging unit contacts a friendly unit in a
a unit apply to the position of the target unit at the
charge, it must halt immediately and cannot make any
time of the charge declaration. Charge and
further movement. Contacting a friendly unit does not
countercharge movement may alter the points of
prohibit a charge provided the charging unit contacts
contact of the units involved in a charge. A charge is
an enemy unit before or at the same time it contacts a
legal provided the charge declaration is legal. As
friendly unit.
indicated in the table on page 29, Criteria For
Charging the Flank, there is a requirement for a

Figure 11. Examples of flank charges


30
Obstructed Flanks The unit providing obstruction may be shaken,
have changed formation, or be in melee, and may face
A charging unit may not contact the obstructed in any direction. A single unit provides obstruction to
flank of a target unit, even if the charge would qualify only one flank of a friendly unit. Terrain impassable
for a flank attack if the flank did not count as to all troops may substitute for a friendly unit in
obstructed. In many cases, a unit may achieve a providing obstruction. A table edge does not provide
frontal attack on a unit that either has an obstructed obstruction.
flank or is providing obstruction. See Figure 12. The idea underlying this rule is that formed units
The flank of a unit is obstructed if a friendly unit in close proximity physically block flank attacks on
satisfies the following two conditions: interior flanks, regardless of the existence of short
gaps in the arrangement of the units on the table.
® The friendly unit is within 2" [3"] of any portion
of the obstructed flank
® At least two stand widths (across the front or rear)
of the friendly unit are within the obstructed flank
area

Figure 12. Examples of obstructed flanks


31
Charge Response Countercharges are subject to various restrictions,
given in the table Countercharge Restrictions. For the
If a unit did not declare a charge, and is the charge sake of clarification, additional points are listed
target of an enemy unit that passed its morale check or below.
was not required to check, the target declares its ® A unit countercharging may contact only units that
charge response. The choices are countercharge, declared a charge against it
evade, or receive the charge halted. If a charge morale
check fails, the declared target ignores the charge ® A unit may charge an enemy unit and
declaration. countercharge another enemy unit at the same time
® A unit that is charged on the rear may
countercharge a unit that is charging its front
Countercharge Move ® Light cavalry and light camelry may countercharge
any unit, subject to the restrictions in the table
A unit attempting to countercharge might be
required to dice for countercharge morale. If the
morale check is passed or not required, a
countercharge is treated the same as a charge, except
that the movement taken is one-half of the movement
allowance or one-half the distance to the charging
unit, whichever is less. A countercharging unit might
be contacted before moving its allowed distance.

Figure 13. Examples of charge moves involving several units


32
Receiving a Charge At the Halt Countercharge Restrictions
Troop Type Restrictions
A unit attempting to receive a charge at the halt
might be required to dice for morale and apply the May not declare a countercharge
result. No movement of any kind is allowed. Any unit if shaken or in melee
may receive a charge at the halt, except for skirmish May not declare a countercharge
infantry required to evade. Skirmish infantry may if any of the following moves
choose to receive at the halt a charge by skirmisher were performed this turn:
troops (light cavalry, light camelry, skirmish
infantry), elephants, or scythe chariots. Skirmish
All troops Reverse facing
Fall back
Receiving a Charge At the Halt Double
Troops must receive a charge at the halt in any of Change formation
the circumstances below, unless the troops are Passed through by a unit
eligible or required to evade evading
Shaken May not countercharge routing
Foot charged by mounted troops elephants
Charged on the flank Formed May not countercharge mounted
In melee infantry troops
Artillery crew charged by skirmishers
May not countercharge any
Performed any of the following moves this turn:
Skirmish troops other than skirmish
Skirmish infantry infantry, elephants, and scythe
Reverse facing chariots
Fall back Artillery crew May not countercharge
Double
Change formation
Passed through by a unit evading
Evade Move
The evade move is an attempt to escape contact
Response To a Flank Charge when charged by the enemy. The evade move consists
of facing about and moving away from the chargers,
If a charge is declared against a unit’s flank, the with no movement penalty for facing about. A full
unit (including fierce units) must receive the charge at charge move distance is taken in a direction up to 45
the halt, unless it is eligible to evade. It will check degrees away from the front of any of the chargers or
morale for receiving a charge at the halt or for up to 45 degrees away from the facing of the evading
evading and count the morale modifier for a flank unit, or at any direction between these angles. If the
charge. If the unit has declared a charge or move is not directly to the rear of the evaders’ facing,
countercharge against an enemy unit to its front, its the unit is moved at the oblique, moving each stand in
charge or countercharge declaration is cancelled. The the unit the same distance, where possible. Movement
purpose of this rule is to reward the unit able to ends with the unit having a straight front, but not
achieve the tactically superior flank position and to necessarily exactly in the direction of movement.
simplify charge movement. Evaders may choose a path of movement that avoids
impassable terrain or troops, within the movement
restrictions discussed above. Troops that evade must
Response To a Rear Charge end movement facing away from the chargers.
Chargers must follow the path of evaders.
A unit that is charging and is being charged on the Chargers may exceed the 45 degree restriction on
rear might outdistance the enemy to its rear. The unit wheeling if necessary. Chargers need not follow in the
charging the rear may wheel beyond 45 degrees at any exact path of evaders as long as, at the end of
point in its movement path if necessary to contact the movement, at least one stand would contact evaders
rear of its target. It still may not exceed its charge
across the stand’s entire width if movement continued
movement allowance.
straight ahead. Each unit that declared a charge
against an evading unit must attempt to contact the

33
unit in a charge move. In many cases a full charge mounted and the evaders are infantry, the evaders are
move cannot be made because charging units get in caught on a die roll of 1-5. Make only one die roll for
each other’s way. See Figure 14. each evading unit, regardless of how many units
charge it. If chargers and evaders are separated by
A unit attempting to evade might be required to
1½" [2"] or less before movement and the charge
check morale. If it routs as a result of failing the
move is greater than or equal to the evade move, it is
morale check, it makes its evade move. A unit
convenient to dice for the evaders getting caught
charging the routing evaders makes its charge move.
before they move.
The units are treated as though the routing evaders
were caught by the chargers (see Catching Evaders If evading skirmishers (light cavalry, light
below). camelry, and skirmish infantry) are caught, they
automatically rout andare removed from the table at
A unit that evades a charge may not charge or
the end of the charge phase, after all charge and
countercharge at the same time. Consequently, an
charge response movement has been completed.
evading unit must halt at ½" [1"] if an enemy unit is in
Evading skirmishers rout even if the charging troops
its path.
that catch them are skirmishers. Chargers always
move the full charge allowance when catching a
skirmisher unit. If the evaders are formed troops,
Troops Eligible To Evade position the front of the charging unit in contact with
the rear of the evading unit after the evading unit
The evade move is available only to the types of completes its evade movement. The charge is a charge
troops shown in the table on this page, Troops on the rear. Countercharge moves take place after
Eligible To Evade. For the sake of clarification, evade moves and before charge moves, so it is
additional points are listed below: possible that a charging unit may be blocked from
® A unit that is in melee cannot evade. catching evaders because of interception by a
countercharging unit. Also see Units Passing Through
® Artillery crew cannot evade. Each Other in Maneuver, page 23.
® Skirmishers that performed a skirmish move are
eligible to evade.
At least one-half of the stands in a unit of formed
troops must be credited with a missile weapon, in Troops Eligible To Evade
order for the unit to be eligible to evade, except for
Eligible Troop
the cases of mounted troops listed in the table that are Circumstance
charged by infantry or elephants.
Types
Skirmish infantry
Skirmish infantry must evade when charged by any Light infantry
troops other than elephants, scythe chariots, or other Light cavalry
skirmishers (light cavalry, light camelry, and skirmish Light camelry
infantry), except when already in melee. A unit Light chariots
attempting to evade might be required to check The following if armed
morale. Charged by any troops with bow or crossbow:
Medium cavalry
Heavy cavalry
Catching Evaders Elite cavalry
Medium camelry
Evaders might get caught by chargers if obstacles
Heavy camelry
block their path or if the movement allowance of the
evaders is less than that of the chargers. If the Medium cavalry
chargers end movement in contact with the evaders, Heavy cavalry
Charged by infantry or
the evaders are caught. Elite cavalry
by elephants
Medium camelry
Evaders might also get caught if the chargers end Heavy camelry
movement close to the evaders. If chargers end their
movement within 1½" [2"] of the evaders, the
chargers roll D6. If the chargers are infantry, or if the
evaders are mounted, the evaders are caught on a die
roll of 1. If any unit eligible to catch the evaders is

34
Skirmish Infantry Evading Through
Friends
A skirmish infantry unit that evades a charge may
choose to pass through a friendly unit, leaving the
friendly unit in the path of the charge. The charging
unit, except for troops rated as fierce, have the option
of continuing the charge into the fresh enemy, without
checking morale, or halting ½" [1"] from the fresh
enemy. Fierce troops must attempt to contact any
fresh enemy blocking their path. If the fresh enemy is
charged, it checks morale for receiving a charge at the
halt, unless it is skirmish infantry. Fresh enemy
cannot countercharge.
If the fresh enemy is skirmish infantry, it responds
normally to a charge declaration on it, except that it
cannot countercharge.
Figure 14. Example of evade move

Skirmish Infantry Evading Behind


Fieldworks
Rout
Skirmish infantry may be positioned behind
fieldworks with a friendly formed infantry unit A unit that routs as a result of a shooting morale
contacting its rear, as though forming rear ranks. The check is removed from the table at the end of the
purpose of this arrangement is to allow the skirmish current movement phase, except for elephants. Units
infantry to shoot and the formed unit to defend the that have line of sight on the unit before it is removed
fieldworks. If the skirmish unit is charged frontally, it and that are required to check morale for seeing a
evades and passes through the friendly unit to its rear. friendly unit rout, check morale after the enemy side
The formed unit may move forward to the position has completed all shooting in the current phase.
occupied by the skirmish unit and receive the charge. A unit that routs as a result of failing a morale
The charging unit halts at the fieldworks. The check for attempting to evade or to receive a charge at
defending formed unit must check morale for the halt, remains in place, unless it is a skirmisher unit
receiving a charge at the halt. (light cavalry, light camelry, and skirmish infantry).
Skirmishers that rout when responding to a charge are
removed immediately. The unit charging the failed
Leaving the Table In an Evade Move unit moves into contact, or to the limit of its charge
allowance if charging a skirmish unit. Stands that
A unit may leave the table only while evading or would ordinarily fight the routed unit in melee are not
charging evaders, unless specified otherwise in a available for fighting any other enemy in melee. The
scenario. A unit that leaves the table may not return. routed unit cannot inflict hits in melee. There is no
If an evade move distance extends off the table, need to resolve melee or check morale for the routed
the unit evading must exit the table. If the move unit. A formed unit is not regarded as routed until the
distance for a unit charging evaders extends off the melee morale check phase. It is removed from the
table, the chargers may choose to exit or stop at the table at the same time as units routing from melee
table edge, facing the direction of movement. If any morale checks.
portion of an evading unit goes off the table, take the A unit that routs as a result of failing a melee
entire unit off. morale check is removed from the table after all
checks have been made for seeing friendly units rout
(a later phase), except for elephants.

35
Elephant Rout Move Directions
2D6 Result
Unit routs forward straight ahead for 2
7 or 10
turns
Unit routs to the left (90 degrees
5 or 8
relative to its facing) for 1 turn
Unit routs to the right (90 degrees
6 or 9
relative to its facing) for 1 turn
2, 3, 4, 11,
Unit routs directly backward for 2 turns
or 12

Elephant Rout Move


When an elephant unit routs, it remains on the
table and routs in one of four directions for one or two
turns, as given in the table above, Elephant Rout
Move Directions, and Figure 15. Roll 2D6 to find out
what happens to the unit. Check for direction of rout
only for the first turn of rout. Mark the direction for
the second turn of rout.
The rout move distance is the same as the charge Figure 15. Elephant rout move determination
distance. The rout move is taken at the beginning of
the phase in which units check morale for seeing
friendly units rout. If the elephant unit runs into
impassable terrain, it moves around the terrain toward Movement In Melee
its table edge. Ignore wheeling and facing. Simply
Movement of a unit in melee is prohibited, except
move the unit in the required direction. Each stand in
in the following cases:
the unit moves the full movement allowance in a
straight line. Stands maintain the same orientation as ® Mounted units and skirmish infantry units
in an evade move. contacted on the rear and not on the front or flank
are permitted to turn 180 degrees to face their
If any portion of a routing elephant unit passes into
attackers after the first turn of melee
any portion of a unit of other troops, friend or foe, the
elephants pass straight through to the other side, ® If a front corner of a unit is contacting an enemy
taking extra movement if necessary. If the rout move unit, one or both units may choose to wheel into
is 90 degrees to either side, the elephants are removed contact along their fronts, if they have not already
at the end of the rout move, since they rout only one done so
turn. They do not contact additional units as a result
Either of the moves described above may be taken
of taking extra movement when moving to the side. If
at the beginning of the melee phase on any subsequent
the elephants rout forward or to the rear and require
turn after the turn of contact, but only if the
extra movement, all units contacted are penalized. A
movement satisfies the following conditions:
unit broken through or contacted by routing elephants
automatically becomes shaken and receives one ® The movement does not require that an enemy unit
fatigue point for each elephant unit that routs through in contact with the moving unit also move to
it. If the unit was already shaken, it routs. If the unit maintain contact
was not shaken and more than one elephant unit routs
® The moving unit may not contact a fresh enemy
through it, it just becomes shaken and does not rout.
unit
A unit may not evade if broken through by routing
elephants, even if ordinarily eligible. An elephant unit ® The moving unit may not decrease its distance
may itself be broken through by routing elephants. from an enemy unit if the moving unit is within the
enemy’s charge reach
A unit that sees a friendly routing elephant unit
within 8" [12"] at any point along its path must check ® The front of the moving unit must be maintained in
morale for seeing a friendly unit rout. a straight line unless conforming to terrain
Routed elephants cannot be rallied. The unit moving does not become shaken.

36
Morale

The Morale Check Morale Check


Pass on 2D6 # Base ± Modifiers to Base
The morale check represents command control and
whether troops will perform according to training, as Morale Bases
well as their psychological state.
A: 11 B: 10 C: 9 D: 8 E: 7
The morale check consists of rolling two six-sided
dice (2D6) and comparing their sum to the morale Examples Of Receiving Fatigue Points
base for the unit plus or minus modifiers to the morale
base. The unit passes the morale check if the dice 1. A unit of heavy infantry consisting of 6 stands
score is less than or equal to the modified base. The receives its first hits in the form of 3 shooting hits.
morale base number is given for each morale class in This is not enough to make a fatigue point. It
the table, Morale Bases, on this page. Morale charges an enemy unit on the same turn and
modifiers are shown in the table, Morale Modifiers, receives 5 melee hits. It now has 8 hits. It
on page 38. Morale modifiers are additive. If a unit exchanges 6 hits for a fatigue point and has 2 hits
has an adjusted morale base (base plus or minus left over (8 hits divided by 6 stands yields 1 FP
modifiers) of less than two, it cannot pass morale. with a remainder of 2 hits). On the next turn, it
Morale checks made in the same phase are regarded continues to fight in melee and receives 3 hits. It
as simultaneous except for melee morale checks made now has 5 hits, 1 short of being enough for another
according to melee morale check precedence fatigue point.
conditions. See Melee Morale Check Precedence
2. A unit of light cavalry has 3 stands. It
Conditions, page 42.
exchanges shots with an enemy unit and receives 4
For example, a shaken C class unit with two hits. It is marked with 1 fatigue point and 1 hit (4
fatigue points and a leader attached checking melee divided by 3 with remainder of 1). On the next turn
morale passes if it rolls a seven or below. The it receives 2 hits for a new total of 3 hits, which it
adjusted base is 9 (C class) + 2 (leader) S 2 (fatigue exchanges for 1 FP. It now has 2 FP’s and no extra
points) S 2 (shaken) = 7. hits.

morale checks are made. Artillery consists of one-


Hits And Fatigue Points stand units, so each stand receives an FP for each hit.
Play will be speeded up if hit markers are placed
Shooting and melee result in hits, which are behind the units affected until shooting or melee is
converted into fatigue points in relation to the size of completed. Then make exchanges for fatigue points
the unit. Fatigue points represent fatigue and loss of and place the fatigue point and hit markers on the
cohesion, rather than actual casualties. A unit’s units.
effectiveness diminishes as fatigue points accumulate
because fatigue points decrease a unit’s effective Hits and fatigue points may be recorded on a unit
morale. Hits and fatigue points do not apply to roster instead of using markers if you prefer.
individual leader figures. A unit is said to be worn when it accumulates a
Figures are not removed as casualties. Instead, hits number of fatigue points that is seven less than its
continue to accumulate on a unit and are exchanged morale base. See the table, Becoming Worn, on the
for a fatigue point (FP) whenever a unit accumulates next page. The concept of worn is important only in
the number of hits that is equal to the number of melee morale check precedence or as a condition that
stands in the unit. This exchange is made before triggers dicing for morale when attempting to charge
or respond to a charge.

37
Explanation Of Morale Modifiers Becoming Worn
A unit with a particular morale class is worn when
Leader attached to unit it has accumulated the number of fatigue points
A leader in line of command must be physically below.
touching the unit checking morale. Only one leader An E class unit is not worn unless it has received at
can be counted. least 1 hit.
Foot defending fieldworks and not charging A: 4 B: 3 C: 2 D: 1 E: 0

This modifier applies to formed foot who are


located behind linear fieldworks and who have
received a charge at the halt. It also applies on the Morale Modifiers
turn that foot receive a charge by mounted troops who +2 Leader attached to unit
make a charge move across caltrops or other anti- +1 Foot defending fieldworks and not charging
cavalry devices, but not on subsequent turns while the –1 Each 2 FP, checking for charge/charge
foot is in melee with the mounted troops. response
–1 Each FP when checking for other causes
Each 2 FP when checking charge or charge –1 Formed foot, for each unsupported flank,
response checking for melee only
When required to dice for charging, –1 Formed foot, more than two-thirds missile
countercharging, receiving a charge at the halt, or (not javelin), checking for melee only
evading, count –1 for each two fatigue points. Round –2 Shaken and/or surprised
fatigue points down (3 FP count as –1). Ignore extra –3 Charged or contacted on the flank or rear
hits.
Each FP when checking for other causes counted as supporting more than one flank of the
Count –1 for each fatigue point when checking same unit, but may support the flanks of two different
morale for shooting, melee, seeing a leader get units. For example, two units arranged one behind the
wounded, or seeing a friendly unit rout. other would each have only one supported flank,
unless there is a third unit that could provide support.
Formed foot, for each unsupported flank,
The melee morale modifier for formed infantry
checking for melee only
flank support is a separate consideration and separate
The flank of a unit of formed infantry may be condition from protecting a unit from flank attack
supported only by a friendly formed foot unit, because of obstructed flanks. See Obstructed Flanks
elephant unit, artillery, or impassable terrain. The in Charge And Charge Response, page 31.
supporting unit may be shaken. The facing of the
supporting unit is irrelevant. If impassable terrain is Formed foot, more than two-thirds missile,
claimed for flank support, it must be impassable to all (not javelin), checking for melee only
troop types. A table edge does not provide flank This modifier applies to a formed infantry unit in
support. The modifier applies only when checking which more than two-thirds of its stands are credited
morale for melee. with missile weapons, except that it does not apply to
A flank qualifies as supported if both of the light infantry armed with javelins.
following conditions are met: Shaken and/or surprised
® The supporting unit or terrain must be within 2" The modifier counts only once if a unit is both
[3"] of a corner or flank edge of the supported unit shaken and surprised. See Surprise, page 39, for
(the unit checking morale) and determining whether a unit is surprised.
® An imaginary line connecting any point on the
Charged or contacted on the flank or rear
flank of the supported unit to the closest portion of
the supporting unit or terrain must not cross any A unit that is being charged on the flank or rear or
portion of any other unit, other than friendly is already contacted on the flank or rear counts the
skirmish infantry, flank/rear morale modifier, except for mounted troops
in a continuing mounted melee. See Continuing
Formed foot units, elephant units, artillery, and
Mounted Melee in Melee, page 56.
impassable terrain may provide support, with the
following restriction: A unit or terrain may not be

38
Shaken Causes Of Becoming Shaken
Failing certain morale
The shaken condition represents sudden fear or checks
failure of confidence. Troops recover from being All troops
shaken by standing one complete turn, without Broken through by routing
movement other than a formation change, out of elephants
contact with enemy. There is no dicing or morale All troops except
If contacted in a charge on
check and an attached leader is of no benefit.
Skirmish the same turn that any of
Recovery is not completed until the end of the turn.
infantry the following moves were
A shaken unit is subject to the following Light infantry made:
restrictions: Elite infantry
Reverse facing
Light cavalry
® May not advance toward visible enemy (so cannot Fall back
Elite cavalry
charge or countercharge)
All troops except If contacted in a charge on
® Penalties in the form of modifiers for shooting,
Elite infantry the same turn that the unit
melee, and morale
Elite cavalry changed formation
® Fierce troops, once shaken, lose fierce status for
the remainder of the game
Troops who are shaken may shoot and still recover Causes For Checking Morale
at the end of the turn. Being shot at does not affect
recovery, unless the shaken troops are forced to check A unit checks for morale when a condition listed
morale and fail, in which case they rout. on the table, Causes For Checking Morale, page 40,
arise. If the unit passes the morale check, it carries out
its intended action. If it fails, it carries out the action
indicated for failure to pass. It is sometimes
Surprise convenient to make a morale check for a unit
immediately after resolving shooting at the unit,
A unit counts as surprised if either of the following rather than at the end of the phase. Where it matters,
applies: assume that a morale check for shooting was not made
® The unit is shot at by enemy troops that were until the end of the phase. A unit might be required to
hidden or concealed in covering terrain. See check morale for different causes several times during
Hidden Troops and Concealment in The a turn.
Battlefield, page 13
® The unit is charged by enemy troops that were
hidden or concealed in covering terrain Checking Morale To Charge Or
Troops are not surprised by enemy emerging from To Respond To a Charge
behind a hill or other terrain feature or structure. The
enemy must be concealed within a terrain feature to If a unit is eligible to charge or countercharge, it
achieve surprise. Once the concealed troops are might not be required to dice for a morale check. If a
revealed, a unit can no longer be surprised by troops unit is not required to dice for the morale check, it
attacking from the position occupied by the concealed automatically carries out its charge or charge
troops. Surprise ends at the end of the turn. response. The requirements and conditions for dicing
or not dicing are listed in the table, Charge And
If surprised when shot at, the unit must check Charge Response Checks, page 40. If any of the
morale if it receives any hits, counting the morale conditions apply to the unit, it must check morale,
modifier for surprise. unless the unit is fierce or is charging a flank or rear
A surprised unit may declare a charge or or is foot defending fieldworks, as listed in the table,
countercharge or otherwise respond as usual to a except that a fierce unit charged on the flank or rear
charge. It must dice for the morale check because it is cannot charge. There is a distinction between the
surprised and count the surprise morale modifier cause for checking morale (which is often automatic
(unless it is a fierce unit that declared a charge or it is in the cases of charge and charge response and
charging the flank or rear of an enemy unit). doesn’t require dicing) and the requirement for dicing
for a charge or charge response that is triggered by a
disadvantageous condition.

39
The targets of all charge declarations and all Checking Morale For Shooting
charge responses must be stated so that it will be clear
which units have their declarations cancelled, which A unit checks morale once for shooting after all
units must dice for morale, and which modifiers will shooting is completed if any of the following
apply. A unit already in melee has the same circumstances occurs:
obligation to check for being charged as any other
unit. Its cause for checking is to receive a charge at ® The first occasion a unit receives a hit. If the unit
the halt. A unit that declares a charge, fails its charge already has a hit from shooting or melee, the unit
check, and is the target of a successful charge uses the does not check
same die roll for its charge response check. ® The unit receives a fatigue point or hits are
There is no effect on a unit that fails to pass a exchanged for a fatigue point
morale check for a declared charge, other than the ® The unit receives a shooting hit while surprised
unit does not charge and cannot countercharge, with
one exception: If charged by a fierce unit, a unit that The result of failing a shooting morale check is to
fails morale becomes shaken, as shown in the table be ineligible to charge or countercharge on the turn of
Causes For Checking Morale, on this page. the morale failure. In addition, the unit may become
shaken or rout if it is already shaken. These results are
A formed unit that fails a morale check for evading applied in the current phase. If the unit routs, it is
still performs its evade move. removed at the end of the current maneuver phase, as
described in Rout, page 35. Friendly units within 8"
[12"] that see the rout might be required to check
Causes For Checking Morale morale, as described in See Friendly Rout, page 42.
Cause Result Of Failure To Pass Charge And Charge Response
Can’t charge. If charged by
Charge Checks
fierce troops, become shaken
Dicing is not required (disregard other
Can’t countercharge. If
circumstances) if any of the following apply:
Countercharge charged by fierce troops,
become shaken ® Fierce troops to charge or countercharge (unless
Receive charge Become shaken charged on the flank)
halted Rout if already shaken ® Formed troops to charge flank or rear
® Foot defending fieldworks and not charging
Become shaken
Evade Dicing is required if any of the following
Rout if already shaken
circumstances apply:
No charge or countercharge
If unit has more than 1 fatigue ® No leader in line of command within 8" [12"]
point, become shaken ® Charged on the flank or rear
Shooting
For any number of fatigue ® Shaken (no advance) or surprised
points, rout if already ® Cavalry or camelry, except knight cavalry or
shaken fierce troops, to contact fully supported
Rout if any apply this turn: formed foot (Supported refers to the melee
morale modifier)
® Already shaken ® Any troops except elephants to contact
Melee ® Charged by mounted or elephants
Formed foot fierce ® Formed foot to contact chariots
® Contacted on flank or rear ® Formed foot, more than two-thirds missile (not
Otherwise, become shaken javelin), charged by mounted troops
® Skirmishers unless evading (ignore leader to
Melee
Rout evade)
Other troops
® Formed unit to evade
See leader ® Unit is worn
Become shaken
wounded
Become shaken
See friendly rout
Rout if already shaken Second Printing Note
For Charge And Charge Response Checks
The condition Formed unit to evade was not in the
original printing

40
Checking Morale For Melee Examples Of Checking Morale For Charge
Or Charge Response
A unit in melee is required to check morale if it 1. A bow-armed heavy cavalry unit with a leader
receives a hit and is required to check according to a within 8" [12"] elects to evade when charged. The
precedence, depending upon the conditions or cavalry unit does not dice for morale unless it is being
disadvantages that apply. See Morale Check charged on the flank or rear, is shaken or surprised, is
Precedence, page 42. being charged by elephants or by fierce troops, or is
worn.
Morale modifiers apply throughout the entire
morale check phase. This means that if a formed 2. A light cavalry unit (one of the skirmisher troop
infantry unit has flank support for melee morale at the types) chooses to evade when charged, has no leader
end of melee, it retains the support until the melee within 8" [12"], and no other circumstance which
morale check phase has ended, even if a supporting would require it to dice for charge response applies. It
unit routs. does not check morale because skirmishers may
evade without dicing regardless of leader position.
All mounted troops, artillery, and skirmish infantry
3. A charge is declared by a heavy infantry unit
rout when they fail a melee morale check. Formed
against a skirmish infantry unit that is shaken. The
infantry rout only if certain conditions apply, as given skirmish infantry unit is required to evade. It must
in the table, Causes For Checking Morale, on page dice for morale for evading because it is shaken and
40. If none of the three conditions apply, then a count the morale modifier for being shaken.
formed infantry unit becomes shaken.
4. A medium infantry unit declares a charge and is
Generally, a formed infantry unit contacted only itself charged on the flank. Its own charge is cancelled
on its front becomes shaken on one turn and then and it must receive the charge at the halt. It cannot
routs on a later turn of melee. If the unit fails melee counter-charge any unit. Medium infantry is not
morale on the turn it is charged by mounted or fierce eligible to evade. It checks morale for the cause of
troops, or is attacked on its flank or rear, it skips the receiving a charge halted. It is required to dice for the
shaken stage and routs immediately. These results morale check because it is being charged on the flank
represent the breaking through of the mounted or and it counts the morale modifier for being charged
fierce troops on a charge and the immediate on the flank.
devastating effect of flank and rear attacks. 5. A light infantry unit armed with bow is charged on
the flank. It chooses to evade and checks morale for
When a unit routs, turn a couple of its stands
the cause of evading. It must dice for the morale
sideways to mark it as routed. Do not remove the unit
check because it is being charged on the flank and
from the table until friendly units have checked
counts the morale modifier for being charged on the
morale for seeing it rout. Routed skirmishers may be flank.
removed immediately, since units do not check for
seeing friendly skirmishers rout. 6. A fierce foot unit that is worn declares a charge
against elephants. It does not dice for morale because
it ignores all circumstances that would require it to
dice for a morale check for charging.
See Leader Wounded
7. A fierce unit declares a charge and is itself charged
Any unit that has a line of sight to a unit within 8" on the flank. It receives the charge at the halt because
[12"] to which a leader in line of command is attached its charge is cancelled, which makes this case
different from Example 6 above. Since it is not
checks morale for seeing the leader wounded on the
charging or countercharging, it must dice for morale
turn in which the leader is wounded. On subsequent
for receiving a charge halted and counts the morale
turns no check is made. A unit that is already shaken
modifier for being charged on the flank. See Response
makes the morale check if it could recover from being To a Flank Charge, page 33.
shaken at the end of the turn. If it fails, it is shaken on
the following turn. A unit cannot rout from failing this 8. A cavalry unit declares a charge and is itself
morale check. Checking morale for seeing a leader charged in the rear. It must check morale for the cause
become wounded is done before shooting morale of attempting to charge. It must dice for morale
checks or melee morale checks. If a unit becomes because it is being charged in the rear. It counts the
modifier from being charged in the rear. If it passes, it
shaken as a result of seeing a leader wounded, it
charges as declared, although it might get caught in
counts the shaken morale modifier when it checks
the rear. If it fails its morale check, it must remain
shooting or melee morale. stationary, which is the consequence of failing to
charge.

41
See Friendly Rout Melee Morale Check
A unit that has a line of sight to a friendly unit Precedence Conditions
within 8" [12"] that routed this turn checks morale for A unit checks morale for melee only if . . .
seeing the friendly rout. A unit does not check for
seeing a friendly rout under the following conditions: ® A condition below (1S9) applies to it and
® The routers are skirmishers (light cavalry, light ® It received at least one hit in melee
camelry, and skirmish infantry) or artillery Find the conditions in the order given below and
® The routers are E class, except that E class checks check morale for each unit to which a condition
for seeing E class routers applies. If hostile units are required to check for
the same condition, break the tie by proceeding
® The unit ended melee and one or more of its with the remaining conditions.
opponents routed
A unit does not check morale if all enemy units in
® The routers are scythe chariots contact with it were required to check morale and
® Knight cavalry and knight infantry check only for failed their morale checks.
seeing other knight troops rout
1. Contacted on the flank or rear
In the case of friendly routing elephants, the 8"
2. Shaken
[12"] distance applies anywhere along the rout path.
A unit that did not have to check on the first turn of 3. The first turn of contact with fierce troops
the elephants’ rout has to check on the second turn of
4. Foot with one or more fatigue points who were
rout if the rout path is within 8" [12"]. A unit that
charged by mounted troops this turn
checks on the first turn does not check on the second
turn. 5. Worn unit in contact with any enemy unit not
worn
A unit checks for each friendly routed unit seen. It
checks only for seeing a unit rout as a result of failing 6. Worn skirmisher (light cavalry, light camelry,
the shooting or melee morale check. It does not check skirmish infantry) in contact with worn enemy
for seeing a unit rout as a result of failing a morale formed troops. Skirmishers and artillery are
check for seeing a rout. A unit cannot fail this morale equivalent for this purpose
check more than once per phase. If a unit is unshaken
7. Worn formed foot contacting worn elephants
before making the morale check and becomes shaken
as a result of failing the check, it has suffered its one 8. Worn cavalry or camelry contacting worn
failure. It need not make additional morale checks for formed infantry
seeing friendly routs not yet checked for. If a unit is
At this point, a unit is either not required to check
already shaken when it makes the morale check, then
melee morale, has already checked, or is a worn
a single failure causes it to rout.
unit in contact with worn enemy and has not yet
checked

Melee Morale Check Precedence 9. If any worn units have not yet checked morale,
these units check in the order of lowest
Precedence provides another dimension to melee adjusted morale. If opposing worn units are
resolution by establishing combat advantages and exactly tied in adjusted base morale, then check
disadvantages among certain troop types that do not morale simultaneously. If all units in contact in
derive from troop type melee factors or from melee the same melee fail their morale checks, then
and morale modifiers. In addition, the precedence only the one unit with the highest dice actually
procedure prevents two opposing units in melee from fails. Roll 2D6 again to break ties on the
both failing melee morale. See the table, Melee dice—one unit must still fail. This reroll is to
Morale Check Precedence Conditions, on this page, break the tie on the morale check. You don’t
and Figure 16 on page 44. Complicated precedence reroll the morale check itself
situations can be avoided by matching opposing
units one to one when possible and by both sides
using units with the same frontage. that apply to it are ignored. Whenever a unit checks
morale and fails, the unit is marked as shaken or
A unit is required to check melee morale only
routed.
once. Once it has checked, any additional conditions

42
The precedence procedure is carried out by In practice, it is usually quicker for each unit in an
following the instructions in the table, Melee Morale uncomplicated melee to roll the dice and find whether
Check Precedence Conditions. Look at each condition it has a die roll higher than the adjusted morale base.
in the precedence list, in order from the top, beginning Then apply the precedence if two opposing units in
with units contacted on the flank or rear. When those contact with each other both roll higher than their
checks are completed, look for units that are shaken, adjusted morale bases. The result of a morale failure
then for foot with one or more fatigue points who (rolling high dice) applies only if the unit is actually
were charged this turn by mounted troops, and so on. required to check according to precedence.
Continue checking in order of precedence until all
In any melee involving mandatory rout by
units that are required to check have either diced or
skirmishers (as opposed to failing a morale check),
have been excused from checking. If a unit that has
the formed troops opposing them do not check for
not yet checked morale is in contact with enemy who
melee morale unless they would be required to check
have all failed their morale checks (whether shaken or
because of receiving hits from other enemy.
routed), then it does not check morale, even if it is
worn or a precedence condition lower in the list The term melee as used in this section refers to a
applies to it. collection of units, each of which is in contact with an
enemy unit.
The most common morale check situations are the
case of a worn unit in contact with an enemy who is
not worn and the case of opposing units that are both
worn.

43
Figure 16. Examples of applying melee morale check precedence

44
Shooting
Shooting Hits the columns. A hit is scored if the die roll is equal to
or less than the number shown in the table. Play will
Shooting is conducted during the maneuver phase be speeded up if the dice for all stands shooting at a
for each side. A unit, except artillery, may move given target are rolled together. See Figure 17.
during the maneuver movement phase, shoot at the
end of the maneuver phase, and then charge or
respond to a charge during the charge phase. Artillery Stands Eligible To Shoot
that is eligible to move (1S3 crew anytime or 4S5
crew prior to the first shot) may not both move and The number of stands in a unit that may shoot is
shoot on the same turn. the following:
To conduct shooting, roll D6 dice as follows: Formed infantry: 2 ranks in clear terrain
Formed infantry: 1 rank from covering terrain
All troops except artillery: 1 die per stand that
All others: 1 rank
shoots
Each front rank stand and the stand behind it, if
Artillery: 1 die per crew figure
formed infantry in clear terrain, is eligible to shoot.
The shooting factors table below, D6 Shooting The stands must be in the same unit. Artillery may
Factors, shows D6 die rolls needed for a particular combine all crew figures on different stands to shoot
missile weapon to hit the various troop types listed in at the same target.

D6 Shooting Factors
Cavalry & Camelry Infantry
Chariots
Missile Weapon Heavy Medium Cata- Medium Any Sub- Medium Skirmish
Elite Heavy Elephants Knight Heavy heavy
Knight Knight phract Light Light Artillery
Bow, javelin, sling,
1 2 1 2 2 3 2 1 2 3 3 2
staff sling
Longbow 3 3 3 3 3 3 2 2 3 3 3 2
Crossbow, handgun,
2 2 2 2 2 2 2 2 2 2 2 1
artillery

Second Printing Note For D6 Shooting Factors


The factor for Bow, javelin, sling, staff sling was
changed from 3 to 2.

Shooting Zone
A stand shoots straight forward or up to a 45 degree
angle to either side of its front corners at targets withing
range, if its line of sight is not obstructed. The area into
which a stand may shoot is its shooting zone. See
Figure 18. An enemy unit is eligible as a target
provided any portion of the target, including its flank
side, is within the shooting zone and is within range.
If the nearest eligible target is directly to the stand’s
front, then the stand must shoot at the nearest target. In

Figure 17. Shooting zones


45
other cases, a stand may choose which target to shoot at
if there is more than one eligible target. See Figure 20,
page 48.
Shooting at a unit in contact with enemy or by a unit
in contact with enemy is not permitted. Leaders are at
risk if attached to a unit that is shot at. See Risk To
Leader in Melee, page 57.

The Adjacent Stand Rule


A stand (A) may shoot at the same target that
another stand (B) is shooting at, even if the target is out
of range of stand A, provided that all of the following
apply:
® Stand B is adjacent to stand A
® Both stands are in the same unit
® The target is within A’s shooting zone
® Stand A’s line of sight is not obstructed

Figure 18. Measuring shooting range


Shooting Range
Shooting ranges are given in the table on this page,
Shooting Ranges. Mounted crossbow has the same
range as mounted bow. Range is always measured Shooting Modifiers
from the front of each stand shooting. Measure from
the front center of a front rank stand to the nearest Shooting factors are not modified. Instead, the
portion of the target. If rear ranks are shooting, range number of dice used to resolve shooting is altered
is still measured from the front of the unit. Ranges are according to the following circumstances:
not divided into close and long range. See Figure 19, Subtract 1/3 dice Target is in cover
page 47.
Subtract 1/3 dice The unit shooting is shaken,
Shooting Ranges (Inches) surprised, or both
25mm Weapon 15mm See Cover below for details on when to apply the
4 Javelin 3 cover modifier. See Surprise in Morale, page 39.
8 Sling, mounted bow, handgun 5
When shooting is modified by altering the number
12 Foot bow, staff sling, organ gun 8
of stands shooting, round off to the nearest
18 Foot longbow, crossbow 12
whole number. Stands from different units shooting at
30 Artillery 20
the same target unit may be added together before
applying the modifier, or shoot separately, whichever
is to their advantage. Examples of rounding are
Line Of Sight given below.

A stand may not shoot if it has an obstructed line 1 stand – 1/3 of the stands = 1 stand
of sight on the target. The line of sight is a straight 2 stands – 1/3 of the stands = 1 stand
line that extends from the front center of the stand 3 stands – 1/3 of the stands = 2 stands
that is shooting to any portion of the target within the 4 stands – 1/3 of the stands = 3 stands
stands’s shooting zone. If the line of sight touches a 1 stand – 2/3 of the stands = 0 stands
friendly unit or obstructing terrain before it touches 2 stands – 2/3 of the stands = 1 stand
the target, then the stand may not shoot. A line of 3 stands – 2/3 of the stands = 1 stand
sight extends through a gap that is at least 2" [3"] 4 stands – 2/3 of the stands = 1 stand
wide. See examples in Figure 20, page 48.

46
Indirect Shooting
Indirect shooting, or shooting overhead (over
intervening terrain features or troops), is permitted
only if all of the following apply:
Shooters are elevated on a terrain feature over the
intervening obstacle or troops. Elephants do not
provide elevation
The intervening obstacle is closer to the shooters
than to the target. Measure between the nearest
portions of units, obstacles, and shooting stands
The intervening obstacle is at least 3" [4"] from
the target
Low hills, high hills, palisades, and walls provide
elevation for indirect shooting. Palisades and walls
are assumed to have elevated walkways or parapets,
even if the palisade or wall model does not depict
them. Figure 19. Example of shooting resolution

Cover A stand may shoot through up to 2" [3"] of cover,


which is the same distance as the limit of visibility in
Troops receive the benefit of being in cover when terrain that provides concealment. See Concealment
shot at if they occupy woods, a marsh, a village, in The Battleground, page 13. In other words, if a unit
fieldworks that provide cover, or other terrain or can be seen in terrain that provides concealment, it
structures that might be defined by a scenario. See can be shot at. The 2" [3"] shooting distance
Figure 21, page 49. limitation applies to each stand in a unit, not to a unit
as a whole. A stand may not shoot beyond 2" [3"] in
A stand occupies covering terrain for the purpose
cover using the “adjacent stand rule.”
of shooting (either the stand’s shooting or as a
shooting target) if at least half of the front edge of a A unit may shoot out of covering terrain into clear
stand is in cover. terrain, as defined above in Stands Eligible to Shoot
and Shooting Range, if it shoots through no more than
If a stand in cover is shot at, then the modifier for
2" [3"] of cover. Measure from the front center of the
cover applies to the shots. If a stand in the clear is
stand.
shot at, then the cover modifier does not apply. It is
possible for a unit as a whole to count as being in Troops shooting out of terrain that provides cover
cover for some shots and not for others, depending may shoot with only one rank. That is, if a stand is in
upon the location of stands in the unit. cover, a stand behind it cannot shoot. This rule
applies to any terrain that provides cover. For
If the line of sight from stands shooting at a stand
example, troops shooting from behind a wall or
passes through cover, the unit counts as being in
wagon laager count as being in cover, so can shoot
cover. If the line of sight passes through clear terrain,
with only one rank.
it counts as being in clear terrain, and the cover
modifier does not apply to the stands shooting entirely A stand outside of covering terrain may shoot at a
through clear terrain. It is legitimate unit completely within the terrain only if the unit is
visible, or has become visible, to the shooting unit. To
to concentrate shooting on a single stand in the clear
be visible, the unit must be within 2" [3"] of the
and avoid the cover modifier, even though most of the
shooting unit or must have been revealed because the
target unit is located in cover.
unit shot.

47
Figure 20. Examples of shooting

48
Figure 21. Examples of shooting and cover

49
Melee
Melee Hits contact with enemy units. Units may join an existing
melee by declaring a charge on an enemy already in
To calculate melee hits, first determine the melee.
adjusted melee factor by adding the troop type melee When comparing the shooting or melee
factor, melee modifiers, and a D6 die roll. Troop type effectiveness of various troop types, be sure to
melee factors are found in the table below, Troop consider the number of ranks typically involved, the
Type Melee Factors, by cross-referencing the troop size of the target unit, and the actual number of hits
type attacking against the troop type of the target of inflicted, as well as the troop type melee factor. The
the attack. Melee modifiers are found in the table, important numbers to compare are the frequencies of
Melee Modifiers, on the next page. average fatigue points accumulated per turn by the
A unit rolls the D6 only once in the melee phase unit, which are dependent on unit size, and not merely
and applies the die roll to all opponents. If a leader is the values of the shooting or melee factors.
attached, the die roll cannot be less than three. Cross-
reference the sum of all the factors to the number of Second Printing Note
stands that qualify as fighting in the Hit Table, on the For Troop Type Melee Factors
next page, to find the number of hits inflicted.
The factor for Knight cavalry was changed from 3 to
If hostile units are still in contact at the end of a 4 vs Heavy Knight, and from 4 to 5 vs Medium
turn, the units continue melee the next turn. Melee is Knight.
continued from turn to turn until a unit is no longer in

Troop Type Melee Factors


Cavalry & Camelry Infantry
Char- Ele-
Attacking Troops Heavy Medium Cata- Heavy Med Sub- Medium Skirmish
Elite Heavy Medium Light iots phants Heavy
Knight Knight phract Knight Knight heavy
Light Arty

Knight cavalry 4 5 4 5 5 6 7 6 2 5 6 6 7 7
Cataphract & elite
3 3 3 4 5 6 7 6 2 4 5 5 6 6
cavalry
Heavy & medium
2 3 3 4 4 5 7 6 2 3 4 4 5 5
cavalry
Light cavalry &
1 2 2 3 4 4 5 6 2 2 3 3 4 4 5
light camels
Other camelry 4 5 5 6 6 7 7 7 3 3 4 4 4 5
Heavy chariots 3 4 4 4 5 6 6 6 2 5 6 7 7 7
Light & scythe
3 4 4 4 4 5 6 4 3 4 5 6 6 6 4
chariots
Elephants 5 5 5 5 5 5 4 5 5 4 5 5 5 5 6
Knight infantry 3 4 3 4 4 4 4 3 2 3 4 5 6 6
Heavy & subheavy
3 4 3 4 4 4 4 3 2 2 3 5 6 6
infantry
Medium & light
3 3 3 3 4 4 4 2 3 2 3 4 5 6
infantry
Skirmish infantry 5 6 5 8

50
Hit Table
Stands 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 - - - - - - - 1 1 1 1 1 2 2 3 3 4 5 7 8 10

2 - - - - 1 1 1 1 1 2 2 3 3 4 5 7 8 11 13 17 21

3 - - 1 1 1 1 1 2 2 2 3 4 5 6 8 10 13 16 20 25 32

4 - 1 1 1 1 1 2 2 3 3 4 5 7 8 11 13 17 21 27 33 43

5 1 1 1 1 1 2 2 2 3 4 5 7 8 10 13 17 21 27 33 43 53

6 1 1 1 1 2 2 2 3 4 5 6 8 10 13 16 20 25 32 40 50 64

7 1 1 1 2 2 2 3 4 5 6 7 9 12 15 19 23 29 37 47 59 73

8 1 1 1 2 2 3 3 4 5 7 8 11 13 17 21 27 33 43 53 66 86

Explanation Of Melee Modifiers is through rough terrain. In addition, if any part of the
charge move passes through anticavalry devices, the
Melee modifiers are cumulative. The modifiers modifier is not counted against enemy foot. See
apply to the unit making the die roll, except where the Fieldworks in The Battleground, page 12.
opponent is specified. Any vs pikes or mounted troops in rough
terrain
Units armed with pikes and mounted troops are
Melee Modifiers penalized if they count as fighting in a melee in rough
+3 Mounted charging in clear terrain (not vs pikes) terrain. See Melee In Rough Terrain, page 52. This
+2 Any vs pikes or mounted troops in rough terrain modifier does not apply to mounted troops who
+1 Foot charging foot in clear terrain, not charge across anticavalry devices or who are located
defending fieldworks in anticavalry devices in melee.
–1 Any vs pikes frontally in clear terrain
–1 Foot vs elite foot Foot charging foot in clear terrain, not
–1 Any vs foot defending higher ground and/or defending fieldworks
fieldworks
–2 Any vs medium, light, or skirmish foot in rough The charge modifier applies only to infantry who
terrain are charging infantry in clear terrain. The modifier
–2 Shaken and/or surprised does not apply to infantry who are charging troops
defending fieldworks. Defenders of the fieldworks
cannot count a charge modifier.
Charge Modifiers
The charge modifier does not depend upon the Any vs pikes frontally in clear terrain
charge or countercharge distance moved. The charge Any unit fighting the front of a pike unit in clear
modifier can be counted only if the entire charge terrain counts the modifier. The modifier does not
move is in clear terrain and the charge target counts as apply when inflicting hits on the flank or rear.
being in clear terrain. The charge modifier cannot be
counted against troops defending fieldworks. See Foot vs elite foot
Fieldworks in The Battleground, page 12.
This modifier represents the advantages of subunit
Mounted charging in clear terrain (not vs organization, discipline, and weapons and maneuver
pikes) drill of elite infantry. It does not apply to mounted
troops who charge elite infantry. Note that elite is a
Mounted troops cannot count the charge modifier rating that may apply to light, medium, subheavy, or
against pikes charged on the front either in clear or heavy infantry, whereas elite cavalry is a troop type in
rough terrain. Against other troops, the modifier does itself.
not apply if any part of movement in the charge phase

51
Any vs foot defending higher ground and/or Fieldworks are not regarded as higher ground. If a
fieldworks unit is both defending fieldworks and is on higher
ground than its opponent, the modifier counts only
Infantry count as defending higher ground or once.
fieldworks only if they are attacked frontally. At least
one-half of a unit must be upslope from its opponent
for it to count as occupying higher ground. The unit Any vs medium, light, or skirmish foot in
might count as higher than one opponent but not
rough terrain
higher than another opponent.
Troops are penalized if they are in melee with
The modifier for defending fieldworks applies to
medium infantry, light infantry, or skirmish infantry
defenders of palisades, walls, ditches, other linear
who count as located in rough terrain. See Melee In
obstacles, or to other terrain defined by the scenario,
Rough Terrain below.
and to foot attacked by mounted troops across anti-
cavalry devices. See Fieldworks in The Battleground,
page 12.
Shaken and/or surprised
In the case of anticavalry devices, if any part of
charge movement during the charge phase carries The modifier applies to troops who are currently
mounted troops through anticavalry devices, any shaken or who were surprised either from shooting or
enemy foot contacted in the charge receive the benefit being charged earlier in the turn. The modifier applies
of defending fieldworks against the mounted troops. only once if the troops are both shaken and surprised.
After the turn of the charge, mounted troops count the See Surprise in Morale, page 39.
anti-cavalry devices as fieldworks only if the mounted
troops occupy the position in which the anti-cavalry
devices are located.
Melee In Rough Terrain
A unit counts as being in rough terrain for the
purpose of melee if the front edges or a portion of the
front edges of at least one-half of the stands in the
front rank of the unit are located in the rough terrain.
See Figure 22, on this page.

Figure 22. Examples of melee in rough terrain


52
If a unit is in rough terrain, then any opponent that
it is fighting also counts as being in rough terrain for
the purpose of melee against the unit physically
located in rough terrain. This rule applies regardless
of whether contact is on the front, flanks, or rear. A
unit can be located in clear terrain, count as being in
rough terrain while fighting an opponent in rough
terrain, and count as being in clear terrain against an
opponent who is in clear terrain. See Figure 22.
Figure 24. Example of calculating melee
hits
Stands Eligible To Fight In Melee
A unit in melee with the front or rear of an enemy
The number of stands that count as fighting in unit that has both flanks obstructed cannot inflict hits
melee is as follows: by stands occupying a frontage that is greater than the
frontage of the enemy unit. See Obstructed Flanks in
Formed foot: All stands in the first 2 ranks Charge And Charge Response, page 31, for an
Other troops: All stands in the first rank explanation of obstructed flanks and Figure 23. If two
units are in contact with the front or rear of an enemy
The number of stands that fight represents the unit with obstructed flanks, the total frontage of
overall offensive capability of the unit and not the stands that inflict hits cannot exceed the frontage of
number of men actually fighting. the unit with obstructed flanks. This restriction does
An entire rank of stands counts as fighting, not not apply to attacks on the flank.
merely the stands in contact with enemy. A stand is
matched against one particular enemy stand, so can
never fight against two different enemy units. Stands
behind front rank stands must be in the same unit as
the front rank stands to count as fighting. Stands fight Example Of Calculating Melee Hits
only to the front, except in the cases discussed in the
Figure 24 below shows how to calculate melee
next three sections of the rules. See Figure 23, on this
hits. Cavalry units X and J charged each other.
page.
Neither has received any hits prior to the charge. J has
If the attacking unit is in contact with more than a melee factor of 6 against medium cavalry and
one enemy unit, each stand (and the stand behind it if receives a melee modifier of + 3 for charging. J rolls a
formed infantry) fights the enemy with which it is in 2. The sum is 11. J has 3 stands fighting. Three stands
contact. Stands not in contact may choose which fighting with an adjusted melee factor of 11 yields 4
enemy to fight. hits in the Hit Table. Exchange the 4 hits on X for 1
FP, since X has 4 stands, and mark X with an FP.
X has a melee factor of 4 against elite cavalry and

Figure 23. Examples of stands eligible to fight in melee


53
rolls a 5. The sum is 12, counting +3 for charging. each. J rolls a 6. J has 4 stands fighting X with an
Four stands with an adjusted melee factor of 12 adjusted melee factor of 12, giving X 7 hits. X already
produces 7 hits. Exchange 6 of the hits for 2 FP’s, has 5 hits, so mark X with 2 FP’s (exchange the
since for J, 3 hits convert to 1 FP. Mark J with 2 FP’s accumulated 12 hits for 2 FP’s).
and 1 hit.
J has 2 stands fighting Y with an adjusted melee
Neither unit is worn and no other melee morale factor of 13, giving 4 hits. Mark Y with 4 hits in
check precedence conditions apply, so neither unit addition to the FP it received from K.
checks melee morale. The melee continues next turn.
None of the units check melee morale this turn
because no unit is worn and no other melee morale
precedence condition applies.
Example Of Calculating Melee Hits
On the next turn, the charge modifier would not
For Multiple Enemy Units apply. Unit J may to choose to allocate its two center
stands differently on subsequent turns of melee.
This example (see Figure 25 on this page) shows
how to allocate stands when units overlap each other Don’t forget that J gets to roll for wounding the
in a melee. All of unit X’s stands fight against J. All leader attached to X. See Risk To Leader, page 57.
of K’s stands fight against Y. Unit Y overlaps a
frontage of 2 stands on K, so Y applies 4 stands to K
and 2 stands to J.
Unit J applies 2 stands to Y and 2 stands to X. J
could apply the center stands to either X or Y, or J
could apply 1 stand to X and 1 stand to Y. In this
example, J decides to apply both center stands to X,
making a total of 4 stands against X.
Assume that the units have the number of hits
indicated in Figure 25 prior to melee and that all units
charged each other at the same time. Hits would be
inflicted as shown below, given the indicated die
rolls.
Unit X rolls a 2, but a leader is attached, so the die
roll becomes a 3. The factor from the Troop Type
Melee Factor Table is 5 against heavy infantry.
Modifiers are +1 for charging and S1 for foot vs. elite
foot, for a sum of 8. Six stands with an adjusted melee Figure 25. Melee With Overlapping Units
factor of 8 yields 4 hits in the Hit Table.
Unit Y has a melee factor of 4 against heavy
infantry. The modifiers are +1 against K and a net of Formed Infantry Attacked On the
0 against J (charging cancels fighting elite foot). Flank Or Rear
Suppose Y rolls a 4. Y has 4 stands fighting against K
at an adjusted melee factor of 9, giving 3 hits. Mark K If a unit of formed foot is attacked on the flank or
with 3 hits. Y has 2 stands fighting against J and an rear, whether it may inflict hits on its flank or rear
adjusted melee factor of 8, giving 1 hit. attacker depends upon whether it is contacted on the
front by other enemy, the turn of contact, and whether
Unit J has received 4 hits from X and 1 hit from Y
it is elite infantry, as follows:
and already had 4 hits. It now has 9 hits. Exchange 6
hits for an FP, and mark J with 1 FP and 3 hits. In
other words, take 1 hit away and place 1 FP on J.
Elite Infantry
Unit K has a melee factor of 6 against medium
Elite infantry may inflict hits on a unit contacting
infantry and +1 for charging. K rolls a 3, giving a sum
its flank and rear on the turn it is charged and on
of 10. With 6 stands fighting, 6 hits are inflicted on Y.
subsequent turns of melee, regardless of whether it
Mark Y with an FP.
is contacted on its front.
Unit J has a melee factor of 5 against X and 6
against Y, with a modifier for charging of +1 against

54
Other Formed Infantry Skirmish Infantry Attacked On the
If contacted on the front by other enemy: Flank Or Rear
The unit may not inflict hits on its flank or rear
attacker on any turn that it is contacted on its The rules below apply to skirmish infantry that are
front. not required to rout automatically when contacted by
an enemy unit.
If not contacted on the front by other enemy:
On the first turn that a skirmish infantry unit
The unit may not inflict hits on its front or rear comes into contact with an enemy unit, it inflicts hits
attacker on the turn it is charged. On only on an enemy contacting its front. If it was
subsequent turns of melee, it may inflict hits on charged on the flank or rear and not on its front, it
its flank or rear attacker. If it is charged on the may not inflict hits at all on the first turn of melee.
front on a subsequent turn of melee, it may not
continue to inflict hits on its flank and rear On its second and subsequent turns of melee,
attackers. On any turn that it has frontal skirmish infantry who are charged on the flank or rear
contact, it must fight to the front with all of its must allocate at least one stand to fight each enemy in
eligible stands. contact with it. All of the stands in one rank, but only
one rank, count as fighting. All of the stands in the
Whether elite or not, the number of formed one rank may fight to the flank or rear. This rule is
infantry stands that can fight in a particular flank or different from the rule for formed infantry stands
rear direction is equal to the number of ranks in the eligible to fight to the flank or rear. If a skirmish
unit. For example, if a unit has two ranks, it may fight infantry unit not in melee is charged on the rear, the
to each flank and to the rear with two stands in each unit may choose to turn and face its attackers on the
direction. If the rear rank has fewer stands in it than next turn, if not required to evade or rout, provided
other ranks, the rank still counts. The total number of the unit is not in contact on the flank or front on the
stands fighting in a unit may not be greater than the next turn. It must face about in order to fight the
number of stands in two ranks. A unit that is eligible enemy to its rear. If attacked on the flank, the
to fight to the flank and rear chooses whether to do so skirmish infantry unit does not change facing and is
and how to allocate stands to the melee. left as it is. There is no penalty for facing about.
Elite infantry who are contacted both on the front
and on the flank or rear are not obligated to fight to
the flank or rear. Elite infantry may choose to use all Flanks And Rear Of Mounted Troops
of its stands to fight to the front. See Figure 26.
In Melee
Stands of a formed infantry unit that fight to the
flank or rear are left in place, maintaining the same On the first turn that a mounted unit comes into
facing as the unit as a whole. contact with an enemy unit, it inflicts hits only on an
enemy contacting its front. If it was charged on the
flank or rear and not on its front, it may not inflict hits
at all on the first turn of melee. On a mounted unit’s
second and subsequent turns of melee, special rules
for continuing mounted melee apply.

Figure 26. Examples of formed infantry stands eligible to fight against the flank
55
Continuing Mounted Melee If a mounted unit is attacked on the rear, it may
turn and face its attackers on the next turn, provided
After a mounted unit has been in melee with another enemy unit is not contacting its flank or front.
enemy mounted troops for one turn, it is in a It must face about in order to attack the enemy on its
continuing mounted melee. In MOA, a melee rear. There is no penalty for facing about. If the
involving mounted troops is regarded as a swirling mounted unit is attacked on the flank, the unit does
mass of subunits or groups of mounted men, possibly not change facing and is left as it is.
making repeated local charges, rather than blocks of On turns subsequent to the turn of contact, a
units fighting each other in stationary positions. mounted unit may inflict hits on any enemy
A mounted unit in a continuing mounted melee contacting it on any side. If it is contacted by more
may be contacted on the flank or rear by a fresh than one enemy unit, it must allocate at least one
enemy unit, but the contact does not count as a flank stand to strike against each enemy unit in contact with
or rear attack. A mounted unit in a continuing it. It is OK to violate the rule requiring a stand to fight
mounted melee cannot have obstructed flanks. See the enemy it is contacting if necessary to allocate
Obstructed Flanks in Charge And Charge Response, stands to fight all enemy units. See Stands Eligible To
page 31. Fight In Melee , page 53. If there are more enemy
units in contact with it than it has stands in its front
A unit that charges an enemy unit in a continuing rank, then the unit chooses which enemy units to
mounted melee does not count the melee charge fight. An exception to this rule is that a mounted unit
modifier against the unit in the continuing mounted in contact with enemy infantry need not allocate more
melee. It may charge or countercharge an enemy that than one stand to fight against the collective enemy
is not in a continuing mounted melee at the same foot. The unit chooses which specific enemy foot unit
time. It does count the melee charge modifier against to attack.
the enemy that was not already in a continuing
mounted melee. See Figure 27. Once a mounted unit is involved in a melee with
mounted troops, it is in a continuing mounted melee
A unit being charged that is already in the until the unit is no longer in contact with any enemy
continuing mounted melee does not count the melee mounted troops. If a mounted unit is fighting both
charge modifier when it inflicts hits in melee. It also foot and mounted units, it is in a continuing mounted
does not count the flank/rear morale modifier if it melee. If it is fighting foot troops exclusively, it is not
dices for checking morale. in a continuing mounted melee, and melee and morale
modifiers for charging and flank and rear attacks
apply to it.

Figure 27. Examples of continuing mounted melee

56
Skirmish Infantry In Melee A unit of scythe chariots imposes a melee morale
modifier of –1 on its opponents on the turn it charges
Contacted By Formed Troops into contact. The requirement to check melee morale
appears in the melee morale check precedence list as
On rare occasions, skirmish infantry in melee with follows:
other skirmishers, elephants, scythe chariots, or
artillery might be charged by formed troops that the Contacted by fierce troops first turn, then
skirmish infantry are required to evade. In this case, Charged by scythe chariots, then
the skirmish infantry do not evade. Carry out the Foot with one or more FP charged by mounted
charge as usual and allocate stands to fight in melee troops,
against the skirmish infantry as usual. Hits are not Etc.
worked out for any of the stands allocated against the The melee morale penalty and the additional melee
skirmish infantry, nor for any of the skirmish infantry morale check precedence condition are not shown on
stands, nor is melee morale checked. The skirmish the reference card because scythe chariots are rarely
infantry unit automatically routs and is removed in the used.
same phase as routed formed units.
During the melee morale check phase, if all enemy
units in contact with a unit of scythe chariots fail their
morale, the scythe chariots do not check morale. The
Troops Caught While Evading scythe chariots will continue melee the next turn.
Skirmishers (light cavalry, light camelry, and If an enemy unit in contact with the scythe chariots
skirmish infantry) automatically rout, without passes morale, or is not required to check, then the
checking morale, when caught evading (whether by scythe chariots automatically disperse (rout) without
dicing or actual collision). checking morale. It is possible that one opponent
might rout or become shaken when charged by a unit
Formed mounted troops and light infantry who of scythe chariots and another opponent, also
evade and are caught do not rout automatically and do contacted by the chariots in the same charge, passes
not strike back in melee on the turn contacted. They its melee morale check. In this case, the scythe
are contacted on the flank or rear and count the chariots disperse, since all enemies did not fail their
flank/rear morale modifier when they check melee morale checks.
morale. If they pass their melee morale check, on the
next turn they fight according to the usual rules. If the scythe chariot unit survives the melee and all
opponents have routed or broken off, the scythe
chariot unit immediately disperses. It cannot fight
more than one melee in a game.
Artillery In Melee
If artillery is charged by enemy skirmishers
(skirmish infantry, light cavalry, or light camelry), Risk To Leader
each artillery stand fights as a separate unit of
skirmish infantry. Each hit received by an artillery If a leader is attached to a unit, and the unit
unit is a fatigue point, since an artillery unit consists exchanges hits for a fatigue point in shooting or in
of one stand. The artillery troops cannot melee, check for wounding the leader. If not enough
countercharge. If an artillery unit is attacked by hits are inflicted to make an exchange for a fatigue
enemy formed troops, the crew and intrinsic guards point, the leader cannot be wounded. Roll a six-sided
run away and are permanently dispersed. The artillery die. The leader is wounded if the die roll is a one.
counts as routed. Only one die roll is made per phase per leader
regardless of how many units are attacking or how
many fatigue points are inflicted. A wounded leader is
removed from the game.
Scythe Chariots
Scythe chariots count as light chariots both when
fighting in melee and for the purpose of movement.
Scythe chariots must be deployed as C morale class
and cannot be fierce. A melee involving scythe
chariots is treated the same as any other melee, with
the additional rules below.

57
Victory

Usually a game will clearly result in one side’s Calculate the percentage of points remaining on
losing too many units by routing to be able to fight each side. Comparing percentages, rather than
effectively any longer, or else one side is poised for absolute points, allows the victory conditions to be
an envelopment with convincing strength. If a victor applied to battles involving unequal points on each
is not obvious, the game may be considered a draw, side.
unless a scenario has indicated victory conditions.
Levels of victory can be awarded as follows:
Alternatively, the winner may be determined by
counting up the points cost of troops on each side at
the end of 10 turns, or whenever players have agreed Draw
to end play, according to the scheme below. For each
condition shown in the table, deduct either the full If one side’s percentage of remaining points
points cost or half of the total points cost of each unit, exceeds the other side’s percentage by less than 10%,
including the 15 points of unit cost, from the the game is a draw.
beginning points allowed.

Decisive Victory
The game is a decisive victory if both of the
following apply to one side’s percentage of remaining
Troop Point Losses points:
Each unit routed Full points cost Has at least twice the other side’s percentage of
Each unit shaken Half points cost remaining points

Each leader wounded Full points cost Has a percentage of at least 67.7%

Each unit that left the


Half points cost
table in an evade move Marginal Victory
If a shaken unit leaves the table in an evade move,
The game is a marginal victory if neither the
it costs only half its points. Both conditions
conditions for a draw nor a decisive victory apply.
(leaving the table and being shaken) do not apply

58
Optional Rules

Optional rules are offered for players who want a troops who fight according to tribal custom, all of
different play balance or who would like to vary the whom might advance to contact at the earliest
properties of leaders and some of the troop types. You opportunity.
may, of course, introduce whatever changes you like
A mounted knight unit of A or B morale class, a
to make the game more to your liking. The term basic
medium infantry unit that is not armed with a missile
rules, used in several instances below, refers to the
weapon and has a morale class of A, B, or C, or any
entire set of rules other than optional rules. The
fierce unit, checks for a compulsory advance on the
optional rules may be used in any combination.
first occasion that it is within 12" [18"] of a visible
Optional rules are not used in a tournament unless
enemy unit. The check consists of rolling two six-
tournament organizers specify which rules are used.
sided dice. The unit passes if it rolls the base given
below. No morale modifiers count. The base is
adjusted by the rash or cautious leader modifier if
No. 1 Extension Of Rules To 1540 using Optional Rule No. 5.
Gunpowder weapons became increasingly Any fierce unit Pass on 5 or less
important as the sixteenth century progressed. MOA Medium infantry Pass on 8 or less
can be used for the earlier part of the century with the Knight cavalry, B class Pass on 7 or less
introduction of the arquebus. The arquesbus is treated Knight cavalry, A class Pass on 8 or less
exactly as any other missile weapon. Its shooting
factor is 2 against skirmish infantry and 3 against all If the unit passes the check, it moves normally. If it
other troops. The arquebus has a range of 5" [8"]. fails the check, it must make a compulsory advance,
as follows: The unit must advance toward an enemy it
Any army in the army lists that accompany MOA can reach this turn without making a formation
that extends to 1500 AD can be extended into the change, and charge. If the unit cannot achieve contact
sixteenth century with a few changes, as follows. Any on the first turn of compulsory advance, it must
missile weapon can be replaced with arquebus. The continue on subsequent turns until contact has been
cost of arquebus is 2 points, the same as bow or achieved with the enemy that it can reach the soonest
crossbow. In addition, approximately three-fourths of following the usual movement rules. On each turn, it
heavy or subheavy infantry should be equipped with will move toward the enemy that can be reached that
pike. The resulting armies are not accurate historically turn, if any, changing direction as necessary. It may
in detail, but they are serviceable. choose its target if there is more than one.

No. 2 Restricted Command For No. 4 Leader Ability


Leader In Melee These rules provide for varying leader ability.
A leader that is attached to a unit in melee has no Rules 4 and 5 can be used separately or together. A
command distance. A unit in the leader’s group, other scenario or campaign may specify leader ability
than the unit to which the leader is attached, may not instead of dicing for it or using purchase points.
count the leader as being within 8" [12"] when Leader ability is determined after assigning leaders to
determining whether to dice for a charge declaration groups.
or charge response declaration. Leader ability for the basic game is able. Minimum
melee die roll refers to the minimum die roll a unit in
melee makes if the leader is attached. If more than
No. 3 Approach Check one leader is attached to a unit, the leader with the
best morale modifier is the one that counts.
The approach check reflects the impulsive nature
of fierce troops, high-born “irregular” troops, and

59
Leader Minimum Command die roll as given for the leader’s ability, if leader
Leader ability is being used (see Optional Rule No. 4). A bold
Morale Melee Die Distance
Ability leader cannot be rash or cautious. Leader steadiness is
Modifier Roll (Inches)
Inept +0 2 4 [6] determined after assigning leaders to groups.
Reliable +1 2 6 [9]
As an example, a leader is determined to be able in
Able +2 3 8 [12] using Optional Rule No. 4. Suppose the die roll for
Bold +3 4 10 [15] leader steadiness determination is 10. You choose to
apply a modifier of S 2 instead of +2 to the die roll in
order to obtain an adjusted roll of 8, which results in a
Leader ability may be diced for (Option A) or steady leader instead of a rash leader. If Optional Rule
purchased (Option B) as shown in the table below. No. 4 is not being used, then there is no modifier for
The C-in-C need not have the highest ability. Use two the die roll to determine leader steadiness.
ordinary six-sided dice for Option A. Add 2 to the die
roll for the C-in-C. For Option B, subtract 15 points if
the leader is on foot. Roll 2D6 to If leader ability is known,
determine leader you may use the given
Option A Option B steadiness as modifier to adjust the
Leader Leader shown below leader steadiness die roll
Ability 2D6 Purchase Dice
Points Resulting Leader Modifier
Inept 2S4 25 2D6 Leader Ability To Use For
Reliable 5S6 50 Steadiness (If Known) Leader
Able 7S9 75 Steadiness
Bold 10S12 115 2S5 Cautious Inept +0
6S8 Steady Reliable + 1 or S 1
9S12 Rash Able + 2 or S 2
Effect Of Leader On Determining Initiative
For Movement
Rash Characteristics
The C-in-C may either add or subtract the number
of his morale modifier to or from the dice score (–1 or Once any unit in a rash leader’s group begins to
+1 if reliable, –2 or +2 if able, etc.) for initiative. move forward any distance, at least two-thirds of the
Each C-in-C indicates his intention to add or his units in the group (round up) must move at least one-
intention to subtract before the initiative rolls are half their maneuver movement allowances each turn
made. If one C-in-C wants to wait for the opposing C- until two-thirds of the units in the rash leader’s group
in-C to declare his intention, then both must write are in melee with the enemy. Whenever a formed unit
down (or use tokens) and reveal their exact intentions in the rash leader’s group comes within charge reach
simultaneously. of any enemy unit, it must declare a charge (if
eligible) and attempt to contact an enemy until at least
two-thirds of the units in the group are in melee.
No. 5 Leader Steadiness Skirmishers in the group are not required to charge
enemy. Instead, at least two-thirds of the units in the
A leader is “steady” (neither rash nor cautious), in
group must advance, using at least one-half their
the basic game. A leader may be rash or cautious, in
maneuver movement allowances, until two-thirds of
addition to or instead of having the leader abilities
the units are within shooting range of the enemy.
above. The characteristics of rash and cautious are
given below, and apply only to the leader’s group. If Optional Rule No. 3 is being used, the units
The making an approach check receive a –1 modifier to
effects of a rash or cautious C-in-C on the army are the base.
also given below.
Each unit in a rash commander’s group receives a
melee charge modifier of an additional +1 on the turn
Use two ordinary six-sided dice to determine
it charges or countercharges. This benefit does not
whether a leader is steady, rash, or cautious. Since
apply for the remainder of the game once a unit in the
each type has advantages and disadvantages, there is
group routs. The routing unit does not have to be
no option for purchase points. Apply modifiers to the

60
visible to the remaining units in the group. table in Optional Rule No. 4 (0, 1, 2, or 3). Otherwise,
the modifier is + 2 (rash) or S2 (cautious).
If the C-in-C is rash, the rules above apply only to
one group in the army of the C-in-C’s choice, except
that the following restrictions must be observed: The
group must contain a number of stands greater than or No. 6 Restriction Of Break-Off
equal to the total number of stands in the army Only skirmishers (skirmish infantry, light cavalry,
divided by the total number of leaders. If possible, the light camelry), light chariots, medium cavalry, heavy
chosen group must have a steady leader. If all leaders cavalry, and elite cavalry may break off from melee.
are rash or cautious, then a group commanded by a
subordinate cautious leader must act as though the
leader is steady. If all leaders are rash, ignore the rash
character of the C-in-C. No. 7 Flank And Rear Attacks
Against Mounted Troops
Flank and rear attacks against a mounted unit in a
Cautious Characteristics
continuing mounted melee are allowed. The reason
No unit in a cautious leader’s group may move for doing this is to reward the side that is able to
more than one-half of its maneuver movement achieve a flank or rear position in the context of a
allowance until at least one unit is in melee. large battle. The capabilities of mounted troops are
altered drastically by this rule. Cavalry battles are
A unit in a cautious leader’s group must always
much less fluid, resulting in a different kind of game,
dice for charge or countercharge morale checks.
because you have to pay much more attention to
If Optional Rule No. 3 is being used, the units protecting the flanks of mounted troops.
making an approach check receive a +1 modifier.
The definition of a flank or rear attack defined in
A unit that stands to receive a charge at the halt the basic rules applies, using current positions of units
receives a +1 melee morale modifier each turn for the at the time of the charge declaration. Chargers count
duration of the melee, until one or more units in the charge and flank/rear melee modifiers and do not
group rout. The routing unit need not be visible to the check morale for charging. The target of the flank/rear
remaining units in the group. Once a unit in the group attack counts the flank/rear morale modifier. The
routs, this benefit does not apply for the remainder of morale modifier applies every turn, until the unit routs
the game. or contact is otherwise broken with the attacker on the
flank/rear. Except for recognition of flank and rear, all
If the C-in-C is cautious, the rules above apply
the usual rules for mounted troops in a continuing
only to one group in the army, of the C-in-C’s choice,
mounted melee apply after the first turn of melee.
except that the following restrictions must be
observed: The group must contain a number of stands
greater than or equal to the total number of stands in
the army divided by the total number of leaders. If No. 8 Rapid Formation Changes
possible, the group must have a steady leader. If all This rule provides more maneuverability for
leaders are rash or cautious, then a group commanded formed infantry, which leads to a more flexible and
by a subordinate rash leader must act as though the free-wheeling game for infantry.
leader is steady. If all leaders are cautious, ignore the
cautious character of the C-in-C. A unit may both move and change formation in the
same turn. If a unit changes formation, movement is
limited to one-half the maneuver movement
Effect Of Leader On Determining Initiative allowance. The unit may move first or change
For Movement formation first. The unit may not move, change
formation, and move again.
If the two opposing C-in-Cs are not of the same
steadiness, then the C-in-Cs add or subtract their
leader morale modifier to or from the initiative die
No. 9 Reduction Of Penalties For
roll, as follows:
Formation Changes
A rash leader must subtract his morale modifier.
A cautious leader must add his morale modifier. If you feel that the penalties for a unit’s changing
formation are too severe, try using this rule.
If Optional Rule No. 4 is being used, the morale
modifier corresponds to leader ability as given in the A unit does not become shaken automatically as a

61
consequence of being charged on the turn it changed more flexible, which might be appropriate for some
formation. The unit may become shaken as a result of scenarios. Unfortunately, it also makes it possible to
failing the morale check for a charge response. mix cavalry and infantry in unrealistic battle groups.
Elite infantry, elite cavalry, and skirmishers who
change formation may countercharge troops they are
eligible to countercharge if they hadn’t changed No. 14 Shooting Into Melee By
formation in the basic rules, but may not declare a Skirmish Infantry
charge.
There is historical precedent for support of
Other troop types that change formation are mounted troops by skirmish infantry. Allowing melee
limited to receiving a charge at the halt as in the basic between skirmish infantry and formed troops would
rules. The usual rules governing eligibility of troops require an additional page’s worth of rules because of
to charge other troop types or to charge in various the complications that can arise. An easy way to
situations continue to apply. provide for skirmish infantry support is to permit
shooting into melee. You might want to use this
option only for certain scenarios.
No. 10 Reduction Of Penalty For A skirmish infantry unit may shoot at enemy units
Flank Or Rear Charges in a continuing mounted melee according to the
following rules:
If you feel that flank or rear charges are too
devastating, then change the morale modifier for Shooting is conducted at the end of maneuver
being charged or contacted on the flank or rear from phase, along with other shooting
S3 to S1.
All the usual rules for shooting (range, line of
sight, shooting factor, etc.) apply, except for the
following: Hits count as melee hits and the target
No. 11 180-Degree Turn does not check morale for shooting hits
All troops may make a turn of 180 degrees (about The range may not be greater than javelin range
face) prior to movement with no movement penalty.
The unit may not shoot at a side (or front or rear)
of the target unit with which a friendly unit is in
contact, even if a portion of the target’s side (or
No. 12 Break-Off For Light Infantry front or rear) is exposed
Light infantry may break off from contact with The total number of stands shooting at the target in
enemy infantry. The ordinary break-off rules apply. one turn may not exceed the number of stands in
If an army is made up primarily of light infantry, the target unit
use of this rule will prolong the game and make it less
decisive, since the prudent commander will break off
unless he has achieved an immediate advantage in No. 15 Charge Initiative For Light
melee. On the other hand, the rule is recommended if Cavalry
you want to represent a battle where flight and
entrapment were standard tactics. An example is The rules below are ways of increasing the
Spanish troops fighting the Republican Roman legion. aggressiveness of light cavalry. Rule A may be used
by itself. Rule B includes Rule A. The rules need not
apply to all the light cavalry in a scenario. Light
cavalry may not declare a charge after making a
skirmish move, as in the basic rules. Note that rating
No. 13 Suspension Of Morale Penalty light cavalry as fierce gives them the ability to declare
For Unsupported Formed charges and improves their melee capabilities without
the use of optional rules. The rules below provide
Infantry
slightly different characteristics.
The melee morale modifier for a formed infantry A. Light cavalry may declare a charge against the
unit not having another formed infantry, elephant, or flank or rear of any unit. Add 3 to points cost of each
artillery unit within support distance, as described in light cavalry stand. There is no point in using this rule
Explanation Of Morale Modifiers in Morale, page 38, for fierce light cavalry.
is ignored. This rule will make a battleline of infantry

62
B. Light cavalry may declare a frontal charge against No. 17 Assaulting Fortified Areas
medium cavalry, heavy cavalry, elite cavalry, medium
camelry, heavy camelry, light chariots, and against Resolving an assault on a palisaded village or
infantry other than knight infantry. Light cavalry may camp or any area that has fieldworks around its
declare a flank or rear charge against any unit. Add 4 perimeter is more plausible and simpler with this
to points cost of each light cavalry stand. optional rule.
In A or B, the unit charged need not be shaken or Units in melee across fieldworks, both attackers
already in melee. and defenders, ignore the melee morale modifier for
supported infantry flanks.
An attacker may cross over fieldworks, paying the
No. 16 Swiss Pike Formations movement penalty for crossing linear rough terrain, if
it is not in contact with other defenders. An
Medieval Swiss pike formations were capable of
implication of this rule is the following: If an
facing outward, as though in a square, to repel flank
attacker’s melee opponent routs, and the defenders
and rear attacks. A formation using this rule is
move first on the next turn, the defenders may bring
referred to as a Swiss square. A Swiss square must
up another unit and charge the attacker, preventing it
maintain at least three full ranks and be armed with
from crossing over the fieldworks.
pike. When charged on the flank or rear, the square
does not check morale for being charged on the flank Inside the perimeter the following special rules are in
or rear. effect:
A Swiss square fights in melee as though each side The melee charge modifier is ignored
were a front. It may count two ranks of stands that
The morale modifier for flank and rear attacks is
inflict hits to the front, two ranks to the rear, and two
ignored
files of stands to each flank. No stand may be counted
more than once for inflicting hits in melee. Opponents A unit fights in the direction of the enemy unit that
on the flank and rear count the S1 melee modifier for contacts it as though the enemy is contacting its
fighting pikes frontally. The Swiss square ignores the front
melee morale check precedence condition of being
A unit inside a fortified area may charge an enemy
contacted on the flank or rear.
unit only if it is not in melee with a unit that is also
Since a flank side is treated as though it were a inside the perimeter. Consequently, hostile units
front, enemy units fighting against its flank are inside the perimeter must fight one on one. A unit
restricted to fighting with a frontage that does not may attack an enemy that is in melee with a unit
exceed the depth of the Swiss square. For example, if outside the perimeter.
a Swiss square is four ranks deep, enemy attacking it
If a unit inside a fortified perimeter attacks an
on the flank cannot inflict hits with more than a four-
enemy unit that is both inside and is defending the
stand frontage.
fortified perimeter against an outside attacker, the
If contacted on the flank or rear, the square following applies:
maintains its original facing. It does not actually turn
The defender at the fieldworks cannot count the
flank and rear stands to face outward.
morale modifier for defending fieldworks
Consider an example of a nine-stand Swiss square
The enemy inside does not count the melee
in three ranks contacted by two enemy units, one on
modifier for fighting a defender of fieldworks
the front and the other on the left flank. The Swiss
square could count eight stands fighting. Where a
stand is eligible to fight in more than one direction,
the square chooses which direction the stand fights. No. 18 Standards And Religious
The requirement to maintain at least three full
Inspiration
ranks has the effect of decreasing the cost If an army historically used a standard (banner,
effectiveness of each stand in a Swiss square, since flag, ornament, or other highly visible device) or
typically most squares will fight only to the front. gained inspiration from religious relics or from a
Consequently, there is no additional cost for the religious group accompanying the army, any of these
benefits of the Swiss square. influences are represented by a morale modifier. Any
unit influenced by an inspirational object receives a
+1 modifier when checking morale if the unit is

63
within 16" [24"] of the standard or religious object. No. 20 Enhancement of Fierce
The unit can see over all other troops but not through
terrain features that block line of sight. The opponents of fierce troops must apply a
modifier of S1 when checking melee morale on the
An army standard or religious object that can be first turn of melee with the fierce troops. There is an
held by a single man must accompany the C-in-C or additional cost for the fierce rating of +1 for infantry
be located on the same stand as the C-in-C. A large and +2 for mounted troops.
religious object that must be transported (such as a
group of priests or a large relic) is based separately
and moves as a wagon. If the C-in-C is attached to a
unit and the unit routs, the standard is automatically No. 21 Casualties For Campaign Games
lost through capture. If you find it necessary to convert the outcome of a
If a religious object or group based separately from battle in a campaign game to actual figure or man
the C-in-C is contacted by an enemy, it is lost, unless casualties, the guidelines below are suggested. You
it is in contact with a friendly unit. An enemy unit may, of course, use whatever scheme you like.
may contact an unattached religious object or group If you are keeping track of army composition,
by declaring a charge against it. The object must where each unit has a life that is carried forward from
receive the charge at the halt, since it is untrained to battle to battle, then the scheme presented here allows
evade or fight. you to keep track of the unit status. If you are simply
If the religious object is attached to a friendly unit, keeping track of the total army points, then treat the
it is safe unless the unit routs. If the unit routs, the entire army as a “unit”, and adjust the army points
religious object or group is lost. An attached religious accordingly after a battle.
object or group cannot be used to prevent contact by In the case of a draw, both sides claim victory,
the enemy. Move it aside as necessary to allow but the side with the higher percentage of remaining
contact. points occupies the field and the other side retires in
All units that see an army standard or religious good order. Battles with unequal starting points for
object or group rout or be destroyed must check the armies make the definitions of draw, marginal,
morale as though seeing a leader wounded. and decisive equivocal. You might need to use a
criterion other than percentage of remaining points to
A standard or religious group or object costs 75 decide the level of victory.
points.
Casualty calculations for this optional rule are in
terms of stands. Stands convert to a specified number
No. 19 Restricted Double Move of figures for each troop type if you prefer keeping
track of figures. If you are tracking actual number of
The double move works well in set-piece battles. men, you will need to convert from stands to men
In certain scenarios, a single unit can unrealistically according to the stand to man ratio for each troop
block movement of several enemy units. Use the type.
following: Use the percentage figures in the table below to
A unit, X, may prohibit the use of the double move calculate the number of casualties in stands for each
by only two enemy units. The unit X chooses which unit after a battle. The percentage of stands lost in a
of the enemy units it blocks. Other enemy units may unit depends upon whether the unit routed. To
move closer to the blocking unit, X, than 12" [18"]. calculate the number of stand casualties for a unit,
Units friendly to X may block double moves by the first convert the fatigue points the unit has to hits and
units not blocked by X. add any additional hits. Then multiply the number of
hits the unit has by the percentage given in the table.
For example, suppose 4 infantry units are 6" [9"] The product is the percentage of stands in the unit that
to 12" [18"] from an enemy cavalry unit. In the basic are lost. Round fractional stands lost to the nearest
rules, the infantry units could not use a double move. whole stand. Round 0.50 stands lost down to zero.
The optional rule provides that the cavalry unit may That is, the stand is not lost.
designate two of the infantry units that cannot make a
double move. The other two may approach closer than Keep track of the actual number of stands
12" [18"] to the cavalry unit. The choice of which remaining in each unit on a roster. The number of
units cannot make the double move need not make stands deployed in theunit will not necessarily
tactical sense. correspond exactly to its paper strength. Over a period
of several battles, the unit will suffer attrition and

64
eventually will lose a stand, unless brought up to percentage multiple from the table is 10%. The
strength between battles. percentage of stands lost from the unit is 22 times
10% equals 2.2 stands, which rounds down to 2
This scheme assumes that a game is played for a
stands. Unless there are provisions in the campaign
set number of turns, has a time limit, or has other
rules for replenishing understrength units, the unit
means of ending the game. At this time one side will
would be deployed with four stands in its next battle.
not necessarily be driven from the field, and the
Its paper strength is 3.8 stands.
outcome will be decided by percentage of points
remaining. In addition to victory by points, it is 2. A unit of 3 stands of heavy cavalry finishes the
usually clear which side is going to win before one battle without routing and the battle is a draw. The
side has become completely ineffective. Most players unit has 2 fatigue points and 1 hit, which gives it a
are content to quit the game at this point. More units total of 7 hits (2 FP X 3 hits per FP + 1 additional hit).
are likely to rout, but you can only speculate about The percentage multiple from the table is 2%. It loses
which ones. 7 X 2% equals 0.14 stands. In effect, it loses no stands
for the next battle.
To determine recovery of wounded leaders, roll a
D6 after the battle. On a 1S3, the leader is only 3. A unit of 8 stands of medium infantry is on the
wounded and will recover. On a 4S6, the leader dies losing side and the unit routs. The battle is a decisive
of his wounds or is rendered unfit for further military victory for the other side. The unit has 5 fatigue
service. If the leader is wounded, roll a second D6. points and 3 hits, for a total of 43 hits (5 FP X 8 hits
The die roll is the number of months before he per FP + 3 additional hits). Its percentage multiple in
recovers. The leader may not take part in a battle until the table is 20%. So it loses 8.6 of its stands—in other
the indicated number of months has passed. words, it is either annihilated or dispersed beyond the
possibility of reassembling the survivors.

Examples Of Casualty Calculations


1. A unit of 6 stands of heavy infantry has 3 fatigue
points and 4 hits. The army to which the unit belongs
lost the battle and the unit routed. The victors had a
marginal victory. The fatigue points convert to 18 hits
(3 FP multiplied by 6 hits per FP, since the unit
exchanged 1 FP for each 6 hits it received). The unit
has an additional 4 hits, for a total of 22 hits. The

Draw Marginal Victory Decisive Victory


Not Routed Routed Not Routed Routed Not Routed Routed
Victor 2% 5% 2% 5% 2% 5%
Loser 2% 5% 5% 10% 10% 20%

65
Army Lists
Introduction points available counting the cost of stands alone
varies from approximately 1250 to 1350 points, not
An army list is a listing of the various troops including options
available for a particular army. An army list allows
you to choose among a variety of troops, so that you
can tailor the make-up of a gaming army to suit your
preferences or a scenario. Army lists are used in
Acknowledgement
tournament gaming to insure that contestants use Many of the army lists that accompany MOA use
historically creditable armies. information from the following publications:
Armies are grouped into six broad time periods for Wargames Research Group (WRG) army lists
the convenience of gamers who want to restrict the
historical scope of their gaming (page 72). You may, Wargames Research Group publications dealing
of course, define your own groups. Some examples of with various periods of warfare
orders of battle are shown on page 72 to illustrate the Osprey books describing various armies
selection of troops and computation of points.
Slingshot, the journal of the Society of Ancients
The army lists are a compromise of what troops
were available over a period of time to a particular Spearpoint, the journal of the North American
army. The lists in MOA concentrate on the national Society of Ancient and Medieval
cores of the armies. Many possible allies that were Wargamers (NASAMW)
available to a particular army for only a limited time NASAMW army lists
often are not included. The army lists do not
necessarily indicate the actual troops fielded in a I am especially grateful to Phil Barker for his
given battle nor the exact historical proportions of the pioneering work on army lists. Thanks also to the
various troop types. The lists have been constructed to many contributors of army lists and other
provide effective armies within the rules constraints information to the WRG publications and to
of MOA. The army lists are intended as a Slingshot and Spearpoint. Information from these
convenience for the tournament gamer and for other publications and from contemporary and other
gamers who like to play from standardized lists. They modern sources has been adapted for games using
are not definitive statements of history. MOA. Any mistakes are my own and should not be
attributed to the sources named above.
There are many published army lists available.
Any of them can be used with MOA. All you need to —Bob Bryant
do is translate the troop types given in the lists to the
MOA troop types, using the descriptions in MOA as a
guide, and use the MOA purchase points. Many of for upgrading. You may field 2000 points consisting
these lists provide detailed, colorful information on entirely of cavalry for the following armies: Scythian,
various troops. Parthian, Early Byzantine, Tagmatic Byzantine,
Thematic Byzantine, Nikephorian Byzantine, Ghuzz,
Certainly you are free to make up your own army
Magyar, Pecheneg or Cuman, Mongol, Suljuk Turk,
lists, based on your own research. Doing so can be
and Central Asian Nomad. These armies also provide
very satisfying and might be necessary to produce an
infantry. The total points available in these armies
army composition that is accurate for a particular
vary up to several hundred points greater than 2000
battle or campaign.
because of the infantry.
A 2000-point army might contain from 20 to 35
Size Of the Armies units on a side, and perhaps 4 to 6 leaders, and would
be suitable for 2 to 5 players on each side. A 1000- or
Each list provides for a 2000-point army, including 1200-point army is recommended for quick two-
the cost of units and leaders. The actual number of player games or tournament play.

66
If you are playing a game with a specified number Weapons are not mentioned under Troop
of points for an army in a formal setting (such as a description for western medieval infantry. These
tournament), the specified points total is the troops may be armed with a variety of spears, maces,
maximum and cannot be exceeded for any reason. swords, and two-handed axes, halbards, bills, etc.,
Your army will usually total a few points less than the which you can mix in the same unit or keep separate.
maximum points allowed.
Ancient and dark-age cavalry that are not armed
If you want to field an army larger than 2000 with a bow almost always have a javelin or spear.
points and cannot achieve the desired size using the Fully-armored ancient cavalry (cataphract cavalry in
troops available in a list, then increase the maximum MOA) have a two-handed lance (termed kontos).
troops allowed for each troop type entry in proportion Medieval cavalry, after about 1000 AD, will generally
to the size of the army. Round to the nearest whole have a lance. Substitution of ax, mace, or sword for
number. For example, if you are making up a 2500- lance for some figures is appropriate for medieval
point army and 15 stands of heavy cavalry are cavalry.
allowed, then increase the 15 stand maximum by 25%
Drivers of elephants (mahouts) and chariots are
to 19. Feel free to alter this guideline to suit yourself.
usually unarmed. Chariots and elephants credited with
bow often also have javelin-armed crewmen.

Armor And Weapons Infantry almost always have shields. Cavalry


generally have shields. Exceptions are noted in the
Figure manufacturers produce figures for specific army lists in the Troop description notes. Three
armies that are remarkably accurate in terms of additional exceptions not noted in the army lists are
clothing, armor, and weapons. The guidelines below the following: Cataphract cavalry don’t carry shields.
are offered for the benefit of the gamer who wants Heavy knight cavalry don’t usually carry shields after
additional guidance on acquiring appropriately- about 1400 AD. Bow-armed light cavalry don’t
sculpted figures. usually carry shields until around 400 AD. After that,
their use of shields varies. You can usually rely on the
Troop types in MOA are based primarily on figure manufacturer to depict a shield with any type of
functional considerations and effectiveness and not on cavalry or infantry if it is appropriate.
armor. As a rough guide, heavy infantry, heavy
cavalry, and elite cavalry typically have armored Some of the army lists with starting dates prior to
torsos, but there are exceptions. Subheavy infantry, 1400 AD provide handguns and medieval cannon (s).
skirmish infantry, medium cavalry, and light cavalry These weapons were not significant in pitched battles
are typically unarmored. Medium infantry and light until well into the fifteenth century. There is a
infantry are usually unarmored, except for types such difference between significance and presence. If you
as high morale huscarls or Roman auxiliaries. Feudal are specifying a date for a medieval army, the army
and medieval troops of any troop type, other than should not use gunpowder weapons before
knights, are best represented by figures with a variety approximately 1425.
of armor, including none at all. Medium knights
usually have chainmail that covers only the torso until
the twelfth century, when armor was gradually How To Read The Lists
extended to cover the whole body. Heavy knights are
fully armored, mostly in plate. Each troop type entry consists of the troop type
recognized in MOA and a weapon, if it matters.
Missile weapons and pike are identified as part of
Troops are generally, but not necessarily, the same
the troop type entries in the army lists. Regarding
nationality as the name of the army. In many cases the
other weapons for the correctly-equipped miniature
entry for a given troop type includes a mixture of
soldier, you cannot go far wrong by using infantry
various allies, mercenaries, or subject peoples. Troops
figures that carry spear and shield, except where the
of different nationalities are sometimes indicated in
figure is supposed to have a missile weapon. Spear
italics, but this is not done consistently.
includes, pilum, javelin, short spear, and long spear. A
notable exception to spear-armed infantry is the use of Options, if available, are listed on the line beneath
double-handed cutting weapons by several the troop type. An option is a modification of the
nationalities. These exceptions are noted in the Troop morale class or a weapon or a substitution of a
description at the bottom of the army lists where different troop type. Options appear in italics and
appropriate. usually begin with the word Convert, or Add. Convert
is abbreviated in some cases to Cvt to save space. The
options are generally stated in a way to indicate

67
whether there are restrictions in how the option is the table, Points Cost, on page 11 always take
applied. Unless a restriction is made clear either in the precedence.
text for the option or in the notes at the bottom of a
list, any number of options can be applied
simultaneously to any number of stands for the entry Examples Of Options And
under consideration. Common sense applies.
Obviously, a unit is not going to have two different Subgroups
morale classes simultaneously.
A few armies include different time periods or 1. This example is from the Early Libyan list:
subgroups. The period or subgroup is named in bold
along with a troop type. If a troop type entry is not Troop Type
labelled with a period or subgroup, then the entry is Morale Points Stands
Options
common to all subgroups in the army. Different
periods or subgroups are mutually exclusive and Skirmish infantry, javelin 3
C 6S18
Convert any to light infantry +5
cannot be used in the same army.
The morale class is given in a separate column. At least 6 stands of this entry must be fielded. A
The letter f is attached as a suffix to the morale class maximum of 18 can be used. The stands may be used
to indicate fierce status. in any combination of skirmish infantry and light
infantry. Troop types cannot be mixed in the same
The cost in points for a single stand of the troop
unit, of course. For example, you could field 3 stands
type entry is listed in the points column. If there are
of skirmish infantry in 1 unit and 8 stands of light
options, then the points to be added or subtracted to
infantry in another unit. A skirmish infantry stand
the cost appears in italics. Generally (but not always)
costs 3 points and a light infantry stands costs 8
the cost of each option is an addition or subtraction to
points.
the base cost, not to other options.
The final column lists the minimum and maximum 2. This example is from the New Kingdom Egyptian
numbers of stands that can be used for a particular list:
entry. Most entries have no minimums, indicated by a
zero. The minimum numbers of stands indicated must Heavy infantry
8
be fielded regardless of the size of the army. Convert up to 6 C class to B
C +2 6–24
Convert up to 6 C class to A
Minimums for periods or subgroups not used do not +4
apply. The minimum required points for the armies
varies from approximately 200 to 300 points for the
cost of stands alone. Any combination of A, B, and C class stands may
be used (in separate units), provided the number of A
Additional information and restrictions are given class stands does not exceed 6 and the number of B
as notes at the bottom of each army list. The class stands does not exceed 6. An A class stand costs
constraints on ratios of mounted and foot stands are 12 points and a B class stand costs 10 points. You
particularly important. An artillery stand counts as may field only the minimum number of 6 as A or B
infantry for this purpose. Leader stands are ignored. class.
For example, suppose the Troop ratio note states that
infantry stands must outnumber mounted stands by a 3. This example is from the Shang Chinese list:
ratio of at least 2 to 1. If the army contains 15 cavalry
and 3 elephant stands, then the number of infantry Medium infantry 4
stands in the army must total at least 36. If the troop Convert any to heavy infantry D +2 12S24
ratio states that infantry stands must outnumber Cvt up to half used to C class +2
mounted stands, then an army containing 36 mounted
stands would have to contain at least 37 infantry Any combination of medium and heavy infantry
stands, for example. stands can be used, and any of them can be D class or
C class, provided not more than half of the units
Leaders are not included in the army lists. You
actually fielded are C class. You must always have at
may use any number of leaders you like, or none at
least as many D class as C class stands. One
all. Leaders cost 75 points each if mounted and 60
possibility is to have four units of six stands each as
points if on foot.
follows: MI, D class; MI, C class; HI, D class; HI, C
It is possible that the points costs for a few entries class.
in the army lists are in error. The points listed in the

68
4. This example is from the Late Assyrian list: example is from the Late Imperial Roman list:

Heavy infantry, ½ spear 8 Light infantry, javelin 8


C 6S12
½ bow 10 Auxiliary
Convert any to elite light infantry C +1 6S18
Convert up to 12 to B class +2
Half of the heavy infantry used must use bow (cost Add bow up to half in any units +2
of 8) and half are without bow (cost of 10). A note at
the bottom of the army list explains that the bow and You can have any combination of light infantry
spear stands must be in the same unit. Since the with javelin, elite light infantry with javelin, and B
minimum requirement is 6, you must use at least 3 class, except that B class is limited to 12 stands. You
spear and at least 3 bow stands. can add bow to any unit, whether C or B class, elite or
not. The number of bow stands in a unit is limited to
5. This example is from the Late Achaemenid list: half of the stands in the unit.

Medium infantry 4 8. This example is from the Early Crusader list:


Add bow to all of any units D +0 6S24
Convert up to 12 to C class +2
Medium infantry, crossbow 8
Cvt any to C class heavy infantry +0
B 6S18
Any number of units in this entry may be armed Cvt any to B class subheavy inf +1
with bow, provided all stands in the unit are armed Combine with other infantry +2
with bow. There is no additional cost for this option.
(A bow costs 2 points and there is a deduction of 2 In this entry, crossbow stands may be combined
points for an all-bow unit, so the net cost is zero.) If with non-missile-armed stands. An inspection of other
the C class option is used, any combination of D and entries shows that the only non-missile stands eligible
C class units may be armed with bow, provided the for combining is C class heavy infantry. No B class
number of C class stands does not exceed 12. You medium infantry or B class subheavy infantry is
need not field any D class units. available. Combining with non-missile infantry costs
2 points, unless more than two-thirds of the mixed
6. This example is from the Middle Imperial Roman unit will have crossbow stands.
list:
9. This example explains how to use subgroups. Refer
Elite heavy infantry 10 to the complete Lombard list, which is No. 77. You
Legion must choose an army of either the Avar alliance, the
Cvt up to half used to B class C +2 12S36 Italian conquest, or the Late period. Suppose you
Convert up to 6 C class stands
to A class as praetorian +4 choose the Italian conquest. You must field at least 6
stands of Saxon subheavy infantry and 6 stands of
Slav medium infantry, and you are allowed 36 stands
Half used always refers to the stands of the entry
of each. You must also use at least 9 stands of heavy
actually fielded, without reference to use of other
cavalry and 6 stands of medium infantry with bow,
options. For example, if you use 24 stands of the
which are required for all subgroups. Entries that have
entry, then up to 12 can be B class. Of the remaining
no label in bold apply to all three armies. You cannot
12 C class units, up to 6 can be A class praetorians.
use the troops in the entries for Avar Alliance and the
Alternatively, you could have 6 stands of B class and
Late periods, and the minimums listed for the Avar
6 stands of A class and no other stands.7. This
Alliance do not apply.

69
Dismounted Cavalry Or Camelry Mounted Type
Infantry Dismounted Cost
Type C B A
Cavalry and camelry may be fielded dismounted
Heavy knight Heavy
according to the rules given in Dismounted Troops in 14 16 18
knight
The Troops, page 6. Knights typically fought
dismounted in medieval European armies after the Medium knight Medium
12 14 16
middle of the fourteenth century. If the cavalry are knight
dismounted prior to placing them on the table, then Cataphract
Heavy 8 10 12
the cost of the dismounted cavalry is the cavalry
corresponding infantry cost. The maximum number of Elite cavalry Heavy 8 10 12
dismounted cavalry stands that may be used is the Heavy cavalry Subheavy 7 9 11
same as the maximum number of cavalry stands given
Medium cavalry Subheavy 7 9 11
in the army list.
Cataphract
For convenience, the cost for dismounted cavalry Heavy 8 10 12
camelry
and camelry are given below. For example, suppose
Heavy camelry Subheavy 7 9 11
you dismount B class medium knight cavalry. The
cost for the cavalry is 29 points. The dismounted Medium camelry Subheavy 7 9 11
troops are B class medium knight infantry at a cost of
14 points.

The Armies
1. Early Libyan 1600 BC—1250 BC 28. Gallic 400 BC—50 BC
2. Hittite 1600 BC—1100 BC 29. Qin Chinese 360 BC—205 BC
3. New Kingdom Egyptian 1600 BC—950 BC 30. Alexandrian Macedonian 355 BC—330 BC
4. Early Arab 1600 BC—700 BC 31. Imperial Macedonian 330 BC—320 BC
5. Homeric Greek 1600 BC—700 BC 32. Early Seleucid 320 BC—190 BC
6. Early Assyrian 1400 BC—745 BC 33. Macedonian Successor 320 BC—148 BC
7. Sea Peoples 1250 BC—1100 BC 34. Ptolemaic 320 BC—40 BC
8. Shang Chinese 1250 BC—1025 BC 35. Classical Indian 320 BC—500 AD
9. Early Hebrew 1250 BC—1000 BC 36. Camillan Roman 300 BC—100 BC
10. Philistine 1200 BC—1000 BC 37. Pyrrhic 300 BC—275 BC
11. Early Syrian 1200 BC—600 BC 38. Spanish 300 BC—25 BC
12. Babylonian 1140 BC—540 BC 39. Armenian 300 BC—386 AD
13. Zhou Chinese 1120 BC—220 BC 40. Late Carthaginian 275 BC—145 BC
14. Late Hebrew 1000 BC—580 BC 41. Hellenistic Greek 275 BC—145 BC
15. Libyan Egyptian 950 BC—750 BC 42. Bactrian Greek 250 BC—30 BC
16. Early Indian 800 BC—320 BC 43. Sarmatian 200 BC—375 AD
17. Kushite Egyptian 750 BC—660 BC 44. Han Chinese 200 BC—220 AD
18. Lydian 750 BC—545 BC 45. Parthian 250 BC—225 AD
19. Late Assyrian 745 BC—610 BC 46. Late Seleucid 190 BC—83 BC
20. Scythian 700 BC—50 BC 47. Early German 115 BC—250 AD
21. Hoplite Greek 700 BC—275 BC 48. Pontic 110 BC—50 BC
22. Thracian 700 BC—45 AD 49. Numidian 110 BC—45 BC
23. Early Achaemenid Persian 670 BC—420 BC 50. Marian Roman 100 BC—25 BC
24. Illyrian 450 BC—10 AD 51. Briton 100 BC—75 AD
25. Early Carthaginian 550 BC—275 BC 52. Central Asian Nomad 25 BC—1200 AD
26. Syracusan 400 BC—210 BC 53. Early Western Imperial
27. Late Achaemenid Persian 420 BC—330 BC Roman 25 BC—200 AD

70
54. Early Eastern Imperial 101. Fatimid Egyptian 969 AD—1171 AD
Roman 25 BC—200 AD 102. Late Feudal Spanish 1000 AD—1330 AD
55. Moorish 25 AD—800 AD 103. Early Medieval Hungarian 1000 AD—1450 AD
56. Early Irish, Early Scots, 104. Early German or Imperial 1000 AD—1330 AD
Picts 50 AD—850 AD 105. Communal Italian 1000 AD—1330 AD
57. Dacian 80 AD—106 AD 106. Berber 1000 AD—1530 AD
58. Middle Imperial Roman 200 AD—300 AD 107. Medieval Japanese 1000 AD—1545 AD
59. Early Vandal or Early 108. Feudal Polish 1018 AD—1330 AD
Visigothic 200AD—429 109. Seljuq Turk 1030 AD—1280 AD
60. Ostrogothic 200 AD—554 AD 110. Early Russian 1050 AD—1246 AD
61. Middle Chinese 220 AD—620 AD 111. Early Papal Italian 1050 AD—1330 AD
62. Sassanid Persian 220 AD—637 AD 112. Anglo-Norman 1070 AD—1200 AD
63. Early Frankish 250 AD—700 AD 113. Comnenan Byzantine 1071 AD—1204 AD
64. Saxon 250 AD—885 AD 114. Frankish Sicilian 1072 AD—1330 AD
65. Palmyran 260 AD—272 AD 115. Early Crusader 1096 AD—1128 AD
66. Late Imperial Roman 300 AD—425 AD 116. Medieval Syrian 1100 AD—1200 AD
67. Korean 300 AD—1232 AD 117. Feudal French 1100 AD—1330 AD
68. Hun 375 AD—465 AD 118. Late Crusader 1128 AD—1298 AD
69. Spanish Visigothic 419 AD—711 AD 119. Late Medieval Scots 1130 AD—1500 AD
70. Dark Age British 425 AD—945 AD 120. Serbian 1151 AD—1459 AD
71. Patrician Roman 425 AD—475 AD 121. Ayyubid Egyptian 1170 AD—1250 AD
72. African Vandal 429 AD—535 AD 122. Late Bulgar 1186 AD—1330 AD
73. Early Byzantine 475 AD—650 AD 123. Feudal English 1200 AD—1330 AD
74. Slav 500 AD—1018 AD 124. Prussian Or Lithuanian 1200 AD—1380 AD
75. Medieval Indian 500 AD—1500 AD 125. Early Teutonic Order 1201 AD—1330 AD
76. Avar or Early Bulgar 550 AD—1014 AD 126. Late Byzantine 1204 AD—1453 AD
77. Lombard 560 AD—1018 AD 127. Mongol 1206 AD—1500 AD
78. Ghuzz 600 AD—1050 AD 128. Granadine 1232 AD—1492 AD
79. Khazar 600 AD—1050 AD 129. Medieval Russian 1246 AD—1500 AD
80. Welsh 600 AD—1420 AD 130. Mamluk Egyptian 1250 AD—1500 AD
81. Tang Chinese 615 AD—980 AD 131. Early Ottoman Turk 1280 AD—1370 AD
82. Tibetan 620 AD—860 AD 132. Knights Of St. John 1291 AD—1500 AD
83. Imperial Arab 620 AD—969 AD 133. Swiss 1290 AD—1500 AD
84. Burmese 620 AD—1287 AD 134. Low Countries 1300 AD—1500 AD
85. Tagmatic Byzantine 650 AD—963 AD 135. Medieval French 1330 AD—1445 AD
86. Thematic Byzantine 650 AD—963 AD 136. Medieval English 1330 AD—1455 AD
87. Early Feudal Spanish 711 AD—1000 AD 137. Medieval Italian States 1330 AD—1453 AD
88. Late Frankish or Norman 700 AD—1100 AD 138. Late German or Imperialist 1330 AD—1500 AD
89. Andalusian 710 AD—1110 AD 139. Medieval Polish 1330 AD—1500 AD
90. Viking 790 AD—1070 AD 140. Late Teutonic Order 1330 AD—1500 AD
91. Magyar 800 AD—1000 AD 141. Medieval Spanish 1350 AD—1500 AD
92. Russ 800 AD—1050 AD 142. Early Burgundian 1360 AD—1471 AD
93. Pecheneg or Cuman 800 AD—1400 AD 143. Ming Chinese 1368 AD—1630 AD
94. Early Medieval Scots 850 AD—1130 AD 144. Late Ottoman Turk 1370 AD—1500 AD
95. Medieval Irish 850 AD—1300 AD 145. Islamic Persian 1405 AD—1500 AD
96. Anglo-Danish 885 AD—1075 AD 146. French Ordonnance 1445 AD—1500 AD
97. Khitan Liao 900 AD—1125 AD 147. Renaissance Italian States 1453 AD—1500 AD
98. Ghaznavid 960 AD—1040 AD 148. Late Medieval Hungarian 1450 AD—1500 AD
99. Song Chinese 960 AD—1280 AD 149. War Of Roses English 1455 AD—1500 AD
100. Nikephorian Byzantine 963 AD—1071 AD 150. Burgundian Ordonnance 1471 AD—1477 AD

71
Examples Of Orders Of Battle

No. 36 Camillan Roman 1000 Points No. 100. Nikephorian Byzantine 1500 Points
Based on 2- and 4-stand units All-cavalry army based on 3-stand units
MCav, C class—6 units of 2 stands each CatCav, A class—2 units of 3 stands each
12 stands x 14 pts + 6 units x 15 pts = 258 6 stands x 32 pts + 2 units x 15 pts = 222
Elite HI, C class—7 units of 4 stands each HCav, bow, B class—8 units of 3 stands each
28 stands x 10 pts + 7 units x 15 pts = 385 24 stands x 24 pts + 8 units x 15 pts = 696
SkI, javelin, C class—6 units of 2 stands each LCav, javelin, C class—1 unit of 3 stands
12 stands x 3 pts + 6 units x 15 pts = 126 3 stands x 10 pts + 1 unit x 15 pts = 45
Leaders—3 x 75 pts = 225 LCav, bow, C class—6 units of 3 stands each
Total points = 994 18 stands x 12 pts + 6 units x 15 pts = 306
Leaders—3 x 75 pts = 225
No. 62. Sassanid Persian 1200 Points Total points = 1494
Based on a variety of unit sizes
HCav, bow, B class—4 units of 4 stands each No. 133. Swiss (Early period) 2000 Points
16 stands x 24 pts + 4 units x 15 pts = 444 All-infantry army based on 6-stand units
LCav, bow, C class—6 units of 2 stands each HI, A class, fierce (halbard)—7 units of 6 stands each
12 stands x 12 pts + 6 units x 15 pts = 234 42 stands x 13 pts + 7 units x 15 pts = 651
Elph, bow, C class—1 unit of 3 stands HI, pike, A class—8 units of 6 stands each
3 stands x 24 pts + 1 unit x 15 pts = 87 48 stands x 13 pts + 8 units x 15 pts = 744
SHI, D class—2 units of 12 stands each MI, crossbow, A class—2 units of 6 stands each
24 stands x 5 pts + 2 units x 15 pts = 150 12 stands x 10 pts + 2 units x 15 pts = 150
SkI, bow, C class—2 units of 3 stands each LI, crossbow, B class—1 unit of 6 stands
6 stands x 5 pts + 2 units x 15 pts = 60 6 stands x 10 pts + 1 unit x 15 pts = 75
Leaders—3 x 75 pts = 225 Leaders—5 x 75 pts = 375
Total points = 1200 Total points = 1995

Group 1. Chariot 1600 BC—700 BC


1. Early Libyan 5. Homeric Greek 9. Early Hebrew 13. Zhou Chinese 17. Kushite Egyptian
2. Hittite 6. Early Assyrian 10. Philistine 14. Late Hebrew 18. Lydian
3. New Kingdom Egypt 7. Sea Peoples 11. Early Syrian 15. Libyan Egyptian 19. Late Assyrian
4. Early Arab 8. Shang Chinese 12. Babylonian 16. Early Indian

Group 2. Classical 700 BC—25 BC


11. Early Syrian 20. Scythian 28. Gallic 36. Camillan Roman 44. Han Chinese
12. Babylonian 21. Hoplite Greek 29. Qin Chinese 37. Pyrrhic 45. Parthian
13. Zhou Chinese 22. Thracian 30. Alexandrian Macedo 38. Spanish 46. Late Seleucid
14. Late Hebrew 23. Early Achaem Persian 31. Imperial Macedonian 39. Armenian 47. Early German
16. Early Indian 24. Illyrian 32. Early Seleucid 40. Late Carthaginian 48. Pontic
17. Kushite Egyptian 25. Early Carthaginian 33. Macedon Successor 41. Hellenistic Greek 49. Numidian
18. Lydian 26. Syracusan 34. Ptolemaic 42. Bactrian Greek 50. Marian Roman
19. Late Assyrian 27. Late Achaem Persian 35. Classical Indian 43. Sarmatian 51. Briton

72
Group 3. Imperial 25 BC—475 AD
22. Thracian 45. Parthian 55. Moorish 61. Middle Chinese 67. Korean
23. Illyrian 47. Early German 56. Early Irish/ 62. Sassanid Persian 68. Hun
35. Classical Indian 51. Briton Scots/Picts 63. Early Frankish 69. Spanish Visigothic
39. Armenian 52. Central Asian Nomad 57. Dacian 64. Saxon 70. Dark Age British
43. Sarmatian 53. Early W . Imp. Roman 58. Middle Imperial 65. Palmyran 71. Patrician Roman
44. Han Chinese 54. Early E. Imp. Roman Roman 66. Late Imperial 72. African Vandal
59. Early Vandal/ Roman
Visigoth
60. Ostrogothic

Group 4. Dark Age 475 AD—1000 AD


52. Central Asian 69. Spanish Visigothic 78. Ghuzz 86. Thematic 94. Early Medieval Scot
Nomad 70. Dark Age British 79. Khazar Byzantie 95. Medieval Irish
55. Moorish 72. African Vandal 80. W elsh 87. Early Feudal Spanish 96. Anglo-Danish
56. Early Irish/ 73. Early Byzantine 81. Tang Chinese 88. Late Frank/Norman 97. Khitan Liao
Scots/Picts 74. Slav 82. Tibetan 89. Andalusian 98. Ghaznavid
60. Ostrogothic 75. Medieval Indian 83. Imperial Arab 90. Viking 99. Song Chinese
61. Middle Chinese 76. Avar or Early 84. Burmese 91. Magyar 100. Nikephor Byzantine
62. Sassanid Persian Bulgar 85. Tagmatic Byzant 92. Russ 101. Fatimid Egyptian
63. Early Frankish 77. Lombard 93. Pecheneg or Cuman
64. Saxon
67. Korean

Group 5. Early Medieval 1000 AD—1330 AD


52. Central Asian 90. Viking 102. Late Feudal 113. Comnenan 124. Prussian/Lithuanian
Nomad 92. Russ Spanish Byzantine 125. Early Teuton Order
74. Slav 93. Pecheneg or Cuman 103. Early Med 114. Frankish 126. Late Byzantine
75. Medieval Indian 94. Early Medieval Scot Hungarian Sicilian 127. Mongol
76. Avar or Early 95. Medieval Irish 104. Early German/ 115. Early Crusader 128. Granadine
Bulgar 96. Anglo-Danish Imperial 116. Medieval Syrian 129. Medieval Russian
77. Lombard 97. Khitan Liao 105. Communal Italian 117. Feudal French 130. Mamluk Egyptian
78. Ghuzz 98. Ghaznavid 106. Berber 118. Late Crusader 131. Early Ottoman Turk
79. Khazar 99. Song Chinese 107. Medieval Japanese 119. Late Medieval 132. Knights Of St. John
80. W elsh 100. Nikephor Byzantine 108. Feudal Polish Scot 133. Swiss
84. Burmese 101. Fatimid Egyptian 109. Seljuq Turk 120. Serbian 134. Low Countries
88. Late Frank/ 110. Early Russian 121. Ayyubid
Norman 111. Early Papal Italian Egyptian
89. Andalusian 112. Anglo-Norman 122. Late Bulgar
123. Feudal English

Group 6. Late Medieval 1330 AD—1500 AD


75. Medieval Indian 120. Serbian 131. Early Ottoman 138. Late German/ 145. Islamic Persian
80. W elsh 124. Prussian/Lithuanian Turk Imperial 146. French
93. Pecheneg or Cuman 126. Late Byzantine 132. Knights Of 139. Medieval Polish Ordonnance
103. Early Med Hungar 127. Mongol St. John 140. Late Teutonic 147. Renaissance
106. Berber 128. Granadine 133. Swiss Order Italian
107. Medieval Japanese 129. Medieval Russian 134. Low Countries 141. Medieval Spanish 148. Late Medieval
119. Late Medieval Scot 130. Mamluk Egyptian 135. Medieval 142. Early Burgundian Hungarian
French 143. Ming Chinese 149. W ar Of Roses
136. Medieval 144. Late Ottoman English
English Turk 150. Burgundian
137. Medieval Ordonnance
Italian States

73
1. Early Libyan 3. New Kingdom Egyptian
1600 BC To 1250 BC 1600 BC To 950 BC
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Light infantry, javelin B 10 0S18 Light chariots, bow A 30 3–15


24S12 Light chariots, bow B 25 3–15
Light infantry, javelin C 8
0 Heavy infantry 8
Skirmish infantry, javelin 3 Convert up to 6 C class to B C +2 6–24
C 6S18
Convert any to light infantry +5 Convert up to 6 C class to A +4
Skirmish infantry, bow 5 Heavy infantry, bow C 8 6–18
C 6S18
Convert any to light infantry +3 Medium infantry Sea peoples C 6 0–12
Leaders: Depict as light infantry. Skirmish infantry, javelin 3
C 0–12
Convert any to light infantry +5
Skirmish infantry, bow 5
C 0–12
Convert any to light infantry +3

2. Hittite Troop ratio: Infantry stands must outnumber mounted


1660 BC To 1100 BC stands. Troop description: One unit of heavy infantry may
be armed with axe. Leaders: Depict as chariots.
Troop Type
Morale Points Stands
Options

Light chariots, bow 25


B 3–18
Convert up to 9 stands to A class +5
Light chariots, bow Syrian B 25 3–12
4. Early Arab
1600 BC To 700 BC
Heavy infantry B 10 0–6
Troop Type
Subheavy infantry Syrian C 7 6–18 Morale Points Stands
Options
Medium infantry 6
C 6–18 Medium camelry, 2 riders, bow C 18 6S36
Convert any to heavy infantry +2
Light camelry, bow C 9 0S12
Medium infantry C 6 6–24
Light infantry, javelin C 8 12S30
Skirmish infantry, javelin 3
C 3–12 Skirmish infantry, javelin 3
Convert any to light infantry +5 C 3S18
Convert any to light infantry +5
Skirmish infantry, sling 4
C 0–6 Skirmish infantry, sling 4
Convert any to light infantry +3 C 3S12
Convert any to light infantry +3
Skirmish infantry, bow 5
C 0–6 Skirmish infantry, bow 5
Convert any to light infantry +3 C 0S18
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands. Leaders: Depict as chariots. Troop ratio: Infantry and mounted stands may be used in
any proportions. Troop description: Camelry lack shields.
Leaders: Depict as camelry or light infantry.

74
5. Homeric Greek Early Assyrian continued
1600 BC To 700 BC Skirmish infantry, bow 4
D 3–18
Troop Type Convert any to light infantry +2
Morale Points Stands
Options Troop ratio: Infantry stands must outnumber mounted
Light chariots, javelin B 24 6–30 stands. Heavy or medium infantry archers may be mixed
with spearmen at a ratio of 1 to 1 in the same unit. Troop
Medium cavalry Late C 14 0–9 description: Half of the cavalry figures in a unit should be
Heavy infantry Early 8 depicted with javelins instead of bow. Every cavalry stand is
C 12–64 credited with bow. Cavalry lack shields.
Add bow up to half in any unit +2
Leaders: Depict as chariots.
Heavy infantry Late C 8 12–48
Skirmish infantry, javelin 2
Convert any to light infantry
D
+4
3–12 7. Sea Peoples
1250 BC To 1100 BC
Skirmish infantry, sling 3
D 0–6 Troop Type
Convert any to light infantry +2 Morale Points Stands
Options
Skirmish infantry, bow 4
D 0–6 Light chariot, javelin B 25 3S18
Convert any to light infantry +2
Periods: Early period (Mycenaean) ended about 1150 BC. Heavy infantry B 10 0S12
Troop ratio: Infantry stands must outnumber mounted Subheavy infantry C 7 6S30
stands. Troop description: Cavalry lack shields.
Leaders: Depict as chariots or heavy infantry. Medium infantry C 6 12S60
Skirmish infantry, javelin 3
C 3S12
Convert any to light infantry +5
Skirmish infantry, bow 5
C 3S18
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands. Troop description: Approximately half of infantry
is armed with halbard. Leaders: Depict as chariots.

8. Shang Chinese
6. Early Assyrian 1250 BC To 1025 BC
1400 BC To 745 BC
Troop Type
Troop Type Morale Points Stands
Morale Points Stands Options
Options
Light chariots, bow B 25 6S30
Light chariots, bow B 25 3–12
Heavy infantry B 10 0S12
Heavy chariots, bow B 29 3–12
Medium infantry 4
Medium cavalry, bow B 21 0–9
Convert any to heavy infantry D +2 12S24
Heavy infantry B 10 0–6 Cvt up to half used to C class +2
Heavy infantry, bow 10 Medium infantry E 3 0S24
Convert any to A class B +2 0–6
Combine with other heavy foot +2
Medium infantry, bow C 6 6S24

Heavy infantry C 8 3–6 Skirmish infantry, javelin 2


D 0S12
Convert any to light infantry +4
Heavy infantry, bow 8
Convert any to B class C +2 3–6 Skirmish infantry, bow 4
D 3S12
Combine with other heavy foot +2 Convert any to light infantry +2
Medium infantry C 6 3–18 Troop ratio: Infantry stands must outnumber mounted
stands. Troop description: Approximately half of
Medium infantry, bow 6
C 3–18 infantry is armed with halbard.
Combine with other medium foot +2
Leaders: Depict as chariots.

75
9. Early Hebrew Early Syrian continued
1250 BC To 1000 BC Light camelry, bow Arab 9
C 0S6
Convert any to medium camelry +9
Troop Type
Morale Points Stands Subheavy infantry C 7 6S12
Options

Medium infantry, fierce Af 11 0S24 Medium infantry, bow 6


C 6S18
Convert any to subheavy infantry +1
Medium infantry B 8 0S12
Medium infantry C 6 0S18
Medium infantry C 6 30S12
Skirmish infantry, javelin 3
Skirmish infantry, javelin 3 C 0S6
C 3S18 Convert any to light infantry +5
Convert any to light infantry +5
Skirmish infantry, sling 4
Skirmish infantry, sling 4 C 0S6
C 3S6 Convert any to light infantry +3
Convert any to light infantry +3
Skirmish infantry, bow 5
Skirmish infantry, bow 5 C 3S12
C 3S12 Convert any to light infantry +3
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
Leaders: Depict as medium infantry. stands. Troop description: Camelry lack shields.
Leaders: Depict as chariots.

10. Philistine
1200 BC To 1000 BC
12. Babylonian
Troop Type 1140 BC To 540 BC
Morale Points Stands
Options
Troop Type
Morale Points Stands
Light chariot, bow B 25 6S30 Options
Heavy infantry B 10 0S6 Light chariots, bow
20
Heavy infantry 6 Convert any to heavy chariots
D 6S24 C +4 3S24
Cvt up to half used to C class +2 Convert up to half used to B
+5
class
Medium infantry C 6 6S30
Medium cavalry, bow C 16 3S9
Skirmish infantry, javelin 3
C 6S12 Light cavalry, javelin Elamite C 10 0S3
Convert any to light infantry +5
Skirmish infantry, sling 4 Light cavalry, bow Scythian C 12 0S3
C 0S6
Convert any to light infantry +3 Light camelry Arab 9
C 0S6
Skirmish infantry, bow 5 Convert any to medium camelry +9
C 0S12
Convert any to light infantry +3 Heavy infantry C 8 6S12
Troop ratio: Infantry stands must outnumber mounted Heavy infantry, bow C 8 6S18
stands by at least 2 to 1. Heavy infantry stands must not
outnumber medium infantry stands. Medium infantry C 6 0S12
Leaders: Depict as chariot. Medium infantry, bow C 6 0S18
Skirmish infantry, javelin 2
D 0S6
Convert any to light infantry +4

11. Early Syrian Skirmish infantry, sling 3


D 0S6
Convert any to light infantry +2
1200 BC To 600 BC
Skirmish infantry, bow 4
Troop Type D 3S12
Morale Points Stands Convert any to light infantry +2
Options
Troop ratio: Infantry stands must outnumber mounted
Light chariots, bow B 25 6S24
stands. Troop description: Shields optional for medium
Medium cavalry C 14 0S9 cavalry. Camelry lack shields. Leaders: Depict as chariots.
Light cavalry, bow C 12 0S6

76
13. Zhou Chinese Late Hebrew continued
1120 BC To 220 BC Skirmish infantry, javelin 3
C 6S12
Convert any to light infantry +5
Troop Type
Morale Points Stands Skirmish infantry, sling 4 0S6
Options C
Convert any to light infantry +3
Heavy chariots, bow or crossbow B 29 3S12
Skirmish infantry, bow 5
Light chariots, bow B 25 3S12 C 0S12
Convert any to light infantry +3
Medium cavalry Late B 19 0S9 Troop ratio: Infantry stands must outnumber mounted
Light cavalry, bow Late C 12 0S6 stands by at least 2 to 1.
Troop description: Camelry lack shields. Cavalry shields
Heavy infantry Early B 10 0S24 are optional.
Medium infantry 6 Leaders: Depict as chariot or medium cavalry.
Convert any to heavy infantry D +2 6S18
Cvt up to half used to C class +2
Medium infantry E 3 0S12
Medium infantry, bow Early C 6 0S18
Medium infantry, bow 6
C 6S18
Convert any to D class heavy inf +0
Medium infantry, crossbow Late 6
Convert any to D class heavy inf C +0 0S12
Cvt up to half used to B class +2
Skirmish infantry, javelin 2
15. Libyan Egyptian
D 0S6 950 BC To 750 BC
Convert any to light infantry +4
Skirmish infantry, bow 4 Troop Type
D 0S12 Morale Points Stands
Convert any to light infantry +2 Options

Artillery, stone thrower, crew of 4 C 12 0S4 Light chariots, bow A 30 3S12

Periods: The late period begins approximately 350 BC. Light chariots, bow C 20 0S12
Troop ratio: Infantry stands must outnumber mounted Light cavalry, javelin C 10 3S6
stands. Troop description: Cavalry lack shields.
Approximately half of infantry is armed with halbard. Light cavalry, bow C 12 3S6
Leaders: Depict as chariots. Heavy infantry B 10 0S6
Heavy infantry D 6 0S18
Heavy infantry, bow D 6 0S12
14. Late Hebrew Medium infantry Sea Peoples B 8 6S12
1000 BC To 580 BC Medium infantry Libyans C 6 6S18
Troop Type Skirmish infantry, javelin 3
Morale Points Stands C 0S12
Options Convert any to light infantry +5
Light chariot, bow 25 Skirmish infantry, bow Nubians 5
B 3S18 C 3S12
Convert any to A class +5 Convert any to light infantry +3
Medium cavalry C 14 0S9 Troop ratio: Infantry stands must outnumber mounted
Light camelry, javelin Arab 7 stands. Leaders: Depict as chariots.
C 0S6
Convert any to medium camelry +10
Heavy infantry 8
C 0S18
Convert up to 12 to B class +2
Medium infantry 6
C 18S30
Convert up to 12 to B class +2
Medium infantry, bow C 6 6S24

77
16. Early Indian 18. Lydian
800 BC To 320 BC 750 BC To 545 BC
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Medium cavalry C 14 3S12 Light chariots, javelin B 24 0S9


Light chariots, bow 25 Medium cavalry B 19 6S18
B 0S12
Convert any to heavy chariots +4
Light cavalry, javelin C 10 0S12
Elephants, bow B 29 3S15
Heavy infantry C 8 12S24
Subheavy infantry, bow 5
D 18S36 Heavy infantry
Convert any to C class +2 B 10 0S6
Spartan
Subheavy infantry 5
D 0S18 Heavy infantry Ionian,
Convert any to C class +2 D 6 0S18
Egyptian
Skirmish infantry, javelin 3
C 0S12 Medium infantry C 6 6S18
Convert any to light infantry +5
Light infantry, javelin Thracian C 8 0S12
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3 Skirmish infantry, javelin 3
C 3S12
Convert any to light infantry +5
Troop ratio: Infantry stands must outnumber mounted
stands. Leaders: Depict as elephants. Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands by at least 2 to 1.
17. Kushite Egyptian Troop description: Cavalry lack shields.
750 BC To 660 BC Leaders: Depict as medium cavalry, chariots, or heavy
infantry.
Troop Type
Morale Points Stands
Options

Light chariots, bow 25


B 3S18
Convert any to fierce +3 19. Late Assyrian
Medium cavalry 19 745 BC To 610 BC
B 3S15
Convert any to fierce +3 Troop Type
Morale Points Stands
Light cavalry, javelin C 10 0S6 Options
Light cavalry, bow C 12 0S3 Heavy chariots, bow 29
B 3S15
Heavy infantry D 6 0S6 Convert to up 6 stands to A class +5

Heavy infantry, bow D 6 0S6 Medium cavalry, bow 16


Convert up to 6 C class to B C +5 3S18
Medium infantry 6 Convert up to 6 C class to A +10
C 6S18
Convert any to fierce +1
Light cavalry, bow Scythians C 12 0S3
Medium infantry, bow 6
C 12S24 Light camelry, bow Arabs 6
Convert any to fierce +1 D 0S3
Convert any to medium camelry +7
Skirmish infantry, javelin 3
C 0S6 Heavy infantry B 10 0S6
Convert any to light infantry +5
Skirmish infantry, sling 4 Heavy infantry, ½ spear 8
C 0S6 C 6S12
Convert any to light infantry +3 ½ bow 10

Skirmish infantry, bow 5 Medium infantry, ½ spear 6


C 3S12 C 6S12
Convert any to light infantry +3 ½ bow 8
Medium infantry, ½ spear 4
Troop ratio: Infantry stands must outnumber mounted D 0S24
½ bow 6
stands. Leaders: Depict as chariots.
Medium infantry, bow Elamites C 6 0S6

78
Late Assyrian continued Hoplite Greek continued
Skirmish infantry, sling 4 Heavy infantry Late 8
C 0S6
Convert any to light infantry +3 Convert any to light infantry, C 12S48
javelin as peltasts +0
Skirmish infantry, bow 4
D 3S18
Convert any to light infantry +2 Light infantry, javelin Thracian C 8 0S12
Troop description: Half of the cavalry figures in a unit carry Skirmish infantry, javelin 3
C 3S12
javelins instead of bow. Every cavalry stand is credited with Convert any to light infantry +5
bow. Troop ratio: Infantry stands must outnumber mounted
Skirmish infantry, sling 4
stands. Heavy or medium infantry archers must be mixed C 0S6
Convert any to light infantry +3
with spearmen at a ratio of 1 to 1 in the same unit.
Troop description: Cavalry lack shields. Skirmish infantry, bow 5
C 0S6
Leaders: Depict as chariots. Convert any to light infantry +3
Periods: The late period begins in 450 BC.
Troop ratio: Infantry stands must outnumber mounted
stands by at least 3 to 1.
Troop description: Cavalry lack shields.
20. Scythian Leaders: Depict as heavy infantry or medium cavalry.
700 BC To 50 BC
Troop Type
Morale Points Stands
Options

Heavy cavalry, bow B 24 0S21


Light cavalry, bow C 12 18S66
Medium infantry D 4 0S36
22. Thracian
Skirmish infantry, javelin 2 700 BC To 45 AD
D 0S12
Convert any to light infantry +4
Troop Type
Skirmish infantry, bow 4 Morale Points Stands
D 0S18 Options
Convert any to light infantry +2
Medium cavalry 19
Wagon laager 6 0S36 B 0S12
Cvt up to half used to heavy cav +3
Troop ratio: Infantry and mounted stands may be used in Light cavalry, javelin 10
any proportions. Light cavalry stands must outnumber heavy Convert to bow for up to one- C 6S24
cavalry stands by at least 3 to 1. fourth stands used +2
Troop description: Cavalry lack shields.
Leaders: Depict as heavy cavalry. Light infantry, javelin 8
C 18S60
Convert any to medium infantry S2
Heavy infantry Greek C 8 0S18
Skirmish infantry, javelin 3
21. Hoplite Greek C 3S18
Convert any to light infantry +5
700 BC To 275 BC Skirmish infantry, sling 4
C 0S6
Troop Type Convert any to light infantry +3
Morale Points Stands
Options Skirmish infantry, bow 5
C 0S6
Medium cavalry 14 Convert any to light infantry +3
C 0S12
Convert any to B class +5 Troop ratio: Infantry stands must outnumber mounted
Light cavalry, javelin C 10 0S18 stands by at least 2 to1.
Troop description: Cavalry shields are optional. Light
Heavy infantry 8 infantry may be depicted with the rhomphaia, a two-handed
Convert any to B class +2 cutting weapon.
C 18S36
Convert any B class stands to Leaders: Depict as heavy cavalry.
elite heavy infantry as Spartiates +2
Heavy infantry Early C 8 12S48

79
23. Early Achaemenid 23. Early Carthaginian
Persian 550 BC To 275 BC
670 BC To 420 BC Troop Type
Morale Points Stands
Options
Troop Type
Morale Points Stands
Options Heavy chariots C 22 3S6
Heavy cavalry, bow 24 Medium cavalry B 19 0S15
B 3S15
Convert up to 3 stands to A class +5 C 10 6S18
Light cavalry, javelin Numidian
Light cavalry, bow
C 12 3S18 Heavy infantry Poeni B 10 0S12
Bactrian, Scythian
Heavy infantry Libyan C 8 6S12
Light camelry, bow Arab 6
D 0S3 Heavy infantry Mercenary 6
Convert any to medium camelry +7 D 6S18
Convert any to C class +2
Heavy infantry, bow Immortals A 12 6S12
Light infantry, javelin Mercenary C 8 0S12
Subheavy infantry, bow 7
C 6S24 Medium infantry Gallic C 6 0S18
Convert any to heavy infantry +1
Medium infantry, bow C 6 0S18 Skirmish infantry, javelin 3
C 0S12
Convert any to light infantry +5
Medium infantry D 4 0S24
Skirmish infantry, sling 4
Light infantry, javelin Thracian C 8 0S6 C 3S6
Convert any to light infantry +3
Skirmish infantry, javelin 2
D 3S12 Skirmish infantry, bow 5
Convert any to light infantry +4 C 0S6
Convert any to light infantry +3
Skirmish infantry, bow 4
D 3S12 Artillery, bolt shooter, crew of 2 C 6 0S3
Convert any to light infantry +2
Troop ratio: Infantry stands must outnumber mounted
Troop description: Medium infantry and skirmish infantry
stands. Troop description: Cavalry shields are optional.
are a variety of subject peoples; for example, Bactrian,
Leaders: Depict as chariots or medium cavalry.
Lycian, Saka, Phoenician, Cilician. Troop ratio: Infantry
stands must outnumber mounted stands by at least 2 to 1.
Troop description: Cavalry shields are optional.
Leaders: Depict as chariots or heavy cavalry.

24. Illyrian
450 BC To 10 AD
Troop Type
Morale Points Stands
Options 26. Syracusan
Light cavalry, javelin C 10 0S30 400 BC To 210 BC
Troop Type
Medium infantry C 6 24S72 Morale Points Stands
Options
Medium infantry D 4 6S72
Medium cavalry C 14 3S12
Skirmish infantry, javelin 3
C 3S18 Light cavalry, javelin C 10 3S18
Convert any to light infantry +5
Skirmish infantry, sling 4 Heavy infantry B 10 0S6
C 0S12
Convert any to light infantry +3 Heavy infantry C 8 12S30
Skirmish infantry, bow 5 Heavy infantry D 6 6S30
C 0S6
Convert any to light infantry +3
Light infantry, javelin Spanish C 8 0S12
Troop ratio: Infantry stands must outnumber mounted
stands by at least 4 to 1. Medium infantry C 6 0S24
Troop description: Cavalry shields are optional. Skirmish infantry, javelin 3
Leaders: Depict as cavalry or medium infantry. C 0S12
Convert any to light infantry +5

80
Syracusan continued 28. Gallic
Skirmish infantry, sling 4 400 BC To 50 BC
C 0S12
Convert any to light infantry +3
Troop Type
Skirmish infantry, bow 5 Morale Points Stands
C 3S6 Options
Convert any to light infantry +3
Light chariots, javelin C 19 0S12
Artillery, bolt shooter, crew of
C 9 0S4 Medium cavalry 19
3 B 3S24
Cvt up to 6 stands to heavy cav +3
Troop ratio: Infantry stands must outnumber mounted
stands by at least 3 to 1. Medium infantry 6
Troop description: Cavalry lack shields. Convert all or none to up to 72
Leaders: Depict as heavy cavalry or heavy infantry. stands of subheavy infantry as
C 30S90
Helvetians or Galatians +1
Convert any to fierce +1
Convert any to B class +2
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5

27. Late Achaemenid Skirmish infantry, sling 4


C 0S6
Convert any to light infantry +3
Persian Skirmish infantry, bow 5
420 BC To 330 BC C 0S3
Convert any to light infantry +3
Troop Type
Morale Points Stands Troop ratio: Infantry stands must outnumber mounted
Options
stands by at least 2 to 1.
Heavy cavalry 17 Leaders: Depict as chariots, medium cavalry, or medium
C 6S24 infantry.
Convert any stands to B class +5
Light cavalry, javelin C 10 3S12
Light cavalry, bow C 12 0S12
Scythe chariots C 5 0S3
Heavy infantry, bow B 10 0S6 29. Qin Chinese
Heavy infantry Greek hoplites C 8 6S12 360 BC To 205 BC
Heavy infantry Ionian hoplites D 6 0S6 Troop Type
Morale Points Stands
Options
Medium infantry Cardaces 4
Add bow to all of any units D +0 6S30 Heavy chariots, bow or crossbow B 29 3S12
Convert up to 12 to C class +2
Light chariots, bow or crossbow C 20 0S6
Light infantry Peltast, Thracian C 8 0S12
Medium cavalry, bow B 21 0S6
Skirmish infantry, javelin 3
C 0S6 Light cavalry, bow C 12 3S12
Convert any to light infantry +5
Heavy infantry 6
Skirmish infantry, sling 4 D 0S12
C 0S6 Add crossbow up to half in any +2
Convert any to light infantry +3
Medium infantry, crossbow 8
Skirmish infantry, bow 5 B 6S18
C 3S12 Convert any to heavy infantry +2
Convert any to light infantry +3
Medium infantry 6
Troop ratio: Infantry stands must outnumber mounted
Convert any to heavy infantry +2
stands. Troop description: Cavalry lack shields. C 6S18
Add bow or crossbow up to half
Leaders: Depict as heavy cavalry or chariots.
in any units +2
Medium infantry 6
Convert to heavy infantry C +2 6S12
Add pike to all heavy infantry +1
Medium infantry E 3 0S18

81
Qin Chinese continued 31. Imperial Macedonian
Skirmish infantry, bow and/or 330 BC To 320 BC
crossbow C 5 0S18
Troop Type
Convert any to light infantry +3 Morale Points Stands
Options
Artillery, bolt shooter, crew of 3 C 9 0S4
Heavy cavalry Companion 27
Troop ratio: Infantry stands must outnumber mounted A 6S24
Convert any to elite cavalry +4
stands. Troop description: Cavalry lack shields.
Approximately half of infantry are armed with halbard. Light cavalry, javelin 10
Leaders: Depict as chariots. Convert up to 3 stands to B class C 3S6
as Thracian +3
Light cavalry, bow
C 12 0S9
Scythian, Sogdian, Bactrian
Heavy infantry, pike Hypaspist 11
Convert all or none to elite light B 4S6
infantry, javelin +0
30. Alexandrian Heavy infantry, pike 9
C 0S18
Macedonian Cvt any to elite heavy infantry +2
355 BC To 330 BC Light infantry, javelin C 8 0S18
Troop Type Skirmish infantry, javelin 3
Morale Points Stands C 3S12
Options Convert any to light infantry +5
Heavy cavalry Companion 27 Skirmish infantry, bow 5
A 6S12 C 0S12
Convert any to elite cavalry +4 Convert any to light infantry +3
Heavy cavalry Thessalian 22 Artillery, bolt shooter, crew of 2 C 6 0S4
B 0S12
Convert any to elite cavalry +4 Troop ratio: Infantry and mounted stands may be used in
Medium cavalry Greek C 14 0S6 any proportions. Troop description: Cavalry lack shields.
Leaders: Depict as heavy cavalry.
Light cavalry, javelin C 10 3S9
Heavy infantry, pike Hypaspist 11
Convert all or none to B 4S6 32. Early Seleucid
elite light infantry, javelin +0 320 BC To 190 BC
Heavy infantry, pike 9 Troop Type
Cvt any to elite heavy infantry
C
+2
0S18 Morale Points Stands
Options
Heavy infantry Greek 8 Heavy cavalry Companion A 27 2S3
C 0S12
Cvt any to light infantry, javelin +0
Heavy cavalry Agema B 22 2S3
Light infantry, javelin
C 8 0S12 Heavy cavalry Settler C 17 2S12
Peltast, Thracian
Skirmish infantry, javelin 3 Heavy cavalry Galatian B 22 0S3
C 3S12
Convert any to light infantry +5 Light cavalry, javelin Tarantine C 10 0S3
Skirmish infantry, bow 5 Light cavalry, bow Scythian C 12 0S6
C 0S12
Convert any to light infantry +3
Light camelry, javelin Arab 4
Artillery, bolt shooter, crew of 2 C 6 0S4 D 0S3
Convert any to bow +2
Troop ratio: Infantry and mounted stands may be used in Scythe chariots C 5 0S3
any proportions.
Troop description: Cavalry lack shields. Elephants, bow C 24 0S6
Leaders: Depict as heavy cavalry. Heavy infantry, pike Silver shield B 11 6S12
Heavy infantry, pike 7
D 6S18
Convert any to C class +2
Subheavy infantry
C 7 0S6
Galatian

82
Early Seleucid continued 34. Ptolemaic
Light infantry, javelin Peltast C 8 0S12 320 BC To 40 BC
Medium infantry, bow Asiatic 4 Troop Type
Convert any to skirmish infantry D S0 6S12 Morale Points Stands
Options
Convert any to subheavy infantry +1
Heavy cavalry Companion A 27 2S3
Skirmish infantry, javelin 3
C 0S12 Heavy cavalry C 17 3S15
Convert any to light infantry +5
Skirmish infantry, sling 3 Light cavalry, javelin C 10 3S9
D 0S6
Convert any to light infantry +2 Light camelry, javelin Arab 4
D 0S6
Skirmish infantry, bow 5 Convert any to bow +2
C 0S6
Convert any to light infantry +3 Elephants, bow 19
D 0S6
Artillery, bolt shooter, crew of 2 C 6 0S3 Convert any to C class +5

Troop ratio: Infantry stands must outnumber mounted Heavy infantry, pike Macedonian C 9 12S24
stands. Troop description: Cavalry shields are optional. Heavy infantry, pike Egyptian D 7 0S24
Leaders: Depict as heavy cavalry.
Subheavy infantry Galatian C 7 0S12
Light infantry, javelin Peltast C 8 0S12
Skirmish infantry, javelin 3
C 3S12
Convert any to light infantry +5
33. Macedonian Successor
Skirmish infantry, sling 4
320 BC To 148 BC Convert any to light infantry
C
+3
0S6
Troop Type
Morale Points Stands Skirmish infantry, bow 5
Options C 0S6
Convert any to light infantry +3
Heavy cavalry Companion 22 Artillery, bolt shooter, crew of 2 C 6 0S3
B 3S9
Convert to up 3 stands to A class +5
Troop ratio: Infantry stands must outnumber mounted
Medium cavalry Greek C 14 0S9 stands. Troop description: Cavalry shields are optional.
Heavy cavalry Late B 22 0S9 Leaders: Depict as heavy cavalry.

Light cavalry, javelin C 10 0S6


Light cavalry, javelin Late C 10 0S6
Elephants Early C 22 0S6
35. Classical Indian
320 BC To 500 AD
Heavy infantry, pike C 9 6S24
Troop Type
Heavy infantry Early C 8 0S18 Morale Points Stands
Options
Subheavy infantry Galatian C 7 0S12
Heavy chariots, bow Mauryan C 24 0S12
Light infantry, javelin Peltast C 8 12S24 Heavy cavalry Post-Mauryan B 22 0S15
Skirmish infantry, javelin 3 Heavy cavalry, bow Kushan B 24 0S15
C 3S12
Convert any to light infantry +5
Medium cavalry C 14 3S12
Skirmish infantry, sling 4
C 0S6 Light cavalry, javelin C 10 0S6
Convert any to light infantry +3
Light cavalry, bow C 12 0S6
Skirmish infantry, bow 5
C 0S6
Convert any to light infantry +3 Elephants, bow Mauryan B 29 6S15

Artillery, bolt shooter, crew of 2 C 6 0S3 Elephants, bow


B 29 6S12
Post-Mauryan or Kushan
Periods: The early period ends about 250 BC.
Troop ratio: Infantry stands must outnumber mounted Subheavy infantry
D
5
0S12
stands by at least 2 to 1. Convert any to C class +2
Troop description: Cavalry shields are optional. Leaders: Subheavy infantry, bow 5
Depict as heavy cavalry. D 6S24
Convert any to C class +2

83
Classical Indian continued 37. Pyrrhic
Medium infantry Maiden guard 300 BC To 275 BC
A 10 0S4
Post-Mauryan or Kushan
Troop Type
Skirmish infantry, javelin 2 Morale Points Stands
D 0S12 Options
Convert any to light infantry +4
Heavy cavalry A 27 2S3
Skirmish infantry, bow 4
D 0S12
Convert any to light infantry +2 Medium cavalry Allies C 14 0S18
Periods: The Mauryan period lasted from 320 BC to about 200 Light cavalry, javelin C 10 0S9
BC. The Post-Mauryan period extends from 200 BC to 50 AD,
Elephants C 22 3S6
when the Kushan empire began. The Indian Guptas gained
control about 320 AD and are included with Kushans. All of Heavy infantry, pike C 9 12S36
these states existed only in northern India. Troop ratio:
Infantry and mounted stands may be used in any proportions. Heavy infantry Allies C 8 0S18
Troop description: Skirmish or light infantry may be armed Light infantry, javelin Allies C 8 0S18
with two-handed swords.
Leaders: Depict as elephants or heavy cavalry. Skirmish infantry, javelin 3
C 3S12
Convert any to light infantry +5
Skirmish infantry, sling 4
36. Camillan Roman Convert any to light infantry
C
+3
0S6
300 BC To 100 BC
Skirmish infantry, bow 5
C 0S6
Troop Type Convert any to light infantry +3
Morale Points Stands
Options
Artillery, bolt shooter, crew of 2 C 6 0S3
Medium cavalry Legionary 14 Troop ratio: Infantry stands must outnumber mounted
C 3S12
Convert any to B class +5 stands by at least 2 to 1.
Medium cavalry Allied C 14 0S6 Troop description: Cavalry shields are optional.
Leaders: Depict as heavy cavalry.
Light cavalry, javelin Allied C 10 0S6
Elite heavy infantry Legionary 10
C 18S72
Cvt up to half used to B class +2
Medium infantry Allied 4
D 0S12
Convert any to C class +2
38. Spanish
Light infantry, javelin Allied 6
D 0S12 300 BC To 25 BC
Convert any to C class +2
Troop Type
Skirmish infantry, javelin Legion 3 Morale Points Stands
C 6S18 Options
Convert any to light infantry +5
Skirmish infantry, sling Allied 4 Medium cavalry 19
C 0S6 B 0S18
Convert any to light infantry +3 Convert up to 6 to heavy cavalry +3

Skirmish infantry, bow Allied 5 Light cavalry, javelin 10


C 0S3 C 3S18
Convert any to light infantry +3 Convert any to B class +3

Artillery, bolt-shooter, crew of 2 C 6 0S3 Light infantry, javelin 8


Convert any to B class C +2 24S78
Comments: A consular army consisting only of the Convert any to medium infantry S2
traditional 4 legions consists of 48 stands of elite heavy
Skirmish infantry, javelin 3
infantry and 12 stands of medium cavalry at a 1:60 figure- C 3S12
Convert any to light infantry +5
man ratio and 18 stands of skirmish javelinmen at 1:120. No
distinction is made between Roman and Italian legions. It is Skirmish infantry, sling 4
C 3S12
not practical to distinguish between hastati, principes, and Convert any to light infantry +3
triarii.
Comment: Spanish are given the option for high morale
Troop ratio: Infantry stands must outnumber mounted
because they could be exceptional fighters when defending
stands by a ratio of at least 3 to1.
their own territory. Troop ratio: Infantry stands must
Troop description: Non-legionary troops are typically
outnumber mounted stands by at least 2 to 1.
Spanish, Gallic, or Italian allies.
Leaders: Depict as heavy cavalry.
Leaders: Depict as heavy cavalry or heavy infantry.

84
39. Armenian Late Carthaginian continued
300 BC To 386 AD Skirmish infantry, sling 4
C 0S6
Convert any to light infantry +3
Troop Type
Morale Points Stands Skirmish infantry, bow 5
Options C 0S3
Convert any to light infantry +3
Cataphract cavalry 22
C 6S18 Artillery, bolt shooter, crew of 2 C 6 0S2
Cvt any to B class heavy cavalry S0
Light cavalry, javelin C 10 0S6 Troop ratio: Infantry stands must outnumber mounted
stands. Leaders: Depict as heavy cavalry.
Light cavalry, bow C 12 3S18
Light camelry, bow Arab D 6 0S3
Medium infantry B 8 0S12
Light infantry, javelin D 6 6S24
Light infantry, bow C 8 6S24
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, sling 4
C 0S6
Convert any to light infantry +3
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3 41. Hellenistic Greek
Troop ratio: Mounted stands may not outnumber infantry 275 BC To 145 BC
stands by more than 2 to 1.
Troop Type
Troop description: Cavalry shields are optional for javelin- Morale Points Stands
Options
armed light and heavy cavalry.
Leaders: Depict as cataphract or heavy cavalry. Medium cavalry B 19 3S9
Light cavalry, javelin C 10 3S12
Heavy infantry, pike 9
C 0S48
Remove pike from up to 18 S1
Light infantry, javelin 8
40. Late Carthaginian Convert up to 12 to B class
C
+2
18S54
275 BC To 145 BC
Skirmish infantry, javelin 3
C 0S12
Troop Type Convert any to light infantry +5
Morale Points Stands
Options
Skirmish infantry, sling 4
C 0S6
Medium cavalry 19 Convert any to light infantry +3
Carthaginian, Spanish, Gallic B 3S18 Skirmish infantry, bow 5
Cvt up to 12 to heavy cavalry +3 C 3S6
Convert any to light infantry +3
Light cavalry, javelin Numidian 10 Artillery, bolt shooter, crew of 2 C 6 0S3
C 9S24
Convert any to B class +3
Troop ratio: Infantry stands must outnumber mounted
Elephants 17
D 0S6 stands by at least 3 to 1.
Convert any to C class +5
Troop description: Cavalry shields are optional.
Heavy infantry Libyan 8 Leaders: Depict as medium cavalry.
C 0S24
Convert any to B class +2
Medium infantry Gallic, Italian 6
C 6S24
Convert any to D class S2
Medium infantry Spanish, Italian 6
C 6S18
Convert any to light infantry +2
Skirmish infantry, javelin 3
C 3S12
Convert any to light infantry +5

85
42. Bactrian Greek Sarmatian continued
250 BC To 30 BC Medium infantry
C 6 0S36
Black Sea, Alan
Troop Type
Morale Points Stands Skirmish infantry, bow 5
Options
Black Sea, Alan C 0S18
Heavy cavalry, bow 24 Convert any to light infantry +3
B 3S18
Convert up to 3 stands to A class +5
Comments: Choose one of the four tribes, Black Sea,
Medium cavalry Indian C 14 3S6 Iaxyges, Alan, or Rhoxolani. Troop ratio: Infantry and
Light cavalry, javelin C 10 0S6 mounted stands may be used in any proportions.
Troop description: Cavalry shields are optional. Alan
Light cavalry, bow C 12 3S15 infantry carry two-handed axe.
Heavy chariots, bow Indian C 24 2S3 Leaders: Depict as heavy cavalry.

Elephants, bow C 24 3S9


Elephants, bow Indian B 29 2S3
Heavy infantry, pike C 9 6S18
Subheavy infantry Indian C 7 6S12
Subheavy infantry, bow Indian C 7 6S18 42. Han Chinese
250 BC To 30 BC
Light infantry, javelin C 8 0S18
Troop Type
Skirmish infantry, javelin 3 Morale Points Stands
C 3S12 Options
Convert any to light infantry +5
Skirmish infantry, bow 5 Heavy chariots, bow B 29 0S3
C 0S12
Convert any to light infantry +3 Light chariots, bow 25
B 0S3
Convert any to heavy chariots +4
Indian ally: Indians, if used, must be under the command
of their own leader. Troop ratio: Mounted stands may not Heavy cavalry 17
C 3S9
outnumber infantry stands by more than 2 to 1. Convert any to B class +5
Troop description: Cavalry shields are optional, except
Heavy cavalry, crossbow C 24 0S9
Indian cavalry carry shields.
Leaders: Depict as heavy cavalry or elephant. Light cavalry, javelin C 10 0S9
Light cavalry, bow C 12 3S12
Heavy infantry B 10 0S6
Heavy infantry, bow or crossbow B 10 0S6
Heavy infantry, ½ spear 8
C 12S24
½ crossbow 10
Medium infantry, fierce Bf 9 0S6
Medium infantry 4
43. Sarmatian Convert any to subheavy infantry
D
+1
6S18
200 BC To 375 AD
Light infantry, bow C 8 0S6
Troop Type
Morale Points Stands Skirmish infantry, javelin 2
Options D 0S6
Convert any to light infantry +4
Heavy cavalry Black Sea B 22 9S30
Skirmish infantry, bow and/or
Heavy cavalry, bow Iaxyges B 24 9S45 crossbow D 4 0S6
Convert any to light infantry +2
Medium cavalry, bow Alan B 21 0S18
Artillery, bolt shooter, crew of 3 C 9 0S3
Medium cavalry, bow hoxolani B 21 9S51
Light cavalry, bow Troop ratio: Infantry stands must outnumber mounted
Rhoxolani, Iaxyges, Black Sea
C 12 6S24 stands. Troop description: Cavalry lack shields. From a
fourth to half of infantry may be armed with halbards.
Light cavalry, bow Alan C 12 18S45 Leaders: Depict as chariots or heavy cavalry.

86
45. Parthian Late Seleucid continued
250 BC To 225 AD Skirmish infantry, sling 3
D 0S6
Convert any to light infantry +2
Troop Type
Morale Points Stands Skirmish infantry, bow 5
Options C 0S6
Convert any to light infantry +3
Cataphract cavalry B 27 0S18
Artillery, bolt shooter, crew of 2 C 6 0S3
Light cavalry, bow C 12 18S63
Troop ratio: Infantry stands must outnumber mounted
Heavy camelry, fierce 27 stands. Troop description: Cavalry shields are optional
Bf 0S3
Convert any to cataphract camel +5 for heavy cavalry.
Medium infantry D 4 0S12 Leaders: Depict as heavy cavalry.

Skirmish infantry, javelin 3


C 0S12
Convert any to light infantry +5
Troop ratio: Mounted and infantry stands may be used in 47. Early German
any proportions. Light cavalry stands must outnumber 115 BC To 250 AD
cataphract cavalry stands by at least 3 to 1. Troop Type
Leaders: Depict as cataphract cavalry. Morale Points Stands
Options

Heavy cavalry B 22 3S24


Subheavy infantry 7
Convert up to one-forth stands C 24S102
used to fierce +1
Skirmish infantry, javelin 3
C 0S12
46. Late Seleucid Convert any to light infantry +5
190 BC To 83 BC Skirmish infantry, bow 5
C 0S3
Troop Type Convert any to light infantry +3
Morale Points Stands
Options Troop ratio: Infantry stands must outnumber mounted
Heavy cavalry Companion A 27 2S3 stands by at least 3 to 1.
Leaders: Depict as heavy infantry or cavalry.
Cataphract cavalry Agema B 27 2S3
Cataphract cavalry Settler C 22 0S12
Heavy cavalry Galatian B 22 0S3
Light cavalry, javelin Militia D 7 0S3
Light cavalry, bow Scythian C 12 0S3
48. Pontic
110 BC To 50 BC
Light camelry, javelin Arab 4
D 0S3 Troop Type
Convert any to bow +2 Morale Points Stands
Options
Scythe chariots C 5 0S3
Cataphract cavalry Armenian C 22 0S3
Elephants, bow C 24 0S6
Heavy cavalry B 22 6S12
Heavy infantry, pike Silver shield B 11 6S12
Heavy cavalry, bow B 24 0S9
Heavy infantry, pike 7
D 6S24 Light cavalry, javelin C 10 3S9
Convert any to C class +2
Subheavy infantry Galatian C 7 0S6 Light cavalry, bow C 12 0S6

Light infantry, javelin Peltast C 8 0S12 Heavy infantry 8


C 0S18
Add pike to up to 12 stands +1
Medium infantry, bow Asiatic 4
Convert any to skirmish infantry D +0 3S12 Medium infantry C 6 6S18
Convert any to subheavy infantry +1 Light infantry, javelin Peltast C 8 6S24
Skirmish infantry, javelin 3 Skirmish infantry, javelin 3
C 3S12 C 0S6
Convert any to light infantry +5 Convert any to light infantry +5

87
Pontic continued Marian Roman continued
Skirmish infantry, sling 4 Light infantry, javelin
C 0S6 C 8 0S12
Convert any to light infantry +3 Thracian, Spanish, Illyrian
Skirmish infantry, bow 5 Skirmish infantry, javelin 3
C 3S12 C 3S12
Convert any to light infantry +3 Convert any to light infantry +5
Troop ratio: Infantry stands must outnumber mounted Skirmish infantry, sling 4
C 0S6
stands. Troop description: Cavalry shields are optional for Convert any to light infantry +3
javelin-armed light and heavy cavalry.
Skirmish infantry, bow 5
Leaders: Depict as heavy cavalry. C 0S6
Convert any to light infantry +3
Artillery, bolt shooter, crew of 2 C 6 0S4

49. Numidian Comments: The army represents 2 legions reinforced with


allied or mercenary troops. At a scale of 1:50, a legion is
110 BC To 45 BC comprised of approximately 24 stands.
Troop Type Troop ratio: Infantry stands must outnumber mounted
Morale Points Stands
Options stands by at least 2 to 1.
Leaders: Depict as heavy cavalry or heavy infantry.
Heavy cavalry
B 22 0S6
Juba's Gallic or Spanish guard
Light cavalry, javelin 10
C 21S51
Convert to B class +3
Elephants C 22 0S6
Elite heavy infantry
C 10 0S30
Juba's Roman legions
Light infantry, javelin
C 8 0S48
Jugurtha's hillmen
Skirmish infantry, javelin 3
C 0S12
Convert any to light infantry +5
51. Briton
Skirmish infantry, sling 4 100 BC To 75 AD
C 0S6
Convert any to light infantry +3
Troop Type
Skirmish infantry, bow 5 Morale Points Stands
C 0S12 Options
Convert any to light infantry +3
Light chariots, javelin C 19 3S21
Comments: Choose the army of Jugurtha or Juba.
Troop ratio: Infantry stands and mounted stands may be Light cavalry, javelin C 10 3S21
used in any proportions. Leaders: Depict as heavy cavalry. Medium infantry C 6 24S96
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
50. Marian Roman Skirmish infantry, sling 4
100 BC To 25 BC C 0S12
Convert any to light infantry +3
Troop Type Troop ratio: Infantry stands must outnumber mounted
Morale Points Stands
Options stands by at least 2 to 1.
Heavy cavalry Leaders: Depict as chariots, cavalry, or medium infantry.
B 22 3S18
Gallic, Spanish, German
Light cavalry, javelin
C 10 0S12
Numidian, Thracian, or other
Elite heavy infantry 10
C 18S48
Cvt up to half used to B class +2
Heavy infantry
C 8 0S12
Galatian or other allies

88
52. Central Asian Nomad 54. Early Eastern Imperial
25 BC To 1200 AD Roman
Troop Type 25 BC To 200 AD
Morale Points Stands
Options
Troop Type
Morale Points Stands
Heavy cavalry, bow 19 Options
C 6S30
Convert any to B class +5
Heavy cavalry 22
B 6S18
Light cavalry, bow C 12 12S60 Convert up to 3 stands to A class +5
Medium infantry D 4 0S18 Heavy cavalry Armenian 17
C 0S6
Medium infantry, bow D 4 0S30 Convert all to cataphract cavalry +5

Skirmish infantry, bow 4 Light cavalry, javelin C 10 0S3


D 0S12
Convert any to light infantry +2 Light cavalry, bow Asiatic D 9 0S9
Comments: This army includes Tu Chueh, Hsiung Nu, early Elite heavy infantry Legion 10
Jurchen, Kirghiz, and related groups. Troop ratio: Infantry Convert any to B class +2
C 6S36
and mounted stands may be used in any proportions. Convert up to 6 C class stands to
Leaders: Depict as heavy cavalry. A class as Praetorian +4
Light infantry, javelin Auxiliary 8
C 6S12
Convert any to elite light infantry +1
Light infantry, bow Auxiliary 8
C 0S12
Convert any to elite light infantry +1
Skirmish infantry, javelin Asiatic 3
53. Early Western Imperial Convert any to light infantry
C
+5
0S6
Roman 25 BC To 200 AD Skirmish infantry, sling Asiatic 4
C 0S6
Troop Type Convert any to light infantry +3
Morale Points Stands
Options Skimish infantry, bow Asiatic 5
C 0S12
Heavy cavalry 22 Convert any to light infantry +3
B 6S18
Convert up to 3 stands to A class +5 Artillery, bolt shooter, crew of 2 C 6 0S4
Heavy cavalry, bow Sarmatian B 24 0S3 Artillery, stone thrower, crew of 3 C 9 0S2
Light cavalry, javelin C 10 0S6 Troop ratio: Infantry stands must outnumber mounted
Elite heavy infantry Legion 10 stands. Leaders: Depict as heavy cavalry or legionary.
Convert any to B class +2
C 6S36
Cvt up to 6 C class stands to A
class as Praetorian +4
Light infantry, javelin Auxiliary 8
C 6S24
Convert any to elite light infantry +1
Light infantry, bow Auxiliary 8
C 0S6
Convert any to elite light infantry +1
Medium infantry C 6 0S12
Skirmish infantry, javelin Spanish 3
C 0S12
Convert any to light infantry +5
Skimish infantry, sling Spanish 4
C 0S12
Convert any to light infantry +3
Artillery, bolt shooter, crew of 2 C 6 0S4
Artillery, stone thrower, crew of 3 C 9 0S2
Troop ratio: Infantry stands must outnumber mounted
stands by at least 2 to 1.
Leaders: Depict as heavy cavalry or legionary.

89
55. Moorish 57. Dacian
25 AD To 800 AD 80 AD To 106 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Heavy cavalry B 22 0S6 Heavy cavalry, bow


B 24 0S12
Sarmatian
Light cavalry, javelin C 10 9S36
Light cavalry, javelin B 13 3S12
Light infantry, javelin C 8 12S60
Medium infantry, fierce Cf 7 0S24
Skirmish infantry, javelin 3
C 0S12
Convert any to light infantry +5 Medium infantry C 6 30S90
Skirmish infantry, sling 4 Skirmish infantry, javelin 3
C 0S6 C 0S12
Convert any to light infantry +3 Convert any to light infantry +5
Skirmish infantry, bow 5 Skirmish infantry, bow 5
C 6S24 C 3S12
Convert any to light infantry +3 Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted Artillery, bolt shooter, crew of 2 C 6 0S3
stands. Leaders: Depict as any cavalry or light infantry.
Troop ratio: Infantry stands must outnumber mounted
stands by at least 3 to 1.
Troop description: Cavalry shields are optional.
Leaders: Depict as medium infantry or light cavalry.

58. Middle Imperial Roman


200 AD To 300 AD
Troop Type
Morale Points Stands
Options
56. Early Irish, Early Scots, Heavy cavalry 22
B 6S24
Picts Convert up to 3 stands to A class +5
25 AD To 800 AD Heavy cavalry 17
C 0S6
Troop Type Convert any to cataphract cav +5
Morale Points Stands
Options Light cavalry, javelin C 10 0S6
Light chariots, javelin 19 Light cavalry, bow C 12 0S3
C 0S18
Convert any to light cavalry S9
Elite heavy infantry Legion 10
Light cavalry, javelin C 10 3S18 Cvt up to half used to B class +2
C 12S36
Convert up to 6 C class stands to
Medium infantry C 6 30S96
A class as Praetorian +4
Skirmish infantry, javelin 3
C 0S12 Light infantry, javelin Auxiliary 8
Convert any to light infantry +5 C 0S12
Convert any to elite light infantry +1
Skimish infantry, bow 5
C 3S12 Light infantry, bow Auxiliary 8
Convert any to light infantry +3 C 0S6
Convert any to elite light infantry +1
Troop ratio: Infantry stands must outnumber mounted
Skirmish infantry, javelin 3
stands by at least 3 to 1. C 0S6
Convert any to light infantry +5
Leaders: Depict as chariots, cavalry, or medium infantry.
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Artillery, bolt shooter, crew of 2 C 6 0S4
Artillery, stone thrower, crew of 3 C 9 0S4
Troop ratio: Infantry stands must outnumber mounted
stands. Leaders: Depict as heavy cavalry.

90
59. Early Vandal or 61. Middle Chinese
Early Visigothic 220 AD To 620 AD
200 AD To 429 AD Troop Type
Morale Points Stands
Troop Type Options
Morale Points Stands
Options
Cataphract cavalry B 27 0S9
Heavy cavalry B 22 3S6 Heavy cavalry B 22 3S15
Medium cavalry 14 Light cavalry, javelin C 10 3S9
C 3S24
Cvt up to half used to heavy cav +3
Light cavalry, bow C 12 3S15
Subheavy infantry C 7 18S96
Heavy infantry 6
Skirmish infantry, sling 4 D 6S12
C 0S6 Convert any to C class +2
Convert any to light infantry +3
Heavy infantry, ½ spear 6
Skirmish infantry, bow 5 ½ crossbow D 8 12S36
C 0S12
Convert any to light infantry +3 Cvt up to half used to C class +2
Comments: This list pertains to the Vandals until they left Skirmish infantry, javelin 2
Spain for Africa in 429 and to the Visigoths until they arrived D 0S12
Convert any to light infantry +4
in Spain in 419. Troop ratio: Infantry stands must
outnumber mounted stands by at least 3 to 1. Skirmish infantry, bow 4
D 0S12
Leaders: Depict as heavy cavalry. Convert any to light infantry +2
Artillery, stone-thrower, crew of 3 C 9 0S4
Troop ratio: Mounted stands may not outnumber infantry
stands by more than 2 to 1.
Troop description: Cavalry shields are optional. Up to a
fourth of infantry may be armed with halbard.
Leaders: Depict as cataphract or heavy cavalry.

60. Ostrogothic
200 AD To 554 AD
Troop Type
Morale Points Stands
Options

Heavy cavalry B 22 3S9


62. Sassanid Persian
220 AD To 637 AD
Medium cavalry 14
C 9S48 Troop Type
Convert any to heavy cavalry +3 Morale Points Stands
Options
Light infantry, bow C 8 6S36
Heavy cavalry, bow 24
Skirmish infantry, bow 5
C 0S18 Convert up to 6 stands to A class +5
Convert any to light infantry +3
Convert any to elite cavalry B +4 9S27
Troop ratio: Mounted stands may not outnumber infantry Cvt up to 9 stands of B class to
stands by more than 2 to 1. cataphract cavalry without bow +3
Leaders: Depict as heavy cavalry.
Light cavalry, bow C 12 3S15
Light cavalry, javelin Arab 7
Convert any to light camelry D S3 0S9
Convert light camelry to bow +2
Elephant, bow C 24 0S6
Subheavy infantry 5
D 0S24
Add bow up to half in any units +2

91
Sassanid Persian continued 65. Palmyran
Skirmish infantry, sling 4 260 AD To 272 AD
C 0S6
Convert any to light infantry +3
Troop Type
Skirmish infantry, bow 5 Morale Points Stands
C 0S12 Options
Convert any to light infantry +3
Cataphract cavalry B 27 6S18
Troop ratio: Infantry and mounted stands may be used in
any proportions. Heavy cavalry Roman C 17 3S6
Troop description: Cavalry shields are optional. Light cavalry, bow C 12 3S33
Leaders: Depict as heavy or cataphract cavalry.
Heavy camelry, bow C 21 0S6
Light cavelry, javelin Roman C 10 3S6
Light cavelry, javelin Arab D 7 0S6
Elite heavy infantry Roman C 10 6S18
63. Early Frankish Elite light infantry, javelin
C 9 6S18
250 AD To 700 AD Roman
Troop Type Light infantry, bow C 8 6S18
Morale Points Stands
Options
Skirmish infantry, bow 5
C 0S18
Heavy cavalry B 22 3S24 Convert any to light infantry +3
Subheavy infantry 7 Artillery, bolt shooter, 2 crew C 6 0S3
C 24S102
Convert up to half used to B class +2
Comments: A Palmyran army in revolt may be fielded
Skirmish infantry, javelin 3 without Romans. Troop ratio: Infantry and mounted stands
C 0S6
Convert any to light infantry +5 may be used in any proportions, except that when Romans
are used, infantry stands must outnumber mounted stands.
Skirmish infantry, bow 5
C 0S6 Leaders: Depict as cataphract or heavy cavalry.
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands by at least 3 to 1.
Leaders: Depict as heavy cavalry or heavy infantry.

64. Saxon
250 AD To 885 AD
Troop Type 66. Late Imperial Roman
Morale Points Stands
Options 300 AD To 425 AD
Heavy infantry 10 Troop Type
B 6S30 Morale Points Stands
Convert any to mounted infantry +1 Options

Subheavy infantry 7 Cataphract cavalry C 22 0S3


Add bow to one stand in each of C 24S84
Heavy cavalry, bow C 19 0S9
any number of units +2
Heavy cavalry Frank or Visigoth B 22 0S3
Subheavy infantry D 5 0S48
Heavy cavalry C 17 6S12
Skirmish infantry, javelin 3
C 0S6 Light cavalry, javelin C 10 3S6
Convert any to light infantry +5
Skirmish infantry, bow 5 Light cavalry, bow Allied C 12 0S9
C 0S6
Convert any to light infantry +3 Light camelry, bow Arab
D 6 0S3
Comments: This list represents Anglo-Saxons and central Eastern army only
European Germanic peoples. Troop ratio: Subheavy Elite heavy infantry Legion 10
infantry stands must outnumber heavy infantry stands by at Add bow up to half in any units C +2 12S24
least 2 to 1. Leaders: Depict as heavy infantry. Convert up to 12 to B class +2

92
Late Imperial Roman continued 68. Hun
Skirmish infantry, sling 4 375 AD To 465 AD
C 0S6
Convert any to light infantry +3
Troop Type
Heavy infantry Frank or Visigoth C 8 0S12 Morale Points Stands
Options
Medium infantry, bow D 4 0S6 Heavy cavalry, bow B 24 0S21
Skirmish infantry, javelin 3 Light cavalry, bow C 12 18S45
C 3S6
Convert any to light infantry +5
Subheavy infantry
Skirmish infantry, sling 4 D 5 0S30
C 0S6 Germanic allies
Convert any to light infantry +3
Skirmish infantry, bow 4
Skirmish infantry, bow 5 D 0S12
C 3S6 Convert any to light infantry +2
Convert any to light infantry +3
Wagon laager 6 0S24
Artillery, bolt-shooter, crew of 2 C 6 0S3
Troop ratio: Infantry and mounted stands may be used in
Artillery, stone-thrower, crew of 3 C 9 0S3 any proportions. Light cavalry stands must outnumber
Troop ratio: Mounted stands may not outnumber infantry heavy cavalry by at least 2 to 1.
stands by more than 2 to 1. Leaders: Depict as cavalry. Leaders: Depict as cavalry.

67. Korean
300 AD To 1232 AD
Troop Type
Morale Points Stands
Options

Cataphract cavalry 22
C 0S12
Convert up to 3 stands to A class +10
Light cavalry, bow C 12 9S30
Heavy infantry B 10 0S12
69. Spanish Visigothic
419 AD To 711 AD
Heavy infantry 6
D 12S60 Troop Type
Add bow up to half in any units +2 Morale Points Stands
Options
Skirmish infantry, crossbow 4
D 3S12
Convert any to light infantry +2 Heavy cavalry 17
C 3S24
Convert up to 9 stands to B class +5
Skirmish infantry, bow 4
D 3S12
Convert any to light infantry +2 Light cavalry, javelin C 10 3S36

Troop ratio: Infantry stands must outnumber mounted Subheavy infantry C 7 18S54
stands. Leaders: Depict as cavalry or heavy infantry. Skirmish infantry, sling 4
C 0S6
Convert any to light infantry +3
Skirmish infantry, bow 5
C 3S12
Convert any to light infantry +3
Troop ratio: Mounted stands may not outnumber infantry
stands by more than 2 to 1. Leaders: Depict as cavalry.

93
70. Dark Age British Patrician Roman continued
425 AD To 945 AD Skirmish infantry, bow 5
C 6S12
Convert any to light infantry +3
Troop Type
Morale Points Stands Artillery, bolt-shooter, crew of 2 C 6 0S4
Options

Medium cavalry 14 Comments: Ostrogoths may not be used with Visigoths,


Convert up to 6 to heavy cavalry C +3 6S24 Franks, or Saxons. Visigoths may be used with Franks or
Convert up to 6 stands to B class +5 Saxons.
Troop ratio: Mounted stands may not outnumber infantry
Light cavalry, javelin C 10 0S12 stands by more than 2 to 1.
Subheavy infantry Leaders: Depict as heavy cavalry.
C 7 0S12
Frank or Saxon allied
Medium infantry C 6 24S102
Skirmish infantry, javelin 3
C 0S12
Convert any to light infantry +5
Skirmish infantry, bow 5
C 0S6
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands by at least 3 to 1.
Leaders: Depict as cavalry or medium infantry.

71. Patrician Roman


425 AD To 475 AD
Troop Type
Morale Points Stands
Options
72. African Vandal
Heavy cavalry 17 429 AD To 535 AD
Convert up to 12 to B class C +5 3S24
Troop Type
Add bow to any stand +2 Morale Points Stands
Options
Heavy cavalry Visigothic B 22 0S3
Heavy cavalry B 22 3S12
Heavy cavalry Ostrogothic C 17 0S15
Medium cavalry 14
Light cavalry, javelin C 10 3S12 C 12S60
Convert any to heavy cavalry +3
Light cavalry, bow C 12 3S12 Light cavalry, javelin Moors C 10 0S9
Subheavy infantry Skirmish infantry, javelin Moors 2
C 7 0S30
Frank, Saxon, or Visigothic Convert any to light infantry
D
+4
0S12
Heavy infantry 6 Skirmish infantry, bow Moors 4
D 6S12 D 0S6
Add bow up to half in any units +2 Convert any to light infantry +2
Light infantry, javelin 6
Troop ratio: Infantry and mounted stands may be used in
Add bow up to half in any units D +2 6S18
any proportions. Leaders: Depict as heavy cavalry.
Convert up to 12 to B class +4
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, sling 4
C 0S6
Convert any to light infantry +3

94
73. Early Byzantine Slav continued
475 AD To 650 AD Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Troop Type
Morale Points Stands Skirmish infantry, bow 5
Options C 6S12
Convert any to light infantry +3
Heavy cavalry, bow Byzantine 24
B 9S24 Troop ratio: Infantry stands must outnumber mounted
Convert any to elite cavalry +4
stands by at least 3 to 1.
Heavy cavalry , bow Allied B 24 0S15 Troop description: Up to a fourth of medium infantry may
Heavy cavalry Allied B 22 0S9 be depicted with two-handed axe.
Leaders: Depict as medium or heavy cavalry or as medium
Light cavalry, javelin Allied C 10 0S6 infantry.
Light cavalry, bow Allied C 12 3S15
Heavy infantry 8
C 0S18
Add bow up to half in any units +2
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, sling 4
C 0S6
Convert any to light infantry +3
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3 75. Medieval Indian
Artillery, bolt shooter, crew of 2 C 6 0S3 500 AD To 1500 AD
Troop Type
Troop ratio: Mounted and infantry stands may be used in Morale Points Stands
Options
any proportions.
Troop description: Prior to the reforms of Mauricius in Heavy cavalry 17
about 580, each Byzantine cavalry figure should be depicted Add bow to any stand B +2 0S24
with bow. Thereafter, each unit armed with bow should Cvt up to half used to C class +5
consist of a mixture of lancers and archers. Each stand is
credited with bow. Light cavalry, javelin 7
D 6S24
Leaders: Depict as heavy cavalry. Cvt up to half used to B class +3
Elephants, bow B 29 3S12
Medium infantry D 4 6S30
Medium infantry, bow D 4 6S30
Skirmish infantry, javelin 2
D 0S6
Convert any to light infantry +4
Skirmish infantry, bow 4
D 6S12
Convert any to light infantry +2
Troop ratio: Infantry stands must outnumber mounted
74. Slav stands.
500 AD To 1018 AD Leaders: Depict as elephants or heavy cavalry.
Troop Type
Morale Points Stands
Options

Medium cavalry 19
B 0S18
Cvt up to half used to heavy cav +3
Light cavalry, bow Allied C 12 0S12
Medium infantry 6
C 24S60
Convert up to 12 to B class +2
Medium infantry D 4 0S54
Light infantry, bow C 8 6S12

95
76. Avar or Early Bulgar 78. Ghuzz
550 AD To 1014 AD 600 AD To 1050 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Heavy cavalry, bow B 24 6S24 Heavy cavalry, bow 24


B 3S24
Convert any to fierce +3
Light cavalry, bow C 12 3S36
Light cavalry, bow 12
Medium infantry Slav D 4 12S36 C 15S60
Convert any to fierce +5
Skirmish infantry, javelin Slav 2
D 0S12 Medium infantry, bow D 4 0S36
Convert any to light infantry +4
Skirmish infantry, bow 4
Skirmish infantry, bow Slav 4 D 0S12
D 3S12 Convert any to light infantry +2
Convert to any light infantry +2
Wagon laager 6 0S30
Wagon laager (Bulgar) or
6 0S30
fortified earthworks (Avar) Troop ratio: Infantry and mounted stands may be used in
any proportions. Light cavalry stands must outnumber
Comments: The Avars were conquered by Charlemagne
heavy cavalry stands by at least 2 to 1.
in 795-797 and became amalgamated with the Magyars
Leaders: Depict as heavy cavalry.
during the ninth century.
Troop ratio: Infantry and mounted stands may be used in
any proportions.
Troop description: Up to a fourth of Slavic medium
infantry may be depicted with two-handed axe.
Leaders: Depict as heavy cavalry.

77. Lombard
560 AD To 1018 AD
Troop Type
Morale Points Stands
Options
79. Khazar
Heavy cavalry B 22 9S27 600 AD To 1050 AD
Heavy cavalry Late period B 22 0S21 Troop Type
Morale Points Stands
Heavy cavalry, bow Avar Options
B 24 3S9
Avar Alliance Heavy cavalry, bow B 24 3S18
Light cavalry, bow Avar Light cavalry, bow C 12 15S42
C 12 6S18
Avar alliance
Subheavy infantry C 7 0S18
Subheavy infantry Saxon
C 7 6S36 Medium infantry C 6 0S24
Italian conquest
Medium infantry Slav Skirmish infantry, bow 5
D 4 6S36 C 0S12
Italian conquest Convert any to light infantry +3

Medium infantry, bow C 6 6S36 Wagon laager 6 0S30

Skirmish infantry, bow 5 Comments: The listed troop types may include large
C 0S12 numbers of Alan, Bulgar, Magyar, and other Asiatic allies.
Convert any to light infantry +3
Troop ratio: Infantry and mounted stands may be used in
Periods: Choose one of 3 armies. The Avar Alliance any proportions. Leaders: Depict as heavy cavalry.
against the Gepids lasted until 567. The Italian Conquest
took place in 568. The Late period extends from about 570.
Troop ratio: Mounted stands may not outnumber infantry
stands by more than 2 to 1. Troop description: Up to a
fourth of Slavic medium infantry may be depicted with two-
handed axe.
Leaders: Depict as heavy cavalry.

96
80. Welsh 81. Tang Chinese
600 AD To 1420 AD 615 AD To 980 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Heavy cavalry Late period 22 Heavy cavalry, bow B 24 0S9


Convert up to 3 stands to medium B 0S9
Heavy cavalry, bow C 19 6S15
knight cavalry +7
Light cavalry, bow C 12 3S30
Light cavalry, javelin B 13 0S12
Heavy infantry B 10 0S6
Medium infantry C 6 24S60
Heavy infantry ½ spear 8
Medium infantry, bow Early C 6 12S60
½ crossbow C 10 12S24
Medium infantry, longbow Late C 7 12S60 Convert any crossbow to bow +0
Medium infantry Viking huscarls 10 Heavy infantry, bow or crossbow C 8 0S12
Early period A 0S6
Skirmish infantry, bow and/or
Convert to B class heavy infantry +0
crossbow D 4 6S12
Medium infantry Viking 8 Convert any to light infantry +2
Early period B 0S18
Artillery, bolt-shooter, crew of 2 C 6 0S3
Convert to C class heavy infantry +0
Troop ratio: Mounted and infantry stands may be used in
Medium infantry, bow Viking 8
any proportions. Infantry stands with bow may not
Early period
B 0S6 outnumber infantry stands with crossbow.
Convert to C class heavy infantry +0
Leaders: Depict as heavy cavalry.
Combine with other Vikings +2
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Comments: Vikings may not consist of both heavy and
medium infantry. Bow-armed and non-bow-armed Viking
stands may be combined in the same unit or organized in
separate units. Bow-armed stands may not outnumber non-
bow-armed stands in the same unit.
Periods: The early period ends about 1100. Vikings should 82. Tibetan
not be used before 800. 620 AD To 860 AD
Troop ratio: Infantry stands must outnumber mounted
Troop Type
stands by at least 4 to 1. Morale Points Stands
Troop description: Viking huscarls may be armed with two- Options
handed axe. Cataphract cavalry, bow B 29 3S9
Leaders: Depict as cavalry or medium infantry.
Heavy cavalry, bow 19
C 6S18
Convert any to B class +5
Light cavalry, bow C 12 6S24
Medium infantry C 6 0S18
Medium infantry, bow C 6 0S36
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Troop ratio: Mounted stands may not outnumber infantry
stands by more than 2 to 1.
Leaders: Depict as heavy or cataphract cavalry.

97
83. Imperial Arab 84. Burmese
620 AD To 969 AD 620 AD To 1287 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Heavy cavalry 22 Medium cavalry 14


C 3S24
Convert up to 6 stands to A class +5 Convert up to 6 stands to B class +5
B 3S12
Add bow to any as Turk or
Light cavalry, javelin C 10 0S12
Khorasanian +2
Elephants, bow C 24 6S12
Heavy cavalry 17
Convert any to B class C +5 3S18 Medium infantry 6
C 6S24
Convert up to 6 stands to fierce +3 Convert up to 6 stands to B class +2
Light cavalry, javelin C 10 3S6 Medium infantry, crossbow 6
C 0S24
Convert up to 6 stands to B class +2
Light cavalry, bow C 12 3S12
Medium infantry, bow C 6 6S24
Medium camelry C 16 0S6
Skirmish infantry, bow and/or
Light camelry, bow C 9 0S3
cross-bow C 5 0S12
Subheavy infantry 5 Convert any to light inf +3
Add bow up to half in any units D +2 6S24
Troop ratio: Infantry stands must outnumber mounted
Convert any to C class +2
stands. Leaders: Depict as medium cavalry.
Medium infantry Guard A 10 0S6
Medium infantry 6
C 0S12
Add bow up to half in any units +2
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, sling 4
C 0S3
Convert any to light infantry +3
Skirmish infantry, bow 5
C 3S12
Convert any to light infantry +3
Artillery, stone thrower, crew of 3 C 9 0S3
85. Tagmatic Byzantine
Troop ratio: Infantry stands must outnumber mounted 650 AD To 963 AD
stands. Troop description: Guard infantry may be armed
with two-handed sword. Leaders: Depict as heavy cavalry. Troop Type
Morale Points Stands
Options

Heavy cavalry, bow 29


A 0S3
Convert any to elite cavalry +4
Heavy cavalry, bow 24
B 6S9
Convert any to elite cavalry +4
Heavy cavalry, bow 19
Convert any to elite cavalry C +4 6S18
Convert any to B class +5
Heavy cavalry, bow Allied B 24 0S15
Heavy cavalry Allied B 22 0S6
Light cavalry, javelin C 10 0S6
Light cavalry, bow Allied C 12 0S15
Heavy infantry 8
C 0S24
Add bow up to half in any units +2
Light infantry, bow C 8 0S12

98
Tagmatic Byzantine continued 87. Early Feudal Spanish
Medium infantry C 6 0S12 711 AD To 1000 AD
Skirmish infantry, javelin 3 Troop Type
C 0S6 Morale Points Stands
Convert any to light infantry +5 Options

Skirmish infantry, sling 4 Heavy cavalry B 22 6S18


C 0S6
Convert any to light infantry +3 Heavy cavalry C 17 0S12

Skirmish infantry, bow 5 Light cavalry, javelin C 10 3S18


C 0S12
Convert any to light infantry +3 Subheavy infantry 7
Skirmish infantry, staff sling 4 Convert up to one-third used to
D 0S6 C 12S36
Convert any to light infantry +2 heavy infantry +1
Add bow up to half in any units +2
Artillery, bolt shooter, crew of 2 C 6 0S4
Medium infantry C 6 0S24
Troop ratio: Mounted and infantry stands may be used in
any proportions. Troop description: Each Byzantine Skirmish infantry, javelin
C
3
0S6
cavalry unit armed with bow should consist of a mixture of Convert any to light infantry +5
lancers and archers. Each stand is credited with bow. Skirmish infantry, sling 4
Leaders: Depict as heavy cavalry. Convert any to staff sling C +1 0S6
Convert any to light infantry +3
Skirmish infantry, bow 5
C 0S6
Convert any to light infantry +3
Troop ratio: Mounted stands may not outnumber infantry
stands by more than 2 to 1.
Leaders: Depict as heavy cavalry or heavy infantry.
86. Thematic Byzantine
650 AD To 963 AD
Troop Type
Options
Morale Points Stands 88. Late Frankish or
Heavy cavalry, bow 19 Norman
Convert any to elite cavalry C +4 12S63 700 AD To 1100 AD
Cvt up to 12 stands to B class +5 Troop Type
Morale Points Stands
Light cavalry, javelin C 10 3S6 Options

Light cavalry, bow Mercenary C 12 0S6 Heavy cavalry 22


Cvt any to medium knight cavalry +7
Heavy infantry 6
Convert any Norman heavy B 12S36
Add bow up to half in any units D +2 0S24
cavalry to fierce +3
Cvt up to half used to C class +2
Convert any Normans to A class +5
Light infantry, bow 6
D 0S12 Light cavalry, javelin C 10 0S9
Cvt up to half used to C class +2
Subheavy infantry 7
Skirmish infantry, javelin 2
D 0S6 Cvt up to 12 stands to B class C +2 0S30
Convert any to light infantry +4
Cvt up to 12 to heavy infantry +1
Skirmish infantry, sling 3
D 0S6 Medium infantry Slav 6
Convert any to light infantry +2
Add bow to all of any units as C 0S12
Skirmish infantry, bow 4 Lombards +0
D 0S12
Convert any to light infantry +2
Skirmish infantry, any mix of staff
Troop ratio: Mounted and infantry stands may be used in sling, bow, or crossbow C 5 0S24
any proportions. Troop description: Each Byzantine Convert any to light infantry +3
cavalry unit armed with bow should consist of a mixture of
Troop ratio: Mounted stands may not outnumber infantry
lancers and archers. Each stand is credited with bow.
stands by more than 2 to 1. Troop description: Up to a
Leaders: Depict as heavy cavalry.
fourth of Slavic medium infantry may be armed with two-
handed axe. Knights should not be used before 1000 AD.
Leaders: Depict as heavy cavalry or knight cavalry.

99
89. Andalusian 91. Magyar
710 AD To 1110 AD 800 AD To 1000 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options
Heavy cavalry B 22 3S12 Heavy cavalry, bow, fierce 27
Heavy cavalry Christian B 22 0S3 Szekely Bf 0S6
Convert to A class +5
Heavy cavalry C 17 0S12
Heavy cavalry, bow B 24 3S12
Light cavalry, javelin C 10 6S18
Medium cavalry, bow B 21 3S12
Subheavy infantry 5
D 12S24 Light cavalry, bow, fierce
Convert any to C class +2 Bf 20 0S9
Szekely
Subheavy infantry, bow 5
D 6S12 Light cavalry, bow C 12 9S39
Convert any to C class +2
Medium infantry, crossbow Medium infantry Slav C 6 0S36
B 8 0S6
Christian Skirmish infantry, bow Slav 5
C 0S12
Medium infantry Negro 6 Convert any to light infantry +3
Convert any to heavy infantry C +2 0S12
Troop ratio: Infantry and mounted stands may be used in
Convert up to 6 to A class +4
any proportions. Troop description: Up to a fourth of Slavic
Light infantry, javelin Berber C 8 0S12 medium infantry may be armed with two-handed axe.
Leaders: Depict as heavy cavalry.
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, sling 4
C 0S6
Convert any to light infantry +3
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands. Leaders: Depict as heavy cavalry.

90. Viking
790 AD To 1070 AD
Troop Type
Morale Points Stands
Options
92. Russ
Medium infantry Huscarls 10
A 6S36 800 AD To 1050 AD
Convert to B class heavy infantry +0
Troop Type
Medium infantry
B
8
24S72 Morale Points Stands
Convert to C class heavy intantry +0 Options

Medium infantry, bow 8 Heavy cavalry B 22 3S9


Convert to C class heavy infantry B +0 0S36
Light cavalry, bow Asiatic C 12 0S18
Combine any with other Vikings +2
Skirmish infantry, bow 5 Heavy infantry Russ B 10 0S6
C 0S12
Convert any to light infantry +3 Medium infantry Slav 6
Convert any to mounted infantry +1 0S144 Cvt all used to heavy inf as Russ C +2 12S36
Add bow up to half in any Russ +2
Troop ratio: An army may not have both heavy and
medium infantry. Bow-armed and non-bow-armed stands Medium infantry Varangian 8
B 6S36
may be combined in the same unit or organized in separate Convert any to heavy infantry +2
units. Bow-armed stands may not outnumber non-bow-
Medium infantry, bow Varangian 8
armed stands in the same unit. Troop description:
Convert any to heavy infantry B +2 6S18
Huscarls may be armed with two-handed axe.
Combine with other Varangians +2
Leaders: Depict as heavy or medium infantry.

100
Russ continued Early Medieval Scots continued
Skirmish infantry, javelin 3 Skirmish infantry, javelin 3
C 0S12 C 0S12
Convert any to light infantry +5 Convert any to light infantry +5
Skirmish infantry, bow 5 Skirmish infantry, bow 5
C 3S12 C 0S6
Convert any to light infantry +3 Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted Troop ratio: Infantry stands must outnumber mounted
stands by at least 3 to1. Bow-armed and non-bow-armed stands by at least 3 to 1.
Varangians may be combined in the same unit or organized Troop description: Some of the medium infantry may carry
in separate units. Bow-armed stands may not outnumber two-handed sword as
non-bow-armed stands in the same bow-armed unit. Troop highlanders or islemen.
description: Up to a fourth of Slavic or Russ infantry, and Leaders: Depict as cavalry or foot.
all non-bow-armed Varangians, may be depicted with two-
handed axe.
Leaders: Depict as heavy infantry or cavalry.

93. Pecheneg or Cuman


800 AD To 1400 AD 95. Medieval Irish
Troop Type 850 AD To 1300 AD
Morale Points Stands
Options Troop Type
Morale Points Stands
Options
Heavy cavalry, bow B 24 3S21
Light cavalry, bow C 12 9S42 Subheavy infantry Galloglaich B 9 0S24

Light cavalry, bow D 9 6S30 Medium infantry Ostmen A 10 6S12

Medium infantry, bow C 6 0S36 Medium infantry Irish nobility B 8 6S12

Skirmish infantry, bow 5 Medium infantry Bonnacht 6


C 0S12 C 12S48
Convert any to light infantry +3 Cvt any to light infantry, javelin +2

Wagon laager 6 0S30 Medium infantry Viking huscarls 10


A 0S6
Convert to B class heavy infantry +0
Comments: Medium infantry may be used only to defend a
wagon laager. Periods: Cumans supplanted Pechenegs by Medium infantry Viking 8
B 0S18
about 1200. Troop ratio: Infantry and mounted stands may Convert to C class heavy infantry +0
be used in any proportions. Light cavalry stands must Medium infantry, bow Viking 8
outnumber heavy cavalry stands by at least 3 to 1. Convert to C class heavy infantry B +0 0S6
Leaders: Depict as heavy cavalry. Combine with other Vikings +2
Skirmish infantry, javelin 2
Convert any to light infantry +4
Cvt up to half used to C class D 12S48
If skirmish infantry +1
94. Early Medieval Scots If light infantry +2
850 AD To 1130 AD Skirmish infantry, bow 5
C 0S12
Troop Type Convert any to light infantry +3
Morale Points Stands
Options
Fieldworks (abatis) 6 0S36
Heavy cavalry B 22 0S12 Comments: Restrictions on Vikings are identical to the
Light cavalry, javelin C 10 0S12 note in army No. 96, Anglo-Danish. Fieldworks, if used,
must be placed at the edge of woods or marsh. Vikings
Heavy infantry B 10 0S12 should not be used after 1100. Troop description:
Subheavy infantry C 7 30S54 Galloglaich, Ostmen, nobility, bonnacht, and Viking huscarls
may carry two-handed axe. Skirmish or light infantry include
Medium infantry 8
B 0S24 kerns.
Cvt any to fierce as highlanders +1
Leaders: Depict as mounted or foot.
Medium infantry C 6 0S18

101
96. Anglo-Danish 97. Khitan Liao
885 AD To 1075 AD 900 AD To 1125 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Light cavalry, javelin Welsh B 13 0S6 Heavy cavalry, bow 24


B 6S27
Convert up to 12 to A class +5
Heavy infantry Huscarls B 10 6S24
Light cavalry, bow 12
Heavy infantry 8 C 9S27
C 24S42 Convert any to B class +3
Add bow to 1 stand in any units +2
Heavy infantry D 6 0S30
Subheavy infantry D 5 0S36
Heavy infantry, crossbow D 6 0S12
Medium infantry Viking huscarls 10
A 0S6
Convert to B class heavy infantry +0 Skirmish infantry, bow and/or
crossbow D 4 0S12
Medium infantry Viking 8
B 0S18 Convert any to light infantry +2
Convert to C class heavy infantry +0
Artillery, bolt-shooter, crew of 2 C 6 0S2
Medium infantry, bow Viking 8
Convert to C class heavy infantry B +0 0S6 Artillery, stone-thrower, crew of 3 C 9 0S2
Combine with other Vikings +2
Troop ratio: Mounted stands must not outnumber infantry
Medium infantry Welsh C 6 0S18 stands by more than 2 to 1.
Leaders: Depict as heavy cavalry.
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, sling 4
Convert any sling to bow +1 98. Ghaznavid
C 0S6
Convert sling to longbow Welsh +2 960 AD To 1040 AD
Convert any to light infantry +3
Troop Type
Morale Points Stands
Convert any to mounted infantry +1 0S60 Options
Comments: Vikings may not consist of both heavy and Heavy cavalry, bow 19
medium infantry. Vikings with bow may be mixed with non- Convert any to B class C +5 12S24
bow-armed Vikings or organized in separate units. Bow- Convert up to 6 C class to A +10
armed stands may not outnumber non-bow-armed stands in
the same unit. Heavy cavalry, fierce Arab Bf 25 0S3
Troop ratio: None. Light cavalry, javelin Arab C 10 0S6
Troop description: Huscarls may be armed with two-
Light cavalry, bow C 12 3S18
handed axe.
Leaders: Depict as heavy infantry. Elephants, bow 24
B 0S6
Convert any to B class +5
Heavy infantry, bow C 8 0S12
Subheavy infantry Arab 7
C 0S12
Add bow up to half in any units +2
Medium infantry C 6 0S12
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Artillery, bolt-shooter, crew of 2 C 6 0S2
Artillery, stone-thrower, crew of 4 C 12 0S2
Troop ratio: Mounted stands must outnumber infantry
stands by at least 2 to 1.
Leaders: Depict as heavy cavalry.

102
99. Song Chinese Nikephorian Byzantine continued
960 AD To 1280 AD Heavy infantry 8
C 0S30
Add bow up to half in any units +2
Troop Type
Morale Points Stands Light infantry, bow C 8 0S18
Options

Heavy cavalry B 22 3S15 Medium infantry Mercenary C 6 0S18

Light cavalry, bow C 12 3S15 Skirmish infantry, javelin 3


C 0S6
Convert any to light infantry +5
Heavy infantry B 10 0S12
Skirmish infantry, sling 4
Heavy infantry C 0S6
Convert any to light infantry +3
½ spear D 6 12S48
½ bow or crossbow 8 Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Medium infantry
4 Skirmish infantry, staff sling 4
Convert any to light infantry, D 0S12 D 0S6
+2 Convert any to light infantry +2
javelin
Medium infantry, bow 4 Artillery, bolt-shooter, crew of 2 C 6 0S4
D 6S18
Convert any to light infantry +2 Troop ratio: Mounted and infantry stands may be used in
Medium infantry, crossbow 4 any proportions. Troop description: Each Byzantine
D 6S18 cavalry unit armed with bow should consist of a mixture of
Convert any to light infantry +2
lancers and archers. Each stand is credited with bow.
Skirmish infantry, javelin 2 Varangians may be armed with two-handed axe.
D 0S6
Convert any to light infantry +4 Leaders: Depict as heavy or cataphract cavalry.
Skirmish infantry, bow and/or
crossbow D 4 0S12
Convert any to light inf +2
Artillery, bolt-shooter, crew of 2 C 6 0S3
Artillery, stone-thrower, crew of 4 C 12 0S3
Troop ratio: Infantry stands must outnumber mounted 101. Fatimid Egyptian
stands by at least 3 to1.
969 AD To 1171 AD
Leaders: Depict as heavy cavalry.
Troop Type
Morale Points Stands
Options

Heavy cavalry, bow A 29 3S6


100. Nikephorian Byzantine Heavy cavalry 17
963 AD To 1071 AD C 3S24
Convert up to 12 to B class +5
Troop Type Light cavalry, javelin C 10 3S15
Morale Points Stands
Options
Light cavalry, bow C 12 0S12
Cataphract cavalry A 32 0S6
Subheavy infantry D 5 0S12
Heavy cavalry, bow 24
B 6S18 Medium infantry C 6 0S18
Convert any to elite cavalry +4
Medium infantry, bow 6
Heavy cavalry, bow 19 C 12S24
Convert up to 6 stands to B class +2
Convert any to elite cavalry C +4 6S18
Convert any to B class +5 Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Heavy cavalry Frank or Norman 22
B 0S6
Cvt any to A class as Norman +5 Artillery, bolt-shooter, crew of 2 C 6 0S2
Light cavalry, javelin C 10 0S6 Artillery, stone-thrower, crew of 4 C 12 0S1
Light cavalry, bow C 12 0S18 Troop ratio: Mounted stands may not outnumber infantry
stands by more than 2 to 1.
Heavy infantry Varangian A 12 0S12
Leaders: Depict as heavy cavalry.
Heavy infantry Russ B 10 0S6

103
102. Late Feudal Spanish Early Medieval Hungarian continued
1000 AD To 1330 AD Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Troop Type
Morale Points Stands Skirmish infantry, bow and/or
Options
crossbow C 5 0S6
Medium knight cavalry B 29 3S18 Convert any to light infantry +3
Heavy cavalry C 17 0S9 Comment: Hungary was occupied by the Mongols between
Light cavalry, javelin C 10 3S18 1245 and 1307. The early period ends in 1245 and the late
period begins in 1307.
Subheavy infantry C 7 12S24
Troop ratio: Mounted stands may not outnumber infantry
Medium infantry C 6 0S24 stands by more than 2 to 1.
Leaders: Depict as heavy cavalry.
Medium infantry, crossbow 6
Cvt any to D class heavy infantry C +0 6S12
Cvt any to C class subheavy inf +1
Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, bow 5
C 0S6
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands. Leaders: Depict as medium knight cavalry.

104. Early German Or


Imperial
1000 AD To 1330 AD
103. Early Medieval
Troop Type
Hungarian Morale Points Stands
Options
1000 AD To 1450 AD
Medium knight cavalry B 29 3S24
Troop Type
Morale Points Stands Heavy cavalry C 17 3S9
Options
Light cavalry, bow
Heavy cavalry, bow, fierce 27 C 12 0S6
Hungarian
Szekely B 0S6
Convert any to A class +5 Heavy infantry C 8 6S12
Heavy cavalry Early period B 22 6S18 Subheavy infantry D 5 0S12
Heavy cavalry Late period 22 Medium infantry C 6 0S12
B 3S24
Cvt up to 9 to medium knight cav +7
Medium infantry, crossbow 6
Heavy cavalry, bow Early Cvt any to D class heavy infantry C +0 12S30
B 24 0S6
Asians Cvt any to C class subheavy inf +1
Light cavalry, bow, fierce Skirmish infantry, bow and/or
Bf 20 0S6
Szekely crossbow C 5 0S6
Convert any to light inf +3
Light cavalry, bow C 12 9S18
Subheavy infantry Early C 7 0S24 Troop ratio: Mounted stands may not outnumber infantry
stands by more than 2 to 1.
Heavy infantry Late C 8 6S18 Leaders: Depict as knight cavalry.
Medium infantry Early C 6 0S18
Medium infantry, crossbow Late 6
Cvt any to D class heavy infantry C +0 6S18
Cvt any to C class subheavy inf +1

104
105. Communal Italian 107. Medieval Japanese
1000 AD To 1330 AD 1000 AD To 1545 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Medium knight cavalry 24 Heavy cavalry, bow Early 24


B 6S21
Convert up to half used to B class C +5 3S24 Convert to light cavalry, bow S9
Convert up to 3 B class to A class +5
Heavy cavalry Late period 22
B 3S12
Heavy cavalry C 17 3S12 Add bow to any +2
Heavy infantry B 10 0S12 Medium infantry Early period 10
Cvt any to B class heavy infantry A +0 0S12
Heavy infantry 6
D 12S24 Convert any to fierce +1
Convert up to half used to C class +2
Medium infantry, bow Early 10
Medium infantry D 4 6S24 A 0S12
Cvt any to B class heavy infantry +0
Medium infantry, crossbow 6
Medium knight infantry Late B 14 6S24
Cvt any to D class heavy infantry C +0 6S24
Cvt any to C class subheavy inf +1 Medium knight infantry, bow
A 16 0S18
Late
Skirmish infantry, bow 4
D 0S6
Convert to light infantry +2 Medium infantry Ashigaru C 6 12S24
Troop ratio: Infantry stands must outnumber mounted Medium infantry, bow Ashigaru C 6 0S12
stands by at least 2 to 1.
Medium infantry Peasants E 3 0S24
Leaders: Depict as knight cavalry.
Periods: The early period ends in 1350. Troop ratio:
Infantry stands must outnumber mounted stands by at least
3 to 1.
106. Berber Troop description: Samurai may be armed with two-
1000 AD To 1530 AD handed sword. Ashigaru and peasants may be armed with
naginata.
Troop Type
Morale Points Stands Leaders: Depict as cavalry or as foot samurai.
Options

Medium knight cavalry


B 29 0S6
Christian
Heavy cavalry A 27 3S6
Light cavalry, javelin 10
C 15S30
Convert up to 15 stands to fierce +5
Light cavalry, bow Mercenary C 12 0S6
Subheavy infantry C 7 0S36 108. Feudal Polish
Subheavy infantry, bow
C
7
0S18
1018 AD To 1330 AD
Combine with other subheavy inf +2
Troop Type
Morale Points Stands
Skirmish infantry, javelin 3 Options
C 0S12
Convert any to light infantry +5
Heavy cavalry 22
Skirmish infantry, sling 4 Convert any to medium knight B 3S21
C 0S6
Convert any to light infantry +3 cavalry +7
Skirmish infantry, bow 5 Heavy cavalry 17
C 0S12 C 6S18
Convert any to light infantry +3 Convert up to 9 stands to B class +5
Comments: Bow-armed heavy infantry stands may not Light cavalry, bow C 12 0S6
outnumber non-bow stands if combined in the same unit.
Troop ratio: Infantry stands must outnumber mounted Subheavy infantry C 7 6S24
stands. Leaders: Depict as heavy cavalry. Medium infantry C 6 0S18
Medium infantry, bow C 6 6S18

105
Feudal Polish continued 110. Early Russian
Skirmish infantry, sling 4 1050 AD To 1246 AD
C 0S6
Convert any to light infantry +3
Troop Type
Skirmish infantry, bow and/or Morale Points Stands
Options
crossbow C 5 0S6
Convert any to light inf +3 Heavy cavalry 22
Convert up to half used to B 6S24
Troop ratio: Infantry stands must outnumber mounted medium knight cavalry +7
stands. Leaders: Depict as heavy cavalry.
Light cavalry, bow
C 12 0S24
Hungarians, Cumans, or Kazaks
Heavy infantry C 8 18S30
Subheavy infantry, bow C 7 0S12
Medium infantry C 6 0S18
109. Seljuq Turks Skirmish infantry, javelin 3
1030 AD To 1280 AD C 0S6
Convert to light infantry +5
Troop Type Skirmish infantry, bow 4
Morale Points Stands D 0S6
Options Convert any to light infantry +2
Heavy cavalry, bow B 24 3S15 Troop ratio: Infantry stands must outnumber mounted
Heavy cavalry Allied 17 stands. Troop description: Up to a fourth of heavy infantry
C 0S12 may carry two-handed axe.
Cvt up to 6 stands to B class +5
Leaders: Depict as knight cavalry.
Light cavalry, bow 12
C 15S54
Convert any to fierce +5
Light cavalry, javelin Bedouin C 10 0S6
Medium infantry 6
C 0S24
Add bow up to half in any units +2
111. Early Papal Italian
Skirmish infantry, javelin 3 1050 AD To 1330 AD
C 0S6
Convert any to light infantry +5
Troop Type
Skirmish infantry, bow 5 Morale Points Stands
C 0S6 Options
Convert any to light infantry +3
Medium knight cavalry B 29 3S21
Troop ratio: Mounted and infantry stands may be used
in any proportions. Light cavalry stands must outnumber Heavy cavalry C 17 0S6
heavy cavalry stands. Heavy infantry B 10 4S6
Leaders: Depict as heavy cavalry.
Heavy infantry C 8 0S12
Heavy infantry D 6 6S18
Medium infantry C 6 6S12
Medium infantry, crossbow 6
Cvt any to D class heavy infantry C +0 6S24
Cvt any to C class subheavy inf +1
Skirmish infantry, bow 5
C 0S6
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands. Leaders: Depict as knight cavalry.

106
112. Anglo-Norman 114. Frankish Sicilian
1070 AD To 1200 AD 1072 AD To 1330 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Medium knight cavalry B 29 6S27 Medium knight cavalry B 29 9S24


Heavy cavalry C 17 0S9 Heavy cavalry Saracen B 22 0S6
Subheavy infantry 5 Heavy cavalry Sergeants C 17 0S6
Cvt up to 12 stands to heavy inf D +1 6S36
Light cavalry, javelin Saracen C 10 0S6
Cvt up to 12 stands to C class +2
Heavy infantry C 8 0S12
Medium infantry, bow C 6 6S12
Medium infantry, crossbow 6
Medium infantry, crossbow C 6 0S12
Cvt any to D class heavy infantry C +0 0S12
Skirmish infantry, bow and/or Cvt any to C class subheavy inf +1
crossbow C 5 0S12
Medium infantry 6
Convert any to light infantry +3 C 0S12
Convert to B class +2
Troop ratio: Mounted stands must not outnumber infantry
Medium infantry Saracen C 6 0S6
stands by more than 2 to 1.
Leaders: Depict as knight cavalry. Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Skirmish infantry, bow Saracen 5
C 0S12
Convert any to light infantry +3
Troop ratio: Mounted and infantry stands may be used in
113. Comnenan Byzantine any proportions.
1071 AD To 1204 AD Leaders: Depict as knight cavalry.
Troop Type
Morale Points Stands
Options

Heavy cavalry, bow Byzantine 19


Convert any to elite cavalry C +4 6S18
Cvt up to 6 stands to A class +10
Medium knight cavalry Franks B 29 3S9
Light cavalry, javelin C 10 0S3 115. Early Crusader
Light cavalry, bow Mercenary 12 1096 AD To 1128 AD
C 6S15
Convert any to B class as Turks +5 Troop Type
Morale Points Stands
Heavy infantry Varangian 10 Options
Cvt up to 6 stands to A class B +2 0S12 Medium knight cavalry B 29 3S18
Convert any to medium knight inf +4
Light cavalry, bow Turcopole C 12 0S6
Heavy infantry D 6 0S18
Heavy infantry 8
Light infantry, javelin D 6 0S6 Convert up to half used to B class C 12S24
Medium infantry Mercenary C 6 0S12 medium knight infantry +6

Skirmish infantry, bow 5 Medium infantry, crossbow 8


Convert any to light infantry C +3 0S24 Cvt any to C class heavy infantry +0
B 6S18
Cvt up to 12 stands to crossbow +0 Cvt any to B class subheavy inf +1
Combine with other infantry +2
Troop description: Byzantine cavalry units armed with bow
should consist of a mixture of lancers and archers. Each Medium infantry, bow 8
stand is credited with bow. Troop ratio: Mounted stands Cvt any to C class heavy infantry +0
B 0S12
must not outnumber infantry stands by more than 2 to 1. Cvt any to B class subheavy inf +1
Troop description: Varangians may carry a two-handed Combine with other infantry +2
axe. Leaders: Depict as heavy cavalry. Medium infantry C 6 6S18

107
Early Crusader continued 117. Feudal French
Medium infantry Pilgrims 4 1100 AD To 1330 AD
D 0S24
Convert up to half used to fierce +1
Troop Type
Skirmish infantry, bow and/or Morale Points Stands
Options
crossbow C 5 0S12
Convert any to light inf +3 Medium knight cavalry 29
B 6S27
Convert up to half used to fierce +3
Comment: Heavy infantry armed with bow or crossbow may
be combined in units with non-missile armed heavy infantry. Heavy cavalry C 17 0S9
Missile stands may outnumber non-missile stands in the Subheavy infantry 5
same unit. Troop ratio: Infantry stands must outnumber Cvt up to 12 to heavy infantry D +1 6S30
mounted stands by at least 2 to 1. Cvt up to 12 stands to C class +2
Leaders: Depict as medium knight cavalry.
Medium infantry B 8 0S6
Medium infantry, peasant levy E 3 0S24
Medium infantry, crossbow 6
Cvt any to D class heavy infantry C +0 6S18
Cvt any to C class subheavy inf +1
Skirmish infantry, bow or 4
D 0S6
crossbow Convert any to light inf +2
Artillery, stone-thrower, crew of 3 C 9 0S2
Troop ratio: Mounted stands must not outnumber infantry
116. Medieval Syrian stands by more than 2 to 1.
1100 AD To 1200 AD Leaders: Knight cavalry.

Troop Type
Morale Points Stands
Options

Heavy cavalry 27
A 3S6
Add bow to any +2
Heavy cavalry B 22 3S21
Light cavalry, javelin Bedouin C 10 0S6
Light cavalry, bow 12
Convert any to fierce
C
+5
3S12 118. Late Crusader
1128 AD To 1298 AD
Subheavy infantry D 5 6S24
Troop Type
Subheavy infantry, bow D 5 6S12 Morale Points Stands
Options
Medium infantry, fierce Bf 9 0S6
Medium knight cavalry 29
Medium infantry C 6 0S18 Religious order
B 3S6
Skirmish infantry, javelin 3 Convert any to A class +5
C 0S6 Convert any to fierce +3
Convert any to light infantry +5
Skirmish infantry, bow 5 Medium knight cavalry B 29 3S9
C 0S12
Convert any to light infantry +3 Heavy cavalry Religious order B 22 0S3
Troop ratio: Infantry stands must outnumber mounted Heavy cavalry C 17 0S6
stands. Leaders: Depict as heavy cavalry.
Heavy cavalry Saracen 17
C 0S6
Add bow to any +2
Light cavalry, javelin Bedouin C 10 0S3
Light cavalry, javelin Turcopole 10
C 0S12
Add bow to any +2
Heavy infantry C 8 6S18

108
Late Crusader continued 120. Serbian
Medium infantry, crossbow 6 1151 AD To 1459 AD
Convert to C class subheavy inf +1
C 6S30 Troop Type
Convert to C class heavy infantry +2 Morale Points Stands
Options
Combine any with other infantry +2
Medium infantry C 6 0S12 Medium knight cavalry B 29 6S24

Skirmish infantry, bow and/or 4 Light cavalry, bow 12


D 0S12 C 6S24
crossbow Convert any to light inf +2 Convert any to fierce +5

Comments: Heavy infantry armed with crossbow may be Medium infantry B 8 0S18
combined in units with non-bow-armed heavy infantry in any Medium infantry, bow C 6 0S18
ratio. Troop ratio: Mounted stands must not outnumber
infantry stands by more than 2 to 1. Skirmish infantry, javelin 3
C 0S6
Leaders: Depict as knight calvary. Convert any to light infantry +5
Skirmish infantry, bow 5
C 3S12
Convert any to light infantry +3
Troop ratio: Mounted stands must not outnumber infantry
stands by more than 2 to 1.
Leaders: Depict as heavy cavalry.

119. Late Medieval Scots


1130 AD To 1500 AD
Troop Type 121. Ayyubid Egyptian
Morale Points Stands 1170 AD To 1250 AD
Options

Medium knight cavalry 24 Troop Type


Morale Points Stands
Convert up to 6 stands to B class C +5 3S12 Options
Convert any to D class S5 Heavy cavalry, bow A 29 0S3
Heavy cavalry C 17 0S6 Heavy cavalry, bow B 24 3S6
Subheavy infantry C 7 24S66 Heavy cavalry Syrian 22
B 0S9
Medium infantry 6 Add bow to any +2
Cvt up to 30 stands to B class C +2 0S60 Heavy cavalry, bow C 19 6S9
Convert up to 18 stands to fierce +1
Light cavalry, javelin Bedouin C 10 0S6
Medium infantry, bow C 6 0S6
Light cavalry, bow 12
Skirmish infantry, bow 5 C 6S24
C 0S6 Convert any to fierce +5
Convert any to light infantry +3
Heavy infantry Syrian D 6 0S6
Troop ratio: Infantry stands must outnumber mounted
stands by at least 3 to 1. Troop description: A portion of Medium infantry, fierce Bf 9 0S6
medium infantry may be armed with two-handed sword as Medium infantry C 6 0S12
highlanders or islemen.
Leaders: Depict as knight cavalry or heavy infantry. Medium infantry, bow C 6 0S18
Skirmish infantry, bow 5
C 0S12
Convert any to light infantry +3
Troop ratio: Mounted stands must not outnumber infantry
stands by more than 2 to 1.
Leaders: Depict as heavy cavalry.

109
122. Late Bulgar 124. Prussian Or Lithuanian
1186 AD To 1330 AD 1200 AD To 1380 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Heavy cavalry 22 Medium cavalry Prussian B 19 0S9


B 6S27
Add bow to any +2
Medium cavalry Lithuanian 19
B 6S24
Light cavalry, bow C 12 9S36 Cvt up to half used to heavy cav +3
Medium infantry D 4 0S36 Light cavalry, javelin Prussian B 13 3S15
Skirmish infantry, bow 4 Light cavalry, javelin Lithuanian 13
D 0S18 B 6S24
Convert any to light infantry +2 Add bow to any +2
Troop ratio: Mounted stands must outnumber infantry Medium infantry Prussian 6
C 24S72
stands. Leaders: Depict as heavy cavalry. Convert up to 36 stands to fierce +1
Medium infantry Lithuanian C 6 0S36
Medium infantry D 4 0S24
Medium infantry, bow Prussian 8
B 0S24
Convert up to 12 stands to fierce +1
Skirmish infantry, javelin 3
C 0S12
Convert any to light infantry +5

123. Feudal English Skirmish infantry, bow


C
5
6S12
Convert any to light infantry +3
1200 AD To 1330 AD
Comments: Prussian and Lithuanian armies may be fielded
Troop Type
Morale Points Stands separately or as an alliance. If an alliance, the maximum
Options
and minimum stands are halved. Troops not identified by
Medium knight cavalry B 29 6S24 nation are common to both.
Periods: Prussian independence ends about 1300.
Heavy cavalry C 17 0S12
Troop ratio: Prussian infantry stands must outnumber
Subheavy infantry D 5 12S30 Prussian mounted stands by at least 3 to 1. Lithuanian
mounted stands must not outnumber Lithuanian infantry
Medium infantry C 6 0S12
stands by more than 2 to 1. Foot archer stands may not
Medium infantry, bow 6 outnumber other infantry stands for either army.
C 6S24
Cvt up to 12 stands to longbow +1 Troop description: Prussian archers may carry two-handed
axe.
Skirmish infantry, javelin 3
C 0S6 Leaders: Depict as cavalry or infantry.
Convert any to light infantry +5
Skirmish infantry, bow 5
Convert any to longbow C +1 0S6
Convert any to light infantry +3
Troop ratio: Infantry stands must outnumber mounted
stands. Leaders: Depict as medium knight cavalry.
125. Early Teutonic Order
1201 AD To 1330 AD
Troop Type
Morale Points Stands
Options

Medium knight cavalry 34


A 3S9
Cvt any to fierce as Crusaders +3
Medium knight cavalry 29
B 6S12
Cvt any to fierce as Crusaders +3
Heavy cavalry 22
B 0S9
Cvt any to fierce as Crusaders +3

110
Early Teutonic Order continued Late Byzantine continued
Light cavalry, javelin Baltic 7 Skirmish infantry, javelin 2
D 0S12 D 0S6
Add bow to any +2 Convert any to light infantry +4
Heavy infantry C 8 0S12 Skirmish infantry, bow 4
D 0S6
Convert any to light infantry +2
Medium infantry, crossbow 6
Cvt any to B class medium inf +2 Troop ratio: Mounted stands must not outnumber infantry
Cvt any to C class subheavy inf C +1 0S18 stands by more than 2 to 1.
Cvt any to C class heavy infantry +2 Troop description: Varangians may be armed with two-
Combine any with other infantry +2 handed axe.
Leaders: Depict as heavy or knight cavalry.
Subheavy infantry C 6 0S12
Medium infantry Baltic 4
D 0S18
Cvt up to 12 stands to C class +2
Skirmish infantry, bow Baltic 4
D 0S12
Convert any to light infantry +2
Artillery, bolt-shooter, crew of 2 C 6 0S2
127. Mongol
1206 AD To 1500 AD
Artillery, stone-thrower, crew of 4 C 12 0S2
Troop Type
Troop ratio: Mounted stands must not outnumber infantry Morale Points Stands
Options
stands by more than 2 to 1. If crossbow is combined with
other infantry, crossbow stands may not outnumber non- Heavy cavalry, bow A 29 0S3
crossbow stands in the same unit. Heavy cavalry, bow B 24 6S21
Leaders: Depict as knight cavalry.
Heavy cavalry Allied B 22 0S9
Light cavalry, javelin Allied C 10 0S12
Light cavalry, bow 15
B 9S30
Convert up to 6 stands to fierce +5
Elephant, bow
B 29 0S3
Timur the Lame only
Subheavy infantry Allied 5
Add bow or crossbow up to half in D 0S18
any units +2
126. Late Byzantine Medium infantry, bow Allied C 6 0S6
1204 AD To 1453 AD Medium infantry, crossbow Allied C 6 0S6
Troop Type Skirmish infantry, bow Allied 5
Morale Points Stands C 0S6
Options Convert any to light infantry +3
Medium knight cavalry Frank B 29 0S18 Skirmish infantry, crossbow 5
Heavy cavalry Byzantine 17 Allied C 0S6
Convert any to B class C +5 3S9 Convert any to light infantry +3
Cvt up to 3 C class stands to A +10 Artillery, bolt-shooter, crew of 2 C 6 0S2
Light cavalry, javelin D 7 0S3 Artillery, stone-thrower, crew of 4 12
C 0S2
Light cavalry, bow 12 Convert to bombard, crew of 4 +0
C 9S18
Convert up to 12 to B class +3 Comments: This list includes Mongols in Persia, including
Heavy infantry Varangian 12 Timur. Only Timur's army may contain elephants. B class
Convert any to B class medium A 6S18 non-fierce light cavalry includes allied troops.
knight infantry +2 Troop ratio: Mounted and infantry stands may be used in
any proportions. Bow-armed light cavalry
Heavy infantry D 6 0S12 stands must outnumber bow-armed heavy cavalry stands.
Light infantry, javelin 6 Leaders: Depict as heavy cavalry.
D 0S12
Convert any to bow or crossbow +0

111
128. Granadine Medieval Russian continued
1232 AD To 1492 AD Skirmish infantry, javelin 3
C 0S6
Convert any to light infantry +5
Troop Type
Morale Points Stands Skirmish infantry, bow 5
Options C 0S6
Convert any to light infantry +3
Heavy cavalry 22
Cvt any to medium knight cav B +7 3S15 Artillery, bombard, crew of 4 C 12 0S3
Cvt up to 6 stands to A class +5 Periods: The early period ends in 1400.
Light cavalry, javelin 10 Troop ratio: Mounted stands must not outnumber infantry
C 6S30 stands by more than 2 to 1.
Convert any to B class +3
Leaders: Depict as heavy or knight cavalry.
Light cavalry, crossbow 12
C 3S9
Convert any to B class +3
Subheavy infantry 7
Add crossbow up to half in any C 0S12
units +2
Medium infantry C 6 0S12
Medium infantry, bow C 6 0S12
Medium infantry, crossbow 6
C 12S36
Cvt up to 12 stands to handgun S1
Skirmish infantry, staff sling
and/or bow C 5 0S6
Convert any to light infantry +3 130. Mamluk Egyptian
1250 AD To 1500 AD
Skirmish infantry, crossbow 5
C 0S6 Troop Type
Convert any to light infantry +3 Morale Points Stands
Options
Artillery, bombard, crew of 4 C 12 0S3
Heavy cavalry, bow A 29 3S6
Troop ratio: Mounted stands must not outnumber infantry
stands by more than 2 to 1. Heavy cavalry, bow B 24 6S24
Leaders: Depict as heavy or knight cavalry.
Light cavalry, javelin Bedouin C 10 0S6
Light cavalry, bow Turkoman 12
C 3S12
Convert any to fierce +5
Heavy infantry A 12 0S6
Medium infantry, fierce Bf 9 0S6
129. Medieval Russian
1246 AD To 1500 AD Medium infantry C 6 0S12

Troop Type Medium infantry, crossbow 6


Morale Points Stands C 0S12
Options Cvt up to 6 stands to handgun S1

Heavy cavalry Early period B 22 6S27 Skirmish infantry, sling 3


D 0S6
Convert any to light infantry +2
Heavy cavalry, bow Late B 24 6S18
Skirmish infantry, bow 4
Medium cavalry, bow Late C 16 0S9 D 0S6
Convert any to light infantry +2
Light cavalry, bow C 12 0S24 Artillery, stone-thrower or
C 12 0S2
Subheavy infantry 5 bombard, crew of 4
Add bow up to half in any units +2 Troop ratio: Mounted and infantry stands may be used in
D 6S30
Cvt up to half used to C class +2 any proportions.
Cvt up to 12 stands to heavy inf +1 Leaders: Depict as heavy cavalry.
Medium infantry 6
C 6S30
Add bow up to half in any units +2
Medium infantry, handgun Late C 5 0S6

112
131. Early Ottoman Turk Knights of St. John continued
1280 AD To 1370 AD Skirmish infantry, crossbow 5
C 0S12
Convert any to light infantry +3
Troop Type
Morale Points Stands Artillery, organ gun, crew of 3 C 9 0S3
Options

Heavy cavalry, bow A 29 0S6 Artillery, bombard, crew of 4 C 12 0S3

Heavy cavalry, bow 24 Periods: The early period ends in 1330.


B 6S24 Troop ratio: Infantry stands must outnumber mounted
Convert up to 6 stands to fierce +3
stands by at least 2 to 1.
Light cavalry, bow 9 Leaders: Depict as knight cavalry.
Convert any to C class D +3 9S24
Convert any to fierce +5
Heavy infantry 12
A 0S6
Add bow up to half in any units +2
Medium infantry, fierce Bf 9 0S6
Medium infantry 8
B 0S6
Add bow up to half in any units +2
133. Swiss
Medium infantry 4 1290 AD To 1500 AD
D 0S24
Add bow up to half in any units +2
Troop Type
Skirmish infantry, javelin 2 Morale Points Stands
D 0S6 Options
Convert any to light infantry +4
Medium knight cavalry B 29 0S6
Skirmish infantry, bow 4
D 0S6
Convert any to light infantry +2 Heavy knight cavalry Late
B 32 0S9
Allied
Troop ratio: Mounted stands must not outnumber infantry
stands by more than 2 to 1. Heavy cavalry C 17 0S3
Leaders: Depict as heavy cavalry.
Medium cavalry, crossbow C 16 0S3
Heavy infantry (halbard) Early 10
Convert any to A class B +2 0S42
Convert any to fierce +1
Heavy infantry, pike 11
Convert any to A class B +2 18S48
Convert any to fierce +1
132. Knights Of St. John
1291 AD To 1500 AD Heavy infantry Late period
D 6 0S12
Allied
Troop Type
Morale Points Stands Medium infantry, crossbow 10
Options
Cvt any to B class subheavy inf A S1 6S12
Medium knight cavalry Early B 29 3S12 Cvt any to B class heavy infantry +0
Heavy knight cavalry Late B 32 3S24 Medium infantry, handgun Late A 9 0S6
Heavy cavalry Early B 22 0S12 Skirmish infantry, crossbow 6
B 0S6
Light cavalry, javelin Early 10 Convert any to light infantry +4
Turcopole C 0S12 Artillery, bombard, crew of 4 C 12 0S2
Add bow to any +2
Periods: The early period ends in 1360.
Medium infantry, crossbow 8 Troop ratio: Infantry stands must outnumber mounted
Cvt any to C class heavy inf +0 stands by at least 3 to 1.
B 12S30
Cvt any to B class subheavy inf +1 Troop description: Pike formations include halbardiers.
Cvt up to half used to handgun S1 Leaders: Depict as infantry or knight cavalry.
6
Medium infantry, crossbow
C 12S48
Cvt up to half used to handgun
S1

113
134. Low Countries 136. Medieval English
1300 AD To 1500 AD 1330 AD To 1455AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Medium knight cavalry 24 Heavy knight cavalry B 32 6S21


C 3S15
Cvt up to half used to B class +5
Heavy cavalry C 17 0S6
Heavy cavalry C 17 0S9
Heavy infantry D 6 0S24
Heavy infantry, pike C 9 18S48
Medium infantry C 6 0S12
Heavy infantry C 8 0S12
Medium infantry, crossbow 6
Medium infantry, crossbow 6 Cvt any to C class subheavy inf C +1 0S6
C 6S30
Cvt up to 6 stands to handgun S1 Cvt any to D class heavy infantry +0
Medium infantry, bow 6 Medium infantry, longbow C 7 12S42
C 0S12
Convert any to longbow +1
Skirmish infantry, javelin 3
Skirmish infantry, bow and/or Convert any to longbow +3
C 0S6
crossbow C 5 0S6 Cvt javelin-armed to light infantry +5
Convert to light infantry +3 Cvt longbow-armed to light inf +3
Artillery, organ gun, crew of 3 C 9 0S3 Artillery, bombard, crew of 4 C 12 0S2
Troop ratio: Infantry stands must outnumber mounted Stakes for any type of bow men 6 0S24
stands by at least 3 to 1.
Troop ratio: Infantry stands must outnumber mounted
Leaders: Depict as knight cavalry or as heavy infantry.
stands.
Leaders: Depict as knight infantry or knight cavalry.

135. Medieval French


1330 AD To 1445 AD
137. Medieval Italian States
1330 AD To 1453 AD
Troop Type
Morale Points Stands Troop Type
Options Morale Points Stands
Options
Heavy knight cavalry 32
Convert any to fierce
B
+3
6S27 Heavy knight cavalry Milan A 37 0S6

Heavy cavalry C 17 0S9 Heavy knight cavalry 27


C 6S15
Convert up to 9 stands to B class +5
Medium cavalry, crossbow C 16 0S3
Heavy cavalry 17
Heavy infantry 6 Convert up to 9 stands to B class C +5 0S15
D 6S18
Convert up to 6 to C class +2 Cvt any to heavy knight cavalry +10
Medium infantry, peasant levy E 3 0S18 Medium cavalry, crossbow C 16 0S6
Medium infantry, bow C 6 0S6 Light cavalry, bow Hungarian
C 12 0S3
Medium infantry, crossbow 6 Florence, Naples, Papal
Cvt any to C class subheavy inf +1 Medium knight infantry D 10 0S6
C 6S18
Cvt any to D class heavy infantry +0
Convert up to 6 to handgun S1 Heavy infantry Naples, Papal B 10 0S6

Skirmish infantry, crossbow 4 Subheavy infantry D 5 0S24


D 0S6
Convert any to light infantry +2 Medium infantry Naples, Minor,
C 6 0S12
Artillery, bombard, crew of 4 C 12 0S3 Venice, Florence
Medium infantry Minor D 4 0S18
Troop ratio: Mounted stands must not outnumber infantry
stands by more than 2 to 1. Medium infantry, longbow
C 7 0S12
Leaders: Depict as knight cavalry. Venice, Florence, Papal

114
Medieval Italian States continued 139. Medieval Polish
Medium infantry, crossbow 6 1330 AD To 1500 AD
Cvt any to C class subheavy inf C +1 12S30
Troop Type
Cvt any to D class heavy infanry +0 Morale Points Stands
Options
Skirmish infantry, crossbow 4
D 0S6 Medium knight cavalry 29
Convert any to light infantry +2 B 3S18
Cvt any to heavy knight cavalry +3
Artillery, organ gun, crew of 3 C 9 0S2
Heavy cavalry 17
Artillery, bombard, crew of 4 C 12 0S2 C 6S15
Convert up to 9 stands to B class +5
Comment: Choose troops to make up an army of one of the Medium cavalry, crossbow C 16 0S6
five major states or a minor state.
Troop ratio: Mounted stands must not outnumber infantry Light cavalry, bow B 15 0S6
stands by more than 2 to 1. Subheavy infantry 5
Leaders: Depict as knight cavalry. Convert up to 12 to heavy inf D +1 6S24
Cvt up to half used to C class +2
Medium infantry, bow C 6 6S12
Medium infantry, crossbow 6
Cvt any to C class subheavy inf C +1 0S18
Cvt any to D class heavy infantry +0

138. Late German or Skirmish infantry, bow 5


C 0S6
Convert any to light infantry +3
Imperialist
Skirmish infantry, crossbow 5
1330 AD To 1500 AD Convert any to light infantry
C
+3
0S6
Troop Type
Morale Points Stands Artillery, organ gun, crew of 3 C 9 0S2
Options
Troop ratio: Mounted stands must not outnumber infantry
Heavy knight cavalry B 32 3S9 stands by more than 2 to 1.
Heavy knight cavalry C 27 3S18 Leaders: Depiect as knight cavalry.

Heavy cavalry C 17 0S6


Medium cavalry, crossbow C 16 0S3
140. Late Teutonic order
Light cavalry, bow Hungarian C 12 0S6
1330 AD To 1500 AD
Heavy infantry 6
Troop Type
Convert any to C class +2 Morale Points Stands
D 6S30 Options
Add pike +1
Cvt any C class pike to B class +2 Heavy knight cavalry A 37 3S3
Medium infantry, crossbow 6 Heavy knight cavalry B 32 3S12
Cvt any to C class subheavy inf +1
C 6S24 Heavy cavalry B 22 3S9
Cvt any to D class heavy infantry +0
Convert up to 12 to handgun S1 Medium cavalry, crossbow B 21 0S6
Skirmish infantry, crossbow 4 Light cavalry, javelin 10
D 0S6
Convert any to light infantry +2 Prussian or Lithuanian C 0S6
Add bow to any +2
Artillery, organ gun, crew of 3 C 9 0S2
Heavy infantry C 8 0S6
Artillery, bombard, crew of 4 C 12 0S3
Medium infantry, crossbow 8
Troop ratio: Mounted stands must not outnumber infantry
Cvt any to C class subheavy inf S1
stands by more than 2 to 1.
Cvt any to C class heavy infantry +0
Troop description: B class pikes are Landsknechts, which B 0S12
Combine heavy infantry with other
should not be used before 1487.
heavy infantry +2
Leaders: Depict as knight cavalry.
Convert any to handgun S1
Heavy infantry, pike Swiss B 11 0S6

115
Late Teutonic Order continued 142. Early Burgundian
Subheavy infantry 5 1360 AD To 1471 AD
Add crossbow up to half in any D 0S12
Troop Type
units +2 Morale Points Stands
Options
Medium infantry D 4 0S12
Heavy knight cavalry 27
Medium infantry, longbow B 9 0S6 C 6S24
Cvt up to half used to B class +5
Skirmish infantry, bow 4 Heavy cavalry C 17 0S9
D 0S12
Convert any to light infantry +2
Heavy infantry, pike D 7 0S24
Artillery, bombard, crew of 4 C 12 0S3
Medium infantry, crossbow 6
Troop ratio: Mounted stands must not outnumber infantry Cvt any to C class subheavy inf C +1 6S18
stands by more than 2 to 1. If crossbow is combined with Cvt any to D class heavy infantry +0
other heavy infantry, crossbow stands must not out-number
non-crossbow stands in the same unit. Medium infantry, longbow C 7 6S24
Leaders: Depict as knight cavalry. Medium infantry E 3 0S12
Skirmish infantry, crossbow 5
C 0S6
Convert any to light infantry +3
Artillery, organ gun, crew of 3 C 9 0S1
141. Medieval Spanish Artillery, bombard, crew of 4 C 12 0S2
1350 AD To 1500 AD Troop ratio: Mounted stands must not outnumber infantry
Troop Type stands by more than 2 to 1.
Morale Points Stands
Options Leaders: Depict as knight cavalry.

Medium knight cavalry 29


B 3S21
Cvt any to heavy knight cavalry +3
Heavy cavalry C 17 3S12
Light cavalry, javelin C 10 3S12
Subheavy infantry 5 143. Ming Chinese
Convert any to heavy infantry D +2 0S12
Convert any to C class +2
1368 AD To 1630 AD
Troop Type
Medium infantry C 6 6S12 Morale Points Stands
Options
Medium infantry, crossbow 6
Cvt up to 12 stands to handgun S1 Heavy cavalry B 22 6S18
C 6S24
Cvt any to C class subheavy inf +1 Light cavalry, bow C 12 0S30
Cvt any to D class heavy infantry +0
Heavy infantry 6
Medium infantry, bow 6 D 6S24
C 0S6 Cvt up to half used to C class +2
Convert any to longbow +1
Medium infantry, crossbow 6
Skirmish infantry, javelin 3 Cvt any to D class heavy inf C +0 6S30
C 0S6
Convert any to light infantry +5 Cvt up to 12 stands to handgun S1
Skirmish infantry, sling 4 Medium infantry, bow 6
C 0S3 C 6S24
Convert any to light infantry +3 Cvt any to D class heavy inf +0
Skirmish infantry, bow 5 Skirmish infantry, bow and/or 4
C 0S6 C 0S6
Convert any to light infantry +3 crossbow Convert any to light inf +2
Artillery, organ gun, crew of 3 C 9 0S2 Artillery, organ gun, crew of 3 C 9 0S2
Artillery, bombard, crew of 4 C 12 0S3 Artillery, stone-thrower,
C 12 0S2
Troop ratio: Mounted stands must not outnumber infantry crew of 4
stands by more than 2 to 1. Troop ratio: Infantry stands must outnumber mounted
Leaders: Depict as knight. stands. Leaders: Depict as heavy cavalry.

116
144. Late Ottoman Turk 145. Islamic Persian
1370 AD To 1500 AD 1405 AD To 1500 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Heavy cavalry, bow A 29 0S3 Heavy cavalry, bow 24


B 9S36
Convert to fierce +3
Heavy cavalry, bow B 24 0S12
Light cavalry, bow C 12 3S18
Medium cavalry, bow B 21 3S12
Medium infantry B 8 0S6
Light cavalry, javelin C 10 0S3
Medium infantry, handgun C 5 0S6
Light cavalry, bow 9
D 6S18
Convert any to C class +3 Medium infantry, bow D 4 6S18
Heavy infantry 12 Medium infantry, crossbow C 6 0S6
A 0S6
Add bow up to half in any units +2
Skirmish infantry, bow and/or
Heavy infantry, bow Janissary 10 crossbow D 4 0S12
B 6S12
Convert any to A class +2 Convert any to light infantry +2
Medium infantry, crossbow 8 Artillery, bombard, crew of 4 C 12 0S3
Cvt any crossbow to handgun S1
B 0S12 Troop ratio: Mounted stands must not outnumber infantry
Cvt any to C class subheavy inf S1
stands by more than 2 to 1.
Cvt any to C class heavy infantry +0
Leaders: Depict as heavy cavalry.
Medium infantry, fierce Bf 9 0S6
Medium infantry 4
Add bow up to half in any units D +2 12S30
Convert any to C class +2
Skirmish infantry, javelin 2
146. French Ordonnance
D 0S6 1445 AD To 1500 AD
Convert any to light infantry +4
Skirmish infantry, bow 4 Troop Type
D 0S6 Morale Points Stands
Convert any to light infantry +2 Options

Artillery, bombard, crew of 4 C 12 0S4 Heavy knight cavalry B 32 6S24


Troop ratio: Mounted stands must not outnumber infantry Heavy cavalry C 17 0S9
stands by more than 2 to 1. Medium cavalry, crossbow C 16 0S3
Leaders: Depict as cavalry.
Heavy infantry 6
D 0S12
Convert any to C class +2
Heavy infantry, longbow 9
C 4S12
Convert any to mounted infantry +1
Medium infantry, longbow C 7 6S12
Medium infantry, crossbow 6
Cvt any to C class subheavy inf C +1 0S18
Cvt any to D class heavy infantry +0
Medium infantry, handgun C 5 0S6
Skirmish infantry, crossbow 4
D 0S6
Convert any to light infantry +2
Artillery, organ gun, crew of 3 C 9 0S2
Artillery, bombard, crew of 4 C 12 0S3
Troop ratio: Mounted stands must not outnumber infantry
stands by more than 2 to 1.
Leaders: Depict as knight cavalry.

117
147. Renaissance Italian Renaissance Italian States continued
Artillery, organ gun, crew of 3 C 9 0S2
States
1453 AD To 1500 AD Artillery, bombard, crew of 4 C 12 0S2

Troop Type Comment: Choose troops to make up an army of one of the


Morale Points Stands
Options five major states or a minor state. Troop ratio: Mounted
stands must not outnumber infantry stands by more than 2 to
Heavy knight cavalry Milan A 37 0S3 1.
Heavy knight cavalry 27 Leaders: Depict as knight cavalry.
C 6S15
Convert up to 9 stands to B class +5
Heavy cavalry 17
Convert up to 9 stands to B class C +5 0S15
Cvt any to heavy knight cavalry +10
Medium cavalry, crossbow C 16 0S6
Light cavalry, bow Turks
Venice in Italy, C 12 0S3
Venice in Greece, Naples
Light cavalry, javelin Stradiots 12
Convert to fierce C +5 0S6 148. Late Medieval Hungarian
Venice in Italy 1450 AD To 1500 AD
Light cavalry, javelin Stradiots 12 Troop Type
Morale Points Stands
Convert to fierce C +5 0S12 Options
Venice in Greece
Medium knight cavalry 29
Naples, Papal B 3S15
Heavy infantry B 10 0S6 Cvt up to 6 to heavy knight cav +3
Medium knight infantry Heavy knight cavalry Mercenary C 27 0S6
D 10 0S6
Florence, Naples, Papal, Minor
Heavy cavalry, bow, fierce Bf 27 3S9
Heavy infantry
6 Light cavalry, javelin 10
Add pike to any C 3S6
+1 Convert any to fierce +5
Venice in Italy, D 0S12
Venice in Greece, Light cavalry, bow C 12 3S15
Naples, Papal, Minor
Heavy infantry D 6 0S18
Heavy infantry, pike
D 6 0S30 Medium infantry, handgun C 5 0S6
Florence, Milan
Medium infantry, crossbow 6
Medium infantry
Cvt any to C class subheavy inf C +1 6S18
Venice in Italy,
C 6 0S12 Convert any to D class heavy inf +0
Venice in Greece,
Naples, Papal, Minor Skirmish infantry, crossbow 5
C 0S6
Convert any to light infantry +3
Medium infantry Papal, Minor D 4 0S12
Artillery, bombard, crew of 4 C 12 0S2
Medium infantry, longbow
C 7 0S6
Venice in Italy, Florence Troop ratio: Mounted stands must not outnumber infantry
stands by more than 2 to 1.
Medium infantry, crossbow 6
Leaders: Depict as knight cavalry.
Cvt any to C class subheavy inf C +1 12S24
Cvt any to D class heavy inf +0
Medium infantry, handgun C 5 0S12
Medium infantry, handgun
Florence, Venice in Italy, C 5 0S6
Milan, Minor
Skirmish infantry, crossbow 4
D 0S6
Convert any to light infantry +2

118
149. War Of Roses English 150. Burgundian Ordonnance
1455 AD To 1500 AD 1471 AD To 1477 AD
Troop Type Troop Type
Morale Points Stands Morale Points Stands
Options Options

Heavy knight cavalry B 32 3S18 Heavy knight cavalry A 37 0S3


Heavy cavalry C 17 0S6 Heavy knight cavalry 27
C 3S18
Convert up to 9 stands to B class +5
Heavy infantry Billmen C 8 6S12
Heavy cavalry B 22 0S9
Heavy infantry C 8 0S12
Medium cavalry, crossbow C 16 0S6
Medium infantry C 6 0S12
Heavy infantry B 10 6S6
Medium infantry, longbow 7
C 12S24
Cvt up to 12 stands to B class +2 Heavy infantry, pike 7
D 12S24
Convert up to 12 to C class +2
Medium infantry, longbow 5
D 6S24
Convert up to 6 stands to C class +2 Medium infantry, longbow 7
Convert any to B class C +2 0S12
Medium infantry, handgun 5
C 0S12 Convert any to mounted infantry +1
Convert any to crossbow +1
Medium infantry, crossbow 6
Skirmish infantry, javelin 3
C 0S6 Cvt any to C class subheavy inf C +1 0S12
Convert any to light infantry +5
Cvt any to D class heavy infantry +0
Skirmish infantry, longbow 6
C 0S6 Medium infantry, handgun C 5 6S12
Convert any to light infantry +3
Skirmish infantry, crossbow 5
Convert any foot to mounted inf +1 0S48 C 0S6
Convert any to light infantry +3
Artillery, organ gun, crew of 3 C 9 0S2
Artillery, organ gun, crew of 3 C 9 0S3
Artillery, bombard, crew of 4 C 12 0S2
Artillery, bombard, crew of 4 C 12 0S3
Troop ratio: Infantry stands must outnumber mounted
Troop ratio: Mounted stands must not outnumber infantry
stands by at least 3 to 1.
stands by more than 2 to 1.
Leaders: Depict as knight cavalry.
Leaders: Depict as knight cavalry.

119
Charge Restrictions
Might Of Arms 1996 Edition May not charge or countercharge if shaken, charged on flank, or
made any move besides maneuver forward
Foot and mounted may not charge same target on same turn
Turn Sequence Foot may not charge both foot and mounted on same turn
Initiative S Lower 2D6 moves first Light cavalry/camelry (unless fierce) may only charge enemy that
1st side maneuver moves (not break-off), then shooting is shaken, in melee, or is skirmish unit
2nd side checks morale for shooting, seeing leader hit, routs Light cavalry/camelry may countercharge any enemy
2nd side movement, then shooting Skirmish foot may charge/countercharge only skirmish infantry,
1st side checks morale for shooting, seeing leader hit, routs elephants, or scythe chariots
Delayed shooting for 1st side and 2nd side morale checks Skirmish foot may receive at the halt a charge by skirmishers,
Charge declarations and charge morale checks elephants, or scythe chariots
Charge response declarations and morale checks
Evade, countercharge, and charge moves Charge & Charge Response Checks
Melee Dicing is not required (disregard other circumstances) for:
Morale checks for seeing leader melee hit within 8" [12"] h Formed troops to charge flank or rear
Melee morale checks h Fierce troops to charge or countercharge
Morale checks for seeing routs from melee h Foot defending fieldworks
Remove routed units Otherwise, dicing is required if any of the following apply:
Break-off moves h No leader in line of command within 8" [12"]
Recover from shaken h Charged on flank/rear
h Shaken (no advance) or surprised
Movement Distances (Inches) h Cavalry or camelry, except knight cavalry, to contact
fully supported formed foot
25mm 15mm h Any except elephants to contact elephants
Troop Type
Basic Charge Basic Charge h Formed foot to contact chariots
16 8 Light cavalry 10 5 h Formed foot, > b missile (not javelin), charged by mounted
12 8 Light camelry 8 5 h Skirmishers unless evading (ignore leader to evade)
12 8 Medium / heavy / elite cavalry 8 5 h Unit is worn h Formed unit to evade
12 8 Light / scythe chariots 8 5
10 8 Cataphract / knight cavalry 7 5 Morale Check Pass on 2D6 # Base ± Modifiers to base
10 8 Other camelry 7 5
10 8 Heavy chariots / elephants 7 5 Morale Bases A: 11 B: 10 C: 9 D: 8 E: 7
8 6 Skirmish/light/medium infantry 5 4
6 4 Heavy/subheavy/knight infantry 4 3 Causes For Checking Morale
3 - Artillery 2 -
6 - Wagons, transport 4 - Cause Result Of Failure To Pass
12 - Leader on foot 8 -
24 - Mounted leader 16 - Can’t charge. If charged by fierce troops,
Charge
become shaken
Types Of Moves (Inches) Can’t countercharge. If charged by fierce
Countercharge
troops, become shaken
Basic move: Maneuver forward move
Charge move: Charge, countercharge, evade Receive charge halted Become shaken. Rout if already shaken
Forward: 45 degree zone to front, change facing 45 degrees Evade Become shaken. Rout if already shaken
Reverse facing: If eligible, turn 180 degrees, move ahead
Fall back: If eligible, move backwards up to ½ basic move No charge/countercharge this turn
Break off from melee: If eligible, turn 180E, move 1–2X charge Shooting If unit has > 1 FP, become shaken
Skirmish move: ½ basic move with facing changes For any FP, rout if already shaken
Double: Up to 2X basic if >12" [18"] from enemy
Rout if any apply this turn:
Evade: If eligible, turn 180 degrees, move charge distance
h Already shaken
Cannot both move and change formation
Melee Formed foot h Charged by mounted or fierce
Catch evaders ending movement within 1½" [2"] on 1 on D6 Mounted
h Contacted on flank or rear
catch foot evading on 1-5 on D6
Otherwise, become shaken

Effect Of Rough Terrain On Movement Melee Other troops Rout

Skirmish / Light / Heavy / Subheavy / Mounted Troops / See leader wounded Become shaken
Medium Infantry Knight Infantry Artillery See friendly rout Become shaken. Rout if already shaken
No effect ½ movement ¼ movement
Morale Modifiers
Shaken +2 Leader attached to unit
+1 Foot defending fieldworks, not charging
Become shaken if contacted by enemy after making any move
–1 Each 2 FP, checking for charge/charge response
besides maneuver forward or skirmish—see text for exceptions
–1 Each FP, checking for other causes
Become shaken if broken through by elephants (and receive 1 FP)
–1 Formed foot, each flank unsupported, melee only
May not advance towards enemy
–1 Formed foot, > b missile (not javelin), melee only
Recover by standing 1 turn, no contact, may only shoot
–2 Shaken and/or surprised
–3 Charged or contacted on flank or rear
Copyright © 1996.2016 by Bob Bryant. All rights reserved.
D6 Shooting Factors
Cavalry & Camelry Infantry
Chariots
Missile Weapon Heavy Medium Cata- Medium Elephants Any Sub- Medium Skirmish
Elite Heavy Heavy
Knight Knight phract Light Knight Heavy Light Artillery
Bow, javelin, sling, staff sling 1 2 1 2 2 3 2 1 2 2 3 2
Longbow 3 3 3 3 3 3 2 2 3 3 3 2
Crossbow, handgun, artillery 2 2 2 2 2 2 2 2 2 2 2 1

Shooting Shooting Modifiers 25mm Shooting Ranges (Inches) 15mm


1 D6 per stand or artillery crewman – 1/3 dice Target in cover 4 Javelin 3
Formed foot: 2 ranks shoot – 1/3 dice Shooters shaken 8 Sling, mounted bow, handgun 5
All others: 1 rank shoots and/or surprised 12 Foot bow, staff sling, organ gun 8
Check morale if 1st hit; for each new 18 Foot longbow, crossbow 12
Hit on D6 # Shooting Factor FP; if hit when surprised 30 Artillery (except organ gun) 20

Troop Type Melee Factors


Cavalry & Camelry Infantry
Char- Ele-
Attacking Troops Heavy Medium Cata- Heavy Med Sub- Medium Skirmsh
Elite Heavy Medium Light iots phants Heavy
Knight Knight phract Knight Knight Heavy Light Artillery

Knight cavalry 4 5 4 5 5 6 7 6 2 5 6 6 7 7
Cataphract & elite cavalry 3 3 3 4 5 6 7 6 2 4 5 5 6 6
Heavy & medium cavalry 2 3 3 4 4 5 7 6 2 3 4 4 5 5
Light cavalry & light camelry 1 2 2 3 4 4 5 6 2 2 3 3 4 4 5
Cataphract/heavy/medium camels 4 5 5 6 6 7 7 7 3 3 4 4 4 5
Heavy chariots 3 4 4 4 5 6 6 6 2 5 6 7 7 7
Light chariots & scythe chariots 3 4 4 4 4 5 6 4 3 4 5 6 6 6 4
Elephants 5 5 5 5 5 5 4 5 5 4 5 5 5 5 6
Knight infantry 3 4 3 4 4 4 4 3 2 3 4 5 6 6
Heavy & subheavy infantry 3 4 3 4 4 4 4 3 2 2 3 5 6 6
Medium & light infantry 3 3 3 3 4 4 4 2 3 2 3 4 5 6
Skirmish infantry 5 6 5 8

Melee Modifiers Melee Morale Check Precedence


Roll 1 D6 for each unit. Counts vs all enemy units. Units check morale in order given if hit and any applies:
Formed foot: Count all stands in first 2 ranks Contacted on flank or rear > Shaken >
Other troops: Count all stands in first rank Contacted by fierce troops 1st turn >
+3 Mounted charging in clear terrain (not vs pikes) Foot with 1 or more FP charged by mounted troops >
+2 Any vs pikes or mounted troops in rough terrain Worn unit contacting enemy not worn
+1 Foot charging foot in clear terrain, not defending fieldworks Then check hostile worn units in contact in the order:
–1 Any vs pikes frontally in clear terrain Skirmisher > Formed foot vs elephants >
–1 Foot vs elite foot Cavalry or camelry contacting formed foot >
–1 Any vs foot defending higher ground and/or fieldworks Lower adjusted morale
–2 Any vs medium, light, or skirmish foot in rough terrain If all fail, then only unit with highest dice fails
–2 Shaken and/or surprised Unit not required to check if enemy checks first and fails

Hit Table (Sum of Melee Factor + Modifiers + D6)


Stands 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 - - - - - - - 1 1 1 1 1 2 2 3 3 4 5 7 8 10
2 - - - - 1 1 1 1 1 2 2 3 3 4 5 7 8 11 13 17 21
3 - - 1 1 1 1 1 2 2 2 3 4 5 6 8 10 13 16 20 25 32
4 - 1 1 1 1 1 2 2 3 3 4 5 7 8 11 13 17 21 27 33 43
5 1 1 1 1 1 2 2 2 3 4 5 7 8 10 13 17 21 27 33 43 53
6 1 1 1 1 2 2 2 3 4 5 6 8 10 13 16 20 25 32 40 50 64
7 1 1 1 2 2 2 3 4 5 6 7 9 12 15 19 23 29 37 47 59 73
8 1 1 1 2 2 3 3 4 5 7 8 11 13 17 21 27 33 43 53 66 86

Attached Leader Fatigue And Becoming Worn


Minimum die roll is 3 (melee only) When hits add up to 1 hit/stand, exchange for 1 FP
Leader wounded on 1 on D6 when unit receives any FP's Unit is worn when it has the following FP's:
Check only once per phase A: 4 B: 3 C: 2 D: 1 E: 0

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