Professional Documents
Culture Documents
When you print from a pdf document, you can Printing to 8.5 X 11 inch (letter) size paper
choose to print to fit or to print actual size. The
Select letter size paper on the printer dialog
layout of this document conforms best to a page
page and print to fit. The margins are wide enough
size of 8.5 by 11 inches. Page margins and font
to allow the punching of holes in the margins for a
size were chosen for printing to fit. The resulting
ring binder. The text on the QRS will be slightly
text size is approximately the same size as the text
larger and easier to read if you print the two QRS
in the original printed Might of Arms book. You
pages actual size instead of print to fit.
might consider printing a few test pages to check
out the appearance of the page before printing
large sections of the document.
Printing to A4 size paper
The front and back of the quick reference
Select A4 size paper on the printer dialog page
sheet are at the end of the document. You will
and print to fit. The margins are wide enough to
need the QRS to consult while playing the game.
allow the punching of holes in the margins for a
There are pages in the document that have ring binder. The top and bottom margins will be
limited use, which you need not print. The rules slightly wider than when printing to letter size
text extends from page 2 to page 57. The rules that paper. For the QRS, you can print actual size to
concern play mechanics are on pages 18 through A4, but the table border lines on the right side of
57. The army lists are on pages 74 through 119. If the page are likely not to appear.
you are interested in economy, you could print
only the army lists that you need.
Might Of Arms
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
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
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
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 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.
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
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
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.
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
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.
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
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
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.
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
26
Charge And Charge Response
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
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
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
36
Morale
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
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
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
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
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
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.
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.
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%
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.
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.
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.
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:
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
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
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
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
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
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
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
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
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
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
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.
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
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.
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.
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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
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
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
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.
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
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
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
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
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
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.
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
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
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
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
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
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