Warmaster Ancient PDF
Warmaster Ancient PDF
Warmaster Ancient PDF
Stephan Hess
Compiled by Ken Demyen
CONTENTS
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 1
Special Rules . . . . . . . . . . . . . . . . . . . . . . 3
Characters & Mounts . . . . . . . . . . . . . . . . . . 3
Generals . . . . . . . . . . . . . . . . . . . . . . . . . 3
Heros . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Shamans . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chariot Mount . . . . . . . . . . . . . . . . . . . . . 3
Elephant Mount . . . . . . . . . . . . . . . . . . . . 3
Unit Types . . . . . . . . . . . . . . . . . . . . . . . . 3
Skirmishers . . . . . . . . . . . . . . . . . . . . . . . 3
Warband . . . . . . . . . . . . . . . . . . . . . . . . . 3
Phalanx . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Testudo . . . . . . . . . . . . . . . . . . . . . . . . . 4
Shieldwall . . . . . . . . . . . . . . . . . . . . . . . . 4
Camels . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Elephants . . . . . . . . . . . . . . . . . . . . . . . . 4
Chariot Runners . . . . . . . . . . . . . . . . . . . 4
Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Super Heavy Infantry . . . . . . . . . . . . . . . . 4
Heavy Infantry . . . . . . . . . . . . . . . . . . . . . 4
Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Unarmoured Infantry . . . . . . . . . . . . . . . . 5
Light Infantry . . . . . . . . . . . . . . . . . . . . . . 5
Skirmishing Infantry . . . . . . . . . . . . . . . . . 5
Heavy Phalangite Infantry . . . . . . . . . . . . . 5
Phalangite Infantry . . . . . . . . . . . . . . . . . . 5
Heavy Bowmen . . . . . . . . . . . . . . . . . . . . 5
Bowmen . . . . . . . . . . . . . . . . . . . . . . . . . 5
Skirmishing Bowmen . . . . . . . . . . . . . . . . 5
Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Warband . . . . . . . . . . . . . . . . . . . . . . . . . 5
Testudo . . . . . . . . . . . . . . . . . . . . . . . . . 6
Shieldwall . . . . . . . . . . . . . . . . . . . . . . . . 6
Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Super Heavy Cavalry . . . . . . . . . . . . . . . . 6
Heavy Cavalry . . . . . . . . . . . . . . . . . . . . . 6
Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Light Cavalry . . . . . . . . . . . . . . . . . . . . . .
Skirmishing Cavalry . . . . . . . . . . . . . . . . .
Heavy Horse Archers . . . . . . . . . . . . . . . .
Horse Archers . . . . . . . . . . . . . . . . . . . . .
Skirmishing Horse Archers . . . . . . . . . . . .
Warhound . . . . . . . . . . . . . . . . . . . . . . . .
Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Camelry . . . . . . . . . . . . . . . . . . . . . . . . .
Warband . . . . . . . . . . . . . . . . . . . . . . . . .
Chariots . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Heavy Chariot . . . . . . . . . . . . . . . . . . . . .
Chariot . . . . . . . . . . . . . . . . . . . . . . . . . .
Chariot With Bowmen . . . . . . . . . . . . . . .
Light Chariot . . . . . . . . . . . . . . . . . . . . . .
Light Chariot With Bowmen . . . . . . . . . . .
Chariot Runners . . . . . . . . . . . . . . . . . . .
Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Warband . . . . . . . . . . . . . . . . . . . . . . . . .
Monsters & Machines . . . . . . . . . . . . . . . . .
Indian Elephant . . . . . . . . . . . . . . . . . . . .
African Elephant . . . . . . . . . . . . . . . . . . .
Ballista . . . . . . . . . . . . . . . . . . . . . . . . . .
Onager . . . . . . . . . . . . . . . . . . . . . . . . . .
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Introduction
INTRODUCTION
THE RULES
Characters & Mounts
Special Troop types
Infantry
Cavalry
Chariots
Monsters & Warmachines
Special Rules
SPECIAL RULES
CHARACTERS &
MOUNTS
GENERALS
The commander of the army this can be a General or
a chieftain or whoever managed to get the job. There
are three types of Generals the difference being the
command value and resulting from that the points
value.
Type
Attacks
Command
Points
Gen
+2
10
170
Gen
+2
9
125
Gen
+2
8
95
Because even a command 10 General can be
accompanied by two heroes, his cost is increased to
170 compared to the 155 for a command 10
Warmaster General.
HERO
Any subordinate leader usually an officer or lesser
chieftain.
Type
Attacks
Command
Points
Hero
Hero
+1
+1
8
7
80
45
SHAMANS
Shamans are known in may tribal communities. They
are responsible for spiritual guidance and they are
respected if not feared by their kinsmen.
Type
Attacks
Command
Points
Wizard
+0
8
80
Wizard
+0
7
45
Shamans are wizards in all respects, but can not cast
spells. The shamans are able to work the troops into
frenzy. For that reason a shaman adds +1 to every
stand of the unit he is with.
CHARIOT MOUNT
Many leaders prefer to ride a chariot instead of having
to ride on horse back or (shocking) to walk.
Type
Attacks
Command
Points
Chariot Mount
+1
+10
ELEPHANT MOUNT
Some leaders can ride to war on an Elephant. And
usually they do if they can. While there is a distinction
between African and Indian Elephants for Elephant
units, there is none for Elephant mounts.
Elephant mounts cause terror.
Type
Attacks
Command
Points
Monstrous Mount
+3
90
UNIT TYPES
SKIRMISHERS
Skirmishers are used to harass the enemy with missile
fire, but stay out of close combat.
Skirmishers are allowed to shoot before they move.
They can shoot even before they move on initiative.
When they shoot before they move they can not shoot
in the shooting phase. The drive back is still resolved
at the end of the ordinary shooting phase. When a
unit that has been shot at by skirmishers is charged, it
will not be driven back, but has still to roll the
appropriate number of dices to see if it is confused.
WARBAND
Warbands are less well organized and trained than
regular units. Especially strong is the effect of
numbers and success and casualties on the units
morale.
If all units of a brigade are classified as Warband and
the brigade consists of at least 3 units, the brigades
command value is increased by 1. Remember: a
command roll of 11 or 12 is always a failure.
If a Warband has to roll for drive backs without losing
a stand, the unit rolls 1 dice less than usual. If a
Warband has to roll for drive backs after losing at least
one stand, the unit has to roll 1 dice more than usual.
Each stand of a Warband gets +2 attacks instead of
the usual +1 when the Warband pursues. Each stand
of a Warband looses 1 attack when the Warband fights
an pursuing enemy (i.e. the Warband retreated).
PHALANX
The Phalanx is a dense formation of pike equipped
troops. The formation is very strong to the front
which looks like a hedgehog, but rather vulnerable to
flank attacks. Please note that the unit does not have
Special Rules
to be in Phalanx formation and that some of the rules
are used only if the unit is in Phalanx formation.
The unit automatically adapts the Phalanx when the
unit ends it's move in column formation.
Units trained in using the Phalanx may make full
moves only when evading, being driven back or
retreating or, when it started and ended the
movement in column formation, did not change it's
facing and did not move more than half it's forward
movement to the sides (I.e a unit moving 15 cm
ahead, may not move more than 7.5 cm to the left or
right). Against the standard rules this limitation is also
used for charges.
A unit that started a charge in phalanx does not have
to bring as many stands into contact with the enemy
as possible, but can opt to stay in phalanx formation,
but the movement restrictions apply.
If the unit is in Phalanx than any stand that would
(using the standard rules) support another stand of
the same unit will not support that stand, but will
attack the front stand's enemy just as if they were in
contact. The front stand can not receive support by
the second rank attacker, but the second rank attacker
can be supported as it counts as fighting. (I.e. a
charging (3 stand) unit in Phalanx would have 6
attacks plus 1 support.
Cavalry will not charge the front of a unit in Phalanx
formation.
Infantry can not charge the front of a unit in Phalanx
formation by initiative only if given orders.
TESTUDO
Roman Legionaries can form a Testudo. The
Legionaries at the front, back and sides hold their
shields to the outside and the Legionaries in the
center raise their shields above the heads. This
formation provided improved protection against
shooting attacks.
A unit in column formation can form a Testudo by
passing a command test. The unit will not move, but
form the Testudo. The unit stays in Testudo formation
until it charges (so stand and shoot is resolved as if in
open), it is charged, enters fortified or dense terrain
or abandons the column.
A unit in Testudo formation treats all shooting attacks
as if the unit would be in defended terrain. A fortified
unit or units in dense terrain can not form a Testudo.
SHIELDWALL
A unit in open terrain can form a shieldwall.
To adopt the shieldwall formation the unit has to pass
an ordinary command test just as if the unit would be
ordered to move. But instead of moving the unit
forms the shieldwall. The unit stays in shieldwall
formation until it moves for whatever reason (drive
back, retreat, initiative or commanded move, making
way, etc.).
All attacks (close combat and shooting) that cross the
front edge of the stands in shieldwall formation get a
CAMELS
Some cavalry units are equipped with camels instead
of horses. Camels are cheaper and can carry heavier
armoured riders. But more important in game terms
is that horses unaccustomed to camels will be terrified
by them. All units (friend and foe) equipped with
horses (i.e. cavalry, chariots) are subject to terror by
units (i.e. not characters riding camels) equipped with
camels.
ELEPHANTS
Elephants cause terror.
If a Elephant is driven back or retreats into any stand
it will not wait for the soldiers to make way it will run
them down in panic. Before the unit makes way or
denies to make way or before the Elephant is stopped
or killed by an blocking enemy stand or combat the
Elephant will attack that stand. It is resolved as 3
normal close combat attacks. The wounds inflicted
are added to any other wounds that have been or will
be inflicted that phase (combat or shooting). If this
happens in the shooting phase the wounds inflicted
count towards the wounds for determining the
number of stands lost (as said before), but do not add
dices the ones rolled for drive back.
CHARIOT RUNNERS
Infantry trained to ride on and fight along chariots. If
a brigade consists of at least as many chariot stands as
chariot runner stands, than the movement of the
chariot runners is increased to 30 cm. The movement
increase is only granted if the units still form a
brigade (with at least one chariot stand per runner
stand) at the end of the movement (This is only
relevant if the brigade or parts of the brigade charge).
INFANTRY
SUPER HEAVY INFANTRY
Infantry trained to fight in close formation.
Completely clad in metal armour, like an medieval
knight on foot. (DBM Bl(S), WHA Sv 3+ or 4+)
Type
Attacks
Hits
Save
Size
Points
Inf
4+
75
HEAVY INFANTRY
Infantry trained to fight in close formation. Partially
protected by metal or horn armour usually also
equipped with a shield, like Roman legionaries.
(DBM Bl(O), WHA Sv 4+)
Type
Attacks
Hits
Save
Size
Points
Inf
5+
60
Special Rules
INFANTRY
PHALANGITE INFANTRY
Type
Attacks
Hits
Save
Size
Points
Inf
6+
45
UNARMOURED INFANTRY
Tribal infantry and other unprotected infantry. (DBM
Ax(I)), WHA Sv 6+ or none, no ranged weapons)
Type
Attacks
Hits
Save
Size
Points
Inf
35
LIGHT INFANTRY
Infantry trained to fight in close formation as well as
in loose formation. Wears only light or no armour and
is equipped with short ranged missile weapons.
(DBM Ax(O), Ax(S), WHA Sv 6+ or none and/or
classified as light infantry, equipped with short range
missile weapons)
Type
Attacks
Inf
3/1
Range 15 cm.
Hits
Save
Size
Points
40
SKIRMISHING INFANTRY
Infantry fighting in open formation. Light or no
armour and probably equipped with shields. Mainly
armed with short ranged weapons like javelins they
try to avoid close combat. Their increased mobility
gives them a 15 cm shooting attack even while most
other javelin equipped infantry does not get a
shooting attack. For balance reasons their attack value
is 2 even if some could have an attack value of 3
justified by equipment and training. (DBM Ax(I) /
Ps(I) / Ps(O), WHA Sv 6+ or none, Skirmisher, sling,
javelin)
Type
Attacks
Hits
Save
Inf
2/1
3
0
Range 15 cm. Shoot all round.
Size
Points
40
Type
Attacks
Hits
Save
Size
Points
Inf
6+
55
HEAVY BOWMEN
Infantry trained to fire volleys using bows or
crossbows. Protected by some kind of armour
probably in combination with a shield. Comparable to
Bw(S) or an archers with 5+ save in WHA. (DBM
Bw(S), WHA Sv 4+ or 5+, bow, crossbow)
Type
Attacks
Hits
Save
Size
Points
Inf
3/1
6+
70
BOWMEN
Infantry trained to fire volleys using bows or
crossbows. Lightly or not protected by armour
probably in combination with a shield. Comparable to
Bw(O), Bw(F) or an archers with 6+ save or less in
WHA. (DBM Bw(O), WHA Sv 5+ or 6+ or none, bow
or crossbow)
Type
Attacks
Hits
Save
Size
Points
Inf
3/1
55
SKIRMISHING BOWMEN
Bowmen harassing the enemy from a distance. For
balance reasons their attack value is 2 even if some
could have an attack value of 3 justified by equipment
and training. Ps(S) / Ps(O), WHA Sv 6+ or none,
Skirmisher, bow)
Type
Attacks
Inf
2/1
Shoot all around.
Attacks
Hits
Save
Size
Points
Inf
5+
70
Hits
Save
Size
Points
55
ELITE
Some units are especially powerful. Those units have
the usual profile, but each stand gains 1 additional
close combat attack. This attack costs 15 points for a
unit of three stands. DBM some troops of Superior
quality might get Elite status. WHA WS 5 or natural S5,
probably also S4,WS4.
WARBAND
Any unit can be classified as Warband. A Warband unit
has it's point cost increased by 5. (DBM Wb(any),
WHA Warband special rule)
Special Rules
TESTUDO
SKIRMISHING CAVALRY
SHIELDWALL
Some troops are trained to form a Shieldwall for
defense. The unit's points cost will be increased by 10.
(DBM Sp(any), WHA Shieldwall special rule)
CAVALRY
Type
Hits
Save
Cav
2/1
3
0
Range 15 cm. Shoot all round.
Size
Points
65
Type
Attacks
Hits
Save
Size
Points
Type
Attacks
Hits
Save
Size
Points
Cht
4+
120
Cav
3/1
5+
100
HEAVY CAVALRY
Cavalry trained to fight in close formations. Heavily
armoured with barded horses. Using lances (kontos,
spears etc.) and shield. Cataphracts and the knight as
we know and love them. (DBM Kn(O), WHA Sv 2+ or
3+)
Type
Attacks
Hits
Save
Size
Points
Cav
4+
110
Attacks
Hits
Save
Size
Points
Cav
5+
90
LIGHT CAVALRY
Cavalry trained to harass the enemy as well as get in
to combat with an already weakened enemy. Only
lightly armoured, if armoured at all. Usually equipped
with javelin, shield and some kind of close combat
weapon. (DBM Kn(F) / LH(O) / Cv(I), WHA Sv 5+ or
6+, javelin, short bow)
Type
HORSE ARCHERS
Cavalry trained to fire bows from horseback as well as
to charge the enemy. Protected by light to medium
armour. (DBM Cv(O), WHA Sv 5+ or 6+, bow, short
bow
Type
Attacks
Hits
Save
Size
Points
Cav
3/1
6+
85
CAVALRY
Attacks
Cht
3/1
Range 15 cm.
Attacks
Hits
Save
Size
Points
6+
80
Attacks
Cav
2/1
Shoot all round.
Hits
Save
Size
Points
70
WARHOUNDS
Dogs trained to fight, and their handlers.
Type
Attacks
Hits
Save
Size
Points
Cav
30
ELITE
Some units are especially powerful. Those units have
the usual profile, but each stand gains 1 additional
attack. This attack costs 15 points for a unit of three
stands. DBM some troops of Superior quality might
Special Rules
get Elite status. WHA WS 5 or natural S5, probably
also S4,WS4.
CAMELRY
Some units are equipped with camels instead of
horses. A unit of camelry is 10 points more expensive
than it's horse equipped counter part. (DBM Cm(any),
WHA troops riding camels)
WARBAND
Any unit can be classified as Warband. A Warband unit
has it's point cost increased by 5. (DBM Wb(any),
WHA Warband special rule)
CHARIOTS
Attacks
Type
Attacks
Hits
Save
Size
Points
Cht
110
CHARIOT
Designed for combat not as a weapon platform, but to
go in and fight. 2 horses or 4 horses, driver plus one
or two fighters and scythes. (DBM Kn(O), WHA heavy
chariot)
Type
Attacks
Hits
Save
Size
Points
Cht
95
Size
Points
70
+1 for
CHARIOT RUNNER
Infantry trained to ride on and fight along the
chariots. (DBM no equivalent, WHA chariot runners)
Attacks
Cht
3/1
Range 15 cm.
Save
Cht
2/1
3
6+
3
A light chariot does not get the
chariot/monster charging in the open.
Type
HEAVY CHARIOT
Hits
Hits
Save
Size
Points
40
ELITE
Some units are especially powerful. Those units have
the usual profile, but each stand gains 1 additional
attack. This attack costs 15 points for a unit of three
stands. DBM some troops of Superior quality might
get Elite status. WHA WS 5 or natural S5, probably
also S4,WS4.
WARBAND
Any unit can be classified as Warband. A Warband unit
has it's point cost increased by 5. (DBM Wb(any),
WHA Warband special rule)
Attacks
Hits
Save
Size
Points
Cht
3/1
5+
110
LIGHT CHARIOT
Used as a platform for short ranged weapons or to
transport chariot runners. 2 horses driver and
probably a fighter. Armed with javelins. (DBM Cv(I),
WHA light chariot, javelins)
Type
Attacks
Hits
Save
Size
Points
Cht
2/1
3
6+
3
65
Range 15 cm. A light chariot does not get the +1 for
chariot/monster charging in the open.
Special Rules
BALLISTA
MONSTERS &
MACHINES
INDIAN ELEPHANT
The bigger elephant. (DBM El(S), WHA Indian
Elephant, bows)
Type
Attacks
Hits
Save
Size
Points
Mon
6/1
5+
100
AFRICAN ELEPHANT
Bigger ears, but smaller elephant. (DBM El(I), WHA
African Elephant, bows)
Type
Attacks
Hits
Save
Size
Points
Mon
5/1
5+
90
Attacks
Hits
Save
Size
Points
Art
1/1
3
0
2
65
Range 40 cm. Ignores armour. Will penetrate up to 3
stands which have to touch adding 1 attack each.
ONAGER
Not an wild donkey, but a stone thrower, big enough
to make itself useful, but small enough so it can be
used on the battle field. (DBM Art(S), WHA any kind
of stone thrower.)
Type
Attacks
Hits
Save
Size
Points
Art
1/3
3
0
1
75
Range 60 cm. Ignores armour. Cannot stand and
shoot.
Army Lists
ANCIENTMASTER ARMY
LISTS
GERMAN ARMIES
Hits
Armour
Command
Unit Size
Min/Max
Special
Noble Warriors
Warriors
Archers
Skirmishers
Cavalry
Light Cavalry
General
Hero
Chieftain
Attack
Troops
Type
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
General
Hero
Hero
3
3
2/1
2/1
3
3/1
+2
+1
+1
3
3
3
3
3
3
-
6+
0
0
0
5+
6+
-
8
8
7
3
3
3
3
3
3
1
1
1
2/4
10/-/4
2/6
-/4
-/2
1/1
-/2
-/2
50
40
60
45
95
85
95
80
45
*1
*1
*1,2,3
*1,2,3,4
*1
*1,4
-
Special Rules
Army Lists
If the army should be lead by one of Alexander's
sub-commanders or successors a General with a
command value of 9 (125 points) should be used instead
of Alexander.
The heart of the army are still the Phalangites, but far
from home losses have to be replaced by other local
troop types. Not to mention troop types that Alexander
learned to be effective.
ARMIES OF ALEXANDER
Armour
Command
Unit Size
Min/Max
Special
Infantry
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
Monster
Artillery
General
Hero
Monstrous Mount
Hits
Guard Phalangites
Phalangites
Light Infantry
Skirmishers
Staff Slingers
Cavalry
Light Cavalry
Elephant
Bolt Thrower
Alexander
Officers
Elephants
Attack
Troops
Type
2
3
3/1
2/1
2/1
3
3/1
6/1
1/1
+2
+1
+3
3
3
3
3
3
3
3
4
2
-
5+
6+
0
0
0
5+
6+
5+
-
10
8
-
3
3
3
3
3
3
3
1
2
1
1
1
-/1
6/12
-/8
-/4
-/1
-/2
2/4
-/1
-/1
1/1
-/2
-/1
70
55
40
40
55
90
80
100
75
170
80
10
*1
*1
*2
*2,3,4
*3,4
*2
*5
*6
-
Special Rules
10
Army Lists
The outstanding features compared to other ancient
list is the large number of archers and Elephants.
All Indian troops ignore terror caused by Elephants.
ARMIES OF INDIA
Armour
Command
Unit Size
Min/Max
Special
Infantry
Infantry
Infantry
Infantry
Cavalry
Chariot
Monster
General
Hero
Hero
Monstrous Mount
Chariot Mount
Hits
Longbowmen
Swordsmen
Javelinmen
Skirmishers
Cavalry
Chariots
Elephant
General
Officer
Guards Officer
Elephant
Chariot
Attack
Troops
Type
3/1
3
3/1
2/1
3
3
6/1
+2
+1
+1
+3
+1
3
3
3
3
3
3
4
-
0
6+
0
0
6+
5+
5+
-
8
7
8
-
3
3
3
3
3
3
1
1
1
1
1
1
4/10
-/6
-/6
-/3
2/4
-/3
1/3
1/1
-/2
-/1
-/1
-/1
60
50
45
40
80
95
100
95
45
80
90
10
*1
*1
*1,2
*1,3,4
*1
*5
*6
-
Special Rules
11
Army Lists
Hits
Armour
Command
Unit Size
Min/Max
Special
Phalangites
Peltasts
Skirmishers
Cretans
Heavy Cavalry
Light Cavalry
General
Hero
Attack
Troops
Type
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
General
Hero
3
3/1
2/1
2/1
3
3/1
+2
+1
3
3
3
3
3
3
-
6+
0
0
0
5+
6+
-
9
8
3
3
3
3
3
3
1
1
7/-/8
2/6
-/2
1/1
-/2
1/1
-/2
55
40
40
55
90
80
125
80
*1
*2
*2,3,4
*3,4
*2
-
Special Rules
12
Army Lists
any other army can have. At that time the Phalanx was
not developed and the core of the army was formed
by spearmen supported by different kind of light
infantry and skirmishers. Cavalry was not used instead
chariots roamed the battle field.
Armour
Command
Unit Size
Min/Max
Special
Infantry
Infantry
Infantry
Infantry
Chariot
General
Hero
Chariot Mount
Hits
Tereta Spearmen
Archers
Javelinmen
Slingers
Equata Chariotry
General
Hero
Chariot
Attack
Troops
Type
3
3/1
3/1
2/1
2/1
+2
+1
+1
3
3
3
3
3
-
6+
0
0
0
6+
-
9
8
-
3
3
3
3
3
1
1
1
6/1/4
1/4
1/6
2/6
1/1
-/4
-/2
45
55
40
40
65
125
80
10
*1
*1,2,3
*1,4
-
Special Rules
13
Army Lists
PERSIAN ARMIES
Armour
Command
Unit Size
Min/Max
Special
Infantry
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
Cavalry
Cavalry
Chariot
Chariot
Monster
Artillery
General
Hero
Chariot Mount
Hits
Immortals
Persian Infantry
Persian Archers
Levy
Light Infantry
Guard Cavalry
Persian Cavalry
Shock Cavalry
Skirmish Cavalry
Chariot
Light Chariot
Elephant
Bolt Thrower
General
Hero
Chariot
Attack
Troops
Type
4
3
3/1
3
3/1
4
3/1
3
2/1
3
3/1
6/1
1/1
+2
+1
+1
3
3
3
3
3
3
3
3
3
3
3
4
2
-
6+
6+
0
0
0
5+
6+
5+
0
5+
6+
5+
-
9
8
-
3
3
3
3
3
3
3
3
3
3
3
1
2
1
1
1
-/1
-/-/6
-/6
-/6
-/1
4/1/2/-/1
-/1
-/1
-/1
1/1
-/2
-/1
60
45
55
35
40
105
80
90
65
95
70
100
65
125
80
10
*1
*1
*1,2,3
*4
*5
*6
-
Special Rules
14
Army Lists
EGYPTIAN ARMIES
Armour
Command
Unit Size
Min/Max
Special
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Cavalry
Chariot
General
Hero
Chariot Mount
Hits
Attack
Troops
Type
3
3/1
4
3/1
2/1
3/1
2/1
2/1
+2
+1
+1
3
3
3
3
3
3
3
3
-
0
0
0
0
0
0
0
6+
-
8
8
-
3
3
3
3
3
3
3
3
1
1
1
6/4/-/1
-/4
-/4
-/-/1
1/4
1/1
-/2
-/4
35
55
50
40
40
40
70
70
95
80
10
*1
*1,2,3
*1,2,3,4,5
*1,6
*4,5
*7
-
Special Rules
15
Army Lists
Hits
Armour
Command
Unit Size
Min/Max
Special
Legionaries
Italian Spearmen
Light Infantry
Skirmishers
Cavalry
Spanish Cavalry
General
Hero
Attack
Troops
Type
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
General
Hero
3
3
3/1
2/1
3
3/1
+2
+1
3
3
3
3
3
3
-
6+
0
0
0+
5+
6+
-
9
8
3
3
3
3
3
3
1
1
10/-/8
-/6
-/4
-/4
-/2
1/1
-/2
55
35
40
40
90
80
125
80
*1
*2
*2,3,4
*2
-
Special Rules
16
Army Lists
African allies. While most other armies have only one
or two compulsory troop types, the Carthagian has 5.
CARTHAGIAN ARMIES
Hits
Armour
Command
Unit Size
Min/Max
Special
Heavy Infantry
Light Infantry
Africans
Skirmishers
Heavy Cavalry
Light Cavalry
Elephants
General
Hero
Attack
Troops
Type
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
Monster
General
Hero
2
3
3
2/1
3
3/1
5/1
+2
+1
3
3
3
3
3
3
4
-
5+
0
6+
0
5+
6+
5+
-
9
8
3
3
3
3
3
3
1
1
1
3/2/8
2/8
2/8
-/2
1/4
-/1
1/1
-/2
55
35
45
40
90
80
90
125
80
*1
*2,3,4
*2
*5
-
Special Rules
17
Army Lists
Armour
Command
Unit Size
Min/Max
Special
Infantry
Infantry
Infantry
Infantry
Infantry
Infantry
Cavalry
Cavalry
Monster
Artillery
Artillery
General
Hero
Hits
Praetorian/ Veteran
Legionaries
Archers
Auxillia
Light Auxillia
Skirmishers
Auxillia Cavalry
Auxillia Light Cavalry
Elephant
Ballista
Onager
General
Hero
Attack
Troops
Type
4
3
3/1
3
3/1
2/1
3
3/1
5/1
1/1
1/3
+2
+1
3
3
3
3
3
3
3
3
4
3
3
-
5+
5+
0
6+
0
0
5+
6+
5+
-
9
8
3
3
3
3
3
3
3
3
1
2
2
1
1
1/4
7/-/4
-/8
-/4
-/4
-/2
-/4
-/1
-/1
-/1
1/1
-/2
80
65
55
45
40
40
90
80
90
65
75
125
80
*1
*1
*2
*2,3,4
*2
*5
*6
*7
-
Special Rules
18
Army Lists
BRITON ARMIES
Armour
Command
Unit Size
Min/Max
Special
Infantry
Infantry
Infantry
Infantry
Cavalry
Chariot
General
Hero
Wizard
Chariot Mount
Hits
Warriors
Fanatics
Javelinmen
Skirmishers
Cavalry
Chariots
General
Chieftain
Shaman
Chariot
Attack
Troops
Type
3
5
3/1
2/1
3/1
2
+2
+1
+0
+1
3
3
3
3
3
3
-
0
0
0
0
6+
5+
-
8
7
8
-
3
3
3
3
3
3
1
1
1
1
8/-/1
-/10
-/8
2/4
-/6
1
-/2
-/1
-/2
40
75
45
45
85
80
95
45
80
10
*1
*1,2
*1,3
*1,3,4,5
*1,3
*6
-
Special Rules
19
Army Lists
GALLIC ARMIES
Armour
Command
Unit Size
Min/Max
Special
Infantry
Infantry
Infantry
Infantry
Cavalry
Chariot
General
Hero
Hero
Chariot Mount
Hits
Bodyguard
Warriors
Javelin Men
Skirmishers
Noble Cavalry
Chariots
General
Hero
Chieftain
Chariot
Attack
Troops
Type
4
3
3/1
2/1
3
2
+2
+1
+1
+1
3
3
3
3
3
3
-
6+
0
0
0
5+
5+
-
8
7
7
-
3
3
3
3
3
3
1
1
1
1
-/2
9/3/6
-/4
-/3
1/4
1/1
-/2
-/2
-/2
65
40
45
45
95
80
95
45
45
10
*1
*1
*1,2
*1,2,3,4
*1
-
Special Rules
20