Kings of War Historical

1 The Rules 2 The Rules Kings of War Historical excited that the Kings of War Historical book is now with us and the opportunity it presents for intro...

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The Rules

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Kings of War The Rules Historical

IntroductIon

Kings of War is the mass-battle fantasy game loved by thousands of players around the world. Mighty armies clash across a myriad of battlefields. Arcane magics crackle in the air as towering monsters carve their way through the enemy lines, while above, dragons and harpies and monstrous demons vie for dominance in the skies.

excited that the Kings of War historical book is now with us and the opportunity it presents for introducing many more players to the game as well as allowing existing players to explore new game experiences and armies. Within this book you will find the rules and army lists to allow you to play Kings of War with a range of different armies from across a wide swathe of history, from antiquity to the late middle ages. You can tailor your units with veteran abilities and even introduce mythical elements to your force. We sincerely hope you have great fun with it.

However, the Kings of War ruleset has its roots very firmly bedded in historical war gaming. The sight of legions of beautifully painted infantry and cavalry models lined up ready to outwit and outfight their foes across the table is one which fires the imaginations of both historical and fantasy war gamers alike. History has taught us how such battles were fought and so it is to history that Kings of War players can now return to relive ancient battles, alliances and animosities.

We’ve also sprinkled in a few units and options for flavour and for cinematic appeal rather than historical accuracy so historical aficionados might raise the odd eyebrow! Players are of course free to disregard any options they think are not appropriate for the army they want to represent.

Producing a book to allow historical war game players to enjoy Kings of War is something that has been discussed for a long time. Fans of the game have produced some excellent historical lists over the last few years while waiting for an “official” way of playing with such armies. The wait is over! We are really

Photo courtesy of Warlord Games

Hardcore historical wargamers will notice that we have taken the liberty to be a little loose with our lists and themes, giving players some flexibility rather than more accurate army lists some rule sets would provide.

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Kings of War The Rules Historical

Contents

THE RULES . . . . . . . . . . . . 4

Barbarians . . . . . . . . . . . .60

Vikings . . . . . . . . . . . . . .92

Units . . . . . . . . . . . . . . . . . 6

carthaginians . . . . . . . . .62

crusaders . . . . . . . . . . . .94

The Turn . . . . . . . . . . . . . 10

chinese . . . . . . . . . . . . . .64

Japanese . . . . . . . . . . . . .96

Move . . . . . . . . . . . . . . . . 12

Egyptians . . . . . . . . . . . .66

Terrain . . . . . . . . . . . . . . 16

Greeks . . . . . . . . . . . . . . .68

Shoot . . . . . . . . . . . . . . . . 18

Indian . . . . . . . . . . . . . . .70

Melee . . . . . . . . . . . . . . . 22 Nerve. . . . . . . . . . . . . . . . 26

Macedonians & Successors . . . . . . . . . . . .72

War Engines . . . . . . . . . . 28

Persians . . . . . . . . . . . . . .74

conquistadors . . . . . . . .103

Individuals . . . . . . . . . . . 29

Romans . . . . . . . . . . . . . .76

English . . . . . . . . . . . . .104

Special Rules . . . . . . . . . 30

Spartans . . . . . . . . . . . . .78

French . . . . . . . . . . . . . .106

Picking a Force . . . . . . . . 34

Scythians . . . . . . . . . . . . .80

Veteran Abilities . . . . . . 38

Thracians . . . . . . . . . . . .82

Game Scenarios . . . . . . . 40

Huns . . . . . . . . . . . . . . . .84

Timed Games . . . . . . . . . 46

Anglo-Saxons . . . . . . . . .85

FORcE LISTS . . . . . . . . . . 48

Franks . . . . . . . . . . . . . . .86

The Eras and Armies covered . . . . . . . 50

Normans . . . . . . . . . . . . .88

MAGIcAL SPELLS . . . . . 118

Polish . . . . . . . . . . . . . . .90

MODELLING NOTES . . .120

MASTER LIST . . . . . . . . . .52

Slavs . . . . . . . . . . . . . . . .91

INDEx. . . . . . . . . . . . . . 122

Mongols. . . . . . . . . . . . . .98 Byzantines. . . . . . . . . . .100 Ottomans . . . . . . . . . . . 101 Aztecs . . . . . . . . . . . . . .102

Holy Roman Empire . . .108 Scottish . . . . . . . . . . . . .109 Mercenaries. . . . . . . . . . 110 Mythical Units . . . . . . . 112

Kings of War Original Game Design

Playtesters

Alessio Cavatore

The Kings of War Rules Committee would like to thank the “Cabal” for their contributions to this book, especially Richard Heath, Jez Gurney, Sharad Vora and Kara Brown

Historical Rules and Lists Development Alessio Cavatore, Daniel King, Sami Mahmoud, Jason Moorman, Chris Morris, Nick Williams

Model Photography Provided By: Allan (AJ) Wright (www.ajs-wargaming.blogspot.co.uk), Andy Hawes, 1st Corps Curteys Miniatures (www.1stcorps.co.uk), eBob Miniatures (www.ebobminiatures.com), Fireforge Games (www.fireforge-games.com), Gripping Beast (www.grippingbeast.com), John Moher (wargaming.info), LuiFe Garcia, Luis Fernando López, Nathan Vinson (www.lonelygamers.blogspot.com.au), North Star (www.northstarfigures.com), Perry Miniatures (www.perry-miniatures.com), Rob Broom (www.scarabminiatures.com), Warlord Games (www.warlordgames.com), Wayne (Roundie) Steward.

Editing and Additional Writing Matt Gilbert

Graphic Design Dylan Owen

Research and Reference ancient.eu, ancientmilitary.com, phoenicia.org, roman-empire.net, theancientworld.net, thehistoryjunkie.com, weaponsandwarfare.com, wikipedia.org, Susan Wise Bauer’s History of the World

Mantic, Dungeon Saga, Kings of War, and all associated characters, names, places and things are TM and © Mantic Entertainment Ltd 2016. All rights in the design, text, graphics, and other material in this publication and its selection or arrangement is copyright of Mantic Entertainment Ltd., or has been granted for use by other third parties. This includes images, text, graphics, corporate logos and emblems. Reproduction is prohibited. Colours and contents may vary from those shown. Photography not to scale.

Mantic Games, 193 Hempshill Lane, Bulwell, Nottingham, NG6 8PF, UK

www.manticgames.com 3

The Rules

the rules

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Photo courtesy of Warlord Games

The Rules

The Rules

unIts

In Kings of War, all units are made up of one or more models. The number of models that make up a unit is specified in each unit’s stats (explained on page 9). These models must be formed up into units as described below. Each unit belongs to one of the following Types. Some of the types below are only relevant if you decide to play with the optional Mythical units, but are included here for completeness.

War Engines (War Eng) A War Engine is a unit consisting of a single war machine, like a catapult or a bolt thrower. It may also have number of crew models, but these are purely decorative and should be arranged around the machine in a suitably entertaining fashion. Since the crew is merely decorative, they are ignored for all in-game purposes, such as checking ranges, movement etc.

Infantry (Inf) Infantry units come in four sizes:

Monsters (Mon)

• Troops consisting of 10 models, arranged five models wide in two ranks.

A Monster is a unit consisting of a single model – a large and powerful creature such as a war elephant. These will typically only be found in the Mythical section, however.

• Regiments consisting of 20 models, arranged five models wide in four ranks. • Hordes consisting of 40 models, arranged ten models wide in four ranks.

Heroes (Hero/xxx)

• Legions consisting of 60 models, arranged ten models wide in six ranks.

A Hero is a unit consisting of a single model. It can be an officer, a musician or perhaps a grizzled veteran.

Cavalry (Cav)

Heroes vary in size depending on if they are on foot or mounted and if mythical is in use they could even be astride a monstrous warbeast, so Heroes always have a tag in bracket specifying what type of unit they belong to – which helps with determining their height and other special rules that are related with certain units.

Cavalry units come in three sizes; • Troops consisting of 5 models, arranged in a single rank of five. • Regiments consisting of 10 models, arranged five models wide in two ranks. • Hordes consisting of 20 models, arranged ten models wide in two ranks.

So a Hero could be a (Hero/Inf), or a (Hero/ Cav), or a (Hero/Mon), or a (Hero/Lrg Inf), or a (Hero/Lrg Cav), and though we have not conceived yet a (Hero/War Eng), one never knows...

Large Infantry (Lrg Inf) & Large Cavalry (Lrg Cav)

Large Infantry/Large Cavalry units come in three sizes: • Regiments consisting of 3 models, arranged in a single rank of three.

Sometimes Heroes have options that allow them to choose different mounts – if a mount is chosen, the Hero’s unit type will of course change to that of the relative mount, as specified in the Hero’s entry.

• Hordes consisting of 6 models, arranged in two ranks of three models. • Legions consisting of 12 models, arranged in two ranks of six models.

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The Rules

Model’s Base Size

Rear Arc

Infantry models are based on 20mm square bases, apart from some that will be marked as exceptions in their entry.

Right Flank Arc

Large Infantry models are based on 40mm square bases, apart from some that will be marked as exceptions in their entry.

Left Flank Arc Leader Point

Cavalry models are based on 25x50mm.

Front Arc

Large Cavalry models are based on 50mm square bases, apart from some that will be marked as exceptions in their entry (such as Chariots, which are on 50x100mm).

Diagram A – Front, Rear, Flank

Monsters and War Engine models are based on 50mm square bases.

Whenever the rules say to take something ‘from the unit leader point’ (or just ‘from the unit leader’), such as a measurement or line of sight, it is from this point in the exact centre of the unit’s front edge.

Exceptional Base Sizes You may need a wider or deeper base for exceptionally large heroes, monsters or war engines – in such rare cases, use the smallest base that you can fit your model on.

can they see?

Also see the comments on page 33 regarding alternative basing and unit sizes.

During the game, you will at times need to determine whether one of your units can see another one, normally an enemy unit that your unit intends to charge or shoot.

Heroes fit on the relevant base of their type unless specified otherwise. For example, a Hero (Inf) will be on a 20mm square base, a Hero (Cav) will be on a 25x50mm base, etc.

Front, rear, Flank

Normally in Kings of War, units have four facings: front, rear, left flank and right flank. Each of these facings possesses an ‘arc’, an area determined by drawing imaginary lines at 45 degree angles from each corner of the unit, as shown in Diagram A.

unIt leader PoInt The unit leader point is the exact centre of the front edge of a unit’s base. The reason why we call it ‘leader point’ is that some players like to place a suitably imposing model in the centre of the first rank to ‘lead’ the unit.

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The Rules

Arc of Sight

If either your unit or the target unit are taller than any other units or terrain in the way, then line of sight is not blocked. If any units or terrain in the way are the same height or taller than both your unit and the target unit, then line of sight is blocked.

First, we’ll assume that your unit can only see things that are at least partially in its front arc – its ‘arc of sight’. The flank and rear arcs are completely blind.

Line of Sight (LOS) Of course, terrain and other units can still get in the way and hide targets that are in your unit’s arc of sight. To determine whether your unit can actually see a target that is in its arc of sight, follow the rules below.

Note that the line of sight does not have to be the shortest line between your unit leader point and the target unit’s base; any line from your unit leader point to any part of the target unit’s base will do fine.

Unit Height

If you’re unsure whether your unit can see a target unit or not, roll a die. On a 4+ it can see it, on 3 or less it cannot.

Each type of unit has a height assigned:

Unit Type Infantry Large Infantry Cavalry Large Cavalry Monsters War Engines

Height

Terrain and LOS

1 2 2 3 4 1

This is discussed in more detail on page 16.

MeasurIng dIstances You can measure any distance at any time you like. Unless otherwise specified, the distance between two units is the distance between the two nearest points of the units’ bases.

A hero’s height is equal to that of its type. For example, a Hero (Inf) will have a height of 1, while a Hero (Cav) will have a height of 2. Some units may be an exception and have a different height – this will be specified in their entry.

Keep Your Distance!

Drawing LOS

In order to avoid confusion, keep your units at least 1" away from enemy units at all times, except when charging or regrouping as explained later. To remove any confusion, ensure that your units are not in base contact with other friendly units at all times.

To determine line of sight, draw an imaginary straight line from the from the unit leader point to any point of its target’s base. If this imaginary line passes over no other unit’s base or terrain features, then line of sight is not blocked.

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The Rules

B B c c A

Unit Leader Point

Unit Leader Point

A

Diagram B1

Drawing Line of Sight – Example A

Diagram B2

Unit A is trying to draw line of sight to Unit C (see Diagram B1). The dotted line represents the line of sight trying to be drawn. If either Unit A or Unit C are taller than Unit B then line of sight is NOT blocked. If Unit B is the same height or taller than both Unit A and Unit C then line of sight is blocked.

Drawing Line of Sight – Example B In this example (see Diagram B2), Unit B is considered to be as tall as Units A and C and therefore blocks line of sight. Unit A can still see Unit C by looking around the edge of Unit B.

stats

• Attacks (Att). The number of dice the unit rolls when attacking, both at range and in melee.

Each unit in Kings of War has a name and a series of statistics (for short, we call them ‘stats’), which define how powerful it is in the game. These are:

• Nerve (Ne). A combination of the unit’s size and its training and discipline, this stat shows how resistant it is to damage suffered.

• Type. Whether the unit is Infantry, Cavalry, etc. • Unit Size. How many models the unit comprises of.

• Points (Pts). How valuable the unit is. Used for picking a force and often for working out victory points, depending on the scenario used.

• Speed (Sp). How fast the unit moves, in inches.

• Special. Any special equipment (like ranged weapons) and rules the unit has.

• Melee (Me). The score needed by the unit to hit in melee.

Example:

English Longbowman

• Ranged (Ra). The score needed by the unit to hit with ranged attacks. If it has no normal ranged attacks, this is a ‘–’.

Unit Size

• Defence (De). The score the enemy requires to damage the unit.

Infantry

Sp Me Ra De Att Ne Pts

Troop (10) Regiment (20)

5 5

4+ 4+

5+ 5+

3+ 3+

8 9/11 105 10 13/15 150

Horde (40)

5

4+

5+

3+

20 20/22 250

Special: Bows, Piercing (1), Elite, Ensnare, Reload!

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The Rules

the turn

Much like chess, Kings of War is played in turns. Just roll a die to decide who is going to have the first turn – the player winning the die roll decides who goes first. That player moves, shoots and strikes blows in close combat with their units – this concludes Turn 1 of the game. After that, the opposing player takes a turn – Turn 2 of the game, and then the players keep alternating this way until an agreed time limit or turn limit is reached. A player goes through the following three phases in their turn: 1) Move phase; 2) Shoot phase; 3) Melee phase. We’ll examine each of these phases in detail on the following pages.

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Dice

In these rules, whenever we refer to a die or dice, we mean a normal six-sided die, which we call D6. Sometimes we also use terms like ‘D3’, which is the result of a D6 divided by 2 (rounding up), or ‘D6+1’, meaning rolling a D6 and adding 1 to the result, or 2D6, which is rolling two dice and adding them together.

Re-Rolls

When you are allowed a re-roll, simply pick up the number of dice you are allowed to re-roll and roll them again. The second result stands, even if it’s worse than the first. Regardless of the number of special rules that apply to a particular circumstance, you can never re-roll a re-roll, the second roll always stands.

The Rules

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The Rules

Move

During the Move phase of your turn, pick each of your units in turn and give them one of the following orders:

Halt! The unit does not move at all.

change Facing! The unit remains stationary and can pivot around its centre to face any direction. See Diagram C.

Diagram C – Change Facing

Advance! The unit can advance straight forward up to a number of inches equal to its Speed. At any point during this move (i.e. before or after advancing, or anywhere along its advance), the unit can also make a single pivot around its centre of up to 90 degrees from its original facing. See Diagram D. 4"

Back! The unit can move straight backwards at up to half of its Speed. See Diagram E. 1"

Sidestep! The unit can move sideways straight to its left or straight to its right at up to half of its Speed. See Diagram E.

At the Double! The unit can advance straight forward up to double its Speed. See Diagram E.

This regiment has a Speed of 5" and it’s ordered to Advance! first, it’s moved 4" straight forward, then it’s pivoted around its centre, and finally it completes its advance by moving a futher 1" straight forward.

Diagram D – Advance! 2½"

charge! This is by far the most exciting of orders. It is also the most complicated and so it’s described in detail below.

Advance! 5"

At The Double! 10"

Diagram E – Move

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The Rules Enemies

unIt InterPenetratIon Interpenetration When Moving The following rules regulate interpenetration when a units moves directly forward, backwards or sideways.

Friends Friendly units can be moved through (except when charging, see below), but you cannot end a unit’s move on top of another unit, so you’ll have to be sure that your units have enough movement to end up clear of their friends. Also, at the end of their move, your units must not be in base contact friendly units. This ensures that both you and your opponent can clearly tell them apart.

charge!

A charge is the only way your units can move into contact with the enemy. A unit can charge a single enemy unit (‘the target’) as long as the following conditions are met: • the target is at least partially in your unit’s front arc;

Enemy units, on the other hand, block movement. Your units can never approach to within 1" of them, except when charging or during a pivot.

Interpenetration When Pivoting In reality, regimented units are more flexible in rearranging their ranks and files than our miniatures, so when a unit is pivoting around its centre it can pivot through both friends and enemy units, and all types of terrain, including blocking terrain and the edge of the table. They must of course still end their pivot (and their entire move) clear of blocking terrain (and completely on the table!), not in base contact with friendly units, and 1" away from enemy units.

They must, however, always use the shortest way possible, going around any blocking terrain and any unit in their way (friends and foes). Note that they must go through any area of difficult terrain or obstacle that would normally slow down their movement. These elements of terrain do not slow down Charge moves, but they cause the charging unit to suffer a slight penalty in the ensuing melee.

• the unit can see the target; Once the charging unit is in contact with the target, align it with the side of the target you are charging so that it is flush with it.

• the distance between your unit’s Leader point and the closest point of the target unit’s base is equal to or less than double your unit’s Speed;

Finally, shuffle the chargers sideways until their unit leader point is facing directly opposite the centre of the target unit, or as close as possible to it.

• there is enough space for your unit to physically move into contact with the target by moving as described below.

Moving Chargers As they move, charging units can move forward without measuring how much distance they actually cover, and pivot once around their centre up to 90º, at any point during their move.

Basically, the main thing that matters during a Charge move is that the unit has physically enough space to move into contact with the target. Note that the unit needs to be able to have at least some of its front physically into contact with the unit being charged, contacting a unit exclusively with the point in the exact corner of the unit is not allowed.

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The Rules

Flank and Rear Charges If the leader point of the charging unit is in the target’s front arc when the order to Charge is given, the unit must charge the target’s front facing. If the leader point of the charging unit is in the target’s right or left flank arc when the order to Charge is given, the unit must charge the target’s appropriate flank facing. If the leader point of the charging unit is in the target’s rear arc when the order to Charge is given, the unit must charge the target’s rear facing. See Diagram F.

Charge Front

Enemy Target

Charge Rear

Diagram F – Flank and Rear Charges

Proximity to Enemies Remember that when charging, units don’t have to stay 1" away from enemies, and this means that sometimes a charging unit may end up in contact with both its target and one or more enemy units it has not charged (e.g. when charging a unit that is part of a tight enemy battle line). In this case, you’ll have to nudge these enemy units away to ensure that they are no longer touching. This represents the charging unit concentrating its fighting efforts against a single enemy, while holding at bay the other enemy units nearby. It might look a bit strange at first, but remember that the enemy units will normally get to charge back into the fight to help their friends in their following turn.

Multiple Charges Against the Same Target If two or more of your units are able to charge the same enemy unit, they can do so, as long as they can all fit against the target facing once the charges are completed. Any units that have charged the same facing of the target will have to share the space Unit A can ‘see’ the enemy regiment, but cannot charge its front, so it cannot charge the regiment.

Enemy Regiment

Corner-to-Corner Charges In some rare cases, the only possible way for a charger to make physical contact with a target would be by literally having one corner of its frontage in contact with one corner of the target. These extreme cases are called ‘corner to corner’ contact – one example of this is shown in Diagram G. We deem that this is not enough to warrant a sensible charge and combat, so we disallow these charges.

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A Diagram G – Charging

The Rules

B

A

B

c

c

The target is only wide enough for two units among A, B and C to charge. The player chooses B and C.

A

A

B

c

c

B

All three charging units can fit against the target.

A

B

B

c

A or c

As units cannot cross each other’s way when charging the same target, once again only two units can charge. The player chooses B and A.

Diagram H – Charging available as equally as possible, as long as they can fit after all chargers have moved.

perform a Counter-Charge instead of a regular Charge.

If there isn’t enough space for all of the units to fit against the facing of the target they are charging, some of the units will not charge and must be given a different order.

If a unit decides to Counter-Charge then it may only do so against an enemy unit which charged it in the previous turn. It does not need Line of Sight and the enemy unit does not need to be in the front arc, so it may Counter-Charge against units in its flank or rear arcs.

You will notice how it is impossible for three units of exactly the same frontage (e.g. 100mm) to charge the facing of an enemy that has the same width (100mm). This is because corner-to-corner charges are not allowed – so only two such units can charge the same facing, the third will have to be given a different order. Also note that, in multiple charges, charging units charging the same target facing cannot cross each other’s way in, i.e. they cannot swap places and must remain in the same relative positions to the target facing when they started their charge (see the last example of Diagram H. Units A and B cannot swap places to try and result in the final situation shown in the middle example in the diagram and thus only the two units may legally charge).

Counter Charge If a unit was charged by one or more enemy units in the previous turn, it may elect to

Rather than making a normal Charge move, the unit simply pivots to face the target unit then moves forward until it makes contact with the target’s front face. The unit cannot move through friendly or enemy units while making this move, though it may pivot through other units as long as it ends clear of them. Once it makes contact, it aligns with the target unit as normal. Counter-charging to the flank or rear can sometime prove slightly tricky in narrow confines. It is perfectly fine to slide the unit sideways to fit against the front of the enemy, as long as the final position does not overlap any other unit. If the unit cannot fit against the target, then it cannot counter-charge that unit. All rules that apply in a charge also apply in a counter-charge, unless otherwise specified.

15

The Rules

terraIn

Elements of terrain make your table look more impressive, but they also make the game more complex, so don’t use too much terrain in your first games of Kings of War. In war games, terrain is normally made in either of

two ways: single terrain pieces or areas of terrain. The rules for both are below. Before the game, it’s always a good idea to agree with your opponent how you are going to treat each of the pieces of terrain on the table.

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The Rules

terraIn and MoveMent

terraIn and lIne oF sIght

Terrain Types

Terrain Height

There are four types of terrain in Kings of War:

Heights of all terrain features should be agreed before the game. As a rough guideline, a piece of terrain has one level of height for each inch of actual physical height, so a 2" high wall would be height 2 for example. See below for some example pieces of terrain and their designations. Obstacles are height 1 for determining cover, but never block Line of Sight.

Drawing Line of Sight

• Difficult Terrain This type of terrain consists of things like woods, crop fields, areas of rocky terrain or scree and so on. They are normally made by gluing a number of pieces of terrain onto a large base. This conveniently shows the area of the terrain – the entire area of this base counts as difficult terrain. While moving At The Double, units treat Difficult Terrain as Blocking Terrain instead.

When working out Line of Sight, terrain blocks LOS to any units behind in the same way as a unit of the same height. For example, a height 2 or higher wall will block LOS between two height 2 units.

• Obstacles Obstacles are long and narrow pieces of terrain, like a low wall, a fence, a hedge, etc. – something that a roughly man-sized creature could see over and clamber across easily. Units can move over obstacles normally (even ending their move on top of them), but cannot cross them while moving ‘At the Double’. Obstacles should be no more than 1" high – any higher and they will be Blocking Terrain instead.

If any part of a unit is inside a piece of difficult terrain then that piece of terrain will not block LOS. In order words, areas of difficult terrain block LOS to units behind them (depending on height, of course), but not to units inside them.

• Decorative Terrain Small pieces of decorative terrain, such as lone trees or bushes, are treated as decorative terrain and are ignored for all in-game purposes. Units can move over/ through them freely and can even end their move on top. It’s best that decorative terrain like this is removable, but a unit’s position can be marked some other way if it can’t physically balance on top.

Some pieces of terrain, such as rivers and ponds, will be completely flat and never block Line of Sight. As always, these should be agreed with your opponent before the game.

Difficult Terrain

Hills While standing on a hill, a unit adds that hills height to its own. For example, a height 1 war engine on a height 2 hill would be height 3, while large infantry (height 2) would be height 4 while stood on the hill. A unit must have the majority of its base on a hill in order to be standing on it.

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Photo courtesy of Warlord Games

• Blocking Terrain Units cannot move across blocking terrain and must go around it. We recommend treating buildings, high walls and other large pieces as blocking terrain. The edge of the table is also normally treated as blocking terrain. Units can pivot through Blocking Terrain in the same way as other units (see Interpenetration when Pivoting on page 13).

The Rules

shoot

When you’re done moving all of your units, it’s time to shoot with any of them that can do so. Pick one of your units at a time, choose a target for them, and let loose!

If you start the Shoot phase and have not issued orders to all of your units, it is assumed that all units you have not ordered during the Move phase have been ordered to Halt. If a unit has two or more types of ranged attacks (including spells), it can only use one per turn.

MovIng and shootIng Units that have received an ‘At the Double’ order that turn are too busy moving to be able to use ranged attacks.

Melee and shootIng Units that are in base contact with enemies cannot use or be targeted by ranged attacks, unless specifically allowed.

ranges The ranges of the most common weapons used in Kings of War are: • Bow, crossbow, arquebus: 24" • Short bow, repeating crossbow, hand cannon: 18" • Atalatl (thrown weapon): 18" • Pistol, thrown weapon (javelin & throwing axe): 12" If a unit has a ranged attack with a range that is different from the ones above, it will be specified in its special rules.

Picking a Target A unit can pick a single enemy unit as a target for its ranged attacks as long as the following conditions are met: • the target is at least partially in the unit’s arc of sight.

Photo courtesy of Warlord Games

• the distance between the unit leader point and its target is equal to or less than your unit’s weapon range.

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Photo courtesy of Warlord Games

• the unit has line of sight to the target.

The Rules

shootIng and hIttIng the target

your unit normally needs a 4 or more to hit, but it has moved, you will need 5 or more to hit instead. If the target was in cover as well, you would need 6s.

Once the target has been picked, roll a number of dice equal to the firing unit’s Attacks value. Your unit’s dice rolls, with any modifiers that apply, must score a number equal to or higher than its Ranged Attack value in order to hit its target. Discard any dice that score less than that.

Any dice that rolls a 1 is always a miss, regardless of modifiers. However, if modifiers to the roll mean that the unit would need more than 6 to hit, it can still use ranged attacks and will need 6 to hit, but it only rolls dice equal to half of its Attacks (rounding down).

Modifiers A number of factors can affect the chance of hitting a target: • –1 Moving. The firing unit received any order other than Halt that turn. This modifier does not apply to pistols, javelins, thrown weapons. • -1 Cover. The target is in cover (see overleaf). For each of these factors, deduct one from the score rolled by the dice. For example, if

19

The Rules

daMagIng the target

After discarding any dice that missed, pick up the dice and roll them again, to try and damage the enemy unit. The number your unit needs to damage the target is equal to the target’s Defence value. This roll can sometimes be modified by special rules, etc. Any die that rolls a 1 always fails to damage, regardless of modifiers. If a modifier brings the score required to damage a target to above 6, that target cannot be damaged.

Recording Damage For each hit that scores damage, place a damage marker next to the unit. This

represents physical damage and casualties as well as a decline in the unit’s morale, cohesion and will to fight on. As the unit accumulates damage markers, it might be more convenient to record this by writing it down, or placing a die (possibly an unusual one, of a different size or colour, to avoid rolling it by mistake) next to a single damage marker behind the unit, or using some other suitable tokens.

testIng nerve At the end of the Shoot phase, test the Nerve of any unit you inflicted damage on in that phase. This test is described on page 26, and will determine whether the damaged units stand, waver or run away.

cover In cases when the target unit is partially visible behind a unit or terrain piece, the firing unit might suffer from the negative ‘cover’ modifier on its rolls to hit. To decide whether the target unit is in cover, draw LOS from the unit leader point of the firing unit to the side of the target unit that the firing unit is in (front, rear, or either flank).

The target unit will be in cover if:

A firing unit ignores any piece of terrain that it is currently within, or in base contact with, for determining whether an enemy unit is in cover, unless the enemy unit is also touching or within the same piece of terrain.

Big Targets

A unit which is standing on a hill ignores any intervening units or pieces of terrain that have an equal or smaller height than the hill when determining if a target is in cover, except for pieces of difficult terrain that half or more of the target’s base is within.

Height 0 Units

• At least half of its base is within difficult terrain, or… • LOS to at least half of the target unit’s facing passes over intervening units or terrain (including difficult terrain the target unit is in contact with). Intervening units/terrain that are three height levels smaller than either the firing unit or the target offer no cover. For example, height 1 units/terrain do not offer cover to or from height 4 units. Like obstacles, these are considered to be height 1 for determining cover, but never block Line of Sight.

Not Sure? In the rare, marginal cases when you’re not sure whether your target is in cover or not, simply roll a die. On a 4+ it is not, on 3 or less it is.

20

The Rules

21

The Rules

Melee

When you’re done shooting with all of your units, it’s time for your warriors to strike against the enemies that they have charged that turn. Of course, in reality the enemy warriors would be striking against yours, but for the sake of playability we imagine that in your turn the impetus of the charge means that your men will be doing most of the hacking and slashing, while the enemy mostly defend themselves. If the enemy is not annihilated or routed, your men will fall back and brace themselves, for you can be sure that the enemy will charge back into the fight during their turn to avenge their fallen comrades.

strIkIng To attack the unit you charged, roll a number of dice equal to the charging unit’s Attacks value. If your unit is attacking an enemy to the flank, it doubles its Attacks. If your unit is attacking an enemy to the rear, it trebles its Attacks.

hIttIng the target This process is exactly the same as described for ranged attacks, except that it

Photo courtesy of Warlord Games

At this stage, there will be a number of combats on the table equal to the number of enemy units you charged in the Move phase. Pick one of these combats and resolve it completely before moving to

the next, and so on until all combats have been resolved.

22

The Rules

uses the unit’s Melee value rather than the Ranged one, and the modifier below rather than the ones for shooting.

A unit that is Counter-Charging is never Hindered, whether by terrain, special rules or any other method.

Modifiers

Hills

A number of factors can make a hit less likely to happen, such as a -1 modifier for Hindered charges (see below) or those from special rules.

When charging, treat any hills as difficult terrain. If your unit begins its movement on a hill, then it does not treat that hill as difficult terrain. Remember that units must have at least 50% of their base on a hill in order to be considered on it. Note that this rule for hills is not currently in the fantasy version of the game, but could be used if playing against such an army if both players agree.

For each of these factors, add or deduct the modifiers from the score rolled by the dice. For example, if your unit normally needs a 4 or more to hit, but is Hindered (-1 modifier), you will need 5 or more to hit instead. If you incur an additional -1 to hit, you would need 6s. Any dice that rolls a 1 is always a miss, regardless of modifiers. However, if modifiers to the roll mean that the unit would need more than 6 to hit, it can still attack and will need 6 to hit, but it only rolls dice equal to half of its Attacks (rounding down).

Hindered Charges If a charging unit’s move has gone through or ended over any portion of difficult terrain or an obstacle then it is Hindered in the following melee phase. While Hindered, units suffer a -1 modifier when rolling to hit. A unit can only be Hindered once in any given charge, so will only ever suffer a single -1 modifier as a result of a Hindered charge.

daMagIng the target This process is exactly the same as described for ranged attacks.

Recording Damage This process is exactly the same as described for ranged attacks.

testIng nerve At the end of each combat, if you have managed to score at least one point of Damage on the target, test the target’s Nerve. This test is described on page 26, and will determine whether the damaged units stand, waver or run away.

23

The Rules

regrouP!

directly back 1" – your warriors have been fought off and must fall back, close ranks and brace themselves for the inevitable counter-attack.

Target Destroyed – Chargers Regroup

At the end of each combat, if your unit(s) managed to rout the target, it can do one of the following: • stay where it is and pivot around its centre to face any direction (as per a Change Facing order).

Remember at this point to separate any unit that ended up very close to other enemy units when charging the target, so that they are 1" apart once again. Also, make sure that your own units are separated by a little visible gap (a millimetre or so...). If it is impossible to achieve the 1" distance from enemies, see if this can be done by moving said enemies away until they are 1" away. In the very rare cases when even this is impossible, then it’s fine to leave them closer than 1".

• move directly forward D6". The unit must move the full distance rolled. This move is not affected by difficult terrain and obstacles. • move directly backwards D3" (as above). A unit cannot move through any other units while regrouping, though it can pivot through them as long as it ends clear. Once the Regroup move has been carried out, shuffle the unit so that there is a 1" gap between it and all enemy units, and so that it is not touching any friendly units. Move the unit the shortest distance possible in any direction to maintain the gap (usually this will be straight back 1" but use whichever direction is the shortest).

Target Remains – Chargers Pull Back

If, on the other hand, your unit did not manage to rout its enemies and is therefore still in contact with them, it must be moved

dIsordered

Units that have suffered at least one point of damage in the melee phase are Disordered – mark them with an appropriate counter. They will remain disordered until the end of their following turn, when the Disordered counters are removed.

No Ranged Attacks Disordered units cannot use any form of ranged attack (including magic). This is because they have been disrupted by the melee or are busy fighting back in close quarters.

24

The Rules

25

The Rules

nerve

As a unit accumulates damage, it will become more and more likely to lose cohesion, until eventually it will turn tail and run from the field, never to return.

units are involved, resolve all of the attacks first, and then take the Nerve test.

when to test

Each unit has two numbers under its Nerve value. The first number is the unit’s Wavering limit, the second number is its Routing limit.

At the end of both the Move and Shoot phase of your turn, you test the Nerve of any enemy unit you managed to inflict damage upon during that phase. In the Melee phase, however, this test is done immediately at the end of each combat, if you managed to inflict damage on the target during that combat. In a combat where more than two

how to test

To test the Nerve of an enemy unit, roll 2D6 and add to the result the points of damage currently on the unit, plus any other modifiers that apply (such as some special rules).

26

The Rules This is the total you’re using to ‘attack’ the enemy unit’s Nerve. This total is then compared with the Nerve value of the enemy unit. • If the total is equal to or higher than the unit’s Routing limit, the unit suffers a Rout (see below). • If the total is lower than the Routing limit, but equal to or higher than the Wavering limit, the unit suffers from a Wavering result (see below). • If the total is lower than the unit’s Wavering limit, then the unit is said to be Steady, which means it is completely unaffected and continues to fight on as normal. For example, let’s assume you are testing the Nerve of an enemy unit that has a Nerve of 11/13 and has suffered 3 points of damage. If you roll a seven or less, your total will be ten or less and the enemy will be Steady. If you roll an eight or nine, your total will be eleven or twelve and the enemy will be Wavering. If you roll a ten or more, the enemy Routs!

Steady The unit continues to fight normally and does not suffer any negative effects. Remember however that units capable of ranged attacks, which have been Disordered will not be able to use their ranged attacks in their next turn.

Wavering

The unit does not rout, but is severely shaken during its next turn. In its next Move phase, it can only be given one of the following orders: Halt, Change Facing or Back. In addition, the unit is Disordered (so it will not be able to use its ranged attacks in its next Shoot phase). It is normally a good idea to mark Wavering units with a token of some kind (like a bit of cotton wool).

Rout! The unit routs of the field, is butchered to a man, or surrenders to the enemy and is taken prisoner – in any case, as far as this game is concerned, it is destroyed. Remove it.

Exceptional Morale Results

Fearless!

Double Six – We Are Doomed!

A few units in the game have a value of “–” for their Wavering Limit. For example, they could be –/14. These units are normally composed of fanatical, frenzied warriors or (if playing mythical units) mindless supernatural creatures - in any case, they cannot Waver, and will therefore remain Steady until they eventually Rout.

If you roll double six when testing Nerve and the unit is not Routed, it will still suffer from a result of Wavering, as insidious news of defeat start to spread through the ranks.

Double One – Hold Your Ground! If you roll snake eyes (double one) when testing Nerve, the enemy is filled with implacable resolve and will always be Steady and fight on, regardless of any modifier.

Of course a routing result for such troops still represents them being utterly annihilated.

27

The Rules

war engInes

Following are all of the exceptions that apply to War Engine units, unless differently specified in their entry.

Move War Engines cannot be ordered to move At the Double, nor to Charge. While moving, War Engines treat obstacles as blocking terrain.

Melee

Attacking War Engines Units attacking a War Engine will always treble their Attacks, regardless of position. Remember also that even if it survived such an onslaught, a War Engine would become Disordered as normal.

Shooting Unless otherwise specified, War Engines have a range of 48".

Arc of Sight If a War Engines’ base is wider than 50mm, then its arc of sight is not taken from the corners. Instead the 50mm wide arc should be defined on the unit’s base, such as by painting two vertical lines on the front or marking it with appropriate scenic decoration. It still has a front arc as normal, but when choosing a target for ranged attacks it may only choose one within the arc of sight taken from the 50mm marked on the base. For example, the base shown right has an 80mm width, but the arc of sight only extends from a 50mm width on the front of the base.

15mm

80mm

15mm

80mm

Photo courtesy of Warlord Games

Diagram I – War Engines

28

The Rules

IndIvIduals

Units with this rule are normally made of a single model representing a roughly mansized individual, on foot or horseback. These obviously behave in a very different manner from regimented units or very large creatures. The following rules represent this:

Line of Sight

they started in as normal, however the Individual will turn to align flush with the unit’s facing, rather than the unit aligning to the individual’s facing. Enemies never double/treble their Attacks when fighting the individual (including against Individual War Engines). Similarly, the individual does not double/ treble its own attacks when attacking an enemy in the flank/rear. It does still treble its attacks against war engines, however.

Before being given an order, an individual may pivot to face any direction for free. Individuals never block line of sight or offer cover against ranged attacks.

If an individual is routed and the charger (including another individual) decides to advance D6" directly forward, it can make contact with another enemy unit. This is treated as a successful charge and the charger is lined up against the new enemy as normal and can immediately attack again!

Move Individuals have the Nimble special rule.

Shooting Individuals may pivot to face any direction for free before picking a target in the shooting phase. Enemies shooting against Individuals suffer an additional -1 to hit modifier.

Melee

Also note that if the new enemy is another individual, which is then routed, the charger can again advance D6" forward as above, and so on – you can run over any number of meddling individuals in a single charge!

Photo courtesy of Warlord Games

When charging an individual, a unit must make contact with the face that

If either the initial charge move or the regroup move took the charging unit over an obstacle or through difficult terrain, then it is hindered during this additional combat.

29

The Rules

sPecIal rules

Some units, or even entire armies, possess what we call ‘special rules’. Each of these special rules is an exception to the normal rules. Some are listed with the units themselves, but the most common are listed below.

Brutal

Advanced Deployment

Crushing Strength (n)

Units with this rule must be deployed immediately after players have chosen sides, but before any other units are deployed. If both players have one or more units with this rule then the player who chose the table side sets theirs up first.

All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.

This unit may be deployed anywhere on the table outside your opponents deployment zone and not within 3" of an objective counter or loot counter.

When testing the Nerve of an enemy unit in melee with one or more of your units with this rule, add +1 to the total.

Devastating If a unit is damaged by the ranged attacks of one or more units with this rule, add +1 to the subsequent Nerve test at the end of the Shoot phase.

Dread

Big Shield

No enemy units within 6" of this unit can benefit from the Inspiring special rule.

All attacks (ranged and melee) from enemies that are in the unit’s front arc treat its defence as 6+.

Elite Whenever the unit rolls to hit, it can re-roll all dice that score a natural, unmodified 1.

Blast (n) If the unit’s attack hits the target, the target suffers a number of hits equal to the number in brackets, rather than a single hit.

Ensnare

For example, if a unit suffers a hit from a Blast (D6+3) attack, it will suffer from four to nine hits rather than a single one. Once this is done, roll for damage as normal for all of the hits caused.

Foulkon (n)

Breath Attack (n) The unit has a ranged attack for which you roll (n) dice rather than the Attacks value of the unit. This attack has a range of 12" and always hits on 4+, regardless of any modifier. Sometimes this rule is listed as Breath Attack (Att). In this case use the unit’s Attacks stat as the value for n.

When attacking this unit in its front, enemies suffer an additional -1 to hit in melee.

When attacking a unit that has this special rule with a Ranged attack, you suffer a (-n) modifier to your damage rolls. Thus if you roll a 5 and the unit has Foulkon (1), the roll becomes a 4. Regardless of modifiers, any rolls of a natural unmodified 6 always deal damage.

Fury While wavered, this unit may declare a Counter-Charge.

30

The Rules

Headstrong

Iron Resolve

Whenever the unit begins a turn Wavering, it rolls a die. On a 4+ it shrugs off the effects of Wavering and is Disordered instead.

If this unit is Steady as a result of a nerve test, it regains 1 point of damage previously suffered.

Indirect Fire

Nimble

The unit fires in high arcs, hitting the target from the top, which means it does not suffers the –1 to hit modifier for cover. On the other hand, the unit cannot shoot targets that are within 12".

The unit can make a single extra pivot of up to 90 degrees around its centre while executing any move order, including a Charge! It cannot make this extra pivot when ordered to Halt.

Note that the firing unit does still need to see its target to fire at it.

In addition, the unit does not suffer from the –1 to hit modifier for moving and shooting.

Individual This rule is explained on page 29.

Pathfinder

Inspiring

The unit suffers no movement penalties for difficult terrain, simply treating it as open terrain.

If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must re-roll that Nerve test. The second result stands. Note a unit can also have Inspiring (specific unit) – in that case the unit will only inspire itself and that unit.

Pathfinder units are not Hindered for charging through difficult terrain.

Phalanx Units that charge this unit’s front cannot use the Thunderous Charge special rule.

31

The Rules

Piercing (n)

Stealthy

All ranged hits inflicted by the unit have a +(n) modifier when rolling to damage.

Enemies shooting against the unit suffer an additional -1 to hit modifier.

Strider

Negative Piercing Values

The unit never suffers the penalty for Hindered charges.

In some cases, units such as those armed with slings will be presented with Piercing (-n). This works in a similar way as Piercing normally, except you subtract the n value from the damage roll itself rather than the target’s De value.

Thunderous Charge (n) All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit’s Crushing Strength (if any), however the unit loses this bonus when Disordered or during Hindered charges.

Note that unmodified damage rolls of a natural 6 will always deal damage.

Rallying (n)

Vanguard

Friendly, non-allied units within 6" of this unit have +n to their Waver and Rout Nerve values. This is cumulative, with a maximum total of +2 if multiple units with Rallying! are in range.

The unit can make a single At the Double or Advance order after set-up is finished. If both armies have units with this rule, roll a die. The highest scorer decides who begins to move one of their Vanguard units first, then the players alternate until all Vanguard units have been moved.

For example, if a unit with an Nerve stat of 13/15 is within 6" of a unit with Rallying! (1), its Nerve stat is 14/16. If it moves out of the 6" range, its Nerve stat is 13/15 again. Only the Rout value of Fearless units is affected by Rallying!

Reload! The unit can fire only if it received a Halt order that turn.

Skirmisher This unit is in a loose skirmish formation made up of multiple models. To represent this, the unit has the Individual special rule with the following exception: When enemy units charge a unit with Skirmisher, the charging unit aligns flush the with the skirmisher’s facing, as it would when charging a non-Individual unit. The unit with Skirmisher does not turn to align flush with the charger.

32

Very Inspiring This is the same as the Inspiring special rule, except that it has a range of 9". Any rule which affects Inspiring also affects Very Inspiring.

Vicious Whenever the unit rolls to damage, it can re-roll all dice that score a natural, unmodified 1.

Yellow Bellied When this unit wishes to charge an enemy unit’s front facing, roll a die. If the result is a 1 then the unit ‘misunderstands’ the order and carries out a Halt! order instead. This does not apply if the unit wishes to charge the flank or rear of an enemy unit, an individual or war engine, or if it is carrying out a Counter-Charge.

The Rules

Alternative Basing and Scales Base Sizes and Unit Names

meanings. These historical lists have maintained the Kings of War terminology rather than attempt historical accuracy. Really, this should only have an impact on army selection and during the game, players are free to call their units whatever they want to!

Like many historical wargames, Kings of War is an element-based rule set. However, the base sizes and unit names are standardised in Kings of War and might not exactly match the way players have already based their existing armies. Players have some options here: •

Re-base their models or mount them on additional movement trays closer to the KoW standard sizes



Agree with their opponent on what base size standard they will both be using for each unit type

Other Scales

For example, a game could be played with 10mm scale models on a 3'x2' table, using smaller unit bases and using cm instead of inches.

Photo courtesy of Warlord Games

Kings of War uses the terms Troop, Regiment, Horde and Legion to generalise unit sizes. Obviously throughout history and within army organisations, such terms have varied hugely or had very different

Kings of War was designed for 28mm gaming. It’s very easy to play at other scales of course. Players can adjust base and table sizes, change inches to cm when measuring ranges and movement or even change the scale but keep the standard base sizes to represent epic battles.

33

The Rules

PIckIng a Force

You can play Kings of War with just a few units per side, without worrying about the two sides being equally matched. This is great for learning the game, but after you’ve become familiar with the rules and have amassed a large collection of models, you might want to try a game where the forces facing one another across the battlefield are balanced, so that both players have an equal chance of winning the game.

In order to achieve this, you and your opponent must pick an army before the game. First agree a total of points, say for example 2,000 points. Then start picking units from the chosen lists provided in this book – each unit costs a certain amount of points, as listed in its entry in the appropriate force list (including any options like different weapons). For example a regiment might cost around 100 points. As you pick them and include them in your army, keep adding their cost until you have reached the total you agreed. You can of course spend less than the agreed total, but you cannot spend even a single point more. However, an army is still considered to be the size of the maximum total the players agreed on (e.g. an army which come to 1,995 points would still be considered a 2,000 point army).

Army Selection In order to restrict the possible (nasty) combinations that can be fielded and to make sure armies have a resemblance of ‘realism’ about them, we introduce the following limitations to the unit types that can make up your army:

Troops Your army can include up to 2 Troops per Regiment in the army.

Regiments

Your army can include as many Regiments as you like. For every Regiment in the army, you can also include the following: 1 War Engine OR 1 Monster OR 1 Hero For example, including 3 Regiments gives you access to up to 3 additional units chosen from War Engines, Heroes or Monsters+.

Hordes Your army can include as many Hordes as you like. For every Horde in the army, you can also include the following: Up to 1 War Engine and 1 Hero and 1 Monster. For example, including 3 Hordes gives you access to up to 3 additional War Engines, up to 3 additional Heroes AND up to 3 additional Monsters+.

Legions Legions are Hordes for the purposes of army selection.

Irregular Units Note that some units have an asterisk next to their name (for example: Levy*). We call these irregular units, because they are not representative of the core, or mainstay force, of their army. This means that the unit is treated as a Troop from the point of view of Army Selection, even if it is a Regiment or Horde – i.e. it does not unlock any optional Troops, Heroes, Monsters+ or War Engines, and it needs to be unlocked by a Regiment, Horde or Legion of ‘regular’ troops.

Heroes (Monsters) + Heroes that belong to the Monster unit type (Hero (Mon)) simply count as a Hero from the point of view of force selection. So if you have a Horde, you can field a Hero (Mon) as well as a Monster. Having monster units in your army normally only applies if you have agreed to include Mythical Units!

+

Your army can also include up to 4 Troops per Horde in the army.

34

The Rules Living Legends

Smaller Games

In addition, if a unit has [1] after its name in the list, it is a Living Legend and this means that only one such unit exists and can therefore be included in an army. Of course it might happen that both opponents field this unit... in which case one of them must surely be an impostor and only the test of battle can show which one!

If you are a new player with a small model collection you sometimes want to throw a few units on the table to learn the game. You might even be running a small demo of the game for friends or even teaching the kids the joys of wargaming. Whatever the circumstances, you might want to consider allowing any number of Troops in an army when playing games below around 750 points. This allows both sides to field a decent variety on unit types and for players who are still collecting their armies to get them on the table and play some games.

If a unit has a number other than [1] after its name then that indicates the maximum quantity of that unit you can select.

How to Use the Lists There is a single “Master” list (see page 52) which can then be further refined and tailored to represent your particular historical army using one of the “Themes” presented in this book (see pages 58 to 109). The Master list has been designed to be used either by itself or, more commonly, in conjunction with the Themes. You can freely make your army list directly from the Master list only taking the units that you feel are appropriate for the historical battle you wish to fight. Alternatively you can additionally use the Themes. Doing so will restrict access to certain units from the Master List while also adding new ones to shape the feel of the army being represented. Each Theme has an era noted. This doesn’t mean the army didn’t exist either side

of this era, but typically it would have been a very different army after/before this point – there isn’t room for us to do them all! It’s intended as a informational guide only. Any of the armies can be pitted against any other. Note that the Themes do not need to be hard and fast if you don’t want. Should you feel that your Thracian army should have Pikemen within it for example, then check with your opponent, and if they agree, add them in. The aim is to allow you to fight and recreate the historical battles you want to, so if some specific scenarios call for some adjustments or you just want to try some “what-if” games, please feel free.

35

The Rules

Some Themes are allowed to take Mercenaries (see page 110). Again should you want to take these in armies that don’t have the option feel free providing your opponent agrees when you are planning your game.

free! Who hasn’t wanted to see the Greek’s trample an Abyssal horde? The armies are not going to be 100% balanced against each other but should be close enough for a really fun game for both players.

In the fantasy version of Kings of War, units have access to Magic Artefacts. In the real world we don’t have such wonders unfortunately, so instead the armies selected in this book have access to Veteran Abilities (see page 38). These can be given to units to represent particularly famous or powerful warriors and units.

Players need to discuss whether the rules for hills in this book will be used before play begins.

Finally there are the Mythical units (see page 74). These can add some extra fantastical elements that some of you may wish to add into your armies from time to time. We’ve kept them relatively generic so they can represent a variety of classic creatures and monsters. Again they should be used with your opponent’s prior agreement and are entirely optional - intended for a bit of fun once in a while. Suddenly revealing a large Dragon in your English army may otherwise cause some surprise and consternation! You can of course also use the Master list and Themes within this book to fight against the fantasy lists from original Kings of War book. Should you have a desire to pit your Dwarf army versus Roman Legions, feel

36

Example of Picking an Army Simon has decided to build an army using his collection of Roman models. He flicks to page 114 to the Roman Theme to see what units he is allowed to select from the Master list. In addition, he is also allowed to pick those units unique to the Roman Theme. Simon also notes that having a Roman army allows him to choose some Mercenary units such as Numidian Cavalry which is good news as he has a newly painted unit of these he is keen to put into play! Simon assembles his army from the units available and to the agreed points value using the selection rules above. He also includes a sprinkling of Veteran Abilities to spice up his army, paying the appropriate points costs as part of his total. Having completed his force, Simon can now take to the field in search of glory for the Empire.

The Rules

37

The Rules

veteran abIlItIes

Veteran Abilities bestow bonuses to the unit they are given to. Each unit can have a single ability chosen from the list below. The cost of the ability is added to that of the unit. Abilities might represent skills or specialist equipment.

Massive Warhammer Cost: 5 pts

Unless the ability specifies otherwise, the following limits also apply:

The unit has a ranged attack for which you roll a single die, regardless of the Attacks value of the unit. This attack has a range of 24" and, when rolling to hit, the unit uses a basic Ra value of 4+, regardless of its actual Ra value.

Each ability is unique and therefore can only be chosen once per army.

Whenever the unit rolls to damage in melee, it can re-roll one of the dice that failed to damage.

Yew Longbow

Cost: 5 pts

• War Engine units cannot choose abilities. • Monster units cannot choose abilities. But Hero (Mon) units definitely can.

The roll to hit is affected as normal by tohit modifiers, and if a hit is scored, it is resolved at Piercing (1).

• Living Legends (i.e. units with a [1] (or greater) limit) cannot choose abilities.

Bloodlust

Cost: 10 pts

The unit has the Fury special rule. As the presence of these abilities is not obvious, players must tell their opponent which ability have been bestowed upon any of their units as they deploy them on the battlefield. If both players agree before deployment, you may want to play with ‘hidden veteran abilities’. This is somewhat less fair, but can be considerably more fun… When an ability refers to ‘normal’ ranged attacks, it cannot be used with Breath Attack or Spells (if Mythical units are in use).

Damascus Steel Blade Cost: 5 pts Whenever the unit rolls to hit in Melee, it can re-roll one of the dice that failed to hit.

Weighted Throwing Axes

Cost: 5 pts

The unit has a ranged attack for which you roll a single die, regardless of the Attacks value of the unit. This attack has a range of 12" and always hits on 4+, regardless of modifiers, and if a hit is scored, it is resolved at Piercing (2).

Disciplined

Cost: 10 pts

The unit has the Headstrong special rule.

Rondel Dagger

Cost: 10 pts

This unit has +1 to hit when attacking individuals in melee.

Hardy Veteran

Cost: 15 pts

When testing Nerve against this unit, the enemies suffer an additional -1 to their total.

Fleet of Foot

Cost: 15 pts

The unit has +1 Speed.

Shock Troops

Cost: 15 pts

The unit has the Brutal special rule.

Revered Standard

Cost: 20 pts

You must always re-roll a rout result for this unit even if they are not in range of a unit with Inspiring.

38

Photo courtesy of Warlord Games

The Rules

Ambushers

Cost: 20 pts

Pavises

Cost: 20 pts

The unit has the Pathfinder special rule.

Infantry Units with a ranged attack only. The unit has the Foulkon (2) special rule, but reduces its Speed by 1.

Weapon Masters

Cost: 25 pts

The unit has the Elite special rule.

Elite Scouting

Cost: 30 pts

Rangers

Cost: 30 pts

When starting to deploy their units, your opponent must deploy D3+1 units instead of a single one.

Infantry Troops and Regiments only. The unit has the Vanguard special rule.

Ornate Toughened Armour Cost: 35 pts

The unit has the Vicious special rule.

This artefact can only be used by Heroes. The Hero’s Defence is improved by 1, to a maximum of 6+.

Naptha Grenade

Parthian Shot

Poisoned Weapons Cost: 25 pts Cost: 25 pts

The unit has a ranged attack for which you roll a single die, regardless of the Attacks value of the unit. This attack has a range of 12" and always hits on 4+, regardless of modifiers. The attack also has the Blast (D6) and Piercing (2) special rule.

Claymores

Cost: 30 pts

Cost: 35 pts

Cavalry Units only. The Unit can Advance and then shoot as if it had Halted that turn. It can also move At the Double and shoot as if it had Advanced that turn.

Schiltrom

Cost: 35 pts

The unit has the Phalanx special rule.

The unit has Crushing Strength (1), or if the unit already has Crushing Strength, it is increased by 1.

39

The Rules

gaMe scenarIos 1) Prepare your Forces First of all you and your opponent need to pick armies to an agreed total of points, using the process described in ‘Picking a Force’, on page 34.

2) Choose a Gaming Area We assume that games of Kings of War will be played on a 6’x4’ foot table or other flat surface, like a floor. For larger games, we recommend an extra 3' of width for every 1000 points over 2000. For games with 1500 or fewer points, we recommend using a smaller board size, like 4'x4'.

3) Determine Scenario So, how do you win the game? Each scenario has a different set of objectives to complete, as described below. To determine which scenario you and your opponent will play, roll a die and refer to Scenario Chart 1:

D6 1 2 3 4 5 6

Kill! Invade! Dominate! Pillage! Loot! Roll on Scenario Chart 2

Scenario Chart 2

1-2 3-4 5-6

Kill and Pillage! Hilltop Defence Forest Ambush

4) Place Terrain

During this stage it’s vital that you agree what each piece of terrain is going to count as during the game –is it blocking terrain, an obstacle, a piece of decorative terrain or an area of difficult terrain?

5) Set-up After rolling for the type of game and setting up the objectives/loot, if any, both players roll a die. The person scoring highest chooses one long edge of the battlefield as their own and then places one of their units on that side of the battlefield, more than 12" from the middle line (see Set-Up diagram). Their opponent then does the same on the opposite side of the table. The players keep alternating in doing this until they have placed all of their units onto the table.

6) Who Goes First? Both you and your opponent roll a die. The highest scorer chooses whether they are going to have the first turn or give the first turn to their opponent instead. Game on!

Scenario Chart 1

D6

of the area your armies are battling in. Alternatively, find a third and neutral person to lay out the terrain for you.

7) Duration The game lasts until each player has taken six turns. At the end of turn 6, one player rolls a die. On a 1-3 the game ends. On a 4-6 both players play an extra turn and then the game ends – work out the winner as described in the scenario conditions.

Before the game, it’s a good idea if you and your opponent put some terrain on the battlefield. Arrange it in a sensible manner, trying to recreate a plausible landscape

You can of course vary the number of turns you want to play for, or decide to play for a set amount of time instead (e.g. two hours), after which the game continues until each player has had the same number of turns. Alternatively, you could also play a Timed Game, as explained in the Timed Games section (page 46).

40

The Rules

scenarIo 1: kIll! Objective At the end of the game, add up the cost of all of enemy units you Routed. That is your score. Your opponent does the same and you compare scores. If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player wins, otherwise the game is a draw. For example, in a game where armies are 2,000 points, you need at least 200 points more than your opponent to win.

scenarIo 2: Invade! Objective At the end of the game, add up the cost of all of your units that are entirely inside the opponent’s half of the table. That is your score. Your opponent does the same and you compare scores.

If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player wins, otherwise the game is a draw. For example, in a game where armies are 2,000 points, you need at least 200 points more than your opponent to win.

scenarIo 3: doMInate! Objective At the end of the game, add up the cost of all of your units that are entirely within 12" of the centre of the playing area. That is your score. Your opponent does the same and you compare scores. If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player wins, otherwise the game is a draw. For example, in a game where armies are 2,000 points, you need at least 200 points more than your opponent to win.

41

The Rules

scenarIo 4: PIllage! scenarIo 5: loot! Set-up

Place D3+4 objective markers on the battlefield before rolling for set-up. For objective markers you should use 25 mm round bases, but two pence coins or other items of similar size are also acceptable. Objective markers cannot be placed within Blocking Terrain. Both players roll a die. Whoever scores highest places a marker anywhere on the battlefield. Players then take turns to place objective markers, which must be more than 12" apart from one another.

Objective If, at the end of the game you have at least a unit within 3" of an objective and there are no enemy units within 3" of it, you control that objective. A single unit can control any number of objectives. If you control more objectives than your opponent, you win, otherwise the game is a draw.

Before rolling for set up, place 3 loot markers on the battlefield (same size as objective markers); one in the dead centre of battlefield, and then the players each place one other loot marker on the centre line at least 12" away from other loot markers. Players dice off to determine who places their loot marker first. Loot Counters cannot be placed in Blocking Terrain.

Controlling Loot Markers During the game, when one of your units ends a phase of its own turn (excluding Vanguard moves) on top of or in contact with a loot counter, it can pick it up as long as there is no enemy unit also in contact with the counter. That unit will then carry the loot counter. While carrying a loot counter, a unit’s speed is reduced to 5 (unless it is already less than 5) and it cannot be targeted by Wind Blast or Surge. A unit can drop any loot counters it is carrying at the start of any move - simply place the counter(s) anywhere in base contact with the unit and then move the unit as normal.

Photo courtesy of Warlord Games

Individuals are always ignored from the point of view of controlling objectives (if it helps, remove them from the table before determining control of objectives).

Set-up

42

The Rules

Units with one or more loot counters can leave the battle by moving into contact with their own table edge. If your unit leaves the battle it cannot return, but the loot counters it is carrying are safe.

scenarIo 6: kIll and PIllage!

If one of your units is Routed while carrying loot, place the counters anywhere within its footprint before removing the unit. If the unit was destroyed in a melee, your opponent automatically distributes the loot counters however they like among the units that are in contact with yours before your unit is removed.

Follow the same process described for scenario 4: Pillage!

Objective At the end of the game you score one point for each loot counter in possession of one of your units, including those that have left the battle. If you score more points than your opponent, you win, otherwise the game is a draw.

Objective At the end of the game count the points just like in a Kill game. In addition to points for Routing units, however, any objective you control at the end of the game (as described in Pillage) is worth an amount of points equal to 10% of the total cost of the armies. For example, in a game where armies are 2,000 points, each objective is worth 200 points.

43

Photo courtesy of Warlord Games

Individuals cannot pick up nor carry the Loot – the best they can do is stand on a loot counter to defend it – as long as an individual is standing on a Loot counter, it cannot be picked up by the enemy.

Set-up

The Rules

scenarIo 7: hIlltoP deFence

cannot deploy any units within 12" of the defender’s set-up area and neither side can use the Vanguard rule for any units.

In this scenario, one side has positioned itself on raised land in preparation for stopping a marauding enemy. Having the advantage of the higher ground should blunt the enemy assault which is good news for the defenders as they have a smaller force. Before you choose forces, both players roll a single die. The winner chooses whether to be the attacker or defender. The defender only has 75% of the attacker’s total to spend on their army. So if the attacker uses a 2000 point army, the defender can spend a maximum of 1,500 points on their army.

Who goes first? The defending player goes first in this scenario.

Duration The attacking player is under pressure to complete the task quickly. The game lasts until each player has taken five turns. Once both players have taken five turns, roll a die. On a 1-3 the game ends. On a 4-6 both players play an extra turn and then the game ends.

Terrain

Objective

1/3 of the table is raised land, a Height 2 hill, as shown in the set-up diagram below. No other hills should be placed on the table but a variety of trees, buildings and other typical terrain should be set up as normal.

At the end of the game, add up the cost of all of enemy units you Routed. That is your score. Your opponent does the same and you compare scores. If the difference between the scores in favour of the attacking player is at least 10% of the total cost of the attacking army, that player wins, otherwise the defender wins.

Set-up Starting with the attacking player, players should deploy units one at a time as normal into their set-up areas. The attacking player

For example, in a game where the attacking army is 2,000 points, the attacker needs at least 200 points more than the defender to win.

12"

12"

Defender’s Set-up Area

12"

Attacker’s Set-up Area

Height 0

Height 2

44

The Rules

scenarIo 8: Forest aMbush

within 12" of the defender’s set-up area and neither side can use the Vanguard rule for any units.

In this scenario, one side has carefully prepared an ambush for the other. The force being attacked is vulnerable as it is marching along a road and its scouts have been neutralized so the army is completely unaware of its predicament. Before you choose forces, both players roll a single die. The winner chooses whether to be the attacker or defender. The attacker only has 75% of the defender’s total to spend on their army. So if the defender uses a 2000 point army, the attacker can spend a maximum of 1,500 points on their army.

Terrain The table is set up to represent a wide, tree-lined road. The defender will start the game marching on the road and the attacker will set up either side. You don’t have to mark out the road but you should have enough trees to cover at least 50% of the road on both sides. The rest of the table can be set up as normal.

Set-up Starting with the defending player, players should deploy units one at a time as normal into their set-up areas. The attacking player cannot deploy any units

Attacker’s Set-up Area

Who goes first? The attacking player goes first in this scenario.

Duration The attacking player is under pressure to complete the task quickly. The game lasts until each player has taken five turns. Once both players have taken five turns, roll a die. On a 1-3 the game ends. On a 4-6 both players play an extra turn and then the game ends.

Objective At the end of the game, add up the cost of all of enemy units you Routed. That is your score. Your opponent does the same and you compare scores. If the difference between the scores in favour of the attacking player is at least 10% of the total cost of the defending army, that player wins, otherwise the defender wins. For example, in a game where the defending army is 2,000 points, the attacker needs at least 200 points more than the defender to win.

12"

Defender’s Set-up Area

12"

In addition, the defending player on the road must set-up all their units facing the same direction and towards one of the long table edges. The attacking player must alternate placing their units on either side of the road.

45

12"

Attacker’s Set-up Area

The Rules

tIMed gaMes

We really enjoy playing Kings of War in a relaxed atmosphere, accompanied by epic music, beer, pizza and the unavoidable truculent banter. However, the game is designed so that you can also decide to introduce another dimension to the fight: time. This way you’ll be able to experience some of the pressure of real battle, when snap decisions make the difference between victory or defeat, life or death!

Chess Clocks The best tool for timed games is a chess clock, a device that ensures time is equally divided amongst the players, thus creating the ultimate fair and balanced war game. Simply agree a number of turns for the game and an amount of time per player, and set the chess clock accordingly. For a 2,000 points game, we suggest six turns each and forty-five minutes per player, but it’s up you to find the pace you prefer for your games. After deciding which player begins to setup, start that player’s clock. Once that player has set up their first unit, stop their clock, start their opponent’s clock and so on. Once set-up is finished, stop both clocks and roll to see who has the first turn. Once the winner of the roll has made their choice, re-start that player’s clock. That player plays a turn then stops their clock and activates the opponent’s clock, and so on.

Photo courtesy of Warlord Games

The game ends at the agreed number of turns and victory conditions are worked out as

normal. However, if you happen to run out of time during one of your turns, the game ends instantly and your entire army routs – immediately remove all of your remaining units, as if they suffered a Rout result, and work out the victory conditions as normal. However, in an objective-based game (like ‘Pillage’ or ‘Kill and Pillage’, in the Scenarios section), your opponent is allowed to keep moving their units for as many turns as there are left in the game in order to grab objectives before the victory conditions are worked out.

Other Timers If you don’t have a chess clock at hand, don’t worry – the stopwatch in your phone or watch, or even an hourglass or egg timer will do fine. If you use one of these, then each player gets an agreed amount of time per turn (agree first how many turns the game is going to last for). We suggest that each turn should take around two minutes per 500 points in your game (say 8 minutes in a 2,000 points game). If you run out of time during your turn, your move ends and any melee that has not been fought yet is cancelled – move the chargers back 1". Make sure you set a time limit for set-up (30 seconds per unit works fine).

Be Nice! Of course it’s only fair to stop the chess clock or timer if one of the players is distracted from the game (by a phone call or the like), or if the players need to check a rule, an unclear line of sight, etc. It is also best if any unit you destroy during your turn is removed by the opponent, together with all of its damage markers, at the beginning of their turn. By all means, you and your opponent can vary the amount of time you have for your game or your turns according to your own taste, but if you’re like us, you are going to love the pressure created by timed games – after all, in real war one rarely has the luxury of time...

46

The Rules

47

The Rules

Force lIsts

48 Photo courtesy of Warlord Games

The Rules

49

force lists

the eras and arMIes covered The following eras are covered by the lists in this book Antiquity. Pre 5th century AD



Early Middle Ages. The 5th to 10th centuries.



High Middle Ages. The 11th, 12th and 13th centuries.



Late Middle Ages. The 14th and 15th centuries.

Photo courtesy of Warlord Games



50

force lists

Army

Eras Covered by List

Barbarians

Antiquity

Carthaginians

Antiquity

Chinese

Antiquity - High Middle Ages

Egyptians

Antiquity - Middle Ages

Greeks

Antiquity

Indian

Antiquity-High Middle Ages

Macedonians & Successors

Antiquity

Persians

Antiquity

Romans

Antiquity

Spartans

Antiquity

Scythians

Antiquity

Thracians

Antiquity

Huns

Late Antiquity

Anglo-Saxons

Early Middle Ages - High Middle Ages

Franks

Early Middle Ages - High Middle Ages

Normans

Early Middle Ages - High Middle Ages

Polish

Early Middle Ages - Late Middle Ages

Slavs

Early Middle Ages - Late Middle Ages

Vikings

Early Middle Ages - High Middle Ages

Crusaders

High Middle Ages - Late Middle Ages

Japanese

High Middle Ages-Late Middle Ages

Mongols

High Middle Ages - Late Middle Ages

Byzantines

Early Middle Ages - Late Middle Ages

Ottomans

High Middle Ages-Late Middle Ages

English

Late Middle Ages

Aztecs

Late Middle Ages

Conquistadors

Late Middle Ages

French

Late Middle Ages

Holy Roman Empire

Late Middle Ages

Scottish

Late Middle Ages

Mercenaries

All

51

Force Lists

Master List

The Master list can be considered the “base” for all the armies in this book. As noted previously, players could simply pick and choose from the Master list only, but it’s far more fun to apply one of the Themes which are presented later.

Spearmen Unit Size Troop (10)

Sp Me Ra De Att 5

Heavy Spearmen

Infantry 4+



4+

10

Infantry

Ne Pts

Unit Size

9/11

Troop (10)

5

3+



5+

85

Sp Me Ra De Att

Ne Pts

10 10/12 125

Regiment (20)

5

4+



4+

15 13/15 120

Regiment (20)

5

3+



5+

15 14/16 175

Horde (40)

5

4+



4+

30 20/22 200

Horde (40)

5

3+



5+

30 21/23 290

Legion (60)

5

4+



4+

35 26/28 290

Special Phalanx

Special Phalanx

Warriors Unit Size

Heavy Warriors

Infantry Sp Me Ra De Att

Ne Pts

Unit Size

9/11

Troop (10)

70

Sp Me Ra De Att

5

4+



4+

Regiment (20)

5

4+



4+

12 13/15 100

Regiment (20)

5

3+



5+

12 14/16 135

Horde (40)

5

4+



4+

25 20/22 165

Horde (40)

5

3+



5+

25 21/23 225

Legion (60)

5

4+



4+

30 26/28 240

Options

Options • E change shields for two handed weapons for free (lower Defence to 3+, gain Crushing Strength (1))

5

3+



5+

Ne Pts

Troop (10)

10 10/12 95

• E change shields for two handed weapons for free (lower Defence to 4+, gain Crushing Strength (1))

Photo courtesy of Warlord Games

10

Infantry

52

Force Lists

Berserkers

Infantry

Levy*

Unit Size

Ne Pts

Unit Size

Sp Me Ra De Att

Infantry Sp Me Ra De Att

Ne Pts

Troop (10)

5

3+



3+

10

–/12 100

Troop (10)

5

5+



3+

10

Regiment (20)

5

3+



3+

15

–/16 140

Regiment (20)

5

5+



3+

12 12/14 70

Horde (40)

5

3+



3+

30

–/23 230

Horde (40)

5

5+



3+

25 19/21 115

Legion (60)

5

5+



3+

30 25/27 170

Special

8/10

50

Crushing Strength (1)

Pikemen Unit Size

Heavy Pikemen

Infantry Sp Me Ra De Att

Ne Pts

Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Regiment (20)

5

4+



3+

15 13/15 135

Regiment (20)

5

3+



4+

15 14/16 170

Horde (40)

5

4+



3+

30 20/22 225

Horde (40)

5

3+



4+

30 21/23 280

Special

Special

Ensnare, Phalan

Ensnare, Phalan

Bowmen Unit Size

Crossbowmen

Infantry Sp Me Ra De Att

Infantry

Ne Pts

Unit Size

9/11

Troop (10)

5

5+

5+

3+

8

10 13/15 100

Regiment (20)

5

5+

5+

3+

10 13/15 115

20 20/22 165

Horde (40)

5

5+

5+

3+

20 20/22 190

Troop (10)

5

5+

5+

3+

8

Regiment (20)

5

5+

5+

3+

Horde (40)

5

5+

5+

3+

75

Sp Me Ra De Att

Ne Pts 9/11

Special

Special

Bows

(Crossbows, Piercing (1)), Reload

Options

Options

• May take stakes, gaining Ensnare & Reload ( 15 pts)

• May take pavises gaining oulkon (2) ( 20 pts)

Slingers Unit Size

Hand Cannons

Infantry Sp Me Ra De Att

Infantry

Ne Pts

Unit Size

9/11

Troop (10)

5

5+

5+

3+

8

12 13/15 85

Regiment (20)

5

5+

5+

3+

10 13/15 100

25 20/22 140

Horde (40)

5

5+

5+

3+

20 20/22 165

Troop (10)

5

6+

5+

3+

10

Regiment (20)

5

6+

5+

3+

Horde (40)

5

6+

5+

3+

65

Sp Me Ra De Att

Special

Special

(Slings, Piercing ( 1))

(Hand annon, Piercing (1)), Reload

Skirmishers Unit Size Troop (10)

Ne Pts 9/11

75

Infantry

Sp Me Ra De Att 6

85

5+

5+

3+

8

Ne Pts 9/11

80

Special Thrown Weapons, Pathfinder, Skirmisher

Options • E change thrown weapons for short bows for 10 pts Photo courtesy of Warlord Games

53

Photo courtesy of Warlord Games

Force Lists

Cavalry Unit Size

Heavy Cavalry

Cavalry Sp Me Ra De Att

Ne Pts

Troop (5)

9

4+



4+

7

Regiment (10)

9

4+



4+

14 13/15 160

Unit Size

10/12 105

Sp Me Ra De Att 8

3+



5+

8

Regiment (10)

8

3+



5+

16 14/16 190

Special

Nimble, Thunderous Charge (1)

Thunderous Charge (2)

Unit Size

Horse Archers

Cavalry

Sp Me Ra De Att

Unit Size

Ne Pts

Troop (5)

9

5+

5+

3+

7

10/12 100

Regiment (10)

9

5+

5+

3+

14 13/15 150

5+

5+

3+

7

Regiment (10)

9

5+

5+

3+

14 13/15 140

Shortbows, Nimble

Unit Size

Sp Me Ra De Att

War Dogs* Unit Size

Ne Pts

7

4+



5+

9

12/14 115

Regiment (10)

7

4+



5+

18 15/17 180

Ne Pts

9

Special

Troop (5)

Cavalry

Sp Me Ra De Att

(Thrown Weapons, Piercing (1)), Nimble

Cavalry

11/13 125

Troop (5)

Special

Cataphracts

Ne Pts

Troop (5)

Special

Light Cavalry

Cavalry

10/12 90

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

6

4+



2+

10

8/12

Horde (6)

6

4+



2+

20 11/15 120

80

Special

Special

Brutal, Thunderous Charge (2)

(Crushing Strength (1) vs Cavalry), Vicious, Height 1

54

Force Lists

Chariots Unit Size

Chariot Archers

Large Cavalry Sp Me Ra De Att

Ne Pts

Regiment (3)

8

4+

5+

4+

8

Horde (6)

8

4+

5+

4+

16 14/16 175

Unit Size

11/13 115

Large Cavalry

Sp Me Ra De Att

Regiment (3)

8

5+

5+

4+

7

Horde (6)

8

5+

5+

4+

14 14/16 160

Special

Special

Thrown Weapons, Thunderous Charge (2), 50x100mm base

Shortbows, Nimble, 50x100mm base

Heavy Chariots Unit Size

War Elephants*

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

7

3+



5+

9

Horde (6)

7

3+



5+

18 15/17 175

Unit Size

12/14 115

Special Brutal, Thunderous Charge (2), 50x100mm base

Ne Pts

Regiment (3)

11/13 105

Large Cavalry

Sp Me Ra De Att 6

4+

5+

5+

Ne Pts

18 18/22 260

Special (Thrown Weapons, (6 Attacks)), Crushing Strength (2), Strider, Thunderous Charge (2), 50x100mm base, Height 4

Options

Photo courtesy of Warlord Games

• E change Thrown Weapons for Shortbows (6 Attacks) for free

55

Force Lists Photo courtesy of Warlord Games

Small Bolt Thrower Unit Size 1

War Engine

Sp Me Ra De Att 5



5+

4+

2

Ne Pts 9/11

55

Special 36" Range, Blast (D3), Piercing (2), Reload

Catapult Unit Size 1

Mangonel

War Engine Sp Me Ra De Att 5



5+

4+

1

Ne Pts 9/11

Unit Size

90

1

War Engine

Sp Me Ra De Att –



5+

4+

3

Ne Pts 9/11

75

Special

Special

Blast (D6+2), Indirect ire, Piercing (3), Reload

Blast (D3), Indirect ire, Piercing (1), Reload , Vicious

Trebuchet Unit Size 1

Sp Me Ra De Att –

Mortar

War Engine –

5+

4+

1

Ne Pts

Unit Size

11/13 105

1

War Engine Sp Me Ra De Att 5



5+

4+

1

Ne Pts 9/11

Special

Special

Blast (D6+4), Indirect ire, Piercing (3), Reload , 50x100mm base

Blast (D6+3), Indirect ire, Piercing (2), Reload

Cannon Unit Size 1

Organ Gun

War Engine Sp Me Ra De Att 5



5+

4+

1

Ne Pts 9/11

Unit Size

85

1

War Engine

Sp Me Ra De Att 5

85



5+

Special

Blast (D6 1), Piercing (4), Reload

24" Range, Piercing (2), Reload

12

Ne Pts 9/11

75

Photo courtesy of Warlord Games

Special

4+

56

Force Lists

General Unit Size

Army Standard Bearer

Hero (Inf) Sp Me Ra

1

5

3+



De Att 5+

3

Ne Pts

Unit Size

11/13 80

1

Sp Me Ra 5

5+



Hero (Inf)

De Att 4+

1

Special

Special

Crushing Strength (1), Individual, Very Inspiring

Individual, Inspiring

Options

Options

• Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) for +20 pts

• Mount on a horse, increasing Speed to changing to Hero (Cav) for +15 pts

Musician Unit Size 1

Hero

Hero (Inf)

Sp Me Ra 5

5+



De Att 4+

1

Ne Pts 9/11

Unit Size

50

1

Sp Me Ra 5

3+



De Att 5+

Special

Individual, Rallying (2)

Crushing Strength (1), Individual

and

3

Ne Pts 10/12 50

Options and

• Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) for +15 pts.

Photo courtesy of Warlord Games

• Mount on a horse, increasing Speed to changing to Hero (Cav) for +15 pts.

50

Hero (Inf)

Special Options

Ne Pts 9/11

57

Force Lists

58

Force Lists

59

Force Lists

BarBarians The Barbarian list covers the various northern European tribes that the Romans faced, including the Gallic forces Julius Caesar fought in the war that made him famous, the British and Germanic tribes, the Celts, and the Iberians. Among them were the Harii, whose warriors painted their bodies and weapons black and only attacked at night, leading their opponents to initially think they were facing an army of ghosts. British tribes were among the last warriors to use chariots in warfare in Europe.

Special Rules ERA: Antiquity

Barbarian armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Warriors, Berserkers, Skirmishers, Slingers, Archers, Levy*, Cavalry, Light Cavalry, Chariots, Chariot Archers, War Dogs*, Catapult, General, Army Standard Bearer, Musician, Hero

In addition to units from the Master list, Barbarian armies may select from the following units.

Barbarian armies may not select any Mercenary units.

Fanatics

Army Options

Unit Size

Infantry Sp Me Ra De Att

Woad: Any unit in the army can be upgraded to have the ury special rule for +10 pts.

Ne Pts

Troop (10)

6

3+



2+

10

Regiment (20)

6

3+



2+

15

–/14 115 –/18 165

Horde (40)

6

3+



2+

30

–/25 270

Special Crushing Strength (1)

Headhunters Unit Size

Harii*

Infantry

Sp Me Ra De Att

Infantry

Ne Pts

Unit Size

9/11

Troop (10)

5

4+



4+

10

Regiment (20)

5

4+



4+

12 13/15 140

Troop (10)

5

4+

5+

3+

10

90

Regiment (20)

5

4+

5+

3+

12 13/15 125

Sp Me Ra De Att

Special

Thrown Weapons, Brutal, Vicious

Brutal, Pathfinder , Stealthy

Photo courtesy of Warlord Games

Special

Carnyx Blower [1] Unit Size 1

Sp Me Ra 5

4+



Ne Pts 9/11 100

Hero (Inf) De Att 4+

1

Ne Pts 9/11

75

Special Carnyx Horn – When testing the Nerve of enemies within 9" of this unit, add +1 to the total.

60

Force Lists

Boudicca [1] 1

Sp Me Ra 8

3+

4+

De Att 4+

7

Ne Pts

Photo courtesy of Warlord Games

Unit Size

Hero (Large Cav) 13/15 140

Special

Photo courtesy of Warlord Games

Photo courtesy of Warlord Games

Thrown Weapons, Crushing Strength (1), Thunderous Charge (2), Very Inspiring, 50x100mm base

61

Force Lists

Carthaginians Carthage possessed one of the largest military forces of the ancient world. Its navy was second to none, and its army was composed of many different nationalities from its vast North African and Iberian empire.

Special Rules ERA: Antiquity

Carthaginian armies may only select the following units from the Master list:

As an army, Carthage utilised a combined arms approach, making use of light and heavy infantry, siege weaponry, skirmishers, light and heavy cavalry and dreaded North African elephants.

Spearmen, Heavy Spearmen, Pikemen, Warriors, Skirmishers, Slingers, Archers, Levy*, Cavalry, Light Cavalry, Horse Archers, War Elephants* War Dogs*, Catapult, Small Bolt Thrower, General, Hero, Army Standard Bearer, Musician

Under Hannibal’s leadership, the Carthaginians won many successive and famous victories against the Romans.

Carthaginian armies may select from the following Mercenary units: Numidian Cavalry*, Balearic Slingers*, Cretan Archers*

In addition to units from the Master list, Carthaginians armies may select from the following units.

Sacred Band of Carthage [1] Unit Size

Hannibal Barca [1]

Sp Me Ra De Att

Infantry

Unit Size

Ne Pts

1

Sp Me Ra 6

3+

5+

Hero (Monster) De Att 5+

8

Ne Pts 13/17 210

Regiment (20)

5

3+



5+

15 15/17 205

Special

Horde (40)

5

3+



5+

30 22/24 340

(Thrown weapons, 3 Attacks), Crushing Strength (2), Mercenary Commander, Strider, Thunderous Charge (2), Very Inspiring, 50x100mm base size

Special Elite, Phalan , Rallying (1)

Options

North African War Elephants*[1] Unit Size Horde (6)

• E change thrown weapons for shortbows (3 Attacks) for free.

Large Cavalry

Sp Me Ra De Att 6

4+

5+

5+

Ne Pts

36 21/25 400

Special

Mercenary Commander With Hannibal as the General, you may take up to 50% of the army as allies from both the barbarian and mercenary lists, Inspiring from the Carthaginian force also works on allies, but allied inspiring does not work on Carthaginians.

(Thrown Weapons, (12 Attacks)), Crushing Strength (2),Strider, Thunderous Charge (2), 50x100mm Base Size, Height 4

Options • E change thrown weapons for shortbows (12 Attacks) for free.

62

Force Lists

63

Force Lists

Chinese China is the oldest continuous culture on earth, and this list attempts to cover as much of its history as possible. The units in this list cover the Chinese military units available from roughly 500 B E, the time of Sun Tzu’s writing of The Art of War, to their early forays into gunpowder warfare in the thirteenth century. Gunpowder weapons wouldn’t have been available to them prior to the 1250s, but repeating crossbows were in use in Sun Tzu’s time.

Special Rules ERA: Antiquity–High Middle Ages

Chinese armies may only select the following units from the Master list: Spearmen, Warriors, Heavy Warriors, Crossbowmen, Hand Cannons, Skirmishers, Heavy Cavalry, Cavalry, Horse Archers, Heavy Chariots, Catapult, General, Hero, Army Standard Bearer, Musician

In addition to units from the Master list, Chinese armies may select from the following units.

Chu-Ko-Nu Unit Size

Sp Me Ra De Att

Infantry

Fire Lancers

Ne Pts

Unit Size

Troop (10)

5

5+

5+

3+

10

Regiment (20)

5

5+

5+

3+

12 13/15 120

9/11

90

1

Chinese Rockets –

5+

5





4+

10

Sun Tzu [1]

War Engine

Sp Me Ra De Att 5

Sp Me Ra De Att

Ne Pts 9/11

50

Breath Attack (att), Individual, Vicious, Base Size: 25x50mm

Repeating Crossbows, Vicious

1

War Engine

Special

Special

Unit Size

Chinese armies may not select any Mercenary units.

4+

4

Ne Pts 9/11

Unit Size

75

1

Hero (Inf)

Sp Me Ra 5

3+



De Att 5+

3

Ne Pts 11/13 170

Special

Special

Blast (D3), Devastating, Indirect, Reload

Art of War, Individual, Crushing Strength (1), Very Inspiring

Art of War When starting to deploy their units, your opponent must deploy D3+1 units instead of a single one. In addition, you can redeploy D3 of your own units after deployment is finished, but before Vanguard moves are made.

Living in the fifth century BCE, Sun Tzu was a brilliant military strategist who literally wrote the book on The Art of War in ancient China.

64

Force Lists

65

Force Lists

Egyptians This list spans the time between Ancient Egypt and Ramses the great from 1279BC, to Ptolemic Egypt in 332BC where it transitioned to a Hellenistic society after being conquerred by Alexander the Great. In 30 BC Egypt became a Roman province after Cleopatra and Mark Antony were defeated by Octavian. The timeline for this list ends with Saladin in the 12th Century where he gained valuable military and logistical experience with which he battled the Crusaders. Ancient Egypt made extensive use of chariot warfare, using large groups of chariots which ranged from 10 to 250 units strong. Ptolemic Egypts military tried to mirror that of it’s Macedonian conquerers, though never fully realised that goal, due to cultural differences and shortage of manpower. Medieval Egyptian armies made extensive use of cavalry including mounted archers and heavily armoured Mamluks. In addition to units from the Master list, Egyptian armies may select from the following units.

Chariots Unit Size

Large Cavalry Sp Me ra De att

Legion (12)

8

4+

5+

4+

Ne Pts

32 21/23 300

Special Thrown Weapons, Thunderous Charge (2), 50x100mm Base.

Chariot Archers Unit Size

Large Cavalry

Sp Me ra De att

Legion (12)

8

5+

5+

4+

Ne Pts

28 21/23 270

Special Shortbows, Nimble, 50x100mm base size.

Mamluks Unit Size

Cavalry

Sp Me ra De att

Ne Pts

Troop (5)

8

3+



5+

8

11/13 125

Regiment (10)

8

3+



5+

16 14/16 195

Special Headstrong, Thunderous Charge (2)

66

Special Rules Era: antiquity–Middle ages

Egyptian armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Pikemen, Warriors, Archers, Skirmishers, Slingers, Levy*, Cavalry, Light Cavalry, Cataphracts, Horse Archers, War Dogs*, War-Elephants*, Chariots, Chariot Archers, Heavy Chariots, Catapult, Small Bolt Thrower, General, Army Standard Bearer, Musician, Hero Egyptian armies may select from the following Mercenary units: Numidian Cavalry*

Force Lists

Braves of the King [1]

Infantry

Unit Size

Ne Pts

Sp Me ra De att

Ramesses the Great [1]

Troop (10)

5

3+



4+

12 10/12 130

Unit Size

Regiment (20)

5

3+



4+

15 14/16 185

1

Horde (40)

5

3+



4+

30 21/23 305

Special Elite, Inspiring, Phalanx, Rallying (1)

Hero (Large Cav)

Sp Me Ra 7

3+

4+

De Att 5+

7

Ne Pts 13/15 175

Special Crushing Strength (1), Thunderous Charge (2), Thrown Weapons, Very Inspiring, Rallying (2), 50x100mm Base Size.

67

Force Lists

greeks Ancient Greece was a civilization which lasted from the archaic period until the end of antiquity. The Greek city states made use of predominantly citizen armies, though this limited campaigns to the summer. Battles were often short, but decisive, it was normally the most prominent citizens and generals who were slain, as they led from the front. It was from the front that the Greeks could better display their manliness and excellence to their peers. Greek warfare was defined by the use of Hoplites arranged in a phalanx formation and wars were often decided in a single battle. This however gave way to longer drawn out conflicts such as the Persian Wars, the Peloponnesian Wars and the Corthinian Wars. Armies in turn became more cosmopolitan with the inclusion of resident foreigners, slaves, mercenaries, and neighbouring allies. In addition to units from the Master list, Greek armies may select from the following units.

Epaminondas [1] Unit Size

Sp Me Ra

1

5

3+



Hero (Inf) De Att 5+

4

Ne Pts 12/14 170

Special rushing Strength (1), lank Refusal, Individual, Very Inspiring

Options • Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) for +20 pts.

Flank Refusal You can redeploy two of your own units after deployment is finished, but before Vanguard moves are made.

68

Special Rules ERA: Antiquity

Greek armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Warriors, Skirmishers, Slingers*, Archers, Levy*, Cavalry, Light Cavalry, War Dogs*, Catapult, Small Bolt Thrower, General, Hero, Army Standard Bearer, Musician Greek armies may select from the following Mercenary units: Cretan Archers*, Thracian Peltasts*, Rhodian Slingers*

Army Options

Hoplites: Spearmen and Heavy Spearmen Infantry Regiments, Hordes and Legions may purchase Headstrong for +10pts

Force Lists

Sacred Band of Thebes [1] Unit Size Regiment (20)

Tarantine Cavalry

Sp Me Ra De Att 5

3+



5+

15

Special Inspiring (Sacred Band of Thebes), Phalanx

Cavalry

Infantry

Unit Size

Ne Pts

Troop (5)

9

4+

5+

4+

7

–/18 210

Regiment (10)

9

4+

5+

4+

14 13/15 190

Sp Me Ra De Att

Special (Thrown Weapons, Piercing (1)), Nimble, Thunderous Charge (1)

69

Ne Pts 10/12 125

Force Lists

indian This list covers the various empires that controlled large portions of India throughout its history. rom the endic forces that met Alexander’s Macedonians on the field of battle, to the Maurya and upta Empires that rose in their wakes, up to the various Indian powers that fought against the Mongols. All of these forces shared common four part military structures consisting of archers, infantry, cavalry (at first chariots, then mounted warriors), and elephants.

Special Rules ERA: Antiquity–High Middle Ages

Indian armies may only select the following units from the Master list: Spearmen, Warriors, Heavy Warriors*, Skirmishers*, Archers, Heavy Knights*, Cavalry, War Elephants, War-dogs*, General, Army Standard Bearer, Musician, Hero Indian armies may not select any Mercenary units.

In addition to units from the Master list, Indian armies may select from the following units.

Rajput Warriors Unit Size

Indian War Elephants Horde* [1]

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

3+



4+

10

–/12 115

Unit Size

Regiment (20)

5

3+



4+

15

–/16 165

Horde (6)

Special

Large Cavalry

Sp Me Ra De Att 6

4+

5+

5+

Ne Pts

36 21/25 400

Special

Crushing Strength (1), Vicious

(Thrown Weapons, (12 Attacks)), Crushing Strength (2), Strider, Thunderous Charge (2), 50x100mm base, Height 4

Options • E change thrown weapons for short bows for free (12 Attacks)

Super Heavy Chariots Unit Size

Samudragupta [1]

Large Cavalry

Sp Me Ra De Att

Ne Pts

Regiment (3)

7

3+



5+

12 12/14 190

Horde (6)

7

3+



5+

24 15/17 290

Unit Size 1

Sp Me Ra 5

3+



Hero (Inf) De Att 5+

5

Ne Pts –/14 115

Special

Special

Crushing Strength (1), Individual, Very Inspiring

(Thrown Weapons, (Regiment: 6 Attacks, Horde: 12 Attacks) Brutal, Crushing Strength (1), Thunderous Charge (2), 50x100mm base,

Samudragupta ruled the Gupta Empire from 335-380AD. He ruled great swatches of India in his day, either directly or through subjugated vassals. He was known and feared because of the strength of his own arms, and the scars of a hundred wounds that adorned his body.

Options • E change thrown weapons for short bows for free (Regiment: 6 Attacks, Horde: 12 Attacks)

70

Force Lists

71

Force Lists

MaCedonians & suCCessors Under the leadership of Alexander the Great, who took the throne in 336 BC, the Macedonian Empire became one of the largest empires in the ancient world. After Alexander’s death in 323 BC, his empire was divided between four of his generals, birthing the four successor states: the Ptolemaic ingdom in Egypt, the Seleucid Empire based in Babylon, the Antigonid dynasty in Macedon, and the Attalid dynasty based out of Pergamon. All four of those empires continued on until being absorbed into the Roman Empire. This list is suitable for fielding Alexander’s armies and the armies of the empires that formed after his death.

Special Rules ERA: Antiquity

Macedonian armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Pikemen, Heavy Pikemen, Warriors, Skirmishers, Slingers, Archers, Levy*, Cavalry, Horse Archers, Light Cavalry, Cataphracts, War Dogs*, War Elephants*, Chariots, Chariot Archers, Heavy Chariots, Catapult, Small Bolt Thrower, General, Army Standard Bearer, Musician, Hero Macedonian armies may select from the following Mercenary units:

In addition to units from the Master list, Macedonian armies may select from the following units.

Foot Companions Unit Size

Cretan Archers*, Thracian Peltasts*, Rhodian Slingers*, Numidian Cavalry*

Infantry

Sp Me Ra De Att

Ne Pts

Regiment (20)

5

3+



4+

15 14/16 190

Alexander the Great[1]

Horde (40)

5

3+



4+

30 21/23 315

Legion (60)

5

3+



4+

35 27/29 455

Unit Size 1

Special

3+



De Att 5+

4

Ne Pts 12/14 145

Conquerer of Persia, Crushing Strength (1), Individual, Rallying (2), Very Inspiring, Warrior King

Companion Cavalry

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

9

3+



4+

7

Regiment (10)

9

3+



4+

14 14/16 200

11/13 130

Warrior King While within " of this unit, friendly non allied units gain the Brutal special rule.

Conquerer of Persia May take up to two non living legend units from the Persian list, which act as if they were taken from the main army list.

Special Elite,

5

Special

Elite, Ensnare, Phalan

Unit Size

Sp Me Ra

Hero (Inf)

imble, Thunderous harge (2)

Options

Silver Shields[1] Unit Size Regiment (20)

Infantry

Sp Me Ra De Att 5

3+



5+

• Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) for +20 pts.

Ne Pts

15 15/17 190

Special Elite, ury, Phalan

72

Force Lists

73

Force Lists

persians Throughout antiquity several empires centred in the area now known as Iran rose to prominence. The irst Persian Empire, also known as the Achaemenid Empire, was founded by yrus the reat. It fought a series of wars against the Greek city states, including the famous Battle of Thermopylae in 480 BC, before being conquered by Alexander the Great in 330 BC. The second empire, the Parthian Empire, which began in 24 B as a rebellion against the Seleucid Empire (see Macedon successor states), frequently fought the Romans in the west and the Scythians in the east. The Parthians eventually fell to internal rebellion, leading to the rise of a new dynasty and the Sasanian Empire that continued to rule Persia until the rise of Islam. This list is designed to bring Persian forces from all three empires to the table.

Special Rules ERA: Antiquity

Persian armies may only select the following units from the Master list: Spearmen, Pikemen, Warriors, Archers, Slingers, Skirmishers, Levy*, Cavalry, Light Cavalry, Cataphracts, Horse Archers, War Dogs*, War-Elephants*, Chariots, Chariot Archers, Heavy Chariots, Catapult, General, Army Standard Bearer, Musician, Hero Persian armies may select from the following Mercenary units: Numidian Cavalry*

Army Options

Recurve Bows: A unit equipped with short bows may be upgraded with regular bows, gaining +6" range for +10 pts.

In addition to units from the Master list, Persian armies may select from the following units.

Immortals Unit Size

Sp Me Ra De Att

Infantry

Darius the Great [1]

Ne Pts

Unit Size

Troop (10)

5

3+

5+

4+

10

–/13 120

1

Regiment (20)

5

3+

5+

4+

12

–/16 170

7

3+

4+

5+

7

Ne Pts 12/14 175

Bow, Crushing Strength (1), Rallying (2), Thunderous Charge (2), Very Inspiring, 50x100mm base

Bows, Phalanx

Persian Elite Archers Unit Size

Sp Me Ra De Att

Special

Special

Troop (10)

Hero (Large Cav)

Infantry

Sp Me Ra De Att 5

5+

5+

3+

8

Ne Pts 9/11

Under Darius I the Great the Achaemenid Empire reached its apex. He conquered Egypt, parts of India, and a large part of the Scythian territory. He also attempted to conquer Greece, but was defeated at the Battle of Marathon.

90

Regiment (20)

5

5+

5+

3+

10 13/15 125

Horde (40)

5

5+

5+

3+

20 20/22 205

Special Bows, Elite, oulkon (1)

74

Force Lists

75

Force Lists

roMans The Roman Empire was the longest spanning empire in history. It was also the first to utilize entirely professional armies, with which they conquered vast swathes of land allowing it to become the largest empire of classical antiquity. The Roman Empire was amongst the most powerful economic, cultural, political and military forces in the world of its time.

Special Rules ERA: Antiquity

Roman armies may only select the following units from the Master list: Spearmen*, Warriors, Heavy Warriors, Skirmishers, Slingers*, Archers*, Levy*, Cavalry, Light Cavalry*, Horse Archers*, Cataphracts*, War Dogs*, Catapult, Small Bolt Thrower, General, Hero, Army Standard Bearer, Musician Roman armies may select from the following Mercenary units: Numidian Cavalry*, Balearic Slingers*, Cretan Archers*, Thracian Peltasts*

The core of the Roman army was its Heavy Infantry who fought in rigid formations and with unmatched discipline. Instead of having Roman units for specialist tasks and roles, they made use of Auxiliaries from the regions from which they conquered, allowing them to field the best troops from the entire empire. In addition to units from the Master list, Roman armies may select from the following units.

Triarii Unit Size

Army Options

Any Warrior and Heavy Warrior Infantry Regiments, Hordes and Legions may purchase any of the following upgrades: Rotate Ranks: The unit gains Iron Resolve for +10 pts. Testudo: The unit gains Foulkon (2) for +20 pts. Pilum: The unit gains a single Throwing Weapon (1 use only). This is a Ranged attack with 10 attacks using an Ra value of 5+ and 12" range for +10 pts.

Infantry Sp Me Ra De Att

Ne Pts

Regiment (20)

5

3+



5+

15 15/17 210

Horde (40)

5

3+



5+

30 22/24 345

Special Iron Resolve, Phalanx, Testudo Note: For more accuracy, players should not select both Triarii and Praetorian Guard in the same army.

Praetorian Guard [1] Unit Size Regiment (20)

Infantry

Sp Me Ra De Att 5

3+



5+

Ne Pts

First Cohort [1]

15 15/17 210

Special

Unit Size

Elite, Iron Resolve, Pilum, Testudo

Legion (60)

Infantry

Sp Me Ra De Att 5

3+



5+

Ne Pts

25 27/29 340

Special

Gladiators* [1] Unit Size

Infantry

Sp Me Ra De Att

Iron Resolve, Pilum, Testudo

Ne Pts

Troop (10)

5

3+



3+

15

–/12 140

Regiment (20)

5

3+



3+

20

–/16 200

Praetorian Cavalry Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Special

Troop (5)

8

3+



5+

8

Crushing Strength (1), Stealthy, Vicious

Regiment (10)

8

3+



5+

16 14/16 180

Options

Special

•Equip with nets for 20 pts (gain Ensnare)

Elite, Thunderous harge (1)

76

11/13 115

Photo courtesy of Warlord Games

Photo courtesy of Warlord Games

Force Lists

Gaius Julius Caesar [1] Unit Size 1

Sp Me Ra 5

3+



De Att 5+

Eagle Bearer [1]

Hero (Inf) 4

Ne Pts

Unit Size

13/15 150

1

Sp Me Ra 5

4+



Hero (Inf) De Att 5+

Special

Special

Crushing Strength (1), I Came, I Saw, I Conquered, Individual, Rallying (2), Very Inspiring

Individual, Rallying (2), Very Inspiring

1

Ne Pts 10/12 100

Options Photo courtesy of Warlord Games

• Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) for +20 pts.

I Came, I Saw, I Conquered May take up to two non living legend units from the Barbarian list as auxilliaries, which act as if they were taken from the main army list.

77

Force Lists

spartans Sparta was the dominant land based power on the ancient Greek peninsula, earning this position through the rigorous military training every male citizen received beginning at the age of seven. Once they turned twenty, every male spent a decade in full time military service, and remained in the reserves until they turned sixty. Sparta was the primary rival to Athens, and the key player in the war against the Persian Empire. It remained independent Rome conquered it in 146 BC. This list can be used to field Spartan warriors throughout that time period.

Special Rules ERA: Antiquity

Spartan armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Warriors, Skirmishers, Slingers*, Archers*, Levy*, Cavalry, Light Cavalry, War Dogs*, General, Army Standard Bearer, Musician, Hero Spartan armies may select from the following Mercenary units: Cretan Archers*, Rhodian Slingers*

In addition to units from the Master list, Spartan armies may select from the following units.

Spartan Royal Guard Unit Size Regiment (20)

3+



5+

Come back with your shield, or on it: Spearmen and Heavy Spearmen units may be upgraded with both the Headstrong and Elite special rules for 25 pts.

Infantry

Sp Me Ra De Att 5

Army Options

15

Ne Pts –/17 210

Special Elite, Phalan

King [2] Unit Size

Krypteia*

Infantry

Unit Size

Ne Pts

Troop (10)

Sp Me Ra De Att 6

4+



4+

10

9/11 100

Hero (Inf) Sp Me Ra

1

5

3+



De Att 5+

5

Ne Pts –/15 170

Special rushing Strength (1), Elite, Individual, Rallying (1), Very Inspiring

Special Headstrong, Stealthy, Vanguard, Vicious

Ephor [5] Unit Size 1

Hero (Inf)

Sp Me Ra 5

4+



De Att 4+

2

Ne Pts 9/11

Special Headstrong, Individial, Inspiring, Rallying (1)

78

60

Force Lists

79

Force Lists

sCythians The Scythians were a group of nomads from the area around the Black Sea who were the first people in the world to master mounted combat. At times they raided China and India, and briefly controlled an empire that threatened Egypt. They reached the height of their power in the fifth to third centuries BC, at which time they frequently clashed with the irst Persian Empire. They were eventually conquered by the Macedonians and the Sarmatian Persian Empire.

Special Rules ERA: Antiquity

Scythian armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Warriors, Heavy Warriors, Archers, Skirmishers, Slingers, Levy*, War-Dogs*, Cavalry, Light Cavalry, Horse Archers, Chariots, Chariot Archers, Heavy Chariots, War Dogs*, General, Hero, Army Standard Bearer, Musician

In addition to units from the Master list, Scythian armies may select from the following units.

Scythian Foot Archers Unit Size

Scythian armies may select from the following Mercenary units: Numidian Cavalry*

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

4+

5+

4+

8

Regiment (20)

5

4+

5+

4+

10 13/15 140

Army Options

9/11 105

Poisoned Arrows: You may choose to upgrade any unit armed with bows or short bows to gain the Vicious special rule for +15 pts.

Special Bows, Nimble, Vicious

Sagaris Warriors Unit Size

Composite Bows: A unit equipped with short bows may be upgraded with regular bows, gaining +6" range for +10 pts.

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

4+



4+

10

9/11

Regiment (20)

5

4+



4+

12 13/15 125

90

Scythian Horse Archers

Special Crushing Strength (1), Vicious

Unit Size

Sp Me Ra De Att 9

5+

5+

3+

7

Regiment (10)

9

5+

5+

3+

14 13/15 155

Bows, Skirmisher, Vicious Photo courtesy of Warlord Games

Ne Pts

Troop (5)

Special

80

Cavalry 10/12 100

Photo courtesy of Warlord Games

Photo courtesy of Warlord Games

Photo courtesy of Warlord Games

Force Lists

81

Force Lists

thraCians The Thracians were a group of tribes who inhabited present day south eastern Europe. They were widely regarded as warlike and bloodthirsty by others, they were also famed for their ferocity in battle where they utilized masses of light and mobile horsemen. However, a majority of Thracian warriors fought as peltasts, being equipped with numerous javelins as well as an array of deadly close quarters weapons such as swords, knives and axes. They also made e tensive use of the al and Rhomphaia, which proved to be so effective against the Roman Legionaries that it led to them redesigning their helmets to better absorb its blows.

Special Rules ERA: Antiquity

Thracian armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Warriors, Heavy Warriors, Skirmishers, Slingers, Archers, Levy*, Cavalry, Light Cavalry, War Dogs*, Catapult, General, Army Standard Bearer, Musician, Hero Thracian armies may select from the following Mercenary units: Thracian Peltasts*

Army Options

In addition to units from the Master list, Thracian armies may select from the following units.

Falxmen Unit Size

Ferocious: Any unit can be upgraded to have the ury special rule for 10 pts.

Thracian Light Cavalry

Infantry Ne Pts

Unit Size

9/11

Troop (5)

9

5+

5+

3+

12 13/15 125

Regiment (10)

9

5+

5+

3+

14 13/15 155

25 20/22 205

Horde (20)

9

5+

5+

3+

28 20/22 250

Sp Me Ra De Att

Troop (10)

5

4+



3+

Regiment (20)

5

4+



3+

Horde (40)

5

4+



3+

Special rushing Strength (1), ury, icious

Cavalry

10

90

Sp Me Ra De Att 7

Ne Pts 10/12 100

Special (Thrown Weapons, Piercing (1)), ury,

imble

Spartacus [1] Unit Size 1

Hero (Inf)

Sp Me Ra 5

3+



De Att 4+

7

Ne Pts –/14 150

Photo courtesy of Warlord Games

Special Crushing Strength (1), Individual, Vicious, Very Inspiring

82

Photo courtesy of Warlord Games

Photo courtesy of Warlord Games

Photo courtesy of Warlord Games

Force Lists

83

Force Lists

huns The Huns were a nomadic people, who lived in Eastern Europe, the aucasus, and entral Asia. Under Attila, they formed a unified empire, raiding and sacking most of Europe. The Huns fought on horseback, utilising bows and thrown weapons, though they also used long doubled edged swords as well as lassos. After Attila’s death, and without his influence, his empire soon perished.

Special Rules ERA: Late Antiquity

Hun armies may only select the following units from the Master list: Spearmen, Warriors, Archers, Skirmishers, Slingers, Levy*, Cavalry, Light Cavalry, Horse Archers, War Dogs*, Small Bolt Thrower, Catapult, General, Hero, Army Standard Bearer, Musician

In addition to units from the Master list, Hun armies may select from the following units.

Hunnic Cavalry Unit Size

Hun armies may not select any Mercenary units.

Cavalry

Sp Me Ra De Att 7

Army Options

Ne Pts

Troop (5)

8

4+

5+

4+

Regiment (10)

8

4+

5+

4+

14 13/15 180

Horde (20)

8

4+

5+

4+

28 20/22 315

Composite Bows: A unit equipped with short bows may be upgraded with regular bows, gaining +6" range for +10 pts.

10/12 115

Special Bows, Skirmisher, Thunderous Charge (1), Vicious

Options • Equip with lassos for 15 pts (gain Ensnare)

Hunnic Nobles [1] Unit Size Troop (10)

Sp Me Ra De Att 5

3+



5+

Infantry

Attila [1]

Ne Pts

Unit Size

10 11/13 120

Hero (Inf) Sp Me Ra

1

8

3+

4+

De Att 4+

4

Ne Pts 12/14 160

Special

Special

Elite, Inspiring

Bow, Crushing Strength (1), Dread, Individual, Thunderous Charge (1), Vicious, Very Inspiring, .

Options • E change shields for two handed weapons for free (lower Defence to 4+, gain Crushing Strength (1))

Options • Send out a Raiding Party for 30 pts

Raiding Party

Siege Engineer Unit Size 1

Hero (Inf)

Sp Me Ra 5

5+



De Att 3+

1

Ne Pts 10/12 75

Special Engineer, Individual

Engineer

A raiding party has caught a section of the enemy army unawares, and as such, When starting to deploy their units, your opponent must deploy D3+1 units instead of a single one.

A hugely successful barbarian king of the Hunnic Empire, Attila the Hun spread fear across the late Roman Empire. He was a fierce and ruthless man who united the various tribes of the Hun kingdom.

War Engines within 3" have the Elite special rule.

84

Force Lists

angLo-saxons The Anglo Sa ons controlled England from around the sixth century until the Norman conquest in 1066 AD. Originally a number of smaller kingdoms, England first became a single nation under their rule. During this period, they fought off invasions from Celts, Scots, Picts, and Vikings, as well as warring among themselves. This list is suitable for fielding armies from throughout this period, including the struggles against the Viking incursions and the Norman conquest.

Anglo Sa on armies may only select the following units from the Master list:

In addition to units from the Master list, Anglo Sa on armies may select from the following units.

Anglo Sa on armies may not select any Mercenary units.

Housecarl Unit Size

Sp Me Ra De Att

Special Rules ERA: Early Middle Ages– High Middle Ages

Spearmen, Warriors, Heavy Warriors, Levy*, War-Dogs*, Archers*, Slings, Light Cavalry*, Cavalry*, Catapult, Crossbowmen*, General, Hero, Army Standard Bearer, Musician

Infantry

Alfred the Great [1]

Ne Pts

Unit Size

Troop (10)

5

3+



4+

10 10/12 100

Regiment (20)

5

3+



4+

12 14/16 140

Horde (40)

5

3+



4+

25 21/23 230

1

Sp Me Ra 5

4+



Hero (Inf)

De Att 5+

3

Ne Pts 10/12 110

Special Greater Rallying, Individual, Iron Resolve, Very Inspiring

Special

Greater Rallying

Crushing Strength (1), Headstrong

The unit has the Rallying (2) rule with a range of 9".

Anglo-Saxon Shieldwall

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Troop (10)

5

4+

5+

4+

Regiment (20)

5

4+

5+

4+

10 10/12 90 12 14/16 125

Horde (40)

5

4+

5+

4+

25 21/23 205

Alfred the Great defeated the Viking armies in England in the 870s AD and took the title King of the Anglo-Saxons. He reorganized the Kingdom’s military to be better equipped to handle future invasions, and repelled another Viking invasion in the 890s.

Special Thrown Weapons

85

Force Lists

Franks The ranks were a ermanic tribe living in aul in the later days of the Roman Empire. They formed a kingdom of their own that the Romans acknowledge in 357 AD and comprised most of Gaul by the sixth century. This kingdom eventually evolved into rance and the Holy Roman Empire. This list is designed to allow players to field rankish forces from the Roman period, where they fought against various barbarian groups alongside Romans, through the conquests of Charlemagne and the struggles to hold the Empire together after his death, to the conflicts with the Vikings and Normans, a period spanning from 357 to roughly 1100 AD.

Special Rules ERA: Early Middle Ages– High Middle Ages

rankish armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Warriors, Heavy Warriors, Crossbowmen, Archers, Cavalry, Heavy Cavalry, War-Dogs*, Levy*, Catapult, Mangonel, General, Hero, Army Standard Bearer, Musician rankish armies may not select any Mercenary units.

Army Options

In addition to units from the Master list, rankish armies may select from the following units.

Frankish Spearmen Unit Size

Throwing Axes: Any unit of Spearmen, Warriors, Heavy Warriors or Cavalry may be upgraded with Throwing Axes. The unit gains a single Throwing Weapon (1 use only). This is a Ranged attack with 10 attacks using an Ra value of 5+ and 12" range for +10 pts

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

4+

5+

4+

10 10/12 110

Regiment (20)

5

4+

5+

4+

15 14/16 160

Horde (40)

5

4+

5+

4+

30 21/23 265

Special

Charlemagne [1]

Thrown Weapons, Phalanx

Unit Size 1

Sp Me Ra 5

3+



Hero (Inf) De Att 5+

4

Ne Pts 12/14 130

Special

Frankish Lancers Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

8

3+



4+

8

Regiment (10)

8

3+



4+

16 14/16 170

Special Thunderous Charge (2)

11/13 110

Crushing Strength (1), Individual, Rallying (2), Very Inspiring

Options • Mount on a horse, increasing Speed to changing to Hero (Cav) for +20 pts.

and

Charlemagne was King of the Franks from 768 AD until his death in 814 AD. He became King of Italy and conquered most of modern day Germany, and was crowned the first Emperor of the Holy Roman Empire in 800 AD. A great general and administrator, his rule laid the groundwork for the modern European geopolitical landscape.

86

Force Lists

87

Force Lists

norMans ormandy was a duchy in northern rance that was founded when the Viking leader Rollo conquered the area and forced the rankish king to grant him the right to rule over the area in 911 AD. Through marriage, his descendants became connected to the Anglo Sa on kings of England. In 1066 AD, the Normans invaded and conquered England. This list is suitable for fielding Norman forces both in their struggles to remain a duchy within rance and their conquest of England.

Special Rules ERA: Early Middle Ages– High Middle Ages

Norman armies may only select the following units from the Master list: Spearmen, Warriors, Heavy Warriors, Crossbowmen, Archers, Cavalry, Levy*, Catapult, Trebuchet, Mangonel, General, Hero, Army Standard Bearer, Musician Norman armies may not select any Mercenary units.

In addition to units from the Master list, Norman armies may select from the following units.

Norman Knights Unit Size

Sp Me Ra De Att

Ne Pts

Unit Size

11/13 125

1

Troop (5)

8

3+



5+

7

Regiment (10)

8

3+



5+

14 14/16 190

Special Brutal, Thunderous Charge (2)

William the Conquerer [1]

Cavalry

Sp Me Ra 5

3+

4+

De Att 5+

5

Hero (Inf) Ne Pts 14/16 155

Special Bow, rushing Strength (1), Individual, Elite, Piercing (1), Rallying (1), Very Inspiring,

Options • Mount on a barded horse, increasing Speed to 8, gaining Thunderous Charge, changing to Hero (Cav) and losing Bow, for +20 pts.

William the Conqueror was the Duke of Normandy and cousin of the childless Edward the Confessor of England. After his cousin’s death, he invaded England to claim the throne that had been seized by Harold Godwinson. He defeated Harold’s forces at the Battle of Hastings and became the first Norman king of England.

88

Force Lists

89

Force Lists

poLish The Kingdom of Poland was founded in the middle of the tenth century AD and quickly developed a unique culture. Sitting on the edges of the Holy Roman Empire, the Asian frontier and the Ottoman Empire, Poland fought a series of wars against the Teutonic Knights, the Ottomans and the Mongols. This list represents the forces fielded by the Polish in those conflicts.

Special Rules ERA: Early Middle Ages– Late Middle Ages

Polish armies may only select the following units from the Master list: Archers, Crossbowmen, Spearmen, Warriors, Heavy Warriors, Berserkers, Levy* Skirmishers, War-Dogs*, Light Cavalry, Cavalry, Heavy Cavalry, Cavalry Archers, General, Army Standard Bearer, Musician, Hero

In addition to units from the Master list, Polish armies may select from the following units.

Polish armies may not select any Mercenary units.

Druzhina Unit Size Troop (10)

Winged Hussars

Infantry

Sp Me Ra De Att 5

3+



4+

Ne Pts

Unit Size

Ne Pts

Troop (5)

8

3+

5+

5+

8

8

3+

5+

5+

16 14/16 245

Regiment (20)

5

3+



4+

15 14/16 170

Regiment (10)

5

3+



4+

30 21/23 280

Special

Brutal, Crushing Strength (1)

Sp Me Ra De Att

12 10/12 120

Horde (40)

Special

Cavalry 11/13 160

(Pistols, Piercing (1)), Brutal, Crushing Strength (1), Thunderous Charge (1)

90

Force Lists

sLavs The Slavic list is designed to help players field armies from a number of Eastern European people groups who shared a common language family and culture. This list could be used to field the Bulgar Empire that challenged the northern border of the By antine Empire beginning in the seventh century, the Rus people whose lands became modern Russia, and the Wallachians who fought to keep the Balkans from the hands of the Ottomans, among others.

Special Rules ERA: Early Middle Ages– Late Middle Ages

Slavic armies may only select the following units from the Master list: Archers, Spearmen, Warriors, Berserkers, Slingers, Skirmishers, Light Cavalry, Cavalry, Heavy Cavalry, War-Dogs*, General, Army Standard Bearer, Musician, Hero

In addition to units from the Master list, Slavic armies may select from the following units.

Ancient Slavs

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Troop (10)

5

4+

5+

4+

8

Regiment (20)

5

4+

5+

4+

10 13/15 140

Horde (40)

5

4+

5+

4+

20 20/22 230

Slavic armies may not select any Mercenary units.

Army Options

Guerilla Tactics: Any unit can be upgraded to have the Pathfinder special rule for +15 pts.

9/11 100

Boyars

Special Shortbows, Pathfinder, Skirmisher

Unit Size

Options • E change shortbows for slings for free (gain Piercing ( 1))

Infantry Sp Me Ra De Att 5

3+



4+

12 10/12 115

Regiment (20)

5

3+



4+

15 14/16 165

Special Crushing Strength (1), Vicious

91

Ne Pts

Troop (10)

Force Lists

vikings The Vikings were Norse seafaring raiders who waged war throughout northern Europe and Russia from around 0 AD until the conquest of England by the Normans in 1066 AD. They were based out of Denmark, Norway, and Sweden. The Viking age ended as those three nations Christianized and sought legitimacy in the larger European community.

Special Rules ERA: Early Middle Ages– High Middle Ages

Viking armies may only select the following units from the Master list: Berserkers, Spearmen, Warriors, Heavy Warriors, Skirmishers, Archers, War-Dogs*, General, Army Standard Bearer, Musician, Hero

In addition to units from the Master list, Viking armies may select from the following units.

Viking armies may not select any Mercenary units.

Berserkers

Infantry

Unit Size

Ne Pts

Legion (60)

Sp Me Ra De Att 5

3+



3+

40

Army Options

Throwing Axes: Any unit of Spearmen, Warriors, Heavy Warriors, Berserkers or Huscarls may be upgraded with Throwing Axes. The unit gains a single Throwing Weapon (1 use only). This is a Ranged attack with 10 attacks using an Ra value of 5+ and 12" range for +10 pts.

–/29 335

Special Crushing Strength (1)

Huscarls Unit Size

Infantry Sp Me Ra De Att

Ne Pts

Troop (10)

5

3+



4+

Regiment (20)

5

3+



4+

10 10/12 100 12 14/16 145

Horde (40)

5

3+



4+

25 21/23 240

Berserker of Stamford Bridge [1]

Special rushing Strength (1), ury, Headstrong

Unit Size

Ivar the Boneless [1] Unit Size 1

Sp Me Ra 4

4+

3+

1

Hero (Large Inf)

De Att 5+

4

Sp Me Ra 5

3+



Hero (Inf)

De Att 4+

7

Ne Pts –/16 160

Special rushing Strength (2), Individual, Inspiring, alhalla

Ne Pts 13/15 140

Valhalla! If the Berserker of Stamford Bridge is the only unit making attacks against a Regiment, Horde or Legion in the Melee Phase then he doubles his attacks.

Special Bow, Crushing Strength (1), Headstrong, Inspiring, Nimble, Rallying (2), Vicious

Ivar the Boneless was a Viking warlord who commanded the Great Heathen Army the conquered most of Anglo-Saxon Britain in the 850s AD. Some believe he received his nickname because of his great flexibility, while others believe he may have had no legs. Either way, he was known for being carried on a shield by his troops after battle as part of the victory celebration.

On 25 September 1066, a single Viking warrior held Stamford Bridge against the entire English army, killing as many as forty English soldiers by himself before an English soldier floated under the bridge and stabbed him with a spear from below.

92

Force Lists

93

Force Lists

Crusaders This list covers the major and minor Crusades during the High and Late Middle ages. These were papal sanctioned military campaigns that took place either in Europe or Southwestern Asia. The irst rusade was proclaimed by Pope Urban II. He proposed ‘Whoever for devotion alone, but not to gain honour or money, goes to Jerusalem to liberate the Church of God can substitute this journey for all penance.’ This was aimed towards the knights of Western Europe, who were full of sin and otherwise engaged in endless infighting. This gave them a chance to focus their efforts to what was viewed as a spiritual act.

Special Rules ERA: Late Middle Ages

Crusader armies may only select the following units from the Master list: Spearmen, Warriors, Heavy Warriors, Archers, Crossbowmen, Levy*, Cavalry, Light Cavalry, Heavy Cavalry, War Dogs*, Catapult, Small Bolt Thrower, Mangonel, General, Army Standard Bearer, Hero Crusader armies may select the following Mercenary unit: Geonese Crossbowmen*

In addition to units from the Master list, Crusader armies may select from the following units.

Army Options

Holy Warriors: Any unit can be upgraded to have the Iron Resolve special rule for +10 pts.

Penitents Unit Size

Knights Templar [1]*

Infantry

Sp Me Ra De Att 10

Ne Pts

Troop (10)

5

5+



3+

8/10

Regiment (20)

5

5+



3+

Horde (40)

5

5+



3+

Legion (60)

5

5+



3+

35 25/27 240

Unit Size

70

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

8

3+



5+

9

15 12/14 100

Regiment (10)

8

3+



5+

18 15/17 245

30 19/21 165

Special

Special

12/14 160

Crushing Strength (1), Inspiring, Iron Resolve, Thunderous Charge (1)

Crushing Strength (1), Headstrong, Iron Resolve

Richard I [1] Unit Size

Hero (Inf)

Sp Me Ra

1

5

3+



De Att 5+

5

Ne Pts 12/14 145

Special Crushing Strength (1), Individual, Iron Resolve, The Lionheart, Very Inspiring

The Lionheart While within " of this unit, friendly non allied units have the ury special rule.

Options • Mount on a horse, increasing Speed to 8, gaining Thunderous Charge (1), and changing to Hero (Cav) for +30 pts.

94

Force Lists

95

Force Lists

Japanese The iconic Japanese armour and the foundations of the later Bushido warrior code were in place by the eleventh century in Japan. This list can be used for Japanese forces from that time until roughly the fifteenth century, when the introduction of firearms from Europe changed the way wars were waged on the island. During this time, a number of wars were waged between various factions within Japan itself, including the Gempei War between clans that began in 1180 AD. The Mongols also launched two failed invasions of Japan in the thirteenth century.

Special Rules ERA: High Middle Ages– Late Middle Ages

Japanese armies may only select the following units from the Master list: Spearmen, Skirmishers, Archers, Levy*, Horse Archers, Light Cav, General, Hero, Army Standard Bearer, Musician Japanese armies may not select any Mercenary units.

In addition to units from the Master list, Japanese armies may select from the following units.

Samurai Unit Size Troop (10)

Samurai Cavalry

Infantry Sp Me Ra De Att 5

3+



4+

Ne Pts

Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

10 11/13 105

Troop (5)

8

3+



5+

8

8

3+



5+

16 15/17 200

Regiment (20)

5

3+



4+

12 15/17 150

Regiment (10)

Horde (40)

5

3+



4+

25 22/24 250

Special

12/14 130

Thunderous harge (2), ury

Special rushing Strength (1), ury

Options • Horo. Gains Stealthy (+10 pts)

Options • Horo. Gains Stealthy (+10 pts)

Warrior Monks Unit Size Troop (10)

Sp Me Ra De Att 5

4+



4+

Infantry

Ninja

Ne Pts

Unit Size

10 10/12 90

Regiment (20)

5

4+



4+

15 14/16 130

Horde (40)

5

4+



4+

30 21/23 215

Special

1

Hero (Inf) Sp Me Ra 6

3+

3+

De Att 4+

4

Ne Pts 11/13 100

Special (Thrown Weapon, Piercing (1)), Crushing Strength (1), Individual, Stealthy, Vanguard, Vicious

Crushing Strength (1), Headstrong

96

Force Lists

97

Force Lists

MongoLs The Mongol Empire began in the thirteenth century and controlled an area stretching from Eastern Europe to the Sea of apan, and from Siberia in the north to parts of India and Indochina in the south. Though the Empire’s power was broken by the Chinese in 1368, the Mongols remained a threat to the Chinese for many centuries to come. The Mongols themselves primarily fought on horseback, but they used conscripts from conquered nations as infantry units, and adopted the use of siege engines from the Chinese.

Special Rules ERA: High Middle Ages– Late Middle Ages

Mongolian armies may only select the following units from the Master list: Spearmen, Archers, Skirmishers, Levy*, Hand cannons*, Light Cavalry, Horse Archers, Cavalry, Catapult, Trebuchet, Cannon, General, Hero, Army Standard Bearer, Musician Mongolian armies may not select any Mercenary units.

In addition to units from the Master list, Mongolian armies may select from the following units.

Mongol Horse Archers Unit Size

Army Options

Recurve Bows: A unit equipped with short bows may be upgraded with regular bows, gaining +6" range for +10 pts.

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

9

5+

5+

3+

7

11/13 125

Regiment (10)

9

5+

5+

3+

14 14/16 180

Special Bows, Elite, Skirmisher, icious (ranged attacks only)

Chinese Rockets Unit Size

Mongol Lancers Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

9

3+



4+

9

Regiment (10)

9

3+



4+

18 14/16 190

1

War Engine

Sp Me Ra De Att 5



5+

4+

4

Ne Pts 9/11

75

Special Blast (D3), Devastating, Indirect ire, Reload

11/13 135

Special Elite, Thunderous harge (2)

Genghis Khan [1] Unit Size

Mongol Skirmish Lancers*

1

Cavalry Unit Size

Sp Me Ra De Att

Ne Pts

Troop (5)

9

3+



4+

8

Regiment (10)

9

3+



4+

16 14/16 180

11/13 125

Sp Me Ra 9

3+



Hero (Cav) De Att 4+

4

Ne Pts 12/14 125

Special Crushing Strength (1), Individual, Rallying (2), Thunderous Charge (1), Very Inspiring

Special Thunderous harge (2), Skirmisher, Elite

98

Force Lists

99

Force Lists

Byzantines The By antine, or Eastern Roman Empire, began when Constantine moved the capital of the Empire from Rome to onstantinople in 330 AD, and continued until Constantinople fell to the Ottoman Empire in 1453 AD, a period of more than a thousand years. During that time, the Empire fought against barbarians, Huns, Mongols, Persians, and even, at times, Crusaders. This list is designed to cover armies from the Empire’s long history. Greek fire was in use by the seventh century, and Naphtha Throwers by 1000 AD. Gunpowder weapons were in use by the thirteenth century.

Special Rules ERA: Early Middle Ages– Late Middle Ages

Byzantine armies may only select the following units from the Master list: Spearmen, Heavy Spearmen, Pikemen, Warriors, Heavy Warriors, Skirmishers, Slingers, Archers, Crossbowmen, Hand Cannons, Levy*, Cavalry, Light Cavalry, Cataphracts, War Dogs*, Catapult, Small Bolt Thrower, Trebuchet, Mangonel, Cannon, Mortars, Organ Gun, General, Army Standard Bearer, Musician, Hero

In addition to units from the Master list, Byzantine armies may select from the following units.

Genoese Crossbowmen*

Varangian Guard [1]* Unit Size

Byzantine armies may select from the following Mercenary units:

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

3+



5+

12 11/13 125

Regiment (20)

5

3+



5+

15 15/17 180

Constantine I [1]

Special Headstrong, Vicious

Unit Size 1

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att 5

5+

5+

3+ D6+10 9/11 140

Special (Throwing Weapons, Piercing (1)), Devastating, Skirmisher, Vicious

Greek Fire Launchers Unit Size 1





4+

3+



De Att 4+

3

Ne Pts 12/14 120

10

Special

Leader of a Divided Empire Constantine’s Very Inspiring special rule also applies to mercenary allies • Mount on a horse, increasing Speed to changing to Hero (Cav) for +20 pts.

Ne Pts 9/11

Individual, Leader of a Divided Empire, Rallying (2), Very Inspiring

Options

War Engine

Sp Me Ra De Att 5

5

Special

Naphtha Throwers Troop (10)

Sp Me Ra

Hero (Inf)

50

and

Constantine ruled the Roman Empire in the fourth century, and moved the capital from Rome to Constantinople. He was a skilled general, waging successful wars against the Franks and other barbarian threats, as well as winning wars within the Empire, and waging war on the Persian front.

Breath Attack (att), Individual, Vicious, Base size: 25x50mm

100

Force Lists

ottoMans The Ottoman Empire was founded in 12 by Osman I, and continued to be a major power in Europe until the irst World War. This list is designed to play the Ottomans in the early days of the Empire, a time when the Turks were securing the Balkans and absorbing the floundering Byzantine Empire. During this era, they also clashed with Poland, which sought to recover the Balkans from the Ottomans, and with the Holy Roman Empire.

Special Rules ERA: High Middle Ages– Late Middle Ages

Ottoman armies may only select the following units from the Master list: Pikemen, Warriors, Horse Archers*, Light Cavalry, Cavalry, Heavy Cavalry, Cannon, General, Army Standard Bearer, Musician, Hero.

In addition to units from the Master list, Ottoman armies may select from the following units.

Janissary Archers Unit Size

Sp Me Ra De Att 8

Ottoman armies may not select any Mercenary units.

Infantry

Dardanelles Gun [1]

Ne Pts

Unit Size

Troop (10)

5

4+

5+

3+

10/12 95

Regiment (20)

5

4+

5+

3+

10 14/16 135

Horde (40)

5

4+

5+

3+

20 21/23 225

Sp Me Ra De Att

1

Special

War Engine

5



5+

4+

1

Ne Pts 12/14 150

Special Blast (1D6 6), Devastating, Piercing (4), Reload , 50x100mm base

Bows, Elite

Bombard

Janissary Halberdiers

Infantry

Unit Size

Unit Size

Ne Pts

1

Sp Me Ra De Att

War Engine

Sp Me Ra De Att 5



5+

3+

Troop (10)

5

3+



3+

10 10/12 95

Special

Regiment (20)

5

3+



3+

12 14/16 135

Blast (D6 3), Piercing (4), Reload

Horde (40)

5

3+



3+

25 21/23 225

1

Ne Pts 10/12 100

Special rushing Strength (1), Elite

Sultan [1] Unit Size

Janissary Jezzails

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Troop (10)

5

4+

5+

3+

8

Regiment (20)

5

4+

5+

3+

10 14/16 170

Horde (40)

5

4+

5+

3+

20 21/23 280

Special (Arquebuses, Piercing 2)), Elite, Reload

10/12 120

1

Hero (Inf)

Sp Me Ra 5

3+



De Att 5+

4

Ne Pts 12/14 105

Special Crushing Strength (1), Individual, Sultan, Very Inspiring

Sultan While within " of this unit, friendly non allied anissary units have the Headstrong special rule.

Options • Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) for +20 pts.

101

Force Lists

azteCs The Aztecs were a tribe of aggressive warriors, who were constantly at war with their neighbours. During the 13th century they settled in what is now the valley of Mexico and eventually dominated most of region. They were eventually conquered by the Spanish and their Tlaxcallan allies, and later further decimated by several epidemics.

Special Rules ERA: Late Middle Ages

Aztec armies may only select the following units from the Master list: Warriors, Spearmen, Archers, Berserkers, Levy*, Slingers, General, Hero, Army Standard Bearer, Musician

In addition to units from the Master list, Aztec armies may select from the following units.

Eagle Warriors with Bows Unit Size Troop (10)

Infantry

Sp Me Ra De Att 5

5+

5+

3+

8

Aztec armies may not select any Mercenary units.

Army Options

Ne Pts 9/11

Jungle Warriors: Any unit can be upgraded with Pathfinder for 15 pts.

90

Regiment (20)

5

5+

5+

3+

10 13/15 125

Horde (40)

5

5+

5+

3+

20 20/22 205

Atlatl: Skirmishers with throwing weapons can be upgraded with an Atlatl, increasing their range by 6" for +10 pts.

Special Bows, Pathfinder, Skirmisher

Eagle Warriors with Atlatl Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

5+

5+

3+

8

9/11

Regiment (20)

5

5+

5+

3+

10 13/15 130

90

Horde (40)

5

5+

5+

3+

20 20/22 215

Jaguar Warriors Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Special

Troop (10)

5

4+



4+

10

(Atlatl, Piercing (1)), Pathfinder, Skirmisher

Regiment (20)

5

4+



4+

12 13/15 110

Horde (40)

5

4+



4+

25 20/22 180

Otomi Warriors

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Troop (10)

5

3+



4+

10 10/12 90

Regiment (20)

5

3+



4+

12 14/16 130

Horde (40)

5

3+



4+

25 21/23 215

9/11

75

Special Pathfinder

Options • E change shields for two handed weapons for free (lower Defence to 3+, gain Crushing Strength (1))

Special Pathfinder, Vicious

Montezuma II [1] Unit Size 1

Sp Me Ra 5

3+



Infantry De Att 4+

3

Ne Pts

Aztec Priest Unit Size 1

12/14 80

Special Crushing Strength (1), Individual, Pathfinder, Very Inspiring or every 1,000 pts (or part) in the army, one unit of Eagle Warriors may be upgraded with the anguard special rule +15 pts.

Hero (Inf)

Sp Me Ra 5

5+



De Att 3+

1

Ne Pts 10/12 50

Special Battle Prayer, Individual, Pathfinder

Battle Prayer riendly (non allied) units have the ury special rule whilst within 6" of this model.

102

Force Lists

Conquistadors The Conquistadors were soldiers and e plorers from the Spanish Empire and Portuguese Empire. They sailed as far as Americas, Oceania, Africa and Asia, setting up trade routes and colonising much of the known world for their respective empires. The Conquistadors were professional warriors, using European tactics, firearms, and cavalry. The Conquistadors also made use of the local inhabitants as allied troops, forging alliances with one tribe, only to pit them against their neighbour.

Special Rules ERA: Late Middle Ages

Conquistador armies may only select the following units from the Master list: Warriors, Heavy Warriors, Pikemen, Heavy Pikemen, Crossbowmen, Hand Cannons, War-Dogs*, Cavalry, Heavy Cavalry, Cannon, Mortar, Organ Gun, General, Hero, Musician, Army Standard Bearer

Their equipment was the best available to Europeans at the time and they were quick to make use of gunpowder. When fighting the American civilizations, their firearms were extremely effective. After a several artillery hits the enemy morale was destroyed thanks to the ensuing noise, smoke and carnage. They also had steel armour and weaponry, which gave a distinct advantage over anything that their enemies had available to them. In addition to units from the Master list, Conquistador armies may select from the following units.

Arquebusiers

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Troop (10)

5

5+

5+

3+

8

Regiment (20)

5

5+

5+

3+

10 13/15 145

Conquistador armies may not select any Mercenary units.

Conquistadors Unit Size

Cavalry

Sp Me Ra De Att 8

4+

4+

4+

7

Regiment (10)

8

4+

4+

4+

14 14/16 190

11/13 125

Special (Pistols, Piercing (1)), Devastating, Thunderous Charge (1)

9/11 110

Special

Hernan Cortes [1]

(Arquebuses, Piercing (2)), Devastating, Reload

Unit Size 1

Sp Me Ra 5

3+

4+

Hero (Inf) De Att 5+

4

Ne Pts 11/13 130

Special

Sword and Buckler Men

Infantry

Unit Size

Ne Pts

Sp Me Ra De Att

Ne Pts

Troop (5)

Troop (10)

5

3+



5+

10 10/12 100

Regiment (20)

5

3+



5+

12 14/16 140

(Pistols Piercing (1)) Crushing Strength (1), Inspiring, Rallying (1), Tlaxcaltec Allies

Tlaxcaltec Allies Hernan Cortez may include 4 infantry units from the Aztec list as if they were part of the primary army.

Special

Options

Headstrong

• Mount on a horse, increasing Speed to changing to Hero (Cav) for +20 pts.

103

and

Force Lists

engLish This theme includes the Hundred Years War and War of the Roses. Knights and Men at arms became less common as this period progressed, with mass longbows being a huge advantage over the rench during the Hundred ears War. irearms were present but initially had little effect in battle although Cannons and Mortars become popular as siege weapons. Levy troops were gradually replaced by paid troops and/or foreign mercenaries.

Special Rules ERA: Late Middle Ages

English armies may only select the following units from the Master list: Spearmen*, Pikemen*, Heavy Pikemen*, Warriors, Heavy Warriors, Hand Cannons*, Crossbowmen*, Cavalry, Heavy Cavalry, Levy*, Cannon, Catapult, Mangonel, Organ Gun, Mortar, General, Hero, Army Standard Bearer, Musician

In addition to units from the Master list, English armies may select from the following units.

Longbowmen Unit Size

English armies may not select any Mercenary units.

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

4+

5+

3+

8

9/11 105

Regiment (20)

5

4+

5+

3+

10 13/15 150

Horde (40)

5

4+

5+

3+

20 20/22 250

Special (Bows, Piercing (1)), Elite, Ensnare, Reload

Light Lancers Unit Size

Cavalry

Sp Me Ra De Att

Ne Pts

Troop (5)

9

4+



4+

7

Regiment (10)

9

4+



4+

14 13/15 175

Edward the Black Prince [1] Unit Size

10/12 115

Special Nimble, Pathfinder, Thunderous Charge (1)

1

Hero (Inf)

Sp Me Ra 5

3+



De Att 5+

5

Ne Pts 13/15 180

Special rushing Strength (1), Dread, Elite, Individual, Very Inspiring,

Options • Mount on a barded horse, increasing Speed to 8, gaining Thunderous Charge (2), and changing to Hero (Cav) for +30 pts.

No one stands out more than does Edward, the Black Prince, who was so successful in the early years of the war that the very mention of his name in the ranks of the English would strike terror into the French.

104

Force Lists

105

Force Lists

FrenCh Covering the period from 1301 to 1500. Early in this period, armies highly favoured hevaliers and Men at arms (either mounted or dismounted for battle). During this time armour grew progressively heavier, firstly being supplemented by plate armour, then eventually full plate was seen. Catapults were the commonly used artillery at the start of the period but soon gave way to gunpowder, first with Cannons and Mortars, then with larger Bombards.

Special Rules ERA: Late Middle Ages

rench armies may only select the following units from the Master list: Spearmen*, Pikemen*, Heavy Pikemen*, Warriors, Heavy Warriors, Hand Cannons*, Archers, Crossbowmen, Heavy Cavalry, Levy*, Catapult, Cannon, Trebuchet, Mangonel, Organ Gun, Mortar, General, Hero, Army Standard Bearer, Musician

In addition to units from the Master list, rench armies may select from the following units.

rench armies may select from the following Mercenary units:

Chevaliers Unit Size

Cavalry

Sp Me Ra De Att

Geonese Crossbowmen*, Swiss Pikemen*

Ne Pts

Troop (5)

8

3+



5+

8

11/13 130

Regiment (10)

8

3+



5+

16 14/16 200

Special

Bombardes Unit Size

Elite, Headstrong, Thunderous harge (2)

1

War Engine

Sp Me Ra De Att 5



5+

4+

1

Ne Pts 9/11 120

Special Blast (D6 3), Indirect, Piercing (4), Reload ,

Joan of Arc [1] Unit Size 1

Hero (Inf)

Sp Me Ra 5

4+



De Att 4+

2

Ne Pts 12/14 100

Bertrand du Guesclin [1] Unit Size

Special

1

Battle Prayer, Individual, Rallying (2), Very Inspiring

Battle Prayer riendly (non allied) units have the ury special rule whilst within 6" of this model.

Options • Mount on a horse, increasing Speed to changing to Hero (Cav) for +20 pts.

and

Sp Me Ra 5

3+



De Att 5+

5

Hero (Inf) Ne Pts 13/15 160

Special rushing Strength (1), Elite, Individual, Rallying (1), Very Inspiring

Options • Mount on a barded horse, increasing Speed to 8, gaining Thunderous Charge (2), and changing to Hero (Cav) for +30 pts.

106

Force Lists

107

Force Lists

hoLy roMan eMpire The Holy Roman Empire was founded by Charlemagne in the year 800AD and as an Empire, spanned for near 1000 years. This army list however, focuses on the Holy Roman Empire in the late medieval period. Covering the period from 1301 to 1500, it contains many different European kingdoms, and as such has a large and varied unit roster available.

Special Rules ERA: Late Middle Ages

Holy Roman Imperial armies may only select the following units from the Master list: Spearmen, Pikemen, Warriors, Heavy Warriors, Archers, Hand Cannons, Crossbowmen, Levy*, Cavalry, Heavy Cavalry, Horse Archers, War Dogs*, Trebuchet, Cannon, Mortar, Mangonel, Organ Gun, General, Hero, Army Standard Bearer, Musician

In addition to units from the Master list, Holy Roman Imperial armies may select from the following units.

Doppelsöldner*

Infantry

Unit Size

Ne Pts

Holy Roman Imperial armies may select from the following Mercenary units: Genoese Crossbowmen*, Swiss Pikemen*

Sp Me Ra De Att

Troop (10)

5

3+



4+

10 11/13 110

Regiment (20)

5

3+



4+

12 15/17 160

Special Crushing Strength (1), Vicious, Zweihander

Zweihander When attacking a unit with the Ensnare special rule, this unit does not suffer the 1 penalty to hit.

Options • pgrade this unit with the Blood Banner. The unit is turned into the orlorn Hope, granting Headstrong and ury ( 10 pts)

Landschnecks* Unit Size

Infantry

Sp Me Ra De Att

Ne Pts

Regiment (20)

5

3+



4+

15 14/16 185

Horde (40)

5

3+



4+

30 21/22 305

Special Ensnare, Phalan , icious

108

Force Lists

sCottish In 12 6 AD, ing Edward I of England invaded Scotland. This Theme is designed to field the Scottish in their struggles for independence from the English crown in the decades that followed.

Special Rules ERA: Late Middle Ages

Scottish armies may only select the following units from the Master list:

In addition to units from the Master list, Scottish armies may select from the following units.

Dismounted Knights Unit Size

Spearmen, Warriors, Heavy Warriors, Berserkers, Levy*, Heavy Pole-Arms Block, Pikemen, Archers, Cavalry, Light Cavalry, Heavy Cavalry, Catapult, Cannon, Hand Gunner, Crossbowmen, General, Hero, Army Standard Bearer, Musician

Infantry

Sp Me Ra De Att

Ne Pts

Troop (10)

5

3+



5+

10 10/12 110

Regiment (20)

5

3+



5+

12 14/16 160

Scottish armies may select from the following Mercenary units: Swiss Guard*

Special rushing Strength (1), ury

Highlanders Unit Size Troop (10)

Sp Me Ra De Att 5

3+



4+

Infantry

William Wallace [1]

Ne Pts

Unit Size

10 10/12 110

Regiment (20)

5

3+



4+

12 14/16 160

Horde (40)

5

3+



4+

25 21/23 265

Special rushing Strength (2), ury

1

Sp Me Ra 5

3+



Hero (Inf)

De Att 5+

5

Ne Pts 12/14 170

Special rushing Strength (2), ury, reedom Individual, Very Inspiring

Freedom! While within 6" of this unit, riendly non allied units gain Thunderous Charge (1) or increase their Thunderous Charge by 1.

Mons Meg [1] Unit Size 1

War Engine

Sp Me Ra De Att 5



5+

4+

1

Ne Pts 9/11 140

Special Blast (D6 5), Indirect, Piercing (4), Reload , 50x100 base

Options • Mount on a horse, increasing Speed to 8 and changing to Hero (Cav) for +20 pts.

William Wallace was the leader of one of several Scottish uprisings in the early days of the War of Independence. Facing greater numbers, he abandoned the notions chivalric warfare, choosing to fight battles when and where he could win. He eventually led raids into England itself, and won the key battle of Stirling Bridge, earning the title Guardian of Scotland. He was eventually captured by the English and executed.

109

Force Lists

MerCenaries Armies chosen from these historical lists may not take any allies unless both players have agreed in advance to represent a specific scenario being played. Instead of allies that fantasy armies are allowed to take, some Themes give access to Mercenaries. If an army is permitted to take Mercenary units then they are selected in the same way as other units in the army. Note that all Mercenary units are Irregular so require players to take Regiments and/or Hordes from the Master list or their Theme specific units to be able to select them. The exact Mercenary units a player can select from will be specified within a Theme.

Swiss Pikemen* Unit Size

Infantry

Sp Me Ra De Att

In addition, players cannot spend more than 25% of their army points total on Mercenary units if their theme allows it. They are not treated as allies for the purposes of the normal rules however – they are considered part of the main force (e.g. sources of Inspiring will work between the mercenary and other units in an army). or e ample, a 2,000 point arthaginian army may select from the following Mercenary units: Numidian Cavalry*, Balearic Slingers*, Cretan Archers*. The total value of these units selected cannot exceed 500 points (25% of the total force).

Genoese Crossbowmen*

Infantry

Ne Pts

Unit Size

Regiment (20)

5

3+



4+

15 15/17 200

Troop (10)

4

5+

5+

4+

Horde (40)

5

3+



4+

30 22/23 330

Regiment (20)

4

5+

5+

4+

10 13/15 150

Special

Horde (40)

4

5+

5+

4+

20 20/22 250

Elite, Ensnare, Phalan

Special

Sp Me Ra De Att 8

Ne Pts 9/11 115

( rossbows, Piercing (1)), Elite, oulkon (2), Reload

110

Force Lists

Balearic/ Rhodian Slingers*

Infantry

Thracian Peltasts* Unit Size

Unit Size

Ne Pts

Troop (10)

5

4+

5+

4+

10

9/11

Regiment (20)

5

4+

5+

4+

12 13/15 135

Horde (40)

5

4+

5+

4+

25 20/22 225

Sp Me Ra De Att

Troop (10)

5

6+

5+

3+

10

Regiment (20)

5

6+

5+

3+

12 13/15 100

75

Infantry

Sp Me Ra De Att

Ne Pts 9/11

95

Special

Special

Throwing Weapons, ury, Skirmisher

(Slings, Piercing ( 1)), Elite

Note: When included in a Thracian army, this unit is no longer irregular.

Cretan Archers* Unit Size

Infantry

Sp Me Ra De Att

Numidian Cavalry*

Cavalry

Ne Pts

Unit Size

9/11

Troop (5)

9

4+

5+

3+

8

Regiment (10)

9

4+

5+

3+

16 13/15 175

Troop (10)

5

5+

5+

4+

8

95

Regiment (20)

5

5+

5+

4+

10 13/15 125

Sp Me Ra De Att

Special

Special

Bows, Elite

Thrown Weapons, Nimble, Piercing (1)

111

Ne Pts 10/12 115

Force Lists

MythiCaL units If you and your opponent agree to add Mythical units to your games, then these units become part of the army list/theme you are using and are considered part of the main force (not mercenaries/allies). The normal army selection rules apply for taking these units. There is a limit of 25% of the total points value of the army that can be spent on Mythical units however. Thus a 2,000 point Roman army could choose up to 500 points of Mythical units.

Undead Warriors Unit Size

Infantry

Sp Me Ra De Att

Huge Warriors

Large Infantry

Ne Pts

Unit Size

Regiment (20)

5

5+



3+

15

–/15

Regiment (3)

6

3+



5+

9

Horde (40)

5

5+



3+

30

–/22 130

Horde (6)

6

3+



5+

18 15/17 200

Legion (60)

5

5+



3+

40

–/28 190

Legion (12)

6

3+



5+

36 22/24 350

80

Sp Me Ra De Att

Special

Special

Lifeleech (1): In a melee, this unit regains one point of damage it has previously suffered for every point of damage it deals, up to a maximum of n.

Brutal, Crushing Strength (1)

Shambling: The unit cannot be ordered ‘At the Double’, except when carrying out a Vanguard move.

Ne Pts 12/14 130

Options • E change shields for two handed weapons for free (lower Defence to 4+, gain Crushing Strength (2))

112

Force Lists

Abominations Unit Size

Large Infantry

Sp Me Ra De Att

Ne Pts

Regiment (3)

9

3+



4+

9

12/14 160

Horde (6)

9

3+



4+

18 15/17 245

Winged Warriors*

Large Infantry

Unit Size

Sp Me Ra De Att

Regiment (3)

10

3+



5+

9

–/14 195

Ne Pts

Horde (6)

10

3+



5+

18

–/17 300

Special

Special

Crushing Strength(1), Nimble, Pathfinder, Regeneration (5+)

rushing Strength (1), ly, Inspiring, Iron Resolve, Thunderous Charge (1)

Regeneration

Fly

Every time this unit receives a move order (including Halt ), before doing anything else, roll a number of dice equal to the amount of damage currently on the unit. or every result of (n) or higher, the unit recovers a point of damage.

The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.

Beast of War Unit Size 1

Monster

Sp Me Ra 7

4+



De Att 5+

Ne Pts

12 15/17 210

Special Brutal, Crushing Strength (2), Thunderous Charge (2), 50x100mm base

Giant Unit Size 1

Monster Sp Me Ra 7

4+



De Att

Options

Special

• Mount a light ballista on it ( 10 pts) Range 36", Ra 5+, 2 attacks, Blast (D3), Piercing (2)

Brutal, rushing Strength (3), ury, Strider.

113

Ne Pts

5+ 1D6+6 17/19 190

Force Lists

Phoenix Unit Size 1

Monster Sp Me Ra

De Att

10

3+

3+



3

Ne Pts 14/16 165

Special Breath Attack (10), rushing Strength (1), ly, Heal (6), Inspiring, Iron Resolve, Regeneration (4+)

Fly

Huge Winged Beast Unit Size 1

Hero (Mon)

Sp Me Ra

De Att

10

5+

3+



The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.

Ne Pts

10 17/19 290

Special

Giant Wyrm Unit Size

Breath Attack (15), rushing Strength (3), ly

1

Fly The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.

Monster

Sp Me Ra 7

4+



De Att 4+

Ne Pts

10 14/16 175

Special Crushing Strength (1), Nimble, Pathfinder, Stealthy, Strider, Thunderous Charge (1)

Options • o ious mist (gain Breath (10) and icious on ranged attacks) (+15 pts)

114

Force Lists

General on Winged Beast Hero (Mon)

Hero on Winged Beast

Unit Size

Ne Pts

Unit Size

14/16 190

1

1

Sp Me Ra

De Att

10

5+

3+



6

Special

Hero (Large Cav)

Sp Me Ra

De Att

10

5+

3+



3

Ne Pts 10/12 90

Special

rushing Strength (2), ly, ery Inspiring

rushing Strength (1), ly

Fly

Fly

The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.

The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.

Wizard Unit Size 1

Evil Sorcerer

Hero (Inf) Sp Me Ra 5

4+



De Att 4+

1

Ne Pts

Unit Size

10/12 50

1

Hero (Inf)

Sp Me Ra 5

5+



De Att 4+

1

Ne Pts 10/12 60

Special

Special

Breath Attack(6), Individual

Bane Chant (2), Individual, Lifeleech (1)

Options

Lifeleech

• Lightning Bolt (3) ( 25 pts), Wind Blast (5) ( 30 pts), Heal (2) (+10 pts), Bane Chant (2) (+15 pts).

In a melee, this unit regains one point of damage it has previously suffered for every point of damage it deals, up to a maximum of n.

Mount on a horse, increasing Speed to 9 (+15 pts) and changing to Hero (Cav), or mount on a Pegasus, increasing Speed to 10 and gaining ly, but losing the Individual special rule (+25 pts) and changing to Hero (Large Cav).

Nightmarish Hero Unit Size 1

Sp Me Ra 7

3+



Options • Lightning Bolt (3) ( 25 pts), Heal (3) ( 15 pts or free to replace Bane Chant (2)), Surge (8) (+40 pts). Mount on a horse (increase Speed to 9, change to Hero (Cav)) (+15 pts).

Winged Hero

Hero (Inf) De Att 6+

8

Ne Pts

Unit Size

14/16 220

1

Hero (Large Inf)

Sp Me Ra

De Att

10

5+

3+



6

Ne Pts –/15 180

Special

Special

Crushing Strength (2), Individual, Inspiring, Lifeleech (2), Surge (3)

rushing Strength (2), Heal (3), Inspiring, ly, Thunderous Charge (1)

Lifeleech

Fly

In a melee, this unit regains one point of damage it has previously suffered for every point of damage it deals, up to a maximum of n.

The unit can move over anything (blocking terrain, enemy units, friendly units when charging, etc.), but still cannot land on top of them. The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule.

Options • Lightning Bolt (3) ( 20 pts), Heal (2) ( 10 pts). Mount on a horse (increase Speed to 8, change to Hero (Cav)) (+20 pts).

115

Force Lists

116 Photo courtesy of Warlord Games

Force Lists

117

Force Lists

MagiCaL speLLs

Some Mythical units have the ability to cast spells. The rules for these are presented here as well as the full range of spells available in Kings of War so that players are familiar with them should they play a game against a fantasy army. Spells are ranged attacks and thus follow the normal rules for shooting (e.g. a model that moves at the Double cannot use these powers that turn), with the exceptions listed below.

or spells, you always roll the number of dice indicated in the (n) value in the Wizard’s entry for that spell, rather than the Att value of the Wizard itself. The Att value of the Wizard is only used if the model was to use a normal ranged attack, like a bow, instead of its spells. Spells always hit on 4 , and ignore all to hit modifiers for ranged attacks, including any modifiers from special rules. Note that

re rolls (like the one provided by the Elite rule), unlike modifiers, do apply. Some spells can only target a friendly unit – this is marked as ‘friendly unit only’. Note that such spells cannot normally target the wizard itself and cannot target friendly allied units – so a wizard from your main force can’t bane chant an allied unit for example, and a wizard from your allied force can’t heal a unit from your main force. Each wi ard’s individual entry lists which spells can be purchased for him/her, much in the same way as equipment, and how much each additional spell is going to cost. This allows you to customise your wizards for your favourite battlefield role. Keep in mind, however, that a unit can make only a single shooting attack per turn, so buying more than one spell gives your wizard flexibility, as you can choose which one to use, but does not allow the Wizard to cast more than one spell per turn.

118

Force Lists

Spell

Range Special Rules

ireball (n)

12"

None – roll to damage as normal.

Bane chant (n)

12"

riendly unit only, including units engaged in combat. Hits don’t inflict damage. Instead, if one or more hits are scored, for the rest of the turn all of the unit’s melee and ranged attacks increase their Piercing and Crushing Strength value by 1, or gain Piercing (1) and Crushing Strength (1) if they don’t already have these rules. Note that multiple bane chants hitting the same unit do not have cumulative effects.

Wind Blast (n)

18"

Hits don’t inflict damage. Instead, each hit pushes the target enemy unit 1" directly backwards if the caster is in the target unit’s front arc, directly sideways and away from the caster if the caster is in either of the target unit’s flank arcs, or directly forwards if the caster is in the target unit’s rear arc. The target stops 1" away from enemy units or just out of contact with blocking terrain and friends.

Lightning Bolt (n)

24"

Piercing (1) – roll to damage as normal.

Heal (n)

12"

riendly unit only, including units engaged in combat. Hits don’t inflict damage. Instead, for every hit ‘inflicted’, the friendly unit removes a point of damage that it has previously suffered.

Surge (n)

12"

riendly unit with the Shambling special rule only. Hits don’t inflict damage. Instead, for every hit ‘inflicted’, the Shambling friendly unit moves straight forward a full inch (stopping just out of contact from friendly units and blocking terrain). If this movement brings it into contact with an enemy unit, treat this as a successful charge against the enemy facing that has been contacted. However, the charged unit will not take any Nerve tests for any damage it might have taken previously in that Shoot phase. If the Surge move took the unit over an obstacle or through difficult terrain then it will be hindered in the ensuing combat as normal.

119

ModeLLing notes

ModeLLing notes

Unit Footprint, Movement Trays and Multibases

If a unit consists of a large number of models, it is far more convenient when moving it around to place a ‘movement tray’ underneath it – that way you effectively have a single object to move on the battlefield rather than a large number of them (say 20 infantry models). This speeds up gameplay immensely. The ideal movement tray is a piece of plastic, thick cardboard or plasticard that is cut to the exact space occupied by the bases of the models forming the unit, and painted to match the colour of their bases. or e ample, a regiment of 20 infantry models occupy a rectangluar tray 100mm wide and 80mm deep. If the tray has a little ‘lip’ around the unit (normally up to a couple of millimetres wide), this does not matter and player should agree to either always ignore the lip when measuring distances (our favourite solution) or to always measure distances from/to it – as long as this is done consistently for all units and both sides, it should not present a problem. It is even faster, not to mention more practical, to actually glue the models’ bases directly onto the tray – that way you

have an army that effectively consists of a very small number of individual ‘elements’ – very compact and easy to store and transport. Some people even go to the next level, and glue their models directly onto the tray, without first placing them on their individual bases. We refer to these solutions as ‘multibases’. Multibases are very useful, but make sure that the multibase itself conforms to the correct size for the ranked up models as if their were mounted onto their individual bases. To continue the example above, you could mount the 20 infantry models directly onto a 100x80mm multibase. This last way of mounting models directly onto the multibase offers great modelling opportunities, as the multibase can effectively be treated as a mini diorama in itself, creating great looking and very individual units like the ones shown below. You might even end up with a little more or less than the correct number of models on the multibase – this is fine, but it must be reasonably close to the correct amount, so that there is no chance of misleading your opponents in regards to the real size of the unit. It’s best to quickly explain to your opponent what your units are before you play to clarify anything like this.

Common Unit Base Sizes Unit Type Infantry

Base Size

Troop

Regiment

Horde

Legion

20x20mm

100x40mm

100x80mm

200x80mm

200x120mm

Infantry

25x25mm

125x50mm

125x100mm

250x100mm

250x150mm

Cavalry

25x50mm

125x50mm

125x100mm

250x100mm

n/a

Large Infantry

40x40mm

n/a

120x40mm

120x80mm

240x80mm

Large Cavalry

50x50mm

n/a

150x50mm

150x100mm

300x100mm

Large Cavalry

50x100mm

n/a

150x100mm

150x200mm

300x200mm

Some players will have already mounted their units on different sized trays or bases for use in other game systems. If this is the case, the players need to agree what unit sizes match the base sizes they are using, preferably getting as close to the Kings of War standard as possible.

120

ModeLLing notes

Unit Leaders, Banners and Musicians Some units include models that are equipped differently from the rest of the unit normally the unit’s leader, banner bearer and musician. These models count

as equipped like the rest of the models in the unit and have a purely decorative function in the game – placed in the front rank of your unit, they offer you a good chance of showing off your painting skills and help making the unit look splendid and unique.

This unit has been mounted on a single multibase.

This unit’s standard bearer model has been placed in the centre of the front rank.

121

Index

Index

Advanced Deployment . . . . . . . . . . . . . . . . 30

Greeks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

Alternative Basing and Scales . . . . . . . . . . . 33

Headstrong . . . . . . . . . . . . . . . . . . . . . . . . . 31

Anglo-Saxons. . . . . . . . . . . . . . . . . . . . . . . . 85

Heroes (Hero/xxx) . . . . . . . . . . . . . . . . . . . . . 6

Arc of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Aztecs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

Hindered Charges . . . . . . . . . . . . . . . . . . . . 23

Barbarians . . . . . . . . . . . . . . . . . . . . . . . . . . 60

Hitting in Melee . . . . . . . . . . . . . . . . . . . . . 22

Base Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Holy Roman Empire . . . . . . . . . . . . . . . . . 108

Big Shield . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Huns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

Blast (n) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Indian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

Blocking Terrain . . . . . . . . . . . . . . . . . . . . . 17

Indirect Fire . . . . . . . . . . . . . . . . . . . . . . . . 31

Breath Attack (n). . . . . . . . . . . . . . . . . . . . . 30

Individuals . . . . . . . . . . . . . . . . . . . . . . . . . 29

Brutal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Infantry (Inf) . . . . . . . . . . . . . . . . . . . . . . . . . 6

Byzantines . . . . . . . . . . . . . . . . . . . . . . . . . 100

Inspiring . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Carthaginians . . . . . . . . . . . . . . . . . . . . . . . 62

Interpenetration When Moving . . . . . . . . . . 13

Cavalry (Cav) . . . . . . . . . . . . . . . . . . . . . . . . . 6

Interpenetration When Pivoting . . . . . . . . . 13

Charging . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Iron Resolve . . . . . . . . . . . . . . . . . . . . . . . . 31

Chinese . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

Irregular Units. . . . . . . . . . . . . . . . . . . . . . . 34

Common Unit Base Sizes . . . . . . . . . . . . . . 120

Japanese . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

Conquistadors . . . . . . . . . . . . . . . . . . . . . . 103 Counter-charges . . . . . . . . . . . . . . . . . . . . . 15

Large Infantry (Lrg Inf) & Large Cavalry (Lrg Cav) . . . . . . . . . . . . . . . 6

Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Line of Sight (LOS) . . . . . . . . . . . . . . . . . . . . 8

Crusaders . . . . . . . . . . . . . . . . . . . . . . . . . . 94

Macedonians & Successors . . . . . . . . . . . . . 72

Crushing Strength (n) . . . . . . . . . . . . . . . . . 30

Magical Spells . . . . . . . . . . . . . . . . . . . . . . .118

Decorative Terrain. . . . . . . . . . . . . . . . . . . . 17

Master List . . . . . . . . . . . . . . . . . . . . . . . . . 52

Devastating . . . . . . . . . . . . . . . . . . . . . . . . . 30

Measuring . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Difficult Terrain . . . . . . . . . . . . . . . . . . . . . 17

Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

Disordered . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Melee Damage . . . . . . . . . . . . . . . . . . . . . . . 23

Dread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Melee Modifiers. . . . . . . . . . . . . . . . . . . . . . 23

Egyptians . . . . . . . . . . . . . . . . . . . . . . . . . . . 66

Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . .110

Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Modelling Notes . . . . . . . . . . . . . . . . . . . . 120

English. . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Mongols . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98

Ensnare . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Monsters (Mon) . . . . . . . . . . . . . . . . . . . . . . . 6

Exceptional Morale Results. . . . . . . . . . . . . 27

Movement Trays . . . . . . . . . . . . . . . . . . . . 120

Facing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Moving. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Fearless! . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Moving Chargers . . . . . . . . . . . . . . . . . . . . . 13

Flank and Rear Charges . . . . . . . . . . . . . . . 14

Multibasing . . . . . . . . . . . . . . . . . . . . . . . . 120

Foulkon (n) . . . . . . . . . . . . . . . . . . . . . . . . . 30

Multiple Charges Against the Same Target . . . .14

Franks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Mythical Units . . . . . . . . . . . . . . . . . . . . . . .112

French . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106

Negative Piercing Values . . . . . . . . . . . . . . . 32

Fury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Nerve Tests . . . . . . . . . . . . . . . . . . . . . . . . . 26

Game Duration . . . . . . . . . . . . . . . . . . . . . . 41

Nimble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Game Scenarios . . . . . . . . . . . . . . . . . . . . . . 40

Normans . . . . . . . . . . . . . . . . . . . . . . . . . . . 88

Game Set-up . . . . . . . . . . . . . . . . . . . . . . . . 40

Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

122

Index

Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Thunderous Charge (n) . . . . . . . . . . . . . . . . 32

Ottomans . . . . . . . . . . . . . . . . . . . . . . . . . . .101

Timed Games . . . . . . . . . . . . . . . . . . . . . . . . 46

Pathfinder . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Persians . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74

Unit Footprint . . . . . . . . . . . . . . . . . . . . . . 120

Phalanx . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

Unit Leader Point . . . . . . . . . . . . . . . . . . . . . 7

Phases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Unit Leaders, Banners and Musicians . . . . .121

Picking a Force . . . . . . . . . . . . . . . . . . . . . . 34

Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Picking a shooting target . . . . . . . . . . . . . . 18

Vanguard . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Piercing (n) . . . . . . . . . . . . . . . . . . . . . . . . . 32

Very Inspiring . . . . . . . . . . . . . . . . . . . . . . . 32

Polish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

Veteran Abilities . . . . . . . . . . . . . . . . . . . . . 38

Rallying (n) . . . . . . . . . . . . . . . . . . . . . . . . . 32

Vicious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Ranges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Vikings . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

Regroup! . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

War Engine Rules . . . . . . . . . . . . . . . . . . . . 28

Reload! . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

War Engines (War Eng) . . . . . . . . . . . . . . . . . 6

Re-rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Wavering . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Romans . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76

Who Goes First? . . . . . . . . . . . . . . . . . . . . . 40

Rout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

Yellow Bellied . . . . . . . . . . . . . . . . . . . . . . . 32

Scottish . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 Scythians . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Shooting Damage. . . . . . . . . . . . . . . . . . . . . 20 Shooting Modifiers . . . . . . . . . . . . . . . . . . . 19 Skirmisher . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Slavs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Spartans . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Stats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Steady . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Stealthy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Strider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Terrain Height . . . . . . . . . . . . . . . . . . . . . . . 17 Testing Nerve . . . . . . . . . . . . . . . . . . . . . . . 26 Themes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Thracians . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

123

Kings oF War HistoricaL

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Kings oF War HistoricaL

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Kings of War is the game of fantasy battles. As general you will assemble and lead a vast army of miniatures against the enemy, duelling on the tabletop for victory and the spoils of war! • Easy to learn but difficult to master: simple rules allow you to get playing straight away • Fast, Furious Action: Play a game in less than 2 hours • Balanced Play: Designed for competitive play and fun casual games • Affordable: Great priced army sets and complete range • Accessible: Easy to assemble miniatures to get an army on the tabletop

StillMaking History We've been designed, manufacturing and distributing 28mm historical miniatures for years, building extensive ranges covering the Bronze Age right through to the 20th Century. Many of the images in this book are of Warlord Games miniatures and below are just a small selection of the plastic, resin or metal boxed sets we have available. It's safe to say that history is our passion so we're delighted it's still being made ...

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