By Kurt Bowker
Credits: 1. Lion Rampant Rampant Medieval Medieval Wargam Wargaming ing Rules, Rules, by Daniel Mersey, Mersey, Osprey Publishing. Publishing. 2. Dragon Rampant Rampant Fantasy Fantasy Wargam Wargaming ing Rules by Danial Danial mersey, mersey, Osprey Publishing. Publishing. . !he pi"eman#s pi"eman#s Lament Lament Pi"e and $hot Wargam Wargaming ing Rules by Daniel Daniel Mersey Mersey % Mi&hael Mi&hael Le&", Osprey Publishing. '. (Land)aster (Land)asterss % Raven*eeders, Raven*eeders, Lion Rampant Rampant in the Dar" +ges +ges by Daniel Mersey Mersey,, Wargam Wargames es -llustrated Magaine issue 1 May 2/10 0. Daniel Mersey Mersey#s #s Forum #Du #Du ellorum# ellorum# mu&h *an input input and some *rom *rom the +uthor +uthor o* Lion Lion Rampant. https344))).tapatal".&om4groups4durampant4 5. (6agle Rampant Rampant in $i&ily, $i&ily, +dapting +dapting Lion Rampant Rampant *or the First Puni& Puni& War War by 7athan Ward, Ward, Wargames $oldiers % $trategy Magaine issue 8/. 9. (6agle Rampant Rampant an +dapta +daptation tion o* Lion Lion Rampant *or the the :alli& :alli& Wars Wars log log published, published, 7atholeon#s 6mpires. https344natholeonsempires.blogspot.&4p4eagle;rampant;galli&;)ars.html 8. (
oplite '8/;2 < < by 7i&holas $e"unda, Osprey Publishing. 12. (!he $partans by 7i&holas $e"unda, Osprey Osprey Publishing. 1. (!he !hra&ians by
LIST FOR PELOPONNESIAN RAMPANT. You my !"oose to #i$"t #or At"e%s& or "er !o'o%ies %d A''ies o# t"e (e'i% Le$ue& or you my !"oose to #i$"t wit" S)rt %d "er A''ies o# t"e Pe'o)o%%esi% Le$ue. You my e*e% !"oose o%e o# t"e o))ortu%ist %tio%s o# I''yri or T"r!e %d )'y eit"er side or $i%st +ot" or e!" ot"er.
Musteri%$ your Pe'o))o%esi% City Stte For!e. 1. Aour retinue retinue &an &onsist &onsist o* 12 or more points points depending depending on the number number o* players players in the game and the sie sie o* the table. 2' points is the re&ommended average by the +uthor. +uthor. -* using less than 2' points you &an play )ith the #Less than 2'# rule )hereby ero, +ulos, or Ora&le Ora&le &an be in a unit. !hese models give modi*iers during play. play. !he >ero gives a 1 to a unit#s +tta&" order +&tivation. +&tivation. !he Ora&le gives a 1 to a Bnits Move order +&tivation. !he +ulos gives gives the unit, and any unit )ihtin 5, a 1 to any
A!ti*tio% Fi' %d Tur% O*er.
>ouse Rule. We do not *ollo) the !urn over upon a unit *ailing a&tivation. -nstead )e only have that unit loose it#s turn, the player may &ontinue to a&tivate other units.
AT-ENIANS +thenian players represent the &ity state o* +thens and the proven&e o* +tti&a as )ell as all her o)ever it has been embroiled in &onstant )ar )ith the !hra&ians that that has &ost them dearly. dearly. !he ne) Demo&rati& leaders had ordered the establishment o* more oplites into unarmored units &alled #6"dromoi# )hi&h are meant to rush out and run do)n s"irmishers.
At"e%i% List:
1. Aou must must in&lude in&lude at least least 1 +then +thenian ian Bnit. Bnit. 2. Aou may ta"e ta"e 1 6"drom 6"dromoi oi unit. unit. . Aou may may ta"e ta"e 1 >amip >amippoi poi unit. unit. '. Aou may ta"e ta"e 1 +theni +thenian an
$partan +llies only. only. !hessalian Light
SPARTANS $partan players represent the &ity state o* $parta and it#s it#s home area o* La"edaimonia. !he $partans )ere uniGue in that their manpo)er )as a pro*essional and dedi&ated military do to the severe martial &ulture o* their nation. !he $partan army &onsists o* units o* $partan elots. >elots )as the term *or $laves in $parta but only >elots o* La"edaimonian birth )ere armed in time o* )ar and many )ere then *reed as payment *or this duty. duty.
S)rt% List:
1. Aou must must ta"e ta"e at least 1 $partan $partan elot unit unit Cas a Levy Levy unit or $"irmi $"irmishers shers. . '. Aou may may ta"e ta"e 1 >amip >amippoi poi unit. unit. 0. Aou may ta"e ta"e at least least 1 +llied +llied :ree :ree" " unit. unit. 5. Aou may may ta"e ta"e 1 Mer&e Mer&enary nary unit. unit. A''ied /reek u%its: May ta"e any :ree" unit *rom the :ree" list as an allied unit unless designated as
+thenian +llies only. only. !hessalian Light
-llyrian Proto;hoplites, *ier&e *oot or s"irmishers.
/REEK CITY STATES !his list pertains to all the :ree"
St%drd /reek List:
1. Aou must ta"e at least 1 :ree" >oplite unit. 2. -* your &hosen oplites, Light -n*antry, +r&hers, s"irmishers, and amippoi unit. 5. !hessaly, oplites, *ier&e *oot or s"irmishers. 1/. May ta"e 1 +llied :ree" unit *rom )hi&hever side it is *ighting onI +thens or $parta.
A''ied At"e%i% or S)rt% /reek u%its: May ta"e 1 o* any unit *rom either the +thenian or $partan
list as an allied unit. Mer!e%ries: May ta"e 1 unit o*
Proto;hoplites, *ier&e *oot or s"irmishers.
T-RACIANS Living 7orth o* Ma&edonia and the osporus straits in mountainous areas )ith ri&h *orests and river valleys, the !hra&ians )ere a tribal )arrior people )ho battled the :ree"s, Ma&edonians and Persians. !hough many the !hra&ians )ere not one "ingdom but many tribes, t)o o* )hi&h be&ame etremely po)er*ul )ith several notable "ings, one o* )hom almost united the entire area into a !hra&ian "ingdom to rival the :ree"s and Persians. !hese )arriors generally *all along the lines o* all !ribal Warriors o* the time, li"e the
T"r!i% List:
1. May in&lude 1 7oble odyguard unit. 2. May in&lude !hra&ian Fier&e Foot units. . Must in&lude at least 1 !hra&ian $"irmisher unit. '. May in&lude up to 2 !hra&ian light oplite unit depending on )hi&h side they are *ighting on.
ILLYRIANS Living along the )ild +driati& &oasts and the mountainous valleys o* the )estern al"ans, the -llyrians are another *ier&e Warrior people )ith various tribal &enters. !hey, li"e the !hra&ians )ere notorious *or banditry and pira&y *rom their mountainous strongholds. !he -llyrians in the 7orth sho)ed mu&h oplites but did not have the armor or dis&ipline. -llyrians o*ten raided the :ree" lands but also allied )ith them and served as Mer&enaries.
I''yri% List:
1. May in&lude 1 7oble odyguard unit. 2. May in&lude up to 2 Proto;hoplite units. . May in&lude -llyrian Fier&e Foot units. '. Must in&lude at least 1 -llyrian $"irmisher unit. 0. May in&lude 1 light oplite unit depending on )hi&h side they are *ighting on.
Persi%s !he Persian Hing, )ho )as busy dealing )ith internal stri*e during the Peloponnesian War, supported the $partans. 7o Persian *or&es )ere invovled in the Peloponnesian )ar but due to internal stri*e and &ollusion it is possible *or independent minded Persian satraps to &ollude )ith +thenian *or&es )hile those loyal to the Royalty )ould do so *or $parta. !hus Persian *or&es )ill be &onsidered 7eutral and Mer&enary in &onstru&tion. Probably lead by a :ree" mer&enary leader. !hus there ma"e up may in&lude any Mer&enary *or&es )ith a small &ontingent o* a&tual Persians troops *rom )hi&hever $atrap is being mis&heavious. Persian List3 1. Aou must ta"e at least 1 Persian unit orse +r&hers or Foot +r&her mer&enaries. 5. Aou may ta"e !hra&ians as Mer&enaries. 9. Aou may ta"e -llyrians as Mer&enaries. 8. Aou may ta"e any :ree" unit *rom the $tandard :ree" oplite unit as Mer&enaies.
MO,NTE( ,NITS: LION RAMPANT MO,NTE( MEN0AT0ARMS E1,I2ALENT ,NITS 7one at this time period. Less armor, no sho&" ta&ti&s and no stirrups. +ll horsed units generally used short spears, @avelins or bo)s.
LION RAMPANT MO,NTE( SER3EANTS E1,I2ALENT ,NITS AT-ENIAN ARMORE( CA2ALRY CMounted $erEeants ,NIT TYPE: +thenian +rmored
POINTS: 4
ATTACK
5
ATTACK 2AL,E
'
MO2E
0
(EFENCE 2AL,E
0
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
'
MA6. MO2EMENT S)e!i' Ru'es
1/J
Mode's )er u%it: 7 S)e!i' Ru'es: •
Cou%ter0!"r$e: !his unit may
+tta&" +&tivation order targeting it. -* su&&ess*ul both units move to a &onta&t point hal* )ay bet)een them and both units use their +tta&" ?alue in the ensuing melee.
MACE(ONIAN COMPANION CA2ALRY CMounted $erEeants ,NIT TYPE: Ma&edonian
POINTS: 4
ATTACK
5
ATTACK 2AL,E
'
MO2E
0
(EFENCE 2AL,E
0
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
'
MA6. MO2EMENT S)e!i' Ru'es
1/J
Mode's )er u%it: 7 8My +e used s A''ied u%its to eit"er S)rt or At"e%s. S)e!i' Ru'es: •
Cou%ter0!"r$e: !his unit may
+tta&" +&tivation order targeting it. -* su&&ess*ul both units move to a &onta&t point hal* )ay bet)een them and both units use their +tta&" ?alue in the ensuing melee.
T-EBAN SACRE( BAN( CA2ALRY CMounted $erEeants ,NIT TYPE: !heban $a&red and
POINTS: 4
ATTACK
5
ATTACK 2AL,E
'
MO2E
0
(EFENCE 2AL,E
0
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
'
1/J
MA6. MO2EMENT S)e!i' Ru'es
Mode's )er u%it: 7 8A''ied wit" S)rt due to die "rd "tred o# At"e%s. S)e!i' Ru'es: •
Cou%ter0!"r$e: !his unit may
+tta&" +&tivation order targeting it. -* su&&ess*ul both units move to a &onta&t point hal* )ay bet)een them and both units use their +tta&" ?alue in the ensuing melee.
Li#'e'o%$ Tri%i%$: May re;roll *ailed
T-RACIAN NOBLE CA2ALRY CMounted $erEeants ,NIT TYPE: !hra&ian 7oble
POINTS: 4
ATTACK
5
ATTACK 2AL,E
'
MO2E
0
(EFENCE 2AL,E
0
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
'
MA6. MO2EMENT S)e!i' Ru'es
1/J
Mode's )er u%it: 7 8My +e used s A''ied u%its to eit"er S)rt or At"e%s. S)e!i' Ru'es: •
Cou%ter0!"r$e: !his unit may
+tta&" +&tivation order targeting it. -* su&&ess*ul both units move to a &onta&t point hal* )ay bet)een them and both units use their +tta&" ?alue in the ensuing melee.
PERSIAN NOBLE CA2ALRY CMounted $erEeants ,NIT TYPE: Persian 7oble
POINTS: 4
ATTACK
5
ATTACK 2AL,E
'
MO2E
0
(EFENCE 2AL,E
0
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
'
MA6. MO2EMENT S)e!i' Ru'es
1/J
Mode's )er u%it: 7 Persi% C*'ry ,%its my tke Bows. S)e!i' Ru'es: •
Cou%ter0!"r$e: !his unit may
+tta&" +&tivation order targeting it. -* su&&ess*ul both units move to a &onta&t point hal* )ay bet)een them and both units use their +tta&" ?alue in the ensuing melee.
Bows: !o $hoot is 5, !o hit is 0412##
LION RAMPANT MO,NTE( YEOMEN E1,I2ALENT ,NITS. AT-ENIAN LI/-T CA2ALRY CMounted Aeomen )ith @avelins ,NIT TYPE: +thenian light
POINTS: 4
ATTACK
9
ATTACK 2AL,E
MO2E
0
(EFENCE 2AL,E
5
S-OOT
5
S"oot 2'ue5R%$e
045J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
S)e!i' Ru'es
0
12J $"irmish, 6vade
Mode's )er u%it: 7 S)e!i' Ru'es: •
Skirmis": +s an +&tivation Order, on 9 the unit may $"irmish. -t may ma"e up to a K move
and shoot either be*ore or a*ter the movement. !here is a ;1 penalty to hit. •
E*de: When an enemy unit su&&ess*ully rolls an +tta&" Order targeting this unit, and be*ore it
moves, this unit may attempt an 6vade. Roll 9, i* su&&ess*ul the unit may &ondu&t a $"irmish move as listed above. -* the atta&"ing unit ta"es
/REEK LI/-T CA2ALRY CMounted Aeomen )ith @avelins ,NIT TYPE: :ree" light
POINTS: 4
ATTACK
9
ATTACK 2AL,E
MO2E
0
(EFENCE 2AL,E
5
S-OOT
5
S"oot 2'ue5R%$e
045J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
S)e!i' Ru'es
0
12J $"irmish, 6vade
Mode's )er u%it: 7 8My +e A''ied to At"e%s or S)rt. S)e!i' Ru'es: •
Skirmis": +s an +&tivation Order, on 9 the unit may $"irmish. -t may ma"e up to a K move
and shoot either be*ore or a*ter the movement. !here is a ;1 penalty to hit. •
E*de: When an enemy unit su&&ess*ully rolls an +tta&" Order targeting this unit, and be*ore it
moves, this unit may attempt an 6vade. Roll 9, i* su&&ess*ul the unit may &ondu&t a $"irmish move as listed above. -* the atta&"ing unit ta"es
T-ESSALIAN LI/-T CA2ALRY CMounted Aeomen )ith @avelins ,NIT TYPE: !hessalian light
POINTS: 4
ATTACK
5
ATTACK 2AL,E
MO2E
0
(EFENCE 2AL,E
5
S-OOT
0
S"oot 2'ue5R%$e
045J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
S)e!i' Ru'es
0
12J $"irmish, 6vade, Mer&enaries
Mode's )er u%it: 7 8A''ied wit" At"e%s +ut treted s Mer!e%ries. My +e tke% +y S)rt s Mer!e%ries s we''. S)e!i' Ru'es: •
Skirmis": +s an +&tivation Order, on 9 the unit may $"irmish. -t may ma"e up to a K move
and shoot either be*ore or a*ter the movement. !here is a ;1 penalty to hit. •
E*de: When an enemy unit su&&ess*ully rolls an +tta&" Order targeting this unit, and be*ore it
moves, this unit may attempt an 6vade. Roll 9, i* su&&ess*ul the unit may &ondu&t a $"irmish move as listed above. -* the atta&"ing unit ta"es
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary
T-RACIAN LI/-T CA2ALRY CMounted Aeomen )ith @avelins ,NIT TYPE: !hra&ian light
POINTS: 4
ATTACK
9
ATTACK 2AL,E
MO2E
0
(EFENCE 2AL,E
5
S-OOT
5
S"oot 2'ue5R%$e
045J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
S)e!i' Ru'es
0
12J $"irmish, 6vade
Mode's )er u%it: 7 Persi% C*'ry ,%its my tke Bows. S)e!i' Ru'es: •
Skirmis": +s an +&tivation Order, on 9 the unit may $"irmish. -t may ma"e up to a K move
and shoot either be*ore or a*ter the movement. !here is a ;1 penalty to hit. •
E*de: When an enemy unit su&&ess*ully rolls an +tta&" Order targeting this unit, and be*ore it
moves, this unit may attempt an 6vade. Roll 9, i* su&&ess*ul the unit may &ondu&t a $"irmish move as listed above. -* the atta&"ing unit ta"es
Bows: !o $hoot is 5, !o hit is 0412##
PERSIAN LI/-T CA2ALRY CMounted Aeomen )ith @avelins ,NIT TYPE: Persian light
POINTS: 4
ATTACK
9
ATTACK 2AL,E
MO2E
0
(EFENCE 2AL,E
5
S-OOT
5
S"oot 2'ue5R%$e
045J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
S)e!i' Ru'es
0
12J $"irmish, 6vade
Mode's )er u%it: 7 Persi% C*'ry ,%its my tke Bows. S)e!i' Ru'es: •
Skirmis": +s an +&tivation Order, on 9 the unit may $"irmish. -t may ma"e up to a K move
and shoot either be*ore or a*ter the movement. !here is a ;1 penalty to hit. •
E*de: When an enemy unit su&&ess*ully rolls an +tta&" Order targeting this unit, and be*ore it
moves, this unit may attempt an 6vade. Roll 9, i* su&&ess*ul the unit may &ondu&t a $"irmish move as listed above. -* the atta&"ing unit ta"es
Bows: !o $hoot is 5, !o hit is 0412##
•
Prt"i% S"ot: +s an +&tivation Order on 9, the unit may ma"e up to a K move, shoot and
then ma"e up to another K move )ith a ;1 penalty to hit. Cost 9 )oi%ts.
SCYT-IAN -ORSE ARC-ERS C6pert Mounted Aeomen )ith o)s ,NIT TYPE: $&ythian >orse +r&hers
POINTS: 7
ATTACK
9
ATTACK 2AL,E
MO2E
0
(EFENCE 2AL,E
5
S-OOT
5
S"oot 2'ue5R%$e
0412J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
S)e!i' Ru'es
0
12J $"irmish, 6vade, Parthian $hot, Mer&enaries
Mode's )er u%it: 7 8 A*i'+'e o%'y to At"e%s. S)e!i' Ru'es: •
Skirmis": +s an +&tivation Order, on 9 the unit may $"irmish. -t may ma"e up to a K move
and shoot either be*ore or a*ter the movement. !here is no penalty to hit. •
E*de: When an enemy unit su&&ess*ully rolls an +tta&" Order targeting this unit, and be*ore it
moves, this unit may attempt an 6vade. Roll 9, i* su&&ess*ul the unit may &ondu&t a $"irmish move as listed above. -* the atta&"ing unit ta"es
Prt"i% S"ot: +s an +&tivation Order on 9, the unit may ma"e up to a K move, shoot and
then ma"e up to another K move )ith a ;1 penalty to hit. •
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary
FOOT ,NITS: LION RAMPANT FOOT MEN0AT0ARMS E1,I2ALENT.
SPARTAN KIN/S BO(Y/,AR(S CFoot Men;at;+rms ,NIT TYPE: $partan Hings odyguards
POINTS: 7
ATTACK:
0
ATTACK 2AL,E:
MO2E:
0
(EFENCE 2AL,E:
'
S-OOT: CO,RA/E: ARMOR:
S"oot 2'ue5R%$e:
'
5J
MA6. MO2EMENT: S)ei!' Ru'es:
$partan Phalan, Li*elong !raining, Fero&ious, Deadly
Mode's )er ,%it: 7 S)e!i' Ru'es: •
S)rt% P"'%;: On a su&&ess*ul Move Order +&tivation, may *orm #Phalan#. Cpla&e
suitable mar"er by unit Must have a minimum o* ' models and must *orm in 2 or 3 ranks with bases touching .
it does the *ormation is lost. +tta&"4Move order a&tivations be&ome 5. +rmor re&ieves a 1 *or all Melee but not vs $hooting. -* a Melee ends still in &onta&t )ith another unit that is not in Phalan, then that unit must retreat. -* a Melee ends still in &onta&t )ith another unit that is in Phalan, immediately per*orm another round o* Melee )ith both sides using their +tta&" values. +t the end o* this round, add all &asualties *rom both rounds and )hi&hever side has the most &asualties must *all ba&". -* &asualties are even, the unit that atta&"ed must *all ba&". Phalan &an not be *ormed and is lost i* unit is attered. S)e!i' Ru'e
Phalan +rmor is redu&ed by 1. •
Li#'e'o%$ Tri%i%$: May re;roll *ailed
•
Fero!ious: Bses its normal +tta&"4De*en&e ?alues )hen *ighting in rough terrain.
•
(ed'y: -n +tta&"s, any roll o* a #5# is a double hit.
T-EBAN SACRE( BAN( FOOT CFoot Men;at;+rms ,NIT TYPE: !heban $a&red and Foot
POINTS: 7
ATTACK:
0
ATTACK 2AL,E:
MO2E:
0
(EFENCE 2AL,E:
'
S-OOT: CO,RA/E: ARMOR:
S"oot 2'ue5R%$e:
'
5J
MA6. MO2EMENT: S)ei!' Ru'es:
Phalan, Li*elong !raining, Fero&ious,
Mode's )er ,%it: 7 8A% A''y o# S)rt due to utter "tred o# At"e%s. S)e!i' Ru'es: •
P"'%;: On a su&&ess*ul Move Order +&tivation, may *orm #Phalan#. Cpla&e suitable mar"er
by unit Must have a minimum o* 5 models and must *orm in 2 or 3 ranks with bases touching .
Li#'e'o%$ Tri%i%$: May re;roll *ailed
•
Fero!ious: Bses its normal +tta&"4De*en&e ?alues )hen *ighting in rough terrain.
NOBLE BO(Y/,AR(S CFoot Men;at;+rms ,NIT TYPE: 7oble bodyguards
POINTS: 7
ATTACK:
0
ATTACK 2AL,E:
MO2E:
0
(EFENCE 2AL,E:
'
S-OOT: CO,RA/E: ARMOR:
S"oot 2'ue5R%$e:
'
5J
MA6. MO2EMENT: S)ei!' Ru'es:
Fero&ious,
Mode's )er ,%it: 7 S)e!i' Ru'es: •
Fero!ious: Bses its normal +tta&"4De*en&e ?alues )hen *ighting in rough terrain.
PERSIAN SATRAP BO(Y/,AR(S =IMMORTALS> CFoot Men;at;+rms ,NIT TYPE: -mmortals $atrap bodyguards
POINTS: 7
ATTACK:
0
ATTACK 2AL,E:
MO2E:
0
(EFENCE 2AL,E:
'
S-OOT:
5
S"oot 2'ue5R%$e:
0418J
CO,RA/E:
MA6. MO2EMENT:
ARMOR:
'
S)ei!' Ru'es:
5J Fero&ious,
Mode's )er ,%it: 7 Persi% #oot u%its re rmed wit" +ows s se!o%dry we)o%s. You my #ie'd Ar!"er mode's wit" your Immort's. S)e!i' Ru'es: •
Fero!ious: Bses its normal +tta&"4De*en&e ?alues )hen *ighting in rough terrain.
LION RAMPANT FOOT SER3EANT E1,I2ALENT ,NITS. AT-ENIAN -OPLITES CFoot $erEeants ,NIT TYPE: +thenian >oplites
POINTS: '
ATTACK
5
ATTACK 2AL,E
0
MO2E
0
(EFENCE 2AL,E
'
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
'
M;. Mo*eme%t S)e!i' Ru'es
5J Phalan, +thenian run
Mode's )er ,%it: S)e!i' ru'es: •
P"'%;: On a su&&ess*ul Move Order +&tivation, may *orm #Phalan#. Cpla&e suitable mar"er
by unit Must have a minimum o* 5 models and must *orm in 2 or 3 ranks with bases touching .
At"e%i% Ru%: When su&&ess*ully +&tivating *or an +tta&", this unit may move 8
,)$rdes: •
E;)ert: +tta&" be&omes ', &osts 2 points.
SPARTAN CITI?EN -OPLITES C6pert Foot $erEeants ,NIT TYPE: $partan >oplites
POINTS: 4
ATTACK:
0
ATTACK 2AL,E:
'
MO2E:
5
(EFENCE 2AL,E:
'
S-OOT: CO,RA/E: ARMOR:
S"oot 2'ue5R%$e:
'
5J
MA6. MO2EMENT: S)ei!' Ru'es:
$partan Phalan, Li*elong training
Mode's )er ,%it: S)e!i' Ru'es: •
S)rt% P"'%;: On a su&&ess*ul Move Order +&tivation, may *orm #Phalan#. Cpla&e
suitable mar"er by unit Must have a minimum o* ' models and must *orm in 2 or 3 ranks with bases touching .
it does the *ormation is lost. +tta&"4Move order a&tivations be&ome 5. +rmor re&ieves a 1 *or Melee and $hooting. -* a Melee ends still in &onta&t )ith another unit that is not in Phalan, then that unit must retreat. -* a Melee ends still in &onta&t )ith another unit that is in Phalan, immediately per*orm another round o* Melee )ith both sides using their +tta&" values. +t the end o* this round, add all &asualties *rom both rounds and )hi&hever side has the most &asualties must *all ba&". -* &asualties are even, the unit that atta&"ed must *all ba&". Phalan &an not be *ormed and is lost i* unit is attered. S)e!i' Ru'e
Phalan +rmor is redu&ed by 1. •
Li#e'o%$ Tri%i%$: May re;roll *ailed
/REEK -OPLITES CFoot $erEeants ,NIT TYPE: :ree" >oplites
POINTS: '
ATTACK
5
ATTACK 2AL,E
0
MO2E
0
(EFENCE 2AL,E
'
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
'
5J
M;. Mo*eme%t S)e!i' Ru'es
Phalan
Mode's )er ,%it: 8 My +e used s A''ied u%its wit" At"e%s& S)rt& T"r!e or I''yri. S)e!i' ru'es: •
P"'%;: On a su&&ess*ul Move Order +&tivation, may *orm #Phalan#. Cpla&e suitable mar"er
by unit Must have a minimum o* 5 models and must *orm in 2 or 3 ranks with bases touching .
E;)ert: +tta&" be&omes ', &osts 2 points.
LION RAMPANT FOOT YEOMEN E1,I2ALENT ,NITS. AT-ENIAN EK(ROMOI -OPLITES CFoot Aeomen ,NIT TYPE: +thenian 6"dromoi >oplite
POINTS:
ATTACK
5
ATTACK 2AL,E
0
MO2E
0
(EFENCE 2AL,E
'
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
' 2
M;. Mo*eme%t S)e!i' Ru'es
8J Phalan, 6"dromoi atta&"
Mode's )er ,%it: S)e!i' ru'es: •
P"'%;: On a su&&ess*ul Move Order +&tivation, may *orm #Phalan#. Cpla&e suitable mar"er
by unit Must have a minimum o* 5 models and must *orm in 2 or 3 ranks with bases touching .
Ekdromoi Att!k: Whenever an enemy $"irmish unit )ithin 8 is +&tivated to Move, to
$"irmish or to $hoot, be*ore they ta"e their a&tion, this Bnit may de&lare an 6"dromoi +tta&" a&tivation. On 9 it may move upto 8 into an +tta&" against the +&tivating $"irmish unit. ,)$rdes: •
E;)ert: +tta&" be&omes ', &osts 2 points.
•
3*e'i%s: $hoot +&tivation is 5, $hoot ?alue is 0 at a 5 range.
1 point.
/REEK LI/-T -OPLITES CFoot Aeomen ,NIT TYPE: :ree" Light >oplites
POINTS: @
ATTACK
5
ATTACK 2AL,E
0
MO2E
0
(EFENCE 2AL,E
'
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
' 2
M;. Mo*eme%t S)e!i' Ru'es
8J Phalan, >amippoi
Mode's )er ,%it: 8 My +e used s A''ied to At"e%s& S)rt& T"r!e or I''yri. S)e!i' ru'es: •
P"'%;: On a su&&ess*ul Move Order +&tivation, may *orm #Phalan#. Cpla&e suitable mar"er
by unit Must have a minimum o* 5 models and must *orm in 2 or 3 ranks with bases touching .
•
E;)ert: +tta&" be&omes ', &osts 2 points. -mi))oi: :ree" light in*antry not trained in Phalan. !hey move )ith a amippoi are *irst deployed in &onta&t )ith the sides and rear o* any amippoi at any time in any turn. @. !he amippoi are atta&hed. !he maimum they may move is 1/. !heir Movement +&tivation order roll is at 1 higher than their normal move order roll. -* the o)ning player )ishes to do any other a&tivation )ith the amippoi must deta&h. 4. -* the amippoi )ill *ight the melee, the other unit must deta&h and move 1 142 a)ay. . -* the amippoi must deta&h. 7. 7o
ILLYRIAN PROTO0 -OPLITES CFoot Aeomen ,NIT TYPE: -llyrian Proto;>oplites
POINTS:
ATTACK
5
ATTACK 2AL,E
0
MO2E
0
(EFENCE 2AL,E
'
S-OOT CO,RA/E ARMOR
S"oot 2'ue5R%$e
' 2
8J
M;. Mo*eme%t S)e!i' Ru'es
Wall o* $pears, Mer&enaries
Mode's )er ,%it: 8 O%'y w"e% used s Mer!e%ry u%it #or At"e%s& S)rt or %y /reek City Stte.
S)e!i' ru'es: •
'' o# S)ers: Bnit must have 5 models and not be in Rough !errain or
$u&&ess*ul Move Order +&tivation and *orm two ranks, base to base contact . Bse Wall o* $pears mar"er. Bnit gets 1 to +rmor vs Melee but not shooting.
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary e rolls 0d5 as does the player )ho o)ns the Mer&enary unit. Whom ever rolls the most #5# )ins. Dra)s end the &hallenge )ith no e**e&t. -* the o)ning player )ins, nothing happens. -* the &hallenging player )ins, the Mer&enary unit routs out o* the game see"ing better pay. ,)$rdes: •
E;)ert: +tta&" be&omes ', &osts 2 points.
•
3*e'i%s T"rowi%$ A;es: $hoot +&tivation is 5, $hoot ?alue is 0 at a 5 range.
point.
PERSIAN FOOT CFoot Aeomen ,NIT TYPE: Persian Foot
POINTS:
ATTACK
5
ATTACK 2AL,E
0
MO2E
0
(EFENCE 2AL,E
'
S-OOT
5
S"oot 2'ue5R%$e
0418J
CO,RA/E
'
M;. Mo*eme%t
ARMOR
2
S)e!i' Ru'es
8J Wall o* $pears,
Mode's )er ,%it: Persi% Foot "*e +ows s se!o%dry we)o%s. You my #ie'd "'# o# your mode's s Ar!"ers %d "'# s S"ie'd %d S)ers. As su!" t"ere re %o Persi% Ar!"er u%its t"ou$" you my #ie'd *ss'& or mer!e%ry Ar!"er u%its.
S)e!i' ru'es: •
'' o# S)ers: Bnit must have 5 models and not be in Rough !errain or
$u&&ess*ul Move Order +&tivation and *orm two ranks, base to base contact . Bse Wall o* $pears mar"er. Bnit gets 1 to +rmor vs Melee but not shooting.
E;)ert: +tta&" be&omes ', &osts 2 points.
LION RAMPANT FIERCE FOOT E1,I2ALENT ,NITS. T-RACIAN ARRIORS CFier&e Foot ,NIT TYPE: !hra&ian Warriors
POINTS: 4
ATTACK
0
ATTACK 2AL,E
MO2E
5
(EFENCE 2AL,E
S-OOT CO,RA/E ARMOR
5
S"oot 2'ue5R%$e
' 2
8J
MA6. MO2EMENT S)e!i' Ru'es
Wild
Mode's )er u%it: 8O%'y w"e% used s Mer!e%ry u%it +y At"e%s& S)rt or %y /reek City Stte. S)e!i' Ru'es: •
i'd C"r$e: During the Wild
movement distan&e o* any enemy unit. + *ailed +tta&" +&tivation Roll means the unit &an do no other a&tivation this turn. Wild
Fero!ious: Bses its normal +tta&"4De*en&e ?alues )hen *ighting in rough terrain.
•
F'eet0#ooted: Movement is not a**e&ted by Rough !errain.
•
Cou%ter0!"r$e *s I%#%try: !his unit may
rolls a su&&ess*ul +tta&" +&tivation order targeting it. -* su&&ess*ul both units move to a &onta&t point hal* )ay bet)een them and both units use their +tta&" ?alue in the ensuing melee.
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary
ILLYRIAN ARRIORS CFier&e Foot ,NIT TYPE: -llyrian Warriors
POINTS: 4
ATTACK
0
ATTACK 2AL,E
MO2E
5
(EFENCE 2AL,E
S-OOT CO,RA/E ARMOR
5
S"oot 2'ue5R%$e
' 2
8J
MA6. MO2EMENT S)e!i' Ru'es
Wild
Mode's )er u%it: 8O%'y w"e% used s Mer!e%ry u%it +y At"e%s& S)rt or %y /reek City Stte. S)e!i' Ru'es: •
i'd C"r$e: During the Wild
movement distan&e o* any enemy unit. + *ailed +tta&" +&tivation Roll means the unit &an do no other a&tivation this turn. Wild
Fero!ious: Bses its normal +tta&"4De*en&e ?alues )hen *ighting in rough terrain.
•
F'eet0#ooted: Movement is not a**e&ted by Rough !errain.
•
Cou%ter0!"r$e *s I%#%try: !his unit may
rolls a su&&ess*ul +tta&" +&tivation order targeting it. -* su&&ess*ul both units move to a &onta&t point hal* )ay bet)een them and both units use their +tta&" ?alue in the ensuing melee.
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary
LION RAMPANT SERF E1,I2ALENT ,NITS.
FORCE( LE2Y =Ser#s> ,NIT NAME: For&ed Levy
POINTS: 1
Att!k
9
Att!k 2'ue
5
Mo*e
5
(e#e%!e 2'ue
5
S"oot
S"oot 2'ue5R%$e
Cour$e
' 1
Armor
M;. Mo*eme%t S)e!i' Ru'es
5 Poor astards
Mode's )er ,%it: 8 At"e%s& S)rt or %y /reek City Stte& T"r!e or I''yri% my #ie'd For!ed Le*y. S)e!i' Ru'es: •
Poor Bstrds: May use a K movement Retreat as a Free +&tion.
-ELOT LE2Y =Ser#s> ,NIT NAME: >elot Levy
POINTS: 1
Att!k
9
Att!k 2'ue
5
Mo*e
5
(e#e%!e 2'ue
5
S"oot
S"oot 2'ue5R%$e
Cour$e
'
Armor
1
M;. Mo*eme%t S)e!i' Ru'es
5 Fear o* punishment
Mode's )er ,%it: 8 O%'y S)rt my use -e'ot u%its. S)e!i' Ru'es: •
Fer o# Pu%is"me%t: -* this unit is )ithin 5 o* any $partan &itien unit, its +tta&" +&tivation
order is 5.
PERSIAN FORCE( LE2Y =Ser#s> ,NIT NAME: Persi% For&ed Levy
POINTS: 1
Att!k
9
Att!k 2'ue
5
Mo*e
5
(e#e%!e 2'ue
5
S"oot
S"oot 2'ue5R%$e
Cour$e Armor
' 1
M;. Mo*eme%t S)e!i' Ru'es
5 Poor astards
Mode's )er ,%it: 8 My +e #rom %y !or%er o# t"e Persi% em)ire& Io%i% /reek& Ey$)ti%& Syri%& A%to'i%& Arme%i%& Ir%& A#$"%ist%& Ar+i& t"e Ste))es& et!. S)e!i' Ru'es: •
Poor astards3 May use a K movement Retreat as a Free +&tion.
LION RAMPANT ARC-ER E1,I2ALENT ,NITS.
/REEK FOOT ARC-ERS C6pert Foot +r&hers ,NIT TYPE: :ree" +r&hers
POINTS: 4
ATTACK
9
ATTACK 2AL,E
MO2E
5
(EFENCE 2AL,E
0
S-OOT
5
S"oot 2'ue5R%$e
0418J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
1
5
5J
S)e!i' Ru'es
Mode's )er u%it: •
My +e #ie'ded +y %y /reek City Stte or s % A''ied ,%it +y At"e%s or S)rt.
CRETAN FOOT ARC-ERS C6pert Foot +r&hers ,NIT TYPE:
POINTS: 7
ATTACK
9
ATTACK 2AL,E
MO2E
5
(EFENCE 2AL,E
0
S-OOT
5
S"oot 2'ue5R%$e
'418J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
2
S)e!i' Ru'es
5
5J Mer&enaries
Mode's )er u%it: 8 My +e #ie'ded +y %y /reek City Stte %d +y At"e%s or S)rt. S)e!i' Ru'es: •
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary
SCYT-IAN FOOT ARC-ERS C6pert Foot +r&hers ,NIT TYPE: $&ythian Foot +r&hers
POINTS: 7
ATTACK
9
ATTACK 2AL,E
MO2E
5
(EFENCE 2AL,E
0
S-OOT
5
S"oot 2'ue5R%$e
'418J
CO,RA/E
0
MA6. MO2EMENT
ARMOR
2
S)e!i' Ru'es
5
5J Mer&enaries
Mode's )er u%it: 8 O%'y At"e%s !% #ie'd S!yt"i% Foot Ar!"ers. S)e!i' Ru'es: •
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary
LION RAMPANT BI(OERS E1,I2ALENT ,NITS.
-ELOT SKIRMIS-ERS =Bidowers> ,NIT NAME: >elot $"irmishers
POINTS: 2
Att!k
9
Att!k 2'ue
5
Mo*e
0
(e#e%!e 2'ue
5
S"oot
5
S"oot 2'ue5R%$e
Cour$e
0
M;. Mo*eme%t
Armor
Mode's )er ,%it: 7
2 v $hooting41 v +tta&"s S)e!i' Ru'es
0412J 8J Fear o* punishment, >ard to !arget, Fleet; *ooted, $"irmish, 6vade
A%y Mi; o# +ows& D*e'i%s& sto%e t"rowers& or s'i%$ers.
S)e!i' Ru'es: •
Fer o# Pu%is"me%t: -* this unit is )ithin 5 o* any $partan &itien unit, its +tta&" +&tivation
order is 5. •
-rd to Tr$et: +rmor is 2 versus $hooting.
•
F'eet0#ooted: Movement is not a**e&ted by Rough !errain.
•
Skirmis": +s an +&tivation Order, on 9, unit may ma"e a hal* move and shoot either be*ore
or a*ter the move. $hooting is )ith a ;1 penalty unless a spe&ial rule removes it. •
E*de: When an enemy unit has passed an +tta&" Order +&tivation targeting this unit, be*ore
that unit moves de&lare an attempt to 6vade. On 9 the unit ee&utes a $"irmish order vs the atta&"ing unit. C+ny
S'i%$ers 3 Repla&e models )ith only $lingers and in&lude the S)e!i' Ru'e
$hooting hit rolls o* #5# &ause double hits.
T-RACIAN SKIRMIS-ERS =Bidowers> ,NIT NAME: !hra&ian $"irmishers
POINTS: 2
Att!k
9
Att!k 2'ue
0
Mo*e
0
(e#e%!e 2'ue
5
S"oot
5
S"oot 2'ue5R%$e
Cour$e
'
M;. Mo*eme%t
Armor
Mode's )er ,%it: 7
2 v $hooting41 v +tta&"s S)e!i' Ru'es
0412J 8J >ard to !arget, Fleet; *ooted, $"irmish, 6vade, Mer&enaries
Mi;ed Mode's o# Bows& 3*e'i%s& S'i%$ers or Sto%e T"rowers.
S)e!i' Ru'es: •
-rd to Tr$et: +rmor is 2 versus $hooting.
•
F'eet0#ooted: Movement is not a**e&ted by Rough !errain.
•
Skirmis": +s an +&tivation Order, on 9, unit may ma"e a hal* move and shoot either be*ore
or a*ter the move. $hooting is )ith a ;1 penalty unless a spe&ial rule removes it. •
E*de: When an enemy unit has passed an +tta&" Order +&tivation targeting this unit, be*ore
that unit moves de&lare an attempt to 6vade. On 9 the unit ee&utes a $"irmish order vs the atta&"ing unit. C+ny
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary
S'i%$ers 3 Repla&e models )ith only $lingers and in&lude the S)e!i' Ru'e
$hooting hit rolls o* #5# &ause double hits.
3*e'i%s: Repla&e all models )ith @avelins. Range be&omes 5 and in&ludes the S)e!i' Ru'e
then ma"e up to another K move )ith a ;1 penalty to hit.
ILLYRIAN SKIRMIS-ERS =Bidowers> ,NIT NAME: -llyrian $"irmishers
POINTS: 2
Att!k
9
Att!k 2'ue
0
Mo*e
0
(e#e%!e 2'ue
5
S"oot
5
S"oot 2'ue5R%$e
Cour$e
'
M;. Mo*eme%t
Armor
Mode's )er ,%it: 7
2 v $hooting41 v +tta&"s S)e!i' Ru'es
0412J 8J >ard to !arget, Fleet; *ooted, $"irmish, 6vade, Mer&enaries
Mi;ed Mode's o# Bows& 3*e'i%s& S'i%$ers or Sto%e T"rowers.
S)e!i' Ru'es: •
-rd to Tr$et: +rmor is 2 versus $hooting.
•
F'eet0#ooted: Movement is not a**e&ted by Rough !errain.
•
Skirmis": +s an +&tivation Order, on 9, unit may ma"e a hal* move and shoot either be*ore
or a*ter the move. $hooting is )ith a ;1 penalty unless a spe&ial rule removes it. •
E*de: When an enemy unit has passed an +tta&" Order +&tivation targeting this unit, be*ore
that unit moves de&lare an attempt to 6vade. On 9 the unit ee&utes a $"irmish order vs the atta&"ing unit. C+ny
Mer!e%ries: -* an enemy leader is )ithin 12 during his +&tivation he may attempt a
#Mer&enary
S'i%$ers 3 Repla&e models )ith only $lingers and in&lude the S)e!i' Ru'e
$hooting hit rolls o* #5# &ause double hits.
3*e'i%s: Repla&e all models )ith @avelins. Range be&omes 5 and in&ludes the S)e!i' Ru'e
then ma"e up to another K move )ith a ;1 penalty to hit.
R-O(IAN SKIRMIS-ERS =Bidowers> ,NIT NAME: Rhodian $"irmishers
POINTS:
Att!k
9
Att!k 2'ue
0
Mo*e
0
(e#e%!e 2'ue
5
S"oot
5
S"oot 2'ue5R%$e
Cour$e
'
M;. Mo*eme%t
Armor
Mode's )er ,%it: 7
2 v $hooting41 v +tta&"s S)e!i' Ru'es
0412J 8J >ard to !arget, Fleet; *ooted, $"irmish, 6vade, $lingers
R"odi%s re S'i%$ers o%'y& '' mode's must +e s'i%$ers.
8 C% +e used s % A''ied u%it +y At"e%s or /reek City Sttes ''ied wit" At"e%s. S)e!i' Ru'es: •
-rd to Tr$et: +rmor is 2 versus $hooting.
•
F'eet0#ooted: Movement is not a**e&ted by Rough !errain.
•
Skirmis": +s an +&tivation Order, on 9, unit may ma"e a hal* move and shoot either be*ore
or a*ter the move. $hooting is )ith a ;1 penalty unless a spe&ial rule removes it. •
E*de: When an enemy unit has passed an +tta&" Order +&tivation targeting this unit, be*ore
that unit moves de&lare an attempt to 6vade. On 9 the unit ee&utes a $"irmish order vs the atta&"ing unit. C+ny
S'i%$ers 3 Repla&e models )ith only $lingers and in&lude the S)e!i' Ru'e
$hooting hit rolls o* #5# &ause double hits.
/REEK SKIRMIS-ERS =Bidowers> ,NIT NAME: :ree" $"irmishers
POINTS: 2
Att!k
9
Att!k 2'ue
0
Mo*e
0
(e#e%!e 2'ue
5
S"oot
5
S"oot 2'ue5R%$e
Cour$e
'
M;. Mo*eme%t
Armor Mode's )er ,%it: 7
2 v $hooting41 v +tta&"s S)e!i' Ru'es
0412J 8J >ard to !arget, Fleet; *ooted, $"irmish, 6vade,
Mi;ed Mode's o# Bows& 3*e'i%s& S'i%$ers or Sto%e T"rowers.
8 C% +e used s -ome or A''ied u%its o# At"e%s& S)rt or %y /reek City Sttes. S)e!i' Ru'es: •
-rd to Tr$et: +rmor is 2 versus $hooting.
•
F'eet0#ooted: Movement is not a**e&ted by Rough !errain.
•
Skirmis": +s an +&tivation Order, on 9, unit may ma"e a hal* move and shoot either be*ore
or a*ter the move. $hooting is )ith a ;1 penalty unless a spe&ial rule removes it. •
E*de: When an enemy unit has passed an +tta&" Order +&tivation targeting this unit, be*ore
that unit moves de&lare an attempt to 6vade. On 9 the unit ee&utes a $"irmish order vs the atta&"ing unit. C+ny
S'i%$ers 3 Repla&e models )ith only $lingers and in&lude the S)e!i' Ru'e
$hooting hit rolls o* #5# &ause double hits.
PERSIAN SKIRMIS-ERS =Bidowers> ,NIT NAME: Persi% $"irmishers
POINTS: 2
Att!k
9
Att!k 2'ue
0
Mo*e
0
(e#e%!e 2'ue
5
S"oot
5
S"oot 2'ue5R%$e
Cour$e
'
M;. Mo*eme%t
Armor Mode's )er ,%it: 7
2 v $hooting41 v +tta&"s S)e!i' Ru'es
0412J 8J >ard to !arget, Fleet; *ooted, $"irmish, 6vade,
Mi;ed Mode's o# Bows& 3*e'i%s& S'i%$ers or Sto%e T"rowers.
8 Most 'ike'y #rom )oorer re$io%s o# t"e Em)ire& Syri& Ey$)t& Arme%i& Kurdist%& Ar+i& et!. S)e!i' Ru'es: •
-rd to Tr$et: +rmor is 2 versus $hooting.
•
F'eet0#ooted: Movement is not a**e&ted by Rough !errain.
•
Skirmis": +s an +&tivation Order, on 9, unit may ma"e a hal* move and shoot either be*ore
or a*ter the move. $hooting is )ith a ;1 penalty unless a spe&ial rule removes it. •
E*de: When an enemy unit has passed an +tta&" Order +&tivation targeting this unit, be*ore
that unit moves de&lare an attempt to 6vade. On 9 the unit ee&utes a $"irmish order vs the atta&"ing unit. C+ny
S'i%$ers 3 Repla&e models )ith only $lingers and in&lude the S)e!i' Ru'e
$hooting hit rolls o* #5# &ause double hits.
Pe'o)o%%esi% r Lio% Rm)%t Cm)i$% !he
2ICTORY POINTS Er%ed 2i!tory Poi%ts
!here are #6arned# ?i&tory points )hi&h are used *or points in the net game, and #Overall# ?i&tory points )hi&h are "ept as a tally to determine )hi&h side )ins in the overall &aign. Formula *or *iguring #6arned# ?i&tory points per side is3 !a"e the total number o* enemy units destroyed4routed4retreated o** the board and multiply it by the total number o * your sides units surviving at the end o* the game. !a"e the total and divide it by the total number o* units on your side that began the game Con or o** the board Round to the nearest )hole *or vi&tory points earned by you r side. 6ample3 !he re&ent game played by @oe, $teve and mysel*. My vi&tory points in the game )ould be3 ' enemy units destroyed 1 unit survived divided by = Cthe total number o* units - had /.' rounded to the nearest )hole is /. / $tin"ing vi&tory points. @oe and $teve#s vi&tory points )ould be3 8 units destroyed 0 o* their units le*t divided by = '.'. Rounded to the nearest )hole is '. ' ?i&tory points *or their side. !o this, ea&h player adds the point they earned i* they met their personal obEe&tive be*ore the game ended. We did not have these in this game but letNs say $teve earned 1 and @oe didn#t. $o, their total ?i&tory Points )ould be 0 points. !hese 0 points they )ould distribute bet)een their sides players in the net game *or adding to their individual *or&es. For eample, $teve may get points and @oe 2. $o, $teve )ill *ield a 29;point *or&e and @oe a 25 point *or&e. Hurt )ould *ield only a 2';point *or&e as he did not earn any points unless he got a personal obEe&tive in the game. Overall ?i&tory Points3 -* one side has t)i&e as many 6arned ?i&tory points as the other, they )in a #MaEor ?i&tory# and get 0 points *or their Overall ?i&tory Points. -* one side has more 6arned ?i&tory points but not double the points o* their opponents, they )in a #Minor ?i&tory# and get Overall ?i&tory points. -* both sides have the same number o* 6arned ?i&tory Points, then it is a Dra) and both sides earn 1 Overall ?i&tory Points.
(ECI(IN/ T-E CAMPAI/N INNERS: Whi&hever side has the most Overall ?i&tory Points is the )inner. -* the points are tied, a 9th game )ill be played )orth 1 tie brea"ing ?i&tory point.
LEA(ER TRAITS First attle, all leaders )ill have no trait and )ill roll *or !raits starting their se&ond battle a*ter earning :lory. 1;/ :lory, Roll 1d12 on the 1st !raits. 10;2/ :lory3 Aou may re;roll your trait. 21;20 :lory3 Aou may re;roll or 4; up to 2 and &hoose. 25;/ :lory3 Aou may ma"e a 2nd roll and have t)o traits. -* you &hoose to do so, you must a&&ept both traits rolled.
1;0/ :lory, Roll 1d12 on the 2nd !raits. 1;= :lory3 Aou may re;roll your trait. '/;'0 :lory3 Aou may re;roll or 4; up to 2 and &hoose. '0;0/ :lory3 Aou may ma"e a 2nd roll and have t)o traits but i* you &hoose to do so, you must a&&ept both traits rolled.
01;5/ :lory, Roll 1d5 on the rd !raits. 01;00 :lory3 Aou may re;roll your trait. 05;08 :lory3 Aou may re;roll or 4; up to 1 and &hoose. 0=;5/ :lory3 Aou may &hoose any trait *rom any o* the three traits.
7O!63 Leaders &annot use their trait )hen their unit is battered or i* they are o** the board. st Trits: 1. ,%wort"y 3 +*ter deployment, roll 1d5 *or all this leaders units. On a #1# that unit leaves the table but does not &ount as destroyed. 2. Cowrd'y 3 Leader unit &annot ma"e an atta&" e&ept i* it is a )ild &harge. . ek 3 !he leaderNs unit *ights melees and $hooting at 1 die less than normal. '. I%e##e!tu' 3 Does not give a 1 to &ourage tests or and Order +&tivation *ail re;rolls are 2 higher. Ceample3 5 )ould be 8. 0. B'%d3 7o leader traits. 5. Prodigy3 $omeone#s *avorite, no leader traits but starts )ith 12 :lory instead o* 1/. 5. Stedy 3 6a&h turn, 1 unit )ithin 12 &an ignore its )ild &harge test. 9. ise3 -* rolling *or imitative or +tta&"er4De*ender, may 1 to his die roll. -* a&tivating by &ard or to"en dra), may on&e per turn, roll ' on 1d5 and his to"en4&ard is dra)n. 8. Comm%di%$ 3 :ives Order +&tivation re;roll, )ithout penalty, i* unit is )ithin 5. =. i'y3 !he leaderNs unit has the #6vade# spe&ial rule Eust li"e $"irmishers. 1/. Ntur' 'eder 3 6a&h turn, 1 unit )ithin 12, may auto pass an +tta&" order. 11. Lu!ky Str 3 First time the leader is #Hilled# by a lu&"y blo), roll ' on 1D5 and i* su&&eeds, is not "illed.
%d Trits: 1. O'd Cr%ky: Hilled by lu&"y blo)s o* 2 or . 2. S'y: May re*use a &hallenge )ithout his units su**ering a it# roll during +tta&"s. 9. Boomi%$ 2oi!e: 6a&h turn, 1 unit )ithin 12 may auto pass a Move order +&tivation. 8. -u%ter: 6a&h turn, 1 unit )ithin 12 may auto pass a $hoot order +&tivation. =. Ko)is Mster: >its on ' during Leader Duels. 1/. (i*i%e )rote!tio%: >it on 5#s only during Leader Duels. 11. B'essed +y t"e /ods: -nvulnerable to lu&"y blo)s. 12. -ert o# Lio%: Leaders unit may re;roll 2 *ailed #to >it# rolls in +tta&"s. @rd Trits: 1. /ood Ome%s: Leader gives a 2 to all it# Rolls. 0. S"i%es +o*e '': +ny units on this players side re&eive a 1 to their
/LORY EARNE( On the *irst battle ea&h player )ill &reate a Lead er. !his leader )ill start )ith 1/ :lory Cand 1 $ilver &oin, see $ilver
+t the end o* any battle the :lory earned4lost is added to the Lead ers tally on a roster sheet )hi&h sho)s the leaders name and any ba&"story, the battles *ought, and the :lory earned. !he leader starts at that :lory total *or the net battle. -* at the end o* any battle, the Leaders tally drops to / or less. >e has been *ound to be a
LEA(ER CAS,ALTIES: Whenever your leader *alls to a #Lu&"y lo)# by your opponent, or in a duel, or as the last man standing, you &an roll 2d5 to determine his *ate. Died like a Dog begging for $tart )ith a ne) Leader net battle. his life. Heroic Death @ 4 Severely Wounded Roll 1d5 on ' he re&overs, other)ise he has died o* his )ounds. -* he died, start )ith a ne) Leader net battle. -* he survived you hal* your tally o* :lory, rounding do)n. Captured while hiding in !he leader is ransomed ba&" ignominiously and loses womens clothes 0 :lory *rom his !ally Wounded >e has been )ounded but loyal soldiers o* his *or&e 70 res&ue him and &arry him to sa*ety to return in the net battle G Captured after fighting >e must be "ept )ith the enemy unit that made him a Honorably &asualty. +ny o* his units )ithin 12 o* him still re&eive his e is hurt, but made it ba&" to his lines )ith a story to H0 Lightly Wounded tell and a s&ar to prove it. 1 :lory. >e re&overs *or the net battle Daring !scape >e made it ba&" *rom the &lut&hes o* the enemy )ith a *e) boasts and a )ild adventure. :lory and ready *or a&tion in the net battle. EARNIN/ /LORY
During ea&h o* your a&tivations during ea&h turn o* the game, "eep tra&" o* )hen your leader earns or looses :lory and shout out your deeds to the an"er.
For ea&h o* the LeaderNs units that rout or are destroyed during the game3 ; 1 :lory. For ea&h enemy unit that one o* the Leader Ns units destroys or routs during the battle3 1 :lory. !he *irst time your LeaderNs unit *ails a ero4Ora&le4+ulos on a lu&"y blo)3 1 :lory. -* one o* the Leaders units remove an enemy Leader *rom play Clu&"y blo), destroyed or routed unit3 :lory. -* the battle is inde&isive or a dra), all Leaders re&eive 2 :lory *or surviving. -* your side )ins the battle3 0 :lory, the loosing sides Leaders re&eive 1 :lory i* they survived the battle.
Mki%$ Bosts: +*ter all deployments are made but be*ore the :ame begins, ea&h player may &hoose to ma"e up to oastsN. oasts are great *eats or deeds that the Lead er says he or his units )ill per*orm during the battle. Players must )rite do)n the boasts they have &ho sen. 6a&h player may pla&e his boasts *a&e do)n and "eep them in se&ret or he may stand and announ&e his boasts loudly *or all to hear and then pla&e the boasts *a&e up. oasts are divided into 1, 2 or :lory &ategories. -t is the players responsibility to "eep tra&" o* )eather he has earned or not earned the :lory *rom his boasts. +nytime a player#s boast su&&eeds, he must reveal his boast to the other players then dis&ard the boast &ard and )rite the tally o* :lory he has earned. -* a player *ails in his boasts, he re&eives a ;1 :lory *or all oasts he made but did not *ul*il at the end o* the battle. +lternatively, you may &hoose to roll 1d1/ *or random oasts. 9 /'ory Bosts:
P'u%der 3 + player may &hoose this oast times. -* one o* your units destroys4routs an enemy unit, then on the net turn that unit must remain at that spot )ithout engaging in any a&tivations or being engaged by an enemy unit in Melee. On the su&&eeding turn it may a&tivate as normal a*ter having plundered the dead o* any loot. Tste t"e sti%$ o# our +'des 3 -n any +tta&" that one o* your units &ause enemy &asualties. Cany number o* atta&"s throughout the game You wi'' #i$"t i% t"e S"de o# our Missi'es: -* any enemy unit is redu&ed to hal* strength by a shooting atta&" *rom one o* your units. Cany number o* shooting atta&"s throughout the game (ri*e t"em Awy: -* you ma"e at least 1 enemy unit rout o* the table. Your missi'es re 'ost 'ike ters i% t"e ri%: y end o* game, i* none o* your units )ere destroyed4routed by missile *ire. C?oid i* no enemy units have a shooting atta&" I s"'' dre +e#ore %y ot"er: One o* your units must ma"e the *irst +tta&" o* the game. T"ey trem+'e +e#ore us: One o* your opponentNs units must ma"e the *irst *ailed
9 /'ory Bosts:
e #er %ot: !he enemy must be the *irst to ma"e an +tta&" or $hoot a&tion. (is"o%or+'e (o$s: One o* your units has pissed you o**. e survives the battle.
9@ /'ory Bosts:
T"e /ods "o%or us: Aou &an never have more than 1 attered unit on the board per turn.
Our s"ie'ds )rote!t our y o# Li#e: 7one o* your units must be the looser in any Melee.
T"ey wi'' wee) t my #eet: +ny time, in any turn, enemy units are battered.
e s"'' "o'd t"e 'i%e: 7one o* your units must rout or retreat o** the board.
My me% +e'ie*e i% 2i!tory: Aour leader unit may not ta"e any a&tions in the battle.
I wi'' smite you:
SIL2ER FOR T-E /O(S OF AR
6a&h player )ill &reate a leader *or his Warband utiliing a printed version o* the leader roster in this supplement. !hese leaders )ill begin the War )ith = glory on their roster. Aou must give him a name and &an &reate )hatever ba&"story you )ish. 6a&h parti&ipant in the &aign )ill re&eive a silver &oin *or every 1/ :lory his leader earns. We )ill do a)ay )ith hand )ritten tra&"ing by using pennies as :ree" &opper Obols. 1 :lory eGuals 1 Obol. $o as you earn glory during a game, - as the ban"er )ill give you 1 penny. -* you loose :lory during the game you must give me a penny ba&". Heep tra&" o* your earning and loosing o* :lory as it is based on the honor system. -* you do not )ish to parta"e in the glory system please state so at the *irst battle. +t the end o* ea&h game you &an trade in 1/ Obols *or 1 $ilver Dra&hma. - )ill give ea&h o* you a mini di&e bag o* some "ind to "eep your silver in. Aou must bring your silver to ea&h game and display it at the end o* the game *or all to gae upon. -t is a measure o* your :lory. ?i&tory in the &aign )ill go to the player )hose :lorious leader has amassed the most silver &oin. !ies &an be settled by then &ounting le*tover Obols, and i* it is still a tie, then de&ided by the Leader models *ighting a duel on top o* mount Olympus to settle the issue. (et" o# your r+%d Leder.
During the game it is possible *or your leader to be a &asualty *rom a lu&"y blo) or as the last model in a unit. Bnli"e ordinary *ello)s, you )ill roll on the leader &asualty &hart and see i* he has a&tually died. -n some &ases he may only be )ounded, or &aptured but es&apes and )ill return *or the net battle. -* you#re Leader dies during a game or is ee&uted *or &o)ardi&e, then you )ill need to &reate a ne) leader, but the ne) leader must be a o**spring, relative or heir to your original leader, thus he may &arry over )hatever glory you have earned thus *ar. Aou mustI ho)ever, pay the *erryman his silver &oin. +lso, i* your leader dies in a battle that your side )ins, you &an not earn the silver &oin *or the vi&tory but you may "eep all glory earned up to that point. (es)ertio%:
e*ore any battle, i* a player *eels he needs the help, he may spend 1 silver &oin to pur&hase ' points *or his )arband. 7o more than ' points may be pur&hased. :ive the &oin to the #an"er# CMe, an +thenian o* &ourse /m+'i%$ o% B'ood:
e*ore ea&h battle, any player may ris" any number o* $ilver &oins by setting a #pot# that any opposing players may mat&h, that his side )ill a&hieve the $&enario )in. !hat side must &learly meet the obEe&tives o* the s&enario *or an obvious vi&tory and then &olle&t the pot.