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Wargame Rules, Anicents, 25mm
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2
The
Macedonian
And
Punic Wars
Contents & Introduction…………………………………...……….……2Timeline…………………………………………………….…..………...4
Carthaginian 275 - 146BC …………..………...…………….…………6
Gallic 400 - 25BC ………………….………...…………….……….….12
Hellenistic Greek 250 - 50BC……………………………….…………18
Macedonian Successor 320 - 148BC…………………….….……….24
Numidian 300 – 25BC………………………………………………….30
Roman 275 - 105BC…………………………………………………...36
Spanish 200 - 20BC……………………………………………………42
Campaign Map………………………………………………………….48
Mercenaries……………………………………………………………..50
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Introduction
This is the first supplement for the Crusader rules. It covers the Macedonian and Punic wars with
seven major army lists and a separate list for the mercenaries that may be chosen by various
nations.
I have not tried to give a comprehensive history of this period or any specific campaigns or battles
– there are other supplements and books available that can do that far better than myself. What
I have tried to do is cover some basic facts, some of the more important but not often mentioned
information, and hopefully some of the events of the period that might inspire a few battles or
campaigns.
The main point about this supplement is the army lists so I’ll briefly explain how they are set out.
Each army needs a general. A leader costs 100 points and his abilities are rolled for randomly
from the table on page 47 of the rules. An army should generally only have one leader unlessthere is a big battle, an obvious ‘split’ to the army, or as part of a pre-generated scenario.
Should you want to work out the points for a pre-designed leader: simply add all of his bonuses for
Morale, Combat, and T&L; and then multiply by 25 to get his actual points cost.
Each army will have a list of available troop types, the points per stand for those troops as listed,
and then optional upgrades that will increase – or in a few rare cases decrease – the amount of
points that each stand will cost. To get the cost of a unit simply multiply the stand cost by the
number of stands in the unit – there are no extra costs involved for command stands within a unit.
The Notes for each army will usually list restrictions on how many of a troop type you have, the
maximum number of units or a relative number of certain morale classes of stands – for example,
not being able to have more veteran stands than non veteran.
Each army will have an allies, mercenaries and restrictions section. This will tell you which
mercenary units you may hire and which other army lists you may include allies from. The
restrictions section tells you what % of the points value of the army must be spent on certain
troop types, or restrictions on the maximum % that may be spent. This is usually as a limit to the
amount of cavalry that you may have, and there is always a limit to the amount of points that you
may spend on allies and mercenaries.
As a final note, I would say that it is impossible for me to restrict army choices too much and yet
still make these lists flexible enough to cover two centuries of warfare. With that in mind, I would
urge you not to simply make up super armies – I’m sure there are enough loopholes to allow you
to do so. A little bit of research and common sense will see a balanced army that you can field
against any opponent.
As always, comments, suggestions and corrections are more than welcome.
Regards
Mark Sims
March 2008
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Macedonian
& Punic Wars
Timeline
This is not meant as a comprehensive timeline, but ratheras a guide to some of the important events of this period,
so that you have some context with which to read the
various army lists information.
I have started with the final subjugation of southern Italy
and it concludes with the Jugurthine war and the end of
Numidia as a separate nation. Of all of the lists in this
book this only leaves the Gauls to fight on into the next
century.
280 BC - Tarentum appeals to Pyrrhus of Epirus who
lands at Tarentum with 25,000 troops and 20 elephants.
Battle of Heraclea – Pyrrhus defeats Rome.
279BC – Battle of Asculum -- Pyrrhus defeats Rome.
Thermopylae and Delphi -- Galatian tribes invade
Greece.
278BC – Rome and Carthage sign treaty – Pyrrhus
leaves Italy for Sicily.
275BC – Battle of Beneventum – end of Pyrrhus’s Italian
campaign.
264BC – Start of First Punic war. Romans form an
alliance with the Mamertines. A Roman army lands in
Sicily.
263BC – Hiero of Syracuse becomes Roman ally.
262BC – Agrigentum besieged and captured by Rome.
260BC – New Roman fleet defeats the Carthaginians at
Mylae.
256BC – Expeditionary force under Regulus lands in
Africa.
255BC – Battle of Bagradas -- Regulus is defeated
and his force destroyed by Carthaginian army under
Xanthippus. Roman fleet wrecked in storm – bad year for
the Romans then.
249BC – Carthaginian naval victory against Rome at
Drepana.
247BC – Hamilcar Barca begins an offensive in Sicily.
241BC – Rematch at Drepana -- Carthage loses this one
and peace is declared. Carthage loses all influence in
Sicily, which becomes a Roman province.
240BC – Carthaginian mercenary revolt.
238BC – Rome annexes Sardinia and Corsica.
237BC – Hamilcar Barca begins his conquest of largeareas of Spain.
236BC – Gallic raids in northern Italy.
229BC – Start of First Illyrian War.
228BC – Death of Hamilcar Barca in Spain – his son
Hasdrubal succeeds him. End of First Illyrian War.
226BC – Treaty of the Ebro between Rome and Carthage
defining the River Ebro as the northernmost border for
Carthaginian influence in Spain. Major Gallic invasion of
northern Italy.
225BC – Battle of Telamon, invading Gauls defeated by
Rome.
222BC - Battle of Sellasia -- Macedon vs. Sparta. Battle
of Clastidium -- Rome defeats Gauls.
221BC – Hannibal succeeds his father Hasdrubal in
Spain. Saguntum appeals to Rome for help.
220BC – Rome conquers and creates province of
Cisalpine Gaul.
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219BC – Saguntum captured by Hannibal. Second
Illyrian war ends in conquest of Illyria. Illyrian King
Demetrius flees to Macedon.
218BC – Start of Second Punic War. Hannibal crosses
the Alps – battles of Ticinus and Trebbia.
217BC – Battle of Lake Trasimene -- Carthaginian victory
against Rome. Battle of Raphia -- Ptolemy vs. Macedon.
216BC – Battle of Cannae – Carthage defeats Rome.
Hannibal begins to plunder countryside. Capua revolts
against Rome.
213BC – Hannibal captures Tarentum.
214BC – Start of First Macedonian War.
211BC – Hannibal marches on Rome. Rome recaptures
Capua. Rome enters an alliance with the Aetolian
League against Macedon.
210BC – Scipio Africanus lands in Spain.
209BC – Rome recaptures Tarentum and captures New
Carthage.
207BC – Rome defeats Carthage at battle of Metaurus
River.
206BC – Battle of Ilipa – Rome defeats Carthage and
effectively wins the Spanish campaign. Aetolians make a
separate peace with Macedon.
205BC – First Macedonian War ends with neither side
gaining any advantage.
204BC – Scipio invades Africa.
203BC – Battle of the Great Plains – Rome defeats
Carthage. Battle of Cirta -- King Syphax of Numidia is
defeated and captured.
202BC – Battle of Zama – Rome defeats Carthage, end
of the second Punic War.
200BC – Start of the Second Macedonian War.
197BC – Rome defeats the army of King Philip of
Macedon at Cynoscephalae. End of the Second
Macedonian War.
181BC – Start of the First Celtiberian War in Spain.
179BC – End of the First Celtiberian War in Spain.
171BC – Start of the Third Macedonian War.
168BC – Rome defeats Macedon at battle of Pydna.
167BC – End of the Third Macedonian War. Macedon
divided into four separate states, Epirus plundered.
154BC – Start of the Lusitanian War.
153BC – Start of the Second Celtiberian War.
151BC – Carthage declares war on Numidia. End of the
Second Celtiberian War
150BC – Fourth Macedonian War starts.
149BC – Start of the Third Punic War – Carthage
besieged by Rome.
148BC – End of the Fourth Macedonian War with defeat
of Macedon.
147BC - Macedon annexed as a Roman province.
146BC – Carthage destroyed, Africa becomes a Roman
province. Achaean War -- Roman war against the league
of Greek Cities – Corinth destroyed by the Romans.
143BC – Start of the Third Celtiberian War.
138BC – End of the Lusitanian War.
133BC – End of the Third Celtiberian War.
135BC – Slave revolts in Sicily.
112BC – Start of the Jugurthine War.
106BC – End of the Jugurthine War.
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Carthage 275 - 146 BC
The Phoenicians established themselves as dominant seafaring traders and set up trading
colonies along the Mediterranean coast as far as southern Spain. One of these colonies was
Carthage, which gradually became increasingly important over time, until the mid 5th Century BC
when the Magonid dynasty was founded. Carthage became one of the dominant military powers
in the region over the next 100 years and conquered parts of the North African coast.
Carthage expanded its own trading colonies and also fought sporadic wars against the Greek city
states on Sicily, none of which seem to have gone particularly well and this eventually caused the
downfall of the Magonid dynasty. Carthage again came under the control of the Council of Elders,
the People’s Assembly, and the Tribunal of 104 who elected two ‘rulers’ – vaguely comparable to
the two Consuls of Rome.
Once again war was fought in Sicily. In 345BC a large scale campaign was launched to capture
the island, but yet again failed miserably. The Carthaginian armies suffered major defeats and the
Generals chose to either commit suicide or were condemned to death by the Tribunal of 104.
The war in Sicily continued with Syracuse making an alliance with the Etruscans; in return
Carthage found an ally of its own – Rome. The alliance of these two powers effectively put an end
to Greek influence in Sicily and Southern Italy. King Pyrrhus of Epirus campaigned in both areas
against Rome and Carthage, having some success but nothing that could be held onto.
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After defeat in the First Punic War Carthage lost control of Sicily, and much of its African
possessions were ravaged by Regulus’s invasion in 256BC. With the end of the war Carthage
was left with large unpaid mercenary forces evacuated from Sicily and an empty treasury.
Carthage feared that the mercenaries would become a threat to the city itself. They were moved
to another town and offered a smaller sum than initially agreed – they decided not to take it and
mutinied instead. The oppressed Libyan peasants did what all oppressed peasants tend to do in
this kind of situation – they rose up in revolt, as did some of the Numidian tribes.
The Mercenary War that followed was over in two years, both Rome and Syracuse offering
tacit support to Carthage by not intervening or supplying the rebel forces. However, when the
mercenary garrison of Sardinia offered to hand the island over to Rome, she certainly didn’t turn it
down. This almost precipitated another war between Carthage and Rome, but sensibly Carthage
backed down.
After the Second Punic War Carthage hung on as a minor power on the North African coast, but
many in Rome would not settle for anything less than its complete destruction. The opportunity
was given them by the Numidians whose raids on Carthaginian territory finally forced a
Carthaginian declaration of war. As Carthage was forbidden
by its peace treaty to declare war without Rome’s consent,
this led to the Third Punic War. Carthage offered peace and
gave into Rome’s demands until it was finally demanded that
the inhabitants must leave the city – which would be destroyed
– and that they could settle where they liked, so long as it was
at least 10 miles from the sea!
After a prolonged and bloody siege Carthage was captured
and destroyed, as were any cities that had remained loyal to
her. Her African possessions were then made into a Roman
province in 146BC.
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Building a Carthaginian army
“Spoilt for choice” sums up this army best, and you just need to decide where you want to spend
your points. You have access to some good heavy Punic cavalry, decent infantry, as well as awide selection of mercenaries, allies and some elephants. The only problem is making all of these
diverse units fight together as a co-ordinated army.
Elephants are best employed in front of your troops or between units – don’t try to use these
as mobile anti-cavalry platforms – they are best used historically to try to break up and shake
the enemy battle line. With a bit of luck they will do this, but you’ll need to support them with
skirmishers and make sure your own troops are close enough to take advantage of the havoc they
cause -- and hopefully far enough away so that if an elephant stampedes, it isn’t right back onto
your own troops – tricky.
Your allied Numidians will be able to supply some
excellent light cavalry, and I would always want at
least one unit of these guys on my side. Send them
out wide and start to annoy and threaten the enemy
early on – between these and your elephants, you
should have the enemy reacting to you rather than
the other way around.
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You have a lot of choice for infantry, so its up to you which style of army you prefer – smaller units
of tough troops or a mass of cheap bodies. If you have taken Gauls, then remember that they are
going to be impetuous and try not to get them behind anyone else – even elephants. Spanish are
good in rougher going, and Greeks will be able to stand toe to toe with most opponents – though
you may want to think twice about testing them against a Macedonian phalanx.
A fully tooled-up unit of Punic heavy cavalry is probably going to be a match for most other cavalry
in this period, but you’ll need to decide early on whether you plan to use these in your starting line
up or as a reserve. Add in some Spanish cavalry and you have a couple of hard hitting units, but
don’t get carried away with them – they will still die horribly against a good unit of steady infantry.
This army covers a very large time period and various major campaigns so it’s impossible to
restrict or limit every combination of troops – just don’t take the piss too much, and try to have
some historical context for your army if possible.
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Carthage 275-146BC
Troop type (Notes) Morale CS BS WND ATT T&L MOVE Armour Points
"African" Infantry (4) Levy Poor - 3 2 5 4 Light 35
Hand Weapons
Upgrades May beTrained (+10 pts), or Regular (+20 pts), May have T&L 6 (+ 2 pts), T&L 7 (+4pts), armour to med (+5pts)
If Regular T&L may be increased to 8 (+6pts), If Trained or Regular CS may be raised to average (+5pts)
Hannibals Veterans (1) (3) Seasoned Av - 3 2 7 4 Medium 79
Hand Weapons,
Upgrades Thrown melee weapons (+4pts), to Veteran (+20pts, wounds to 4), may be Steadfast (+5pts)
T&L to 8 (+2 pts), T&L to 9 (+4pts), Combat skill to good (+5pts)
Early Citizen Spearmen (3) Levy Poor - 3 2 5 4 Light 35
Hand Weapons
Upgrades Armor to medium (+5 pts), T&L to 6 (+2 pts), T&L to 7 (+4pts), may have Phalanx (+5pts)
Combat skill to average (+5pts), to Trained (+10pts), to Regular (+20pts)
One unit may be designated Sacred Band and upgraded to Seasoned and Steadfast (+35pts)
Late Citizen Spearmen (3) Levy Poor - 3 2 5 4 Light 35
Hand Weapons
Upgrades To Trained (+10pts), T&L to 6 (+2 pts), May have thrown melee weapons (+4pts)
Elephants (2) Regular Good - 5 3 6 6 Light 167
Elephant, Crew, Tower
Upgrades May have medium armor (+5 pts)
Punic Cavalry Regular Av - 3 2 7 8 Light 78
Hand Weapons, Thrown Melee Weapons, Mounted
Upgrades Armor to medium (+5 pts), T&L to 8 (+2 pts), to Seasoned (+10pts)
If Seasoned then CS may be raised to good (+5pts)
Libyan Skirmishers Levy Poor Poor 2 1 5 6 Light 35/2
Hand weapons, javelins, skirmishers
Upgrades to Trained (+10pts), T&L to 6 (+2pts), Missile skill to average (+5pts)
Bolt Throwers (5) Trained Poor Av 3 2 7 4 Light 84
Bolt Thrower, Crewed weapon
Upgrades To Regular (+5 pts)
Notes
1 A maximum of 1 unit may be upgraded to Veteran
2 Only one elephant per 1000 points in the army
3 May not have Early and Late Citizen Spearmen in the same army. May not combine Hannibals Veterans &
Early Citizen Spearmen in the same army.
4 No more than half of the African Infantry stands may be Regular
5 No more than one per 1500 points in the army.
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Allies, mercenaries and restrictions
Mercenaries - Balearic slingers, Cretan archers, Tarantine cavalry, Italian deserters,
Greek Hoplites, Greek Thureophoroi
Allies - Spanish, Numidian, Gallic
No more than 50% of the army points may be spent on allies and mercenariesNo more than 35% of the army points may be spent on cavalry units
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Gallic 400 - 25BC
The Celtic expansions of the 5th century BC went on to encompass a huge amount of the
European mainland – from Spain to Ireland and as far east as Galatia. These were not only
military campaigns, but also migrations of peoples that lived beside and integrated with the
former occupants of those lands. The ‘Celts’ themselves could best be described as an ethnicgroup rather than a nation. This group is further broken up into various tribes and geographical
locations.
Celtic society was based on tribal groups made up of various clans and led by kings. Sometimes
these tribes may have allied for a common purpose, but it is as likely that they would be fighting
each other. Tribes frequently built fortifications that were military, political, and no doubt economic
centres as well. This breaking up of the ‘nation’ into tribes is what allowed invaders to play off one
tribe against another, destroying one target before going onto the next. When a number of tribes
allied in a common cause the results could be devastating.
In 226 there was a major invasion of northern Italy by Gallic tribes: the Boii, Ligones, Insubres,
Taurini and Gaesati. 50,000 infantry and 20,000 cavalry advanced into Etruria, ravaged the
countryside while avoiding major battle. As the Roman armies converged on them they tried to
head for home via the Etruscan coast, but were blocked and defeated at Telamon in 225BC. The
Romans pushed their advantage over the next five years and defeated the tribes of Cisalpine Gaul
until, in 220BC, it became a Roman province.
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In 280BC the Celts invaded Macedon, Greece and Thrace. The Greek invasion was defeated
and the majority of the forces returned home; three tribes moved on to Asia Minor and became
the ‘Galatians’. They lasted just under 100 years, until in 189BC Rome reduced them to complete
submission as part of its continued expansion in the east.
Celtic tactics tended to involve the warriors
working themselves up into a battle frenzy,
lots of noise, and a ferocious headlong charge
‘rushing at their adversaries like wild beasts…’.
This in itself was sometimes enough to break
the enemy formation; but if not, their lack of any
other plan, reserve, or tactics made them very
vulnerable if ‘Plan A’ failed.
Cavalry are of a generally good quality for
the period, being recruited from nobles and
their retainers. The numbers would suggest
that these were not all ‘Noble’ cavalry (20,000
’nobles’ in an army 70,000 strong is a veryhigh Chief:Indian ratio). As such, the army list
differentiates between armoured nobles and
those less well equipped.
Chariots are mentioned as late as 225BC at the
battle of Telamon, but skirmish tactics are the
norm – charging in against formed troops only
seems to have been attempted if the enemy
were already disrupted or weakened.
Building a Gallic Army
Many Gallic tribes supplied mercenaries and
acted as allies to various powers throughout
this period, so you are almost certainly going
to be able to find an opponent if you put
together a Gallic force. Fighting against Rome,
Macedonia, Greece, Thrace, and other Celts,
as well as supplying large allied contingentsto fight for (and against) Carthage, should
give you plenty of choice when it comes to
campaigns.
Your Gallic army has some strengths and
weaknesses that you will need to get the hang
of before you are going to win with it. They
have a good balance of cavalry and infantry,
with both being able to have some good
quality troops. You are going to be light on
skirmishers, and they are also going to be
pretty crap quality, so don’t expect too much
from them.
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The mainstay of your army will be decent units of foot troops: not very heavily armoured, with
many units only having shields, but there are enough options there for you to have a good solid
core of infantry. Almost all of your foot units are going to be impetuous: this means that unless you
are very lucky, you are not going to be able to stop parts of your army from heading towards the
enemy first chance it gets. What this means is that each turn, at least one of your units will pile
forward; the best way to deal with this is to make it part of your plan.
If you try to hold back your army, you’ll find that you just end up fragmenting and giving the enemy
a chance to take you on piecemeal. Give in to the fact that you have an army of madmen and plan
accordingly; when one unit fails a T&L test, becomes impetuous and advances uncontrollably, then
you may as well advance with the rest – at least you’ll be presenting a solid front – just remember
to keep some reliable troops to cover the flanks of your line.
Don’t try to think of any complicated plans – this army isn’t going to follow them! Keep it simple
and you are in with a chance. Impetuous and fanatic troops with low T&L and the ‘shock’ ability
are best used in one way – get stabbing with the enemy as fast as you can, don’t give them time
to draw your impetuous troops out of position, and don’t let them get on your flanks and force you
to make awkward manoeuvres that your units have little chance of carrying out.
Gallic cavalry are worth their weight in gold to this army – while your infantry are charging at
everything in sight, your cavalry need to be covering their flanks and even simply ‘getting in their
way’ to stop the more obvious distractions that the enemy places in their path. Use your few
skirmishers to soak up casualties or to try to cancel out what the enemy is trying to do: impetuous
troops can be worn down and pulled out of position by skirmishers presenting themselves as
‘targets’ and then fleeing.
This is a very hit and miss army, but good fun all the same. If things go well in the first charge,
you are in with a good chance; if you bounce and have to start manoeuvring, you really are in
trouble….
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Casualty & Shaken markers
These simple markers are
made by sticking cat litter
to a small coin and then
flocking in the same style
as your units and terrain.
An assortment of
shaken markers. You
can make these to
compliment your army
or as generic markers
for any period.
Markers show that this
shaken unit has taken
2 hits.
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Gallic 400-25BC
Troop type (Notes) Morale CS BS WND ATT T&L MOVE Armour Points
Gallic Warriors (1) Levy Av - 3 2 4 4 Light 43
Hand Weapons, Impetuous, Shock
Upgrades to Trained, (+10pts), May have T&L 5 (+2 pts), may have thrown melee weapons (+4pts)
Gaesati (2) Regular Av - 3 2 4 4 Light 68
Hand Weapons, Fanatics, Shock
Upgrades to Seasoned (+10pts), T&L to 5 (+2pts), Combat skill to good if Seasoned (+5pts)
Tribal Warriors (2, 3) Regular Av - 3 2 5 4 Light 67
Hand Weapons, Shock, Impetuous
Upgrades to Seasoned, (+10pts) to Veteran (+30 pts wounds to 4), May have T&L 6 (+2 pts)
may have thrown melee weapons (+4pts), armour to medium (+5pts)
Noble Cavalry (4) Regular Av - 3 2 6 8 Light 72
Hand Weapons, mounted
Upgrades to Seasoned, (+10pts) to Veteran (+30 pts wounds to 4), May have T&L 7 (+2 pts), T&L to 8 (+4pts)
Combat skill to good (+5pts), armour to medium (+5pts)
Gallic Cavalry Trained Av - 3 2 5 8 None 64
Hand Weapons, thrown melee weapons, mounted
Upgrades To Regular (+10 pts) to Seasoned (+20pts) T&L to 6 (+2 pts) T&L to 7 (+4pts) armour to Light (+5pts)
Skirmish Cavalry (7) Levy Poor Poor 2 1 4 10 None 40/2
Hand Weapons, javelins, mounted
Upgrades To Trained (+10 pts) T&L to 5 (+2 pts), armour to light (+5pts)
Combat skill to average (+5pts) BS to average (+5pts)
Chariots (7) Trained Poor Poor 2 1 4 10 Light 60/2
Hand Weapons, Javelins, Light Chariot, Parthian Shot, Skirmishers
Upgrades T&L to 5 (+2 pts), To Regular (+10pts), armour to medium (+5pts)
Combat skill to average (+5pts), BS to average (+5pts)
Solduri (5) Regular Good - 3 2 6 4 Light 72
Hand Weapons, Shock
Upgrades to Seasoned, (+10pts) to Veteran (+30 pts), May have T&L 7 (+2 pts), may be steadfast (+5pts)
may have thrown melee weapons (+4pts), may have medium armour (+5pts)
Skirmishers (6) Dregs Poor Poor 2 1 3 6 none 16/2
Hand Weapons, Javelins, Skirmishers
Upgrades To Levy (+10pts) to Trained (+20pts), T&L to 4 (+2pts), armour to light (+5pts)
May replace javelins with sling (+5pts) or if not upgraded to light armour may replace javelins with bow (+8pts)
Notes
1 May not have more Tribal Warrior stands than Gallic Warrior stands.2 Only 1 unit per army
3 May not have more than one Veteran Tribal Warrior unit.
4 Only 1 unit per army
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5 Only 1 unit per army
6 May not have more bow or sling armed stands than javelin armed stands.
7 Must have at least one Noble or Gallic Cavalry unit for each Skirmish Cavalry unit
Allies, mercenaries and restrictions
No more than 35% of the army points may be cavalry At least 30% of the points must be made up of Gallic warriors and Tribal warriors.
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Hellenistic Greek 250 - 50 BC
The Greek city states and Leagues were sometime allies of Macedon, Rome, and each other at
various points during this period. Their complicated history could take an entire book to cover so
this will be a brief introduction at best.
Mainland Greece could be split into three main power blocks: the Achaean League in the south,
the Aetolian League in north/central Greece, and Sparta at the southern tip of the Pelloponese.
In addition to these, there are the separate city state Athens, the kingdom of Epirus, and the
Macedonian-controlled fortresses of Demetrias, Chalcis, and Corinth.
The Aetolian League was allied with Rome during the First (214BC) and Second (198BC)
Macedonian Wars, but later began to oppose Roman influence in Greece. They sided with
Antiochus during his invasion of Greece, in direct opposition to Rome and the Achaean league.
When defeated in 189BC, the League was forced to sign a peace treaty with Rome, whichdisbanded it in all but name.
The Achaean League grew to control most of the Peloponnese, but in doing so came into conflictwith Sparta. The League allied itself with Macedon to help fight the Spartans, but stayed neutral
during the first Macedonian War. The Achaean league eventually defeated Sparta and took control
of the entire Peloponnesian region. During the Third Macedonian War the League favoured an
alliance with Macedon but did little about it. In 146BC the League openly revolted against Roman
domination and was soundly defeated and dissolved.
In 235BC Cleomenes came to the throne of Sparta. As the Achaean League was looking to unite
the Peloponnese, and Sparta occupies a large chunk of this land, they were bound to come to
blows sooner or later. In 229BC the League declared war on Sparta, but after suffering a series
of near-crushing defeats, had to ask Macedon for help. Antigonus III of Macedon fought againstSparta and decisively defeated her at Sellasia in 222BC. The end came for Sparta in 192BC when
they finally succumbed to, and were integrated into, the Achaean League.
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Suffice it to say the Greeks fought each other, the Macedonians, the Romans, the Illyrians, and the
Syrians at one point or another, as well as supplying many mercenaries. At least you’ll have a lot
of flexibility with allies and who you want to fight….
Greek Armies
This is a period of transition for the Greeks, starting with the traditional hoplites who then become
‘lighter’ in the form of thureophoroi and then turn into Macedonian-like phalangite pikemen.
When this change took place varied amongst cities, states and leagues. It was a gradual change
in tactics and style if you take the region as a whole; as such, I have not restricted the type of
Greek heavy infantry that you are allowed to combine in your army. There are two exceptions to
this:Spartans must either be hoplites or phalangites. They skipped the thureophoroi phase, and
you may not have Spartan citizen hoplites and Spartan citizen phalangites in the same army (this
restriction does not stop you mixing in mercenary or standing units though).
City states would rely on citizen levies and mercenaries, but there were also some standing forces
available to the Leagues at various times. The Citizen levy did not have a great reputation for
quality or training, and the ‘professional’ mercenary troops would most likely be sought after duringconflicts – of which the Greeks seem to have a fair few amongst themselves.
So, who has hoplites, phalangites or thureophoroi? As a rough guide you could assume
phalangites after 220-200BC, thureophoroi for approximately 60-70 years before that, and up until
then it would have been traditional hoplite panoply. The heavy troops would have been supported
by lighter peltasts and psiloi, as well as mercenary skirmishers such as Cretan archers, Rhodian
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slingers, and in some cases freed slaves – who cant have been much use. Greek cavalry make
up small proportions of the army, and are either heavy with spear, javelins, armour and shield; or
alternatively armed with xyston but no shield. Light cavalry are what you would expect: shielded
with javelins and spear.
Organising a Hellenistic Greek army
There is an obvious lack of cavalry, but you are going to have lots of choice with the infantry for
this army. You have the options of excellent heavy infantry – either hoplite or phalangites, bothorganised into phalanxes; or alternatively go for thureophoroi, if you want more flexibility with your
main infantry units.
Peltasts and psiloi can be of reasonably good quality, and at least some of these will be essential
to cover your phalanx; the same goes for cavalry. You will probably not have the chance for
more than one or two units of cavalry, but I would take the max possible unless you are following
historical battle organisations.
You are going to have to decide how to organise your pikes or spears. The army list gives hoplites
or phalangites -- the phalanx ability as standard, but you obviously pay the points for it. The pointbeing that if a phalanx drops below 5 stands (the minimum number of stands you would need to
keep 2 ranks) it loses its phalanx bonuses. If you decide to have your phalanx as six stands you
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will get more units but they will be more brittle; go for 8 and they are tough (and look nice) but you
get less units. If you want to go for 10 or 12, you will almost certainly have an unstoppable unit;
but with all your eggs in one basket, you will need some good flank cover for this mob.
This is a heavy infantry biased army, and in my experience they are the ones that most need a
plan before you deploy. If you just pop your units down in a row and hope for the best, don’t be
surprised if you find enemy units on the flanks running over one phalanx after another.
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Hellenistic Greek 250-50BC
Troop type (Notes) Morale CS BS WND ATT T&L MOVE Armour Points
Citizen Hoplites Levy Av - 3 2 5 4 Light 50
Long Spear, Phalanx, hand weapons
Upgrades to Trained(+10 pts), T&L to 6 (+2 pts), T&L to 7 (+4pts), Armour to medium (+5pts)
Standing Hoplites (2) Trained Av - 3 2 6 4 Light 62
Long Spear, Phalanx, hand weapons
Upgrades To Regular (+10 pts), to Seasoned (+20 pts), to Veteran (+40pts, wounds to 4) Armour to medium (+5 pts)
May be Steadfast (+5pts) T&L to 7 (+2pts) to 8 (+4 pts), if Veteran may increase T&L to 9 (+6pts)
If Seasoned or Veteran may increase combat skill to good (+5pts)
Peltasts and Thureophoroi Levy Av - 3 2 5 4 Light 44
Hand Weapons, Thrown melee weapons
Upgrades To Trained (+10 pts), to Regular (+20pts), to Seasoned (+30pts) T&L to 6 (+2pts), T&L to 7 (+4pts)
May be light troops (no points cost), may have feigned flight if light troops (+5pts)
Greek Psiloi (3) Dregs Poor Poor 2 1 4 6 None 18/2
Hand Weapons, Skirmishers
Upgrades To Levy (+10 pts), to Trained (+20pts) May have slings (+5 pts), may have short bows if no armour (+5 pts)
May have staff sling if no armour (+8pts), May have light armour (+5 pts) missile skill to Av (+5pts)
If no other missile weapon may have javelins (free points cost), T&L to 5 (+2pts)
Greek Light Cavalry Levy Poor Poor 3 2 5 8 None 44
Mounted, Hand Weapons, thrown melee weapons
Upgrades To Trained (+10 pts), to Regular (+20pts) T&L to 6 (+2 pts), T&L to 7 (+4 pts), may have feigned flight (+5pts)
Weapons skill to average (+5pts) missile skill to average (+5pts) To light armour (+5 pts)
Skirmishing Light Cavalry Levy Poor Poor 2 1 5 8 None 40/2
Mounted, Hand Weapons, Javelins, skirmishers
Upgrades To Trained (+10 pts), to Regular (+20pts) T&L to 6 (+2 pts), T&L to 7 (+4 pts)
missile skill to average (+5pts) To light armour (+5 pts), may have Parthian Shot (+5pts)
Greek Heavy Cavalry (1) Trained Av - 3 2 6 8 Light 62
Mounted, Hand WeaponsUpgrades To Regular (+10 pts), to Seasoned (+20pts) May have medium armour (+5 pts),
T&L to 7 (+2 pts), T&L to 8 (+4 pts), may have thrown melee weapons (+4pts)
If no medium armour and no thrown melee weapons may have Xyston (+10pts)
Citizen Phalangites Levy Av - 3 2 6 4 Light 57
Pike, Phalanx, hand weapons
Upgrades To Trained (+10 pts) T&L to 7 (+2pts) , Armour to Medium (+5 pts)
Trained Phalangites Trained Av - 3 2 7 4 Light 69
Pike, Phalanx, hand weaponsUpgrades To Regular (+10 pts), to Seasoned (+20pts) T&L to 8 (+2pts) , Armour to medium (+5 pts)
If Seasoned may increase CS to Good (+5pts)
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Notes
1 Only 1 unit per army
2 Only 1 Veteran unit of standing army hoplites allowed in the army
3 Only 1 bow armed unit of Greek psiloi and only 1 staff sling armed unit allowed in the army
Allies, mercenaries & restrictions
Mercenaries - Galatians, Cretan Archers, Mercenary Peltast/Thureophoroi, Thracians,
Mercenary Hoplites/Phalangites
Allies - Romans, Macedonians
At least 40% of the army points must be made up of Hoplites, Phalangites or Thureophoroi
No more than 20% of the points of the army may be cavalry
No more than 30% of the points may be allies or mercenaries
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Macedonian Successor 320 - 148 BC
Going into the history of the Macedonian Successors is outside the scope of this supplement, so a
brief overview of the various Macedonian wars should give you some idea what they were up to.
First Macedonian War
Philip V of Macedon made an alliance with Carthage in 214BC and so became involved in what
was to be known as the First Macedonian War. Philip’s naval campaign in the Adriatic was of little
importance and easily contained by a Roman fleet. However, after the crushing defeats in Italy
and with Hannibal loose in the south of the country, the Romans had no forces available to stop
Philip’s land campaign.
Moving north towards Illyria, the Macedonians captured several cities, and as Rome was unable to
stop them, the Senate approached the Aetolian League in Greece, created an alliance, and used
them to counteract Philip on land. In 209BC the league was joined by Attalus of Pergamum, and
between them they managed to contain the Macedonian expansion. Only a year later, however,
Attalus returned to Pergamum, which left the Aetolians in a pretty crappy poisiton. Philip invaded
their land, and with no help from their allies, by 206BC the Aetolians were forced to sue for peace.
Philip increased his gains on the eastern coast of the Adriatic over the next year, but when Rome
forced the withdrawal of Hannibal from Italy, they were able to assemble legions and prepare
to take the war to the Macedonians. By this time both sides were ready for peace: Philip had
captured many cities and was willing to settle for his gains so far, and Rome was worn out by its
long and costly war with Carthage.
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Second Macedonian War
Philip used the uneasy peace between Macedon and Rome to further expand his influence – first
in Illyria and the Roman protectorates that were formed after the Illyrian wars. When Roman
objections to this became too strong to ignore, he turned his attention to the south into Greece and
to the east into to the Black Sea.
By 201BC Philip was fully at war with Rhodes and with Attalus of Pergamum, the latter a good ally
of Rome. Diplomatic missions, and Rome’s realisation that Macedon would have to be confronted
sooner or later, prompted the Senate to send an ultimatum to Philip – withdraw from all Roman
protectorates and those of Rome’s allies. Philip rejected this demand and Rome and Macedonwere again at war.
In 200BC Philip had sent one army to invade Attica which belonged to the independent city
state of Athens, while a second army under his command acted against towns in Thrace. Rome
sent two legions to Illyria to begin recouping some of its losses there, a fleet was sent to aid the
Greeks, and the Aetolian league was again convinced to join against Philip. By 198BC the Greek
Achaean League also entered the war on the side of Rome. This meant that Macedon was at war
with practically all of Greece, Pergamum, and Thracia, as well as Rome.
The Macedonians were soundly defeated by Rome at the battle of Cynoscephalae and had no
choice but to negotiate an unfavourable peace. Macedon had to give up all claims to Greekterritory and had to hand over any of its Greek towns to control of Rome, including the ‘Fetters of
Greece’: the three fortresses of Demetrias, Chalcis and Acrocorinth.
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Rome effectively made Macedon a buffer between their interests and the Thracian, Celt, and
Illyrian tribes, as well as an ally in case of Syrian aggression. In 194BC the Romans evacuated
all of the Greek cities they had been occupying, and effectively handed the country back to the
Greeks – though under Roman protection.
Third and Fourth Macedonian Wars
In 179BC Philip V died and the throne passed to his son Perseus, who immediately set about
expanding Macedonian influence beyond its borders. This was in direct violation to the treaty
imposed by the Romans after the second Macedonian war. He also arranged an alliance with
Antiochus III of Syria who was a long time enemy of Rome.
By 171BC continuing Macedonian interference in Illyria, Pergamum, and Greece forced Rome to
declare war. The first few years of the war went badly, with the successive Roman commanders
seeming to prefer to plunder Greece and line their own pockets, rather than take the war to
Macedon. By 168BC a consul was appointed who actually intended to invade Macedon, and at
the battle of Pydna the Legion once again defeated the phalanx. Perseus was forced to surrenderto Rome, and Macedon was split into four republics, each of which had restrictions placed on its
trade and diplomacy, which effectively crippled the country.
Misrule, corruption, and lack of a permanent military presence or support meant that the
Macedonians and Greeks became more and more dissatisfied with Roman ‘protection’. By 149BC
Andriscus, the alleged grandson of Philip V, reunited the four republics and the Roman Senate
decided it was time to sort out Macedon once and for all. The revolt was swiftly crushed and
Macedonia was made into a Roman province.
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Macedonian Armies
Basically you can have lots of pikes and not very many cavalry. You’ll find that the best
Macedonian phalanx with good quality, well trained and armoured troops is a steamroller – going
over or through most things in front of it. Unfortunately your opponent isn’t likely to be kind enough
to place his army in a position where you are going to be able to do this – well, not after the first
time anyway.
The phalanx is going to be vulnerable to a few things, firstly skirmishers – basically you will neverbe able to catch skirmish units unless they make a mistake; and if your opponent is using them
properly, a half-dozen skirmish stands at close range can start to eat away at your units. Flanks
are always going to be a problem; if you are fighting an army that has cavalry superiority or more
units than you, then these are going to have to be watched. You can cover them with small, cheap
units, or deploy in such a way that one phalanx can cover the next in line: refusing one flank and
attacking in echelon is a good way to do this. Lastly – don’t fight in bad going if you can help it.
Cavalry – you don’t get much of this but it can be good quality, so you can use it to smash enemy
cavalry formations before they can start to get round your pikes. The other great anti-cavalry units
are going to be elephants if you are allowed these in your list. I tend to use them on the armies’
flanks opposite enemy cavalry when facing solid infantry armies like Greek or Roman, but as a
shock force in the centre against ‘barbarian’ armies.
As I say with all ‘infantry heavy’ armies your starting deployment and plan is particularly important.
Trying to move a phalanx about from one flank to another, changing direction or facing, or going
through bad terrain are all going to lose you the battle.
A final note on phalanx size and quality: to keep the combat bonus you will need to have at least 5
stands in the unit – this being the minimum that can still be in 2 ranks which you need for phalanx.
You have the option to go for a lot of smaller units, but these can be vulnerable when they start
to lose stands; or alternatively use a smaller number of large units. I tend to go for 8 stands for
pikes which is a happy medium: they can take punishment but are not too unwieldy. Quality ofthe troops can determine how many stands you would like – or can afford – per unit. Unarmoured
phalangites are best deployed in large units or they suffer badly from missile fire. You can get
away with poor quality troops so long as they keep their phalanx bonus, but their lack of T&L will
mean they are very inflexible. If you go for a large ‘super phalanx’ of well trained, high quality, well
armoured pikemen, then make sure you cover its flanks!
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Macedonian Successor 320-148BC
Troop type (Notes) Morale CS BS WND ATT T&L MOVE Armour Points
Hypaspists (1) Seasoned Av - 3 2 7 4 Medium 92
Pike, Phalanx, Hand weapons
Upgrades T&L to 8 (+2pts), T&L to 9 (+4pts), May be Steadfast (+5pts), Combat skill to good (+5pts)
May be Veteran (+20pts, wounds to 4)
Macedonian Phalangites (2) Regular Av - 3 2 6 4 Light 87
Pike, Phalanx, Hand weapons
Upgrades To Seasoned (+10pts), to Veteran (+30pts, wounds to 4), T&L to 7 (+2pts), if Veteran T&L may be 8 (+4pts)
Armour to medium (+5pts), Combat skill may be raised to good if Seasoned or Veteran (+5pts)
Psiloi Levy Poor Poor 2 1 4 6 None 28/2
Hand weapons, Skirmishers, Javelins
Upgrades To Trained (+10pts), T&L to 5 (+2pts), missile skill to average (+5pts) Armour to light (+5pts)
May replace Javelins with short bow if no light armour (+5pts), May replace Javelins with sling (+5pts)
Elephants (3) Regular Good - 5 3 6 6 Light 167
Elephant, Tower
Upgrades to medium armour (+5 pts) T&L to 7 (+2pts)
Bolt Throwers (7) Trained Poor Av 3 2 7 4 Light 84
Bolt Thrower, Crewed weapon
Upgrades To Regular (+5 pts)
Companion Cavalry (4) Seasoned Good - 3 2 7 8 Light 93
Mounted, hand weapons, thrown melee weapons
Upgrades To Veteran (+20 pts, wounds to 4), To medium armour (+5 points), T&L to 8 (+2pts) T&L to 9 (+4pts)
If no medium armour may replace thrown melee weapons with Xyston (+6 pts)
If armed with Xyston may be upgraded to shock (+5pts)
Greek Heavy Cavalry (5) Trained Av - 3 2 6 8 Light 62
Mounted, Hand Weapons
Upgrades To Regular (+10 pts), to Seasoned (+20pts) May have medium armour (+5 pts),
T&L to 7 (+2 pts), T&L to 8 (+4 pts), may have thrown melee weapons (+4pts)
If no medium armour and no thrown melee weapons may have Xyston (+10pts)
Greek Light Cavalry (6) Levy Poor Poor 3 2 5 8 None 44
Mounted, Hand Weapons, thrown melee weapons
Upgrades To Trained (+10 pts), to Regular (+20pts) T&L to 6 (+2 pts), T&L to 7 (+4 pts), may have Feigned Flight (+5pts)
Weapons skill to average (+5pts) missile skill to average (+5pts) To light armour (+5 pts)
Notes
1 No more than one unit of Hypaspists in the army2 No more than one unit of phalangites may be upgraded to veteran.
3 No more than 1 per 1500 points in the army
4 No more than one unit in the army
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5 No more than one unit in the army
6 No more than one unit in the army
7 No more than 1 per 1500 points in the army
Allies, Mercenaries and restrictions
Mercenaries - Mercenary Hoplites/Phalangites, Thureophoroi, ThraciansTarantine cavalry, Italian deserters.
Allies - Hellenistic Greek
At least 40% of the points of the army must be spent on Phalangites and/or Hypaspists
No more than 20% of the points of the army may be spent on cavalry.
No more than 25% of the points of the army may be spent on mercenaries and allies.
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Numidians 300 - 25 BC
The Numidians were semi-nomadic Berber tribes situated to the west of Carthage. During the
period that we are dealing with, the Numidian nation was composed of two major tribal groups: the
Massyli in eastern Numidia and the Massaesyli in the west. (I’ll call them east and west kingdomsfrom here on in…) Knowing this goes some way to explain the Numidians seemingly constant
side-changing and the fact that Numidian troops would often be fighting for both sides in any
conflict involving Rome and Carthage.
The eastern kingdom was closest to Carthage and seems to have had closer ties with them than
the western, even to the extent that its princes may have been educated and raised in Carthage.
Numidia did not pay tribute to Carthage as did other ‘provinces’, and the troops that fought for
Carthage and Rome did so as allied contingents rather than as mercenaries.
During the First Punic War, Rome proposed peace terms with Carthage after Roman successes in
battle, and because Carthage was also embroiled in war with Numidia – presumably the western
kingdom. There is little information on this part of the conflict, but as no major battles between
Carthage and Numidia seem to have been fought, it was presumably a low key affair – thoughwould still have tied down Carthaginan forces that could be used elsewhere.
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It was during the Second Punic War that Numidia came into the spotlight. At the start of the war
the eastern kingdom was ruled by Gaia and allied with Carthage; the western kingdom ruled by
Syphax was sympathetic to Rome. Syphax took no real part in the war until 214, when Carthage
sent Hasdrubal to attack his kingdom; in turn Syphax and the western Numidians concluded an
alliance with Rome. Roman military advisors arrived and started training Numidian troops with the
intention of having Syphax in the west attack Gaia in the east.
Meanwhile Gaia’s son Massinissa had been campaigning with the Carthaginian army in Spain, but
when his father died in 206BC, he allied himself with the Romans -- with the understanding that
if he aided them against Carthage, they would help him conquer the eastern kingdom and unite
Numidia under his rule. This triggered King Syphax and the western Numidians to change sides
and ally with Carthage, marrying the daughter of a Carthaginian nobleman no doubt to seal the
arrangement.
With both sides now effectively having swapped alliances, we see King Syphax of the Massaesyli
in the west, with his Roman trained troops fighting on the side of Carthage, and King Massinissaof the Massyli in the east fighting for Rome. To add to the confusion, Gaia had a second son
– Oezalses – who was also vying for power with Massinissa.
The next two years did not go well for Massinissa, and
he was brought close to total defeat at the battle of
Hippo Regius with his rival Syphax. He managed to
escape, and with the Roman army landing in 204BC, he
joined up with Scipio and defeated Syphax, captured his
capital of Cirta, and was able to fight against Carthage at
the battle of Zama with 10,000 Numidian warriors.
After the second Punic War, the terms imposed on
Carthage meant that they could not declare war without
the prior permission of Rome. Massinissa had united the
tribes of Numidia and was expanding into Carthaginian
territory, presumably with the tacit approval of Rome, as
every commission sent to sort out the problems favoured
Numidia at the expense of Carthage.
Carthage eventually got fed up with this and raised an
army to fight off the latest Numidian incusion – only to besoundly defeated. Rome took this as an excuse to start
the Third Punic War and we already know the outcome
of that.
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Massinissa died in 148BC and was succeeded by his son Micipsa, who in turn was succeeded in
118BC by both of his sons. Jugurtha, nephew (or adopted son?) of Micipsa killed one of the sons
and went to war with – and defeated – the other. The defeated son - Adherbal - appealed to Rome
for help, and the commission split Numidia into 2 kingdoms – presumably along the lines of the old
eastern and western kingdoms.
It was not too long before Jugurtha was again at war with
his Numidian neighbour. This time he cornered Adherbal
in his capital of Cirta and when the city fell he had Adherbal
killed – along with a bunch of Italians who had supported
and helped defend the city. It was because of this act
that Rome declared war with Numidia in 111BC, the so
called ‘Jugurthine War’. This war saw Rome repeatedly
fail to fight a decisive battle or campaign, and it lasted until
105BC, when Jugurtha was betrayed and handed over to
the Romans.
Numidian Armies
The mainstay of the Numidian army is its light cavalry.
Primarily fighting with javelins, they are particularly unsuited
to a stand-up fight, but are perfect mounted skirmishers.
Their tactics were to avoid contact with the enemy, but to
dart in and attack flanks and rear, or cut off groups of pursuers that had overextended themselves.
“The Numidian horse on the Carthaginian right were meanwhile charging through the cavalry on
the Roman left; and though, from the peculiar nature of their mode of fighting, they neither inflicted
nor received much harm, they yet rendered the enemy’s horse useless by keeping them occupied,and charging them first on one side and then another.”
As well as the light cavalry, a king would often have his own elite bodyguard – either mercenaries
or his noble entourage – or possibly a combination of both. Within the Crusader rules the only
cavalry unit that may be fielded ‘formed’ is this bodyguard – every other Numidian cavalry unit only
has the option of being in skirmish order.
Numidian infantry are not particularly impressive. The preferred tactic seems to have been
the same as that of the cavalry: to avoid contact with the enemy as much as possible and gain
advantage by attacking a flank or wearing the enemy down by constant skirmishing.
The attempt by Rome to train some of king Syphax’s warriors seems to have been partially
successful in that, rather than just allied cavalry, we start to see Numidian infantry appearing on
the battlefield. However, their quality still wasn’t up to much when compared with the mounted
Numidians.
Imitation legionaries in the Jugurthine War are a bit of a mystery, and I personally think that a
single unit of ‘Picked Men’ representing Italian deserters, mercenaries, and so on, is as far as I
would go judging by the scanty evidence. The stats for these troops have been included, and I
would use them as an extension of the ‘trained infantry’ rather than as 6 legions of Roman look a-
likes!
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The infantry statistics are pretty bad no matter how you look at them. Skirmishers are average,
but you will almost always be outclassed by your opponent’s formed infantry units.
Numidian armies made use of elephants extensively with as much luck – good and bad – as
anyone else seems to have had with these beasts in battle.
Building a Numidian army
The main problem you are going to face with a
Numidian army is how to stop your enemy walking
straight over you. With very few – if any - good
infantry and almost no formed cavalry, there is not
much you can rely on to hold a battle line. The
simple answer is – don’t try to make one.
Your skirmish cavalry and infantry have no hope
against formed enemy troops unless you can catch
a shaken, depleted unit in the flank – even then
it’s not going to be a foregone conclusion. So,
you’ll need to get your cavalry right up into the face
of the enemy and make sure you have as much
room to dodge back and forth as possible. You’ll
almost certainly have skirmisher advantage, so
get rid of the enemies’, and start getting round
flanks and rears and take every shot you can at the
enemy, while keeping your formed units back out
of harm’s way as long as possible. If the enemy is
still in good order when they get to grips with yourwarriors, you are almost certainly going to lose
those match-ups.
The one thing that a Numidian army can rely on is its elephants. If you can use these to stop,
disorder, or blunt the enemy attack, it gives you that much more time to wear them down with your
skirmishers. Take advantage of the fact that your skirmish troops don’t need to pass T&L tests
to change facings or formations, and get into close range to fire; but try to stay out of the enemy
charge arc. Use the whole battlefield, and don’t be afraid to have your cavalry skirmishers right up
behind or on the flank of the enemy, harrying them all the time. This is not an army that can win
battles by defending.
Hopefully the information on the Numidians will show that they don’t have to be used just as allies
for other armies – a solely Numidian army can be a very interesting in its own right. Whether you
are fighting against the Carthaginans or Romans, you’ll have your work cut out winning with such
a ‘light’ army; but it can be very rewarding watching a frustrated opponent try to pin you down and
beat you.
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NUMIDIAN - 300 to 25BC
Troop type (Notes) Morale CS BS WND ATT T&L MOVE Armour Points
Trained Infantry (1) Levy Poor - 3 2 5 4 Light 35
Hand weapons
Upgrades To Trained (+10pts), May be Light Infantry (no points cost), Thrown melee weapons (+4pts)
T&L to 6 (+2pts), T&L to 7 (+4pts), Combat skill to average (+5pts)
Numidian Warriors Dregs Poor - 3 2 4 4 None 22
Hand Weapons, thrown melee weapons, light troops
Upgrades Feigned Flight (+5pts), To Levy (+10pts), T&L to 5 (+2pts), T&L to 6 (+2pts), Armour to light (+5pts)
Numidian Skirmishers (2) Levy Poor Poor 2 1 4 6 None 28/2
Hand weapons
Upgrades Javelins (free), Slings if no javelins (+5pts), Short bow if no javelins (+5pts) To Trained (+10pts)
T&L to 5 (+2pts), T&L to 6 (+4pts), Armour to light if no bow or sling (+5pts)
If armed only with javelin may have Parthian Shot (+5pts), missile skill to average (+5pts)
Imitation Legionaries (1, 3) Trained Poor - 3 2 5 4 Light 49
Hand weapons, thrown melee weapons
Upgrades To Regular (+10 pts), Combat skill to average (+5pts) T&L to 6 (+2pts) to 7 (+4pts)
In addition to the above upgrades one unit (Picked men) may be further upgraded as follows:-
to Seasoned (+20pts), to Medium armour (+5pts), T&L to 8 (+6pts)
Numidian Elephants (4) Regular Good - 5 3 6 6 None 162
Elephant
Upgrades to light armour (+5 pts) T&L to 7 (+2pts)
Noble Cavalry (5) Regular Av - 3 2 6 8 Light 76
Hand weapons, thrown melee weapons, mounted
Upgrades To Seasoned (+10pts), to Veteran (+30pts, wounds to 4), T&L to 7 (+2pts) to 8 (+4pts), armour to medium (+5pts)
May be Drilled (+5pts), may have Feigned Flight (+5pts), combat skill to good (+5pts)
Skirmish Cavalry (6) Trained Poor Av 2 1 5 10 None 60/2
Hand weapons, parthian shot, javelins, skirmishers, mounted
Upgrades To Regular (+10pts), to Seasoned (+20pts), combat to average(+5pts), missile to good (+5pts)
T&L to 6 (+2pts), T&L to 7 (+4pts), T&L to 8 (+6pts), to l ight armour (+5pts)
NOTES
1 may not have more trained infantry/Imitation Legionary units than warrior units
2 At least half of the Numidian skirmisher units must be javelin armed.
3 only one unit may be upgraded to 'Picked Men'
4 only one per 1000 points in the army
5 only one unit per army, may have no more stands than the smallest cavalary unit in the army
6 No more than half of the skirmish cavaly stands in the army may be upgraded to seasoned.
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Allies, mercenaries and restrictions
Allies - Roman, Carthaginian
No more than 25% of the army points may be spent on allies and mercenaries
At least 40% of the army points must be spent on Numidian Noble or skirmishing cavalry units
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Rome 275 - 105 BC
After the end of the Samnite Wars Rome was the pre-eminent power in central Italy. It was only a
matter of time before it came into conflict with southern Italy. The Lucanians and Bruttians wereattacking Greek colonies in southern Italy and the Greeks in turn asked Rome for help in 283BC.
The city of Tarentum in Southern Italy had a treaty with Rome that precluded sailing into its waters
or interfering in its area of influence. When Rome answered the call of the Greek colonies and
sent troops to garrison the town of Thurii, the Tarentines took this as a breach of the treaty and
an act of aggression. The upshot of this was war between Rome and Tarentum, the latter soon
turning to King Pyrrhus of Epirus for help.
In 280BC Pyrrhus landed in Italy with 25,000 men – Epirote and Greek -- as well as 20 elephants.
His costly victories and lacklustre response from Greek colonies and Latin allies meant that he had
little choice but to take his forces and leave southern Italy, instead in 278BC heading to Sicily andconflict with Carthage. Despite victories, his position became untenable and he returned to Italy
in 275BC, only to suffer a defeat at the hands of the Romans, shortly after Pyrrhus left to return to
Epirus. Rome continued its campaign against Tarentum and by 272BC was complete master of
the South.
After victory in the First Punic War Rome secured
the island of Sicily. Sardinia and Corsica followed
soon after, when their Carthaginian mercenary
garrisons revolted and offered the islands to Rome
– presumably in return for being paid their overdue
money.
Rome saw that a secure northern border rested
on the natural barrier of the Alps. This meant that
the lands of Cisalpine Gaul would need to come
under their control. Passing laws that allowed Latin
settlement of previously Gallic lands was surely
going to result in open warfare sooner or later. This
came about in 225BC with the Gallic invasion of
northern Italy, the result of which was that Rome got
what it wanted: secure land as far north as the Alps.
The history of Roman expansion beyond that would
take more than two pages to do it justice, so I’m not
even going to try. You can refer to the other nations
within this supplement to get an idea of how Rome
influenced – and generally conquered - the people
around it
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Roman Army Tactics
There are four main types of infantry in the Roman Legion during this period: velites, the light
skirmishing troops, and then three lines of progressively heavier infantry – hastati, principes,
and triarii. These lines were trained to support and relieve each other during battle, set up in
a chequerboard manipular formation to allow ease of movement, and for front and rear ranks
to interpenetrate gaps. However, when it came to actual physical contact with the enemy, the
maniples still closed these gaps and fought in a solid line of troops. If that line were beaten back
it would fall back through the gaps in the maniples behind it, and they in turn would close the gaps
in their maniples and engage the enemy. If both hastati and principes were beaten it was up to the
triarii to cover the withdrawal of the army.
With the Crusader rules, to have each individual maniple represented would mean each standbeing a separate unit. To recreate the style of fighting that the Romans employed we have given
them the ‘drilled’ ability. Normally formed units are not allowed to interpenetrate each other;
however, if both are drilled they may do so freely. This allows one rank of Romans to move
through another, meaning that you can advance a fresh rank of troops forward, or retire a shaken
or weakened unit back through fresh troops.
Your units on the tabletop will still form up in lines rather than ‘columns’, and this represents a line
of maniples. You can just assume that that gaps are there and that they are opened or closed at
the appropriate time – that’s what the drilled ability is all about. After all – this is supposed to be a
mass battle, not a skirmish game.
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Building a Roman Army
First things first – you will have to balance the number of stands that you have for each type of
regular Roman infantry. If you want ten stands of principes, you need ten of hastati and velites as
well as five of triarii – this can prove to be expensive, so work out what your infantry force is going
to be, and then move on to the rest.
The mainstay of any Roman army is going to be its well trained and flexible infantry. If you want
to get the best of these, then try to use them historically if you can. Velites form up to the fore andharry the enemy; when the battle lines close pull these back or to the flanks. Lead with hastati
– even if they do not break the enemy in front they are going to weaken them. Use the principes
as support to fall back behind, if need be, and finally keep the triarii – your best troops – to either
stave off complete disaster or to deliver the killing blow. Your lines of supporting troops should
mean that you have someone to recover behind, giving troops time to rally or recover from being
shaken.
There are two obvious disadvantages to the Roman deployment – it’s going to have a small
frontage, and your troops are going to cost a lot if you go for the best quality. The answer to this
is try to make use of your generally good Training and Leadership as well as your drilled ability. If
you just line up facing the enemy, then you are not getting the most from the flexibility this army
offers.
High morale and well trained units are about the only ones I would suggest making as small as 4-
5 stands; but the Romans can do more with a lot of small, flexible units than they can with a few
large ones. If you can force your opponent to make awkward manoeuvres, then they are going
to start failing their T&L tests (especially the Gauls!) and give your units open flanks and isolatedunits to pick on.
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Cover your flanks – the enemy is no doubt going to have a wider battle line than you if you deploy
in depth, so use your allies, skirmishers and cavalry to counter this. These are not going to be
your best troops, so it may be worth holding these back – 5 stands of poor cavalry are still a threat,
but if you commit them and they rout early on, you will find the enemy nipping at your flanks. If
this does happen, then at least you can be fairly sure that your well-trained triarii units will be able
to re-deploy to face them.
The reality of the wargames table is going to mean that unless you are fighting a large battle witha lot of troops, you are not going to have as many units as you would like. I know it’s really the
individual maniples within a unit that should form a chequerboard formation, but if you want to
extend your frontage and still keep three lines of formed troops, then try it with units instead.
You’ll find that the drilled ability and the highest T&L numbers you can get are worth their weight in
gold – after all, it must have been more than just bendy spears that won the Roman Empire.
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Polybian Roman 275-105BC
Troop type (Notes) Morale CS BS WND ATT T&L MOVE Armour Points
Velites (1) Trained Poor Av 2 1 6 6 Light 52/2
Hand Weapons, Javelins, Skirmishers
Upgrades To Regular +10 pts), To Seasoned (+20 pts), Combat to average (+5pts)
T&L to 7 (+2 pts), if Seasoned may have Parthian Shot (+5pts)
Hastati (1) Trained Av - 3 2 7 4 Light 61
Hand Weapons, Thrown Melee Weapons, Drilled
Upgrades To Regular (+10pts) To Seasoned (+20 pts), T&L to 8 (+2 pts),
Principes (1) Regular Av - 3 2 7 4 Light 72
Hand Weapons, Long Spears, Drilled
Upgrades To Seasoned (+20 pts), T&L to 8 (+2 pts) or 9 (+4 pts), CS to good (+5pts)
May replace long spears with thrown melee weapons (Pila) (-1 pt), To medium armor (+10 pts)
Triarii (2) Seasoned Av - 3 2 8 4 Medium 96
Hand Weapons, Long Spears, Drilled, Steadfast
Upgrades To Veteran (+20 pts, wnds to 4), T&L to 9 (+2 pts), T&L to 10 (+4pts) , CS to good (+5pts)
Italian & Roman Cavalry Levy Poor - 3 2 5 8 Light 45
Hand Weapons, Mounted
Upgrades To Trained (+10 points), May have thrown melee weapons (+4 pts), May have medium armor (+5 pts)
CS to Average (+2 pts), T&L to 6 (+2 pts)
Italian Allies (3) Trained Av - 3 2 6 4 Light 62
Hand Weapons, Long Spears
Upgrades To Regular (+10 pts), To Seasoned (+20 pts), If Seasoned (or Veteran) then CS may be raised to good (+5pts)
May have medium armour (+5pts), May be Drilled (+5 pts)
One unit (Extraordinaire) may be upgraded to Veteran (+40pts, wounds to 4)
Penal Legion (4) Dregs Poor - 3 2 4 4 Light 25
Hand WeaponsUpgrades To Levy (+10 points), to Trained (+20pts)
T&L to 5 (+2 pts), may have thrown melee weapons (+4pts)
Bolt Throwers (5) Trained Poor Av 3 2 7 4 Light 84
Bolt Thrower, Crewed weapon
Upgrades To Regular (+5 pts), T&L to 8 (+2pts)
Notes
1 You must have equal numbers of stands of Velites, Hastati and Principes in the army. Within
this restriction you may organise the units as you like with differing numbers of stands per unit and
they may have different quality and training.
2 You must have exactly half as many Triari stands as you have Principes stands. Within this restriction
the Triari may form any size units and those units may be differing quality and stats.
3 Must have at least one Principes unit for each Italian ally unit.
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4 Represents the hastily-raised legions of criminals and conscripts. If there are any Penal Legionaries in
the army then the rest of the army may contain only ONE Seasoned and ONE Veteran unit of any kind.
5 No more than 1 per 1000 points in the army
Allies, mercenaries and restrictions
Mercenaries - Balearic slingers, Cretan archers, Tarantine cavalry
Allies - Spanish, Hellenistic Greek, Numidian, Gallic
No more than 25% of the army points may be spent on allies and mercenaries
No more than 20% of the army points may be spent on cavalry units
At least 40% of the points must be spent on Velites, Hastati, Principes, Triari
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Spanish 200 - 20 BC
The Iberian peninsula could be split into three rough cultural groupings during the period that
this supplement covers. To the west – modern day Portugal – we have the Lusitanians; in the
east, centre, and south the indigenous ‘Iberian’ peoples; and in the north, Celts that migrated tothe peninsula during the 9th and 7th centuries BC. This final group, the Celts, can arguably be
subdivided further into Celts and the Celtiberians. The latter being a mixture of both the Celtic
and Iberian cultures; and as they seem to be such good warriors, presumably taking the best from
both.
By the 5th Century BC the tribes in their traditional hill forts – castra – had begun to be grouped
into loose confederations, probably under control of the most powerful leader or faction at any
one time. These tribal grouping were based on an important town or city, and effectively became
autonomous city states – oppida - that would each control their own area – chorai – that would
include other tribes and included subject castra
These confederations would often be at war with each other, sometimes in alliance and sometimes
not. These states created ‘hospitality pacts’ that roughly equate to ‘defensive pacts’, and the
Romans as well as Carthaginians used these to ally with one tribe while conquering another.
The Carthaginians had developed peaceful trade with Spain through semi-autonomous Phoenician
cities, but after the loss of Sicily and Syracuse they turned their attention to conquering large areas
of Spain and gaining control of the peninsula’s extensive mineral wealth.
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Spanish Armies
Spanish armies are fairly well balanced in that they have some decent foot troops with their
scutarii, good caetrati skirmishers, and fairly decent heavy and light cavalry. What they seem to
lack are any really ‘hard’ units of their own; but with the ability to add Celtiberians to your ranks,
that pretty much covers that too.
This is going to be a ‘light’ army: almost all of your troops have the capacity to be upgraded
to light, and if they do, you should try to make the most of this by fighting in the worst terrain
possible. You can also use the feigned flight ability of your troops to avoid combat and draw your
enemy into a position where they can be flanked. This ability is useful when fighting Roman or
Carthaginian infantry, as they are most likely going to able to beat you in a stand-up fight.
Your caetrati can actually be quite good troops for skirmishers – easily the equal of most other
nationalities; so try to use them to clear away enemy skirmishers. Once that is done they have
free reign to harass the formed enemy units.
Your light and heavy cavalry are not bad, but the heavies probably don’t have the punch to go
straight in against good infantry; so hold them back and wait for the enemy to become weakened
or expose a flank. Alternatively use them to chase off the (most likely) poorer Roman cavalry and
start to threaten flanks.
The Spanish fought with and against both the Romans and Carthaginians as allies and
mercenaries. They also fought amongst themselves a great deal, so there is plenty of scope forusing this army on the tabletop. At the very least a couple of units of scutarii will not look out of
place in any Punic Wars battle.
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Spanish 200-20BC
Troop type (Notes) Morale CS BS WND ATT T&L MOVE Armour Points
Scutarii (1) Trained Avg - 3 2 6 4 Light 56
Hand Weapons, Thrown Melee Weapons
Upgrades Morale to Regular (+10pts) to Seasoned (+20 pts), T&L to 7 (+2 pts)
may be light troops (no points cost) May have Feigned Flight if light troops (+5pts)
Caetrati (1) Trained Poor Poor 2 1 5 6 None 40/2
Hand Weapons, Javelins, Skirmishers
Upgrades Morale to Regular (+10 pts), T&L to 6 (+2 pts), CS to Av (+5pts), BS to Av (+5pts), Armour to light (+5pts)
Tribal Levies (2) Dregs Poor - 3 2 2 4 None 14
Hand Weapons
Upgrades Morale to Levy (+10 pts) T&L to 3 (+2 pts), T&L to 4 (+4pts)
Armor to light (+5 pts), Thrown melee weapons (+4pts)
Celtiberian (3) Regular Avg - 3 2 4 4 Light 62
Hand Weapons, Thrown Melee Weapons, Impetuous
Upgrades Morale to Seasoned (+10 pts) to Veteran (+30pts, wounds to 4) T&L to 5 (+2 pts) or 6 (+4 pts)
CS to good (+5pts), armour to medium (+5pts), May be Shock (+5pts)
Lusitanian Trained Avg - 3 2 4 4 Light 52
Hand Weapons, Thrown Melee Weapons
Upgrades Morale to Regular (+10pts) to Seasoned (+20 pts) T&L to 7 (+2 pts)May be light troops (no points cost), May have feigned Flight if light troops (+5pts)
Slingers (4) Levy Poor Poor 2 1 4 6 None 33/2
Hand Weapons, Slings, Skirmishers
Upgrades Morale to Trained (+10pts) to Regular (+20 pts), T&L to 5 (+2 pts), T&L to 6 (+4 pts)
Armour to light (+5 pts), BS to average if Regular (+5pts)
Heavy Cavalry (5, 6) Trained Av - 3 2 6 8 Light 66
Hand Weapons, Thrown Melee Weapons, Mounted
Upgrades Morale to Regular (+10pts), morale to Seasoned (+20pts) T&L to 7 (+2 pts) or 8 (+4pts) Armour to medium (+5 pts), CS to good (+5pts)
Light Cavalry (5) Trained Avg - 3 2 5 8 None 59
Hand Weapons, Thrown Melee Weapons, Mounted
Upgrades Morale to Regular (+10 pts), T&L to 6 (+2 pts), or 7 (+4 pts), Armour to Light (+5 pts)
May be skirmishers (half points, Move to 10, wnds to 2, attacks to 1)
If skirmishers may have parthian shot (+5pts), if skirmishers javelins become free (-4 points)
Notes
1 Must have at least twice as many Scutarii stands in the army as you have Caetrati stands
2 For each unit of tribal levies you must have at least two other units in the army
3 May have a maximum of 1 Veteran Celtiberian unit.
4 Must have at least one Caetrati unit for each slinger unit
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5 You may not have more heavy cavalry stands in the army than light cavalry units.
6 One heavy cavalry unit may be upgraded to Devotio - If the army commander is killed unit becomes
fanatic. Upgrade costs no points but must be declared at start of battle.
Mercenaries, allies & restrictions
Allies - Carthaginian, Roman, Gallic
No more than 35% of the army points may be cavalry
At least 35% of the army points must be Scutari and Caetrati
No more than 25% of the army points may be spent on allies and Mercenaries
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Macedonian & Punic Wars - Mercenaries
Troop type (Notes) Morale CS BS WND ATT T&L MOVE Armour Points
Mercenary Hoplites/Phalangites Trained Av - 3 2 6 4 Light 62
Long Spear, Phalanx, hand weapons
Upgrades To Regular (+10 pts), to Seasoned (+20 pts), T&L to 7 (+2pts) to 8 (+4 pts), Armour to medium (+5 pts)
May upgrade to Mercenary Phalangites - replace long spear with Pike (+5 pts)
Cretan Archers (4) Regular Av Good 2 1 7 6 None 77/2
Hand Weapons, Short Bow, skirmishers
Upgrades To Seasoned (+10 pts), to Veteran (+20pts, wounds to 3) T&L to 8 (+2 pts)
Italian Infantry allies and/or deserters Trained Av - 3 2 6 4 Light 57
Hand Weapons, Long Spears
Upgrades To Regular (+10 pts), May be Drilled (+5 pts), armour to medium (+5pts)
Tarantaine Cavalry Trained Poor Av 2 1 5 8 Light 60/2
Hand Weapons, Mounted, Skirmishers, Javelins
Upgrades To Regular (+10 points), (+4 pts), May have medium armour (+5 pts)
Combat Skill to Av (+2 pts), Missile skill to good (+5pts) T&L to 6 (+2 pts)
Balearic Slingers Trained Av Av 2 1 5 6 None 55/2
Hand Weapons, Slings, Skirmishers
Upgrades Morale to Regular (+10pts) to Seasoned (+20 pts), T&L to 6 (+2 pts), T&L to 7 (+4 pts)
Armour to light (+5 pts), BS to average if Regular (+5pts)
Mercenary Peltasts/Thureophoroi Levy Av - 3 2 6 4 Light 46
Hand Weapons, Thrown melee weapons
Upgrades To Trained (+10 pts), to Regular (+20pts), to Seasoned (+30pts) T&L to 7 (+2pts), T&L to 8 (+4pts)
May be light troops (no points cost), may have Feigned Flight if light troops (+5pts)
Thracians Trained Av - 3 2 5 4 Light 54
Hand Weapons, Thrown melee weapons, Impetuous
Upgrades to regular (+10pts), to seasoned (+20pts) T&L to 6 (+2pts)May have heavy weapons (Rhomphia +10 pts), May be light troops (no points cost), CS to good (+5pts)
Galatians Trained Av - 3 2 6 4 Light 57
Hand Weapons, Shock, Impetuous
Upgrades to Regular, (+10pts) to Seasoned (+20 pts), May have T&L 7 (+2 pts), Combat skill to good (+5pts)
May have thrown melee weapons (+4pts), armour to medium (+5pts)
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Thanks and stuff
Gripping Beast for some excellent photographs - www.grippingbeast.com
Grand Manner for the superb terrain in many of these photos - www.grandmanner.co.uk
Renaissance Inc for their handy pre-cut and magnetised bases that I now use for all of my figures
- www.renaissanceink.net
Allen E. Curtis for his much appreciated help with editing this supplement.
John Johnson for his almost famous terrain tiles.
Phil Beveridge for kindly sending me his Spanish artwork.
Little Big Men Studios for the best shield transfers you can get – www.littlebigmenstudios.co.uk
Vendel Miniatures for allowing me to use some of the web images - www.vendelminiatures.co.uk
Manufacturers that would have had some photos of their figures in this book if I had been a faster
painter.
Baccus - www.baccus6mm.com
Kennington Miniatures - www.shqminiatures.co.uk
Crusader Miniatures
Crusader USA for customers in the US and Canada, Crusader UK for everywhere in the world
outside of the US.
Crusader USA - www.crusaderminiaturesusa.com
Crusader UK - www.crusaderminiatures.com
Crusader Yahoo Group. Thanks to all the people who have taken the time to put army lists up on
the Crusader Yahoo Group - http://games.groups.yahoo.com/group/crusaderminis/
Useful books and sources
The Roman Empire - www.unrv.com
Armies of the Macedonian & Punic Wars – Duncan Head
A History of the Roman World 753-146BC – H.H. Scullard
(If you only buy one book on this period then I would make it this one – it’s superb)
Hannibal and the Punic Wars – Allen E. Curtis
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