WAB Macedonian Successors 2010-11-11 Jeff Jonas

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    Successors Army List Samples

    Jeff Jonas11/11/2010

    Thanks to everybody on three continents that helped makes these lists possible

    Duncan Head, Allen Curtis, Jim Clarke, Rich Norton, Tom Opalka, Paul Rigby, Richard Evers, MikeBruck, Rob Broom, Don Effinger, Scott Robertson, Tony Edwards, Mike Reardon, Bob Colie, Bob

    Hultz, Steve Schifani, Joe Derocher, David Hollifield, Jrme Grebet, Patrick Stoddart, Vince Salvato,Ray Crum, Adam Hughes, Trevor Browne, Andrew "Freddy" Scanes, Rich Norton, Cliff Robbins,

    Chuck Robbins, Steve Morton.

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    Army Lists for the SuccessorsBy Jeff Jonas 11/11/2010

    HOW TO USE THE ARMY LISTS The army lists in Macedonian Successors are used inthe same way as the Roman & Barbarian lists in the

    [redacted] main rulebook. Each army has its own uniqueforce composition and additional rules.Successor army lists are presented in a format that firstdetails the characters and then the core troop typesavailable to that army. Units are then added from theMercenaries section which add more choices. Thearmies in this book are built from specific variants.

    Whenever any part of a specified variant list is used, thenall the validations must be enforced for that variant.

    WHAT YOU SEE IS WHAT YOU GET Unless your opponent agrees otherwise, your models

    must attempt to show the options you take. If its hardto tell what a model comes with (e.g., is it a throwing orthrusting spear?) then a certain amount of leeway shouldbe allowed. If in doubt, let history be your guide.

    UNITS & CHARACTERS Unit Composition

    The minimum size for a regiment or unit is five infantryor cavalry models, or three chariot models unlessotherwise stated. There is no upper limit. One model, (orcrewman in a chariot), in each unit may be upgraded to aLeader (+5 Points), one to a Standard Bearer (+5Points), and another to a Musician (+5 Points) unlessotherwise stated.Elephants, Scythed Chariots, and War Machines aresingle models, and may not have Leaders, StandardBearers, or Musicians.

    RESTRICTED UNITSSome units are restricted by saying they may not be thelargest or only unit of a type. This means a unit can beequal to or smaller than other similar types of units inthe army. For example a unit of eight Cretan archersmust be taken in conjunction with another skirmisherunit that consists of eight models or more.

    Normally these lists support games of 2000 points.Players may wish to recreate historical battles, or justgame with higher point totals. Often the army lists havea category of 0-1 which denotes rare troop types. Inlarger point games players may wish to allow thisrestriction to represent 0-1 per 2000 Points. Thus armiesthat use Cretan archers would only have 0-1 units at2000 points, but at 2001-4000 points they may have 2units, and 4001 and higher 3 units, etc. In any event, thecompositions are mainly guidelines to allow a player tocreate a structured army, some scenarios may need someleeway. So as stated before, use history as your guide.

    [REDACTED] SPECIAL RULES

    The Army lists in this volume refer to a number of special trooptypes and formation rules that are listed in the [redacted] ruleboFor your convenience these are listed below with page numbers

    WEAPONS AND ARMOUR

    Cataphract Armour Page 96 Horse Barding Page 98

    ***************************

    PSYCHOLOGY RULES

    Fear, Terror, Hatred, Stubborn Page 100-103

    ***************************

    FORMATION RULES

    Unreliable (allies and mercenaries) Page 103 Ambush Page 104 Cataphracts Page 104 Chariot Runners (for elephant escorts) Page 105 Combined Formations Page 105 Drilled Page 106 Feigned Flight Page 107 Levies Page 108 Light Troops Page 108 Massed Cavalry Page 109 Parthian Shot Page 109 Phalanx Page 110-111

    Veteran Page 112

    Warband Page 113***************************

    SPECIAL UNITS RULES

    Chariots Page 114 Elephants Page 118

    Artillery Page 123

    ***************************

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    SPECIAL RULES FOR THE SUCCESSORSThe following rules are additions to the above that apply to specificSuccessor armies.

    FORMATIONS:CAVALRY WEDGE FORMATIONThe Macedonians, Thessalians, and Thracians, copied the cavalrywedge formation from the Skythians. The wedge allowed shockcavalry to balance hard hitting shock combat with a high degree ofmaneuverability. The following rules apply to all cavalry wedge

    formations in the Successors and the Alexander the Great armylists.

    WEDGECavalry units with the Wedge special rule must adopt

    wedge formation when the unit deploys. Some unitshave the choice to form as wedge or deploy as LightCavalry. This decision must be made during deploymentand a unit may not later change its orientation during thegame. Units in Wedge formation count as being OpenOrder cavalry, they gain no extra manoeuvre benefits,such as free about faces, as their special pivotingmovement gives them extra mobility.

    Front Flank and Rear arcs of a Cavalry Wedge

    Wedge Formation The wedge is formed by placing one model in the firstrow, two models in the second row and so on. The firstmodels placed are any characters leading the unit. A

    wedge may contain a maximum of two character models. The next models in the array are the units Leader,Musician, and Standard, if chosen.

    A cavalry wedge must contain at least 6 models, and cantotal up to 15 models, including characters.

    A wedges arc of vision is based on the first three rowsof models. The centre, or pivot point of the cavalry

    wedge lies in the middle of the third row.

    Wedge Movement and Manoeuvre A unit in wedge does not turn or wheel, instead it pivotsaround a central point prior to and during movement (ina similar way to a wheel). The unit may pivot once at thestart its move, and may continue to pivot during anormal movement or march movement. However, if theunit pivots more than 90 at any one time, it mustsurrender a quarter of its movement allowance.

    A unit in wedge may only pivot once before they charge,they may not pivot again in the course of chargemovement.Note that some models will may gain some small extramovement from this pivoting system, this is one of theadvantages of being in a wedge formation!

    Drilled and Wedge Wedges that are also Drilled may not make a right of leftface manoeuvre, however, they do gain the ability toabout face for free up to two times in a turn, makingDrilled wedges highly manoeuverable shock cavalry.

    Wedge combat When a wedge charges or countercharges, one modelcontacts the enemy unit but up to nine other models notin contact may attack as well. This represents the wedgepunching into the enemy formation. Enemy units mayfight back using all the models in base contact. Enemyunits with weapon bonuses, such as thrusting spearsfighting in two ranks, may fight back with additionalfigures in the second rank. Furthermore for every twomodels in the wedge that fight, one extra model in thedefending unit may fight as well. Fractions are roundeddown.

    Diagram 2Combat example

    Combat example: Ten models in a charging wedge mayattack. In the charged unit, three models are in base contact withe wedge. The charged unit is composed of troops armed withthrusting spears, allowing three models in the first and second rto fight. Since ten models in the wedge attacked, five extra modin the defending unit may fight as well. This means that the uni

    fighting the wedge may fight with a grand total of 3+3+5=11attacks. Note however, that some of the defenders may beeliminated before they get the chance to fight back.

    Attacking back at the wedgeModels in contact with a character at the apex of a

    wedge may choose to direct their attacks against thatcharacter or rank & file instead. Characters riding in achariot count as a separate model from the chariot forreturn attacks on the wedge.In the case of a challenge, the wedge character remainsin position and the opposing model is repositioned to asuitable place in its formation in order to take part in thechallenge.

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    Diagram 3 Wedge flattening.

    Flattening out the wedge

    Three situations will cause the wedge to flatten out:* When a wedge is charged in the flank or rear, by anyformed unit of five models or more.* When a wedge loses a round of combat.* When a wedge engages an enemy in woods orobstructed terrain. Fordable rivers and trenches do notcause a wedge to flatten. (For example: If two wedges were tosomehow collide in a light wood, they both would flatten out, ifcontacting each other across a stream or trench they would stay inwedge)

    A wedge is flattened out by placing the number ofmodels in its widest row in base contact with the enemy.

    The remaining models are added to the subsequentranks. (For example if a wedge has five models in its back row,then the flattened unit has five models in its front.).

    During subsequent turns, unengaged characters andleaders may move into combat as normal. The flattenedout unit must retain its original facing.

    If charged by enemy skirmishers and units of less thanfive models, the wedge does not flatten out, but thechargers will move into full contact and engage the

    wedge along the angled sides and attempt to get as manymodels into contact as possible. The models in the

    wedge in this case may only attack models actually incontact.

    If the wedge is already engaged in combat to the frontand charged in the flank or rear, the wedge will flattenforward into the unit already in combat, after thecharging unit(s) have been moved into contact.

    This may result in some extra movement for thecharging unit(s) and wedge, which is acceptable to sortthis out.

    Once it is flattened out, the wedge benefits no longerapply. If a flattened wedge is ultimately victorious, theunit gains an immediate free reform into a wedge if itpursues the enemy. Otherwise a unit must reformimmediately to regain wedge formation.

    Shooting from a WedgeModels may shoot in all directions from a wedge likecavalry, but each model must have a direct line of sightto the target. For example the model that occupies thecentre pivot point is blocked from shooting. MassedMissile fire is never allowed from a wedge.

    Oddball Stuff:Because of the unusual shape of the wedge, a number ofextra-ordinary situations are bound to occur, so be

    prepared to improvise. Apart from the benefits listedabove, the wedge should not gain unexpected bonuses.It should be possible to resolve most contentioussituations but if in doubt refer to The Most ImportantRule on page 17 of the main rulebook. Play on with

    what you agree is the most reasonable solution, sort outthe situation after the game. If you disagree, let a diceroll decide.

    VARIABLE DEPLOYMENTSome units are trained and experienced enough for thegeneral to choose their deployment formation based onthe situation These units can form as Close Order, orOpen Order, or choose to skirmish. If the unit costdoes not change between options, then the player maydeploy the unit in any of its available choices if he hassuitable models for each choice at hand. Note that thedeployment choice determines a units formation for theduration of the game.

    * Hypaspists are the Generals most versatile elitetroops. If they are armed with pikes and/or heavyarmour then they must deploy as Close Order troops,and form in a Macedonian Phalanx.If armed with thrusting spears, and shields, they maydeploy as Close Order or Open Order.If the units adds javelins they may choose to deploy asskirmishers.

    * Thureophoroi, Thorakites, and some Peltasts, maychoose to deploy as either Close Order or Open Order.If the units adds javelins they may choose to deploy asskirmishers.

    * Units that choose Open Order or skirmish as their variable deployment option add +1 inch to theirmovement rate. However, if the troops carry largeshields there is no movement addition.

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    WEAPONS AND ARMOUR

    XYSTON A xyston counts as a long thrusting spear that strikes first,exactly the same as a kontos . A kontos or pike will strikefirst against xyston . Cavalry armed with xyston or kontos may not carry a shield.

    RHOMPHAIA A rhomphaia is a long curved blade attached to a woodenhandle, which counts as a Halberd. It may be used forchopping with two hands or can be wielded like a sword

    with a shield. Troops labeled as armed with lightrhomphaia in these lists will add +1 Strength to attack, butmay not use a shield that combat round. The unit mayinstead decide to strike with normal strength, and use therhomphaia as a normal sword with shield. The unit mustdeclare this before a charge/round of combat. Allmodels in the unit must choose the same option.MIXED WEAPONS

    Units that have Mixed Weapons are assumed to bearmed with sword and javelins. During the first roundof any combat, models using Mixed Weapons may re-rollall failed to hit dice once more and combine the total

    with the other hit dice.

    ELEPHANTSElephant EscortsSome armies may designate skirmisher units as ElephantEscorts after deployment is complete. These units mustbe initially deployed within 6" of a friendly elephant.

    After deployment, they may move freely. ElephantEscorts have the same abilities as Chariot Runners,simply substitute the word Chariot for Elephants.( see page 105 of the main rulebook ).If an elephant stampedes through a unit of elephantescorts, the escorts may dodge the elephant and move

    out of its way, forming a lane in which the elephantpasses through harmlessly to the other side.If a unit shoots at an elephant over or through a unit ofskirmishing escorts, then the shooters suffer -1 to hit.

    Accustomed to Elephants: If an elephant isincluded in a Successor army, then all units in the armycount as being Accustomed to elephants. Some unitsare always Accustomed to elephants, even if the armydoes not include them, due to special training ormercenary experience. A few troop types are designatedas never being Accustomed to the beasts.Infantry no longer fear elephants if they are Accustomedto them. Cavalry that are Accustomed to elephantsmerely fear them. However, unless noted, cavalry mustalways flee from a charging or stampeding elephant.

    Armour Save Summary The elephant has an armor save of 4+ to the front andnone to the side. If barding is added the elephants saveis 3+ to the front, and 6+ to the sides. Barding does notaffect the crew or mahout.

    The crew usually ride in a war tower that adds +2 totheir armor save. Shields reinforcing the towers add +1to the crews armour save. Thus, a crewman with lightarmour in a tower with shields would have a 3+ armoursave.

    WAR MACHINES

    War machines have the following ranges and combateffects. See pages 123-132 of the main rules for the

    details. Stone throwers may only be used in Sieges,except where noted. Bolt Shooters are also calledBallista in the army lists.

    Light Bolt Shooter (Ballista): Range = 36", Strength = 4/-1 per rank, no save, D3 woundsper hit.Heavy Bolt Shooter (Ballista): Range = 48", Strength = 5/-1 per rank, no save, D4 woundsper hit.Stone Thrower: Range = 48", Strength = 7, no save, D3 wounds per hit.

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    OPTIONAL RULES:

    These rules are offered for players to enhance their enjoyment of in- period play. Games involving Successors, armies from Alexanderthe Great, and the Hannibal and the Punic Wars supplementsmay integrate these ideas for players further enjoyment.

    OPTIONAL RULE: PHALANX DISORDERThe Successor phalanx was most susceptible to disorder on broken

    ground. Normally this was not a problem since phalanx armieswould most often meet on level plains. However the wily Romansroutinely attempted to bring them into combat on rough going thatwould even the odds.

    Any time a Successor phalanx takes certain actions on ahill or slope it will become Disordered. Basicmovement does not affect the unit. March movement,performing any Formation Change, and Pursuit onto oracross hills will cause Disorder. A unit which attemptsto Reform and fails while on a hill, is Disordered.

    A Disordered phalanx loses the -1 to hit dice it normallyreceives in close combat and missile defense.

    Disorder is removed at the beginning of the phalanxunits turn, unless the unit is involved in hand to handcombat on a hill or slope.

    OPTIONAL RULE: MASSED PHALANX A phalanx that deploys at least four ranks deep, and hasa wider frontage than its ranks, gains a massed bonus.If its current rank bonus exceeds the enemy rank bonus,a Massed Phalanx adds an extra die roll to a musician rolloff. Only one extra Massed Phalanx die may be addedto a musician roll off. It is recommended that this rulebe used in Successor vs. Successor games as thisencourages deeper units that often exceeded sixteenranks, and sometimes massed to a double depth of thirtytwo ranks.

    OPTIONAL RULE: SKIRMISHER EVADEDuring the Hellenistic period skirmishers were trained to cooperatewith formed troops to both cover their advance and withdraw intolanes and spaces between the formed units when the time came forthem to withdraw. This led to a phenomenon in Hellenistic battleswhere skirmisher screens deployed ahead of their army and'skirmished' with the opposing enemy skirmishers, screeningdeployment and exploiting the situation if the enemy screendissolved.

    Skirmishers are the only troops that have the ability toevade. Evasion is part of the charge declaration process.

    Any skirmisher unit than blocks another unit fromcharging can evade instead. The unit simply is movedback up to 2D6 as if it was fleeing from the enemy andplaced behind the friendly unit that has declared acharge. The evading unit immediately attempts aleadership test to rally. If it fails, it counts as fleeing andcannot attempt to rally again until next turn. If it

    succeeds, it is placed behind the charging unit and maydo nothing else that turn other than face about.

    If the evading unit does not reach the charging unitbecause the dice distance was too low, then they stop infront and will still attempt their rally. Of course, in thiscase they will probably now thoroughly block thecharging unit and will force a failed charge, so it is wiseto make certain that a evading unit stay within a fewinches of the main battle unit if it wishes to evadesuccessfully.

    Obviously the higher the unit's leadership the betterchance for a successful evasion outcome, as lousy troopsmay simply flee the field given the invitation. Troopsthat have the Feigned Flight special rule automaticallyrally if they Evade.

    A NOTE TO PLAYERS[redacted] supplements pay particular attention to theperiod of history they cover and use the same pointsbased system. The values are adjusted to suit thehistorical context and may be different from one book toanother. This is quite deliberate. Whilst it should notmake a difference, players who regularly play out-of-period games such as Chariot Wars Sumerians versusShieldwall Vikings (a difference of a mere 3,000 years orso!) may wish to make their own adjustments to thepoint values and any period specific special rules to caterfor unusual circumstances. This is fine if you agree withyour opponent in advance.

    Antigonus had an army of more than 70,000 foot, 10,000horse, and 75 elephants. The enemy's infantry consisted of 64,men, their cavalry of 10,500 ; they had 400 elephants, and 12armed chariots. When the two armies were in sight, there wvisible change in the mind of Antigonus, but rather with respehis hopes than his resolution. In other engagements his spirits to be high, his bearing lofty, his voice loud, and his expressvaunting; insomuch that he would sometimes in the heat ofaction let fall some jocular expression, to show his unconcernhis contempt of his adversary. But at this time he was observethe most part to be thoughtful and silent; and one day he prese

    his son to the army, and recommended him as his successor.~Plutarch, Life of Demetrius

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    Successor Empire Armies (265-46 BC)

    How to build a Successor Empires Army list:Choosing an Empire: The selection process is slightlydifferent from the earlier army lists. As with the EarlySuccessors, your first choice is to select which SuccessorEmpire army variant to build. The armies available areSeleucid Empire, Antigonid Empire, Ptolemaic Empire,Pergamene Kingdom, Bactrian Greek Empire, and Indo-Greek Empire.Characters are listed separately to avoid repetition ineach list.

    Mercenaries : These represent mercenaries andterritorial troops available to that Successor Empire.Unless otherwise noted, these units may be joined bycharacters and use the Army Generals leadership and

    Army Standard Bearers re-roll.

    Allies: Sometimes two armies would join forces and arelisted as Allies . These are separate armies that havejoined temporarily and may have their own Chieftains orother leaders in command. In larger games 2001 pts orhigher the allies may have their own Army Generalcommand them.

    Allied units may not use the Successor General and Army Standard Bearers abilities. Mercenaries from anallied army list may not be selected.

    Selected Historical Personalities: Following each listis a small sample of historical leaders that may inspire theplayer to name his characters, or unit leaders.

    ARMY COMPOSITION Troop Percentages: Each army list contains a separate Army Composition percentage.Characters: The Successor army must have an ArmyGeneral, who can either be the Successor Empires King,a Strategos, or a Hyparchos. The army may have an

    Army Battle Standard, and any number of officers up tothe character points limit.

    SUCCESSOR EMPIRE CHARACTERS 1 ARMY GENERAL

    M WS BS S T W I A Ld PtsSuccessor King 4 5 5 3 4 3 6 2 9 155Strategos 4 5 4 3 4 3 5 3 9 160Hyparchos 4 5 4 3 4 3 5 2 8 135Equipment: Sword. May have light armour +2 pts, orheavy armour +3 pts.Options: On foot: May have thrusting spear (free), or javelins +2pts, or pike +3 pts. May have a shield +2 pts.On horseback: May ride a horse (free) or a Warhorse+4 pts. May have thrusting spear +2 pts, and javelins+2 pts, and shield +2 pts. Or may have xyston, orkontos +3 pts. May add half metal barding +3 pts, orfull metal barding +4 pts.Special Rules: Army General. Drilled and Stubborn. AStrategos or Hyparchos may also be a SubordinateGeneral if the King is present.

    Special Rule: Regal Impact

    If the Successor King is chosen roll 1D6 on the chartbelow before the game starts, the effects last for theentire game:1 or less) Devotion: Although a rake and flighty, thearmy worships their King. Once per game the King mayinvoke the gods, and during his turn and his opponentsturn his leadership is raised to 10.2) Charismatic: The King and any unit he is attachedto may re-roll any one failed leadership test once pergame.3) Fearless: Any unit attached to the King becomesstubborn.4) Athletic: The King adds +1 Strength to his profile.5) Stoic: The King gains +1 Wound.6 or more) Rash: The King gains +1 Attack, and +1Initiative. However the King and any attached unit mustalways pursue a defeated foe.

    0-1 ARMY BATTLE STANDARDM WS BS S T W I A Ld Pts

    Standard Bearer 4 5 5 3 4 2 5 2 8 80Equipment: Same as the General.Options: Same as the General, however may not have apike or xyston.Special Rules: Army Battle Standard. Drilled and

    Stubborn.

    OFFICERSM WS BS S T W I A Ld Pts

    Taxiarch 4 4 4 3 4 2 5 2 8 55Hipparch 8 4 4 3 4 2 5 2 8 550-1 Elephantarch 4 4 4 3 4 2 5 2 8 55Equipment: Same as the General.Options: Same as the General. A Hipparch rides ahorse or a Warhorse +3 pts. An Elephantarch must ridean elephant.Special Rules: Drilled and Stubborn.

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    On an Elephant: The elephantarch must ride anelephant. He counts as an extra crew member. Theelephants points are taken from the special troopssection, not Character points. The character is equippedas if on foot, but may not use a shield.

    SUCCESSOR EMPIRES

    The Seleucid Army List The only contribution to the art of warfare generally attributed tothe Seleucid armies is the deployment of elephants in a mainly adefensive role. But this dismissal does some injustice to the SeleucidKings, who in almost all their battles employed different andunexpected manoeuvres.

    Bar-Kochva, The Seleucid Army

    Army Composition:Characters: Up to 25 % of the armys total points.Cavalry: Up to 50 % of the armys total points.Infantry: At least 25 % of the armys total points.One phalanx or imitation legion unit must be chosen if the armycontains Companions, or Cataphracts. Special troops : Up to 33 % of the armys total points.0-3 War Machines, 0-3 Scythed chariots, and 0-3 African orIndian elephants.Mercenaries: Up to 33 % of the armys total points.

    Allies: Up to 25 % of the armys total points. The army may include Aetolians or Galatians as allies. Aetolian League: The Seleucid army included Aetolians as alliesduring the disasterous invasion of Greece. The army may notinclude Cataphracts, Imitation legions, or any troops listed afterThracian Peltasts in the Mercenaries section.Galatians: During the War of the Brothers, whole tribes of

    Galatians allied with the contenders. An army allied withGalatians may not include any Cataphracts, or Imitation legions.

    Special Rules:Elephant Escorts: For each elephant in the army oneunit of skirmishers may be designated as ElephantEscorts.

    CHARACTERS See Successor Empire Officers.Special Rules: If the Successor King is chosen add +1to the Regal Impact die roll.

    CAVALRYM WS BS S T W I A Ld Pts

    0-1 Companions 7 4 3 3 3 1 4 1 8 27Equipment: Sword, xyston, heavy armour, and halfmetal barding (movement cost already deducted).Special Rules: Wedge. Stubborn.Options: May replace xyston and heavy armor , withthrusting spear, light armour, and shield (free).The Companions (Hetairoi) numbered a thousand horsemenrecruited from Syro-Macedonians settled in Seleucis, Phrygia aLydia.

    M WS BS S T W I A Ld Pts0-1 Agema Cataphracts 6 4 3 3 3 1 4 1 8 32Cataphracts 6 3 3 3 3 1 3 1 7 28Equipment: Sword, kontos, cataphract armour, and fullmetal barding. (Movement costs already deducted).Special Rules: Cataphracts. Agema are Stubborn. Heavy armoured Cataphracts first appear in the Seleucid armyafter Antiochus IIIs eastern campaigns. They may have been fiused at Panion in 200BC where they routed the Ptolemaic armyThe Agema (Guards) would be composed of Medes. One Iraniaunit rode highly bred Persian horses, and were known as theNisaian regiment.

    M WS BS S T W I A Ld PtsSeleucid Cavalry 8 3 3 3 3 1 3 1 7 18Equipment: Sword, thrusting spear, shield, and lightarmour.Options: May replace thrusting spear and shield, withxyston (free), and then may form in Wedge.These troops called Politikoi regiments, were composed of ethnGreek and Macedonian settlers mostly recruited from cities.

    M WS BS S T W I A Ld Pts0-1 Elite Light Cavalry 8 3 4 3 3 1 4 1 8 20Light Cavalry 8 3 3 3 3 1 3 1 7 17Equipment: Sword, javelins, throwing spear, and shield.Elite Light Cavalry may add light armour +2 pts.Special Rules: Light Cavalry.

    Elite Light Cavalry (Epilektoi--selected) were cavalry units of standing, such as the Larrisaian, was made up of descendents frLarissa in Thessaly. Aphrakoi (unarmored) cavalry, wererecruited from the non-Greek population, including Syrian cavaunits.

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    INFANTRYM WS BS S T W I A Ld Pts

    0-1 Guards Phalanx 4 4 4 3 3 1 4 1 8 17Equipment: Sword, light armour, shield and pike. Mayreplace light armour with heavy armour +1 pt.Special Rules: Macedonian Phalanx. Drilled. Stubborn.

    Variable Deployment. The Guards Phalanx may only bechosen if another phalanx is also included in the army,and may not be the largest phalanx unit in the army.Options: May replace pike and shield with thrustingspear, javelins and shield (free).Guards could form along side of the Argyraspides (Silver Shields)as part of the phalanx, or operate separately as the Kingsbodyguards. Generally it is assumed they formed in a phalanx for

    pitched battles.

    M WS BS S T W I A Ld PtsSilver Shields 4 3 2 3 3 1 3 1 7 10Katoikoi Phalanx 4 3 2 3 3 1 2 1 6 9Levy Phalanx 4 2 2 3 3 1 2 1 5 5Equipment: Sword, pike, light armour, and shield. May

    replace light armour with heavy armour +1 pt.Special Rules: Macedonian Phalanx. One unit of SilverShields may be taken for each unit of Katoikoi. LevyPhalanx may only be chosen if no other phalanx unitsare in the army, and they are, unfortunately, Levies.The Silver Shields (argyraspides) normally formed on the rightwing. Phalanxes made up of settlers and reservists (katoikoi) ofvarying quality held the center. A unit of Greek mercenaries armedin the Macedonian style also appeared in the Raphia battleline,these count as a regular phalanx. Levies represent disaffectedtroops of the later empire, or hastily gathered recruits in a CivilWar.

    M WS BS S T W I A Ld Pts0-1 Guards legion 4 4 3 3 3 1 4 1 8 14Imitation legion 4 3 3 3 3 1 4 1 7 9 Equipment: Sword, thrusting spear, light armour andshield (thureos). May replace thrusting spear with pilum(heavy throwing spear) +1 pts.Special Rules: Guards are Stubborn.

    Availability: A Guards Phalanx may not be chosen iflegions are taken. No Allied troops are available. Indianelephants may not be chosen.Some suggest that by the time of the Maccabean revolt much of thearmy had converted to equipment and tactics copied from the

    Roman triarii. Others claim that at best only the elite units mayhave been converted to legions; this army list allows the player toexperiment with Romanization, even though the authorsurmises that only elite units ever really converted to Roman gear,and probably never achieved Roman drill. The later Pontic armyunder Mithridates VI, had cohorts trained by Roman expatriates.

    M WS BS S T W I A Ld PtsElephant Escorts 5 3 3 3 3 1 3 1 7 7Equipment: Sword, javelins and shield.Special Rules: Skirmishers. Elephant Escorts. One unitper elephant in the army.

    The Seleucid army fielded dedicated units of elephant escorts atheir elephant herd dwindled.

    M WS BS S T W I A Ld PtsEuzonoi 5 2 3 3 3 1 3 1 7 6Equipment: Sword, javelins and buckler (pelta). Special Rules: Skirmishers.These skirmishers are called Euzonoi in the Seleucid army. Thwere regular regiments drawn from Mysians, Cilicians, Idumae(from Palestine), troops from the Taurus Mountains, andCypriots, among others.

    SPECIAL TROOPS WAR ELEPHANTS

    M WS BS S T W I A Ld PtsIndian Elephant 6 4 - 7 6 6 3 4 4 160

    African Elephant 6 4 - 6 5 5 3 4 4 135Mahout 4 2 3 3 3 1 3 - 7 -Crew 4 3 3 3 3 1 3 1 7 -Equipment: The mahout has light armour and isunarmed. Two crewmen with light armour, armed with

    swords and javelins ride in the war tower. Eachcrewman may add bow +2 pts, or add pike +2 pts.Shields may be added to the war tower for +4 pts. TheElephant may have full metal barding +12 pts, whichreduces movement to 5.Options: An additional crewman armed with sword,light armour, and javelins, may be added to the crew for+8 pts.Special Rules: Elephants. African elephants were used after 189 BC when the access wasterminated to the eastern frontiers. Seleucid armies may haveIndian or African elephant, not both.

    CHARIOTSM WS BS S T W I A Ld Pts

    Scythed Chariot 6 - - 5 4 1 3 D6+2 5 75Driver - 3 3 3 3 1 1 1 7 -Equipment: The driver is armed with sword, and heavyarmour. The chariot is drawn by two, or four horsesprotected by Full Metal Barding. The scythed chariotmodel has a 2+ save. (Movement costs already deducted). Special Rules: Scythed Chariots.

    WAR MACHINES M WS BS S T W I A Ld Pts

    Light Ballista - - - - 5 2 - - - 35Heavy Ballista - - - - 6 2 - - - 50Stone Thrower - - - - 7 3 - - - 75Crew 4 3 3 3 1 1 3 1 7 6Equipment: Each machine includes a crew of two menarmed with swords. One extra crewman can be taken fora heavy Ballista, two extra crewmen for a Stone Throwerat +6 pts per model. The crew may add shield +1 pt, andlight armour +2 pts.(See Page 123 of the main rulebook for details).

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    SELEUCID EMPIRE MERCENARIES

    GALATIANS These units are available as mercenaries from the Galatian armylist:Galatian Warriors, Noble and Light Cavalry. OneChieftain is allowed for each unit of infantry or cavalry.Options: All mercenary Galatian warriors may add lightarmour +2 pts. Galatians may not be joined bySuccessor Army Characters.

    M WS BS S T W I A Ld PtsGreek Cavalry 6 3 3 3 3 1 3 1 7 13Equipment: Sword, and javelins. May replace javelins

    with thrusting spear +1 pt. May add light armour +2 pts, orheavy armour +3 pts .Options: Unarmoured Greek Cavalry may be skirmishers.

    M WS BS S T W I A Ld Pts0-1 Tarentine Cavalry 8 2 4 3 3 1 3 1 7 21Equipment: Sword, javelins and large shield.

    Special Rules: Skirmishers. Feigned Flight and ParthianShot.

    M WS BS S T W I A Ld PtsMercenary Hoplites 4 3 3 3 3 1 3 1 7 11Equipment: Sword, light armour, thrusting spear, andlarge shield.Special Rules: Trained Phalanx.

    Availability: May not be chosen if Imitation legions, orif African elephants are in the army.

    M WS BS S T W I A Ld Pts

    Thureophoroi 4 3 3 3 3 1 3 1 7 70-1 Thorakitai 4 3 3 3 3 1 3 1 7 9Equipment: Sword, thrusting spear, and shield ( thureos ).May add javelins +1 pt. Thorakitai have light armour.Special Rules: Variable Deployment. The versatile thureophoroi troop type eventually replaced the hopliteand peltast as the most common type of Hellenistic soldier. Their

    flexibility allowed them to hold the flanks or operate over broken ground. Their replenish able numbers allowed the empires to usethem to garrison cities and forts, while keeping the core army ready

    for offensive operations.M WS BS S T W I A Ld Pts

    0-1 Cretan Archers 5 3 4 3 3 1 3 1 7 10Equipment: Sword, bow, and shield.Special Rules: Skirmishers. May not be the largest oronly unit of skirmishers in the army. Accustomed toelephants.

    M WS BS S T W I A Ld PtsNeo-Cretans 5 2 3 3 3 1 3 1 6 6Equipment: Sword, javelin and buckler. May add bow+2 pts.Special Rules: Skirmishers. Accustomed toelephants.

    M WS BS S T W I A Ld Pts Thracian Cavalry 8 3 3 3 3 1 3 1 7 13Equipment: Mixed Weapons and buckler.Special Rules: Skirmishers.

    M WS BS S T W I A Ld Pts Thracian Peltasts 5 3 3 3 3 1 3 1 7 7Equipment: Sword javelins and shield. May addthrusting spear +1 pt, or rhomphaia +2 pts.Special Rules: Light Infantry. Accustomed toelephants.

    M WS BS S T W I A Ld Pts0-1 Asiatic Cavalry 8 2 2 3 3 1 3 1 6 10Equipment: Dagger, and javelins. May add throwingspear +2 pts. May have light armour +2 pts. May replacejavelin with bow +1 pt. May add shield +1Special Rules: Light Cavalry. Levies. Feigned Flight.

    M WS BS S T W I A Ld Pts0-1 Trallian Slingers 5 2 3 3 3 1 2 1 5 6

    Equipment: Dagger, sling, and buckler.Special Rules: Skirmishers.The herders that lived near the city of Tralles (near Pergamum)supplied slingers to Seleucid and other armies of the period.

    M WS BS S T W I A Ld PtsHillmen 5 2 2 3 3 1 2 1 5 3Equipment: Sword, javelins and buckler. Every secondunit may replace javelins and bucklers with bows +1 pt.Special Rules: Open Order. Levies.Include Mysians, Pisidians, Carians, Cappadocians, and othermostly ineffective troops raised from the Taurus and Pontic reg

    M WS BS S T W I A Ld PtsMedian Cavalry 8 3 3 3 3 1 4 1 8 20Equipment: Sword, javelins, and throwing spear. Mayhave light armour +2 pts, or heavy armour +3 pts.Special Rules: Massed Cavalry.Options:

    Wedge: 0-1 unit may replace their javelins and throwingspear, with xyston (free), and the unit forms in Wedge.

    M WS BS S T W I A Ld PtsMedian Light Cavalry 8 2 4 3 3 1 4 1 7 19

    Equipment: Sword, javelins, and throwing spear.Special Rules: Light Cavalry. Feigned Flight These useful cavalry units represent the Karmanians, Medes, aother former Persian Empire cavalry, noted for their excellentmounts.

    M WS BS S T W I A Ld PtsIranian Levies 5 2 2 3 3 1 2 1 5 4Equipment: Dagger, thrusting spear, and shield. Mayreplace shield and spear with bow (free), or 0-1 unit mayhave slings (free)

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    Special Rules: Open Order. Levies. Slingers areSkirmishers.Includes Medes, Kissians, Cardushians, Carmanians, and Kyrtianslingers.

    M WS BS S T W I A Ld Pts0-1 Babylonians 4 2 3 3 3 1 2 1 6 6Equipment: Dagger, and bow.Special Rules: Open Order. Levies. May fire two ranksif stationary, other ranks use massed archery.

    M WS BS S T W I A Ld Pts0-1 Arab Cavalry 8 2 3 3 3 1 3 1 7 15Equipment: Mixed Weapons. May add bow +2 pts.May add shield +1 pt.Special Rules: Light Cavalry. Feigned Flight.

    M WS BS S T W I A Ld Pts0-1 Arab Camels 7 2 3 3 3 1 2 1 7 16Equipment: Double handed-sword, javelins, buckler,and bow. May have light armour +2 pts.

    Special Rules: Camels. Light Cavalry.

    M WS BS S T W I A Ld Pts Arab Tribesmen 5 2 3 3 3 1 3 1 6 5Equipment: Mixed Weapons, and shield. May replaceMixed Weapons and shield, with sword and bow +1 pt.Special Rules: Open Order.

    M WS BS S T W I A Ld Pts0-1 Horse Archers 8 2 4 3 3 1 3 1 7 22Equipment: Sword, and bow. May add buckler +1 pt.Special Rules: Skirmishers. Feigned Flight. Parthian

    Shot.Includes Parthians, and ethnikoi horse archers late in the regime.

    SUCCESSOR EMPIRES

    The Antigonid Army List "Philip, who was in the right wing, having the advantage of thehigher ground, threw the whole weight of his phalanx at theRomans. They impacted with a force the Romans were unable tsustain; the dense array of spears, and the pressure of the compmass overpowering them."

    Plutarch, Life of Flamininus

    Army Composition:Characters: Up to 25 % of the armys total points.Cavalry: Up to 25 % of the armys total points.Infantry: At least 33 % of the armys total points.

    At least one Regular Phalanx must be chosen, unless a specialscenario is being played. Special troops : Up to 20 % of the armys total points.0-3 War Machines. Mercenaries: Up to 50 % of the armys total points.

    Allies: Up to 25 % of the armys total points. Aetolians or Achaeans (never both at the same time!)

    CHARACTERS See Successor Empire Officers.Special Rules: If the Successor King is chosen subtract-1 from the Regal Impact die roll.

    CAVALRYM WS BS S T W I A Ld Pts

    0-2 Companions 8 3 3 3 3 1 3 1 8 19Equipment: Sword, shield, javelins, throwing spear, andlight armor. May replace light armour with heavy armour+1 pt. Special Rules: May form in Wedge or as Light Cavalry.Options: One unit may be upgraded to the Sacred orAgema Squadron and is Stubborn +3 pts.

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    INFANTRYM WS BS S T W I A Ld Pts

    0-1 Guard Peltasts 4 4 4 3 3 1 4 1 8 15Equipment: Sword, pike, and shield. May add lightarmour +2 pts, or heavy armour +3 pts.Special Rules: Macedonian Phalanx. Drilled.Stubborn. Variable Deployment. Guard Peltasts mayonly be chosen if another phalanx is also in the army.May not be the largest infantry unit in the army.Options: May replace pike and shield with thrustingspear, javelins and shield (free).The Antigonid Guards were called peltasts because of their roundshields, which may have been smaller than normal phalangiteshields. These troops often operated as light troops but at Pydna,they were equipped as phalangites. The Royal Guard are referredto as the Nicator (victors) regiment by Livy.

    M WS BS S T W I A Ld PtsRegular Phalanx 4 3 2 3 3 1 3 1 7 10Recruits 4 2 2 3 3 1 2 1 7 7Equipment: Sword, pike, light armour, and shield. May

    replace light armour with heavy armour +1 pt.Special Rules: Macedonian Phalanx. CombinedFormation. Recruits may not be fielded as separate units,they are added to the back ranks of an Regular Phalanx.Up to 50 % of the models may be Recruits. TheRecruits may have light armour, even if the Regulars areupgraded to heavy armour.Players should be careful to make sure the Recruits areclearly different from the Regulars, if they choose thisoption. The unit moves based on the slowest models.Philip V resorted to recruiting 16 year olds and men past their

    prime to fill the ranks. The veterans that formed at the front werestill formidable enough make the phalanx impenetrable, as long asthe flanks were secure.

    M WS BS S T W I A Ld Pts0-1 Agrianians 5 3 3 3 3 1 3 1 8 8Equipment: Sword, javelins, and shield.Special Rules: Skirmishers.

    M WS BS S T W I A Ld Pts0-1 Staff Slingers 5 2 3 3 3 1 2 1 5 7Equipment: Sword and staff sling.Special Rules: Skirmishers. Staff slings. May not be the

    largest or only skirmisher infantry in the army.Options: Instead of stones, the staff slinger may fire akestros (long feathered dart). The kestros adds +1 to thehit dice, however the unit may only fire half of itsmodels (round down), as some of the models must act asloaders for the shooters.

    M WS BS S T W I A Ld Pts Anti-Elephant Corps 5 3 3 3 3 1 3 1 7 7Equipment: Sword, javelins and shield. May addrhomphaia +2 pts. May add light armour +2 pts.

    Special Rules: Light Infantry. Accustomed toelephants. The anti-elephant corps was raised by Perseus to try to keep theRoman (crewed by Numidians) elephants at bay, but they were significant failure at Pydna. Their specially designed spiked shand helmets apparently made little difference against thecoordinated assault of elephants and supporting allied lightinfantry, and heavy cavalry.

    SPECIAL TROOPS WAR MACHINES

    M WS BS S T W I A Ld PtsLight Ballista - - - - 5 2 - - - 35Heavy Ballista - - - - 6 2 - - - 50Stone Thrower - - - - 7 3 - - - 75Crew 4 3 3 3 1 1 3 1 7 6Equipment: Each machine includes a crew of two menarmed with swords. One extra crewman can be taken fora heavy Ballista, two extra crewmen for a Stone Throwerat +6 pts per model. The crew may add shield +1 pt, andlight armour +2 pts.

    (See Page 123 of the main rulebook for details).

    ANTIGONID MERCENARIES

    GALATIANS These units are available as mercenaries from the Galatian armylist:Galatian Warriors, Noble and Light Cavalry. OneChieftain is allowed for each unit of infantry or cavalry.Options: All mercenary Galatian warriors may add light

    armour +2 pts. Galatians may not be joined bySuccessor Army Characters.

    M WS BS S T W I A Ld PtsBastarnae Warriors 5 3 3 3 3 1 3 1 5 6Equipment: Mixed Weapons and buckler. May replaceMixed Weapons and buckler with rhomphaia (free).Special Rules: Open Order Warband. The Bastarnae were the easternmost of the Germanic peoples. T

    first appear in the 3rd Macedonian war as mercenaries and allieof Perseus. In the later period, they allied with Mithridates VI.Bastarnae infantry wore long baggy pants and skull caps, and wshirtless into battle similar to the Dacians that fought Rome in alater era.

    M WS BS S T W I A Ld Pts0-1 Elite Light Cavalry 8 3 4 3 3 1 4 1 8 20Light Cavalry 8 3 3 3 3 1 3 1 7 16Equipment: Sword, javelins, throwing spears, andshield. Elite Light Cavalry may add light armour +2 pts.Special Rules: Light Cavalry.

    Elite Light Cavalry represents later Thessalians, Odrysians, andPaeonians, allied with or hired by Philip and Perseus, or the

    Achaean cavalry at Sellasia. Light Cavalry can be civilizedThracians, or Illyrians.

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    Ptolemy IIs campaigns against the MeroiticKingdom (ca. 270-260 BC) Option: Ptolemaic Agema and Kleruch cavalry may addthick robes, or felt caparisons, for +3 pts. This armorcounts as Full Cloth Barding, but protects from missilehits only, and not hand to hand hits. Note: This option isincluded with your opponents permission in special historicalscenarios as it appears that such armored cavalry did not appear inarmies that faced other Successor armies.

    M WS BS S T W I A Ld Pts0-1 Elite Light Cavalry 8 3 4 3 3 1 4 1 8 20Light Cavalry 8 3 3 3 3 1 3 1 7 18Equipment: Sword, javelins, throwing spear, and shield.Elite Light Cavalry may add light armour +2 pts.Special Rules: Light Cavalry.

    Elite Light Cavalry represents later Thessalian or Perhaibianmercenaries, and late Tarentine cavalry that were much moreinterested in closing into hand to hand combat than the earliershoot and scoot Italian Tarentines. Light cavalry (Ethnikoi) wereraised from the countryside, and included native Africans.

    INFANTRY M WS BS S T W I A Ld Pts

    0-1 Agema Hypaspists 4 4 4 3 3 1 4 1 8 17Equipment: Sword, light armour, shield and pike. Mayreplace light armour with heavy armour +1 pt.Special Rules: Macedonian Phalanx. Drilled.Stubborn. Variable Deployment. Agema Hypaspists mayonly be chosen if another phalanx is also included in thearmy, and may not be the largest phalanx unit in thearmy.Options: May replace pike and shield with thrustingspear, javelins and shield (free).The Royal Bodyguard in the Ptolemaic army are directly related tothe Hypaspists of the past, and served the same role as either ahighly motivated peltasts, or armed as a phalanx.

    M WS BS S T W I A Ld Pts0-1 Mercenary Phalanx 4 3 2 3 3 1 3 1 7 10Equipment: Sword, pike, light armour, and shield. Mayreplace light armour with heavy armour +1 pt.Special Rules: Macedonian Phalanx.

    M WS BS S T W I A Ld PtsKleruch Phalanx 4 3 2 3 3 1 2 1 6 9

    Equipment: Sword, pike, light armour, and shield. Mayreplace light armour with heavy armour +1 pt.Special Rules: Macedonian Phalanx.

    Mercenary Macedonians were a key source of manpower for thePtolemies, since the base population Macedonian Settlers(Kleruchoi) was lower than the other empires. The best young menwere recruited by the Hypaspists and Cavalry, and many of theothers avoided the military by joining the lucrative civil service.

    M WS BS S T W I A Ld PtsMachimoi Phalanx 4 ? 2 3 3 1 2 1 6 7Equipment: Sword, pike, light armour and shield.Special Rules: Macedonian Phalanx. Every second unitof phalangites may be Machimoi.Baptism of fire: The first time each Machimoi unitdeclares a charge, or is charged by any enemy unit, theunit must take a special Baptism of Fire test. Roll1D6, on a 1-3 the unit has failed the test, on a 4+ theunit passes. Subtract -1 from the die roll for this test ifthe unit is charged in the flank or rear.If the unit fails, then they will fight with WS 2, but if theMachimoi unit passes the test, they fight with WS 3 forthe duration of the game.The Machimoi at Raphia were untested Egyptian native troopsand nobody knew if they would fight. Under direct leadership oSossibios and inspired by the unexpected return of Ptolemy IV,

    Egyptians stood their ground. They held on long enough until tSeleucid phalanx was out-flanked, and won the day for Egypt.

    Imitation LegionsM WS BS S T W I A Ld Pts

    0-1 Guards Legion 4 3 2 3 3 1 3 1 8 8Egyptian Legion 4 2 2 3 3 1 2 1 5 4Equipment: Sword, throwing spear, and shield. Mayadd light armour +2 pts. May replace shield with largeshield +1 pt. May replace throwing spear with pilum

    (heavy throwing spear) +1 pts.Special Rules: Egyptian Legion are Levies. Availability: Guards legions replace AgemaHypaspists. Egyptian legions replace Kleruch Phalanx.By 168 the Ptolemaic Empire had shrunk to holdingsonly in Egypt. If any Imitation legions are used, thenonly these Mercenary Troops are available:

    Thureophoroi, Thorakites, Neo-Cretans, Galatians,Nubian Infantry, and Nubian Cavalry. Replace allies

    with: Late Republican Roman legionaries, and a Tribune(from the EIR or Spartacus lists).

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    M WS BS S T W I A Ld PtsBorder Garrisons 5 2 3 3 3 1 3 1 6 5Equipment: Sword, thrusting spear, and shield. Mayadd javelins +1 pt.Special Rules: Light Infantry.

    M WS BS S T W I A Ld Pts0-1 Neo-Agrianians 5 3 3 3 3 1 3 1 7 7Equipment: Sword, javelins, and shield.Special Rules: Skirmishers.

    SPECIAL TROOPS

    WAR ELEPHANTSM WS BS S T W I A Ld Pts

    African Elephant 6 4 - 6 5 5 3 4 4 135Mahout 4 2 3 3 3 1 3 - 7 -Crew 4 3 3 3 3 1 3 1 7 -Equipment: The mahout has light armour and isunarmed. Two crewmen with light armour, armed withswords and javelins ride in the war tower. Eachcrewman may add bow +2 pts, or add pike +2 pts.Shields may be added to the war tower for +4 pts. TheElephant may have full metal barding +12 pts, whichreduces movement to 5.Options: An additional crewman armed with sword,light armour, and javelins, may be added to the crew for+8 pts.Special Rules: Elephants . Ptolemaic African elephantsmay not have full metal barding unless Imitation legionsare taken.

    WAR MACHINES M WS BS S T W I A Ld Pts

    Light Ballista - - - - 5 2 - - - 35Heavy Ballista - - - - 6 2 - - - 50Stone Thrower - - - - 7 3 - - - 75Crew 4 3 3 3 1 1 3 1 7 6Equipment: Each machine includes a crew of two menarmed with swords. One extra crewman can be taken fora heavy Ballista, two extra crewmen for a Stone Throwerat +6 pts per model. The crew may add shield +1 pt, andlight armour +2 pts.(See Page 123 of the main rulebook for details).

    PTOLEMAIC MERCENARIES

    GALATIANS These units are available as mercenaries from the Galatian armylist:Galatian Warriors, Noble and Light Cavalry. OneChieftain is allowed for each unit of infantry or cavalry.Options: All mercenary Galatian warriors may add lightarmour +2 pts. Galatians may not be joined bySuccessor Army Characters.

    M WS BS S T W I A Ld Pts Thureophoroi 4 3 3 3 3 1 3 1 7 70-1 Thorakitai 4 3 3 3 3 1 3 1 7 9Equipment: Sword, thrusting spear, and shield ( thureos ).May add javelins +1 pt. Thorakitai have light armour.Special Rules: Variable Deployment.

    M WS BS S T W I A Ld Pts0-1 Tarentine Cavalry 8 2 4 3 3 1 3 1 7 21Equipment: Sword, javelins and large shield.

    Special Rules: Skirmishers. Feigned Flight and ParthianShot.

    M WS BS S T W I A Ld PtsGreek Cavalry 6 3 3 3 3 1 3 1 7 13Equipment: Sword, and javelins. May replace javelins

    with thrusting spear +1 pt. May add light armour +2 pts, orheavy armour +3 pts .Options: Unarmoured Greek Cavalry may be skirmishers.

    M WS BS S T W I A Ld Pts0-1 Cretan Archers 5 3 4 3 3 1 3 1 7 10

    Equipment: Sword, bow, and shield.Special Rules: Skirmishers. May not be the largest oronly unit of skirmishers in the army. Accustomed toelephants.

    M WS BS S T W I A Ld PtsNeo-Cretans 5 2 3 3 3 1 3 1 7 6Equipment: Sword, javelin and buckler. May add bow+2 pts.Special Rules: Skirmishers. Accustomed toelephants. These troops were often armed as javelin men and they are desc

    guarding the elephants in Ptolemaic armies.

    M WS BS S T W I A Ld Pts0-1 Expert Slingers 5 2 4 3 3 1 2 1 5 9Equipment: Sword and sling. May add buckler +1 pt.Special Rules: Skirmishers. May not be the largest oronly unit of skirmishers in the army. Accustomed toelephants.

    M WS BS S T W I A Ld Pts Thracian Cavalry 8 3 3 3 3 1 3 1 7 13Equipment: Mixed Weapons and buckler.Special Rules: Skirmishers.

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    M WS BS S T W I A Ld Pts Thracian Peltasts 5 3 3 3 3 1 3 1 7 7Equipment: Sword javelins and shield. May addthrusting spear +1 pt, or rhomphaia +2 pts.Special Rules: Light Infantry. Accustomed toelephants.

    M WS BS S T W I A Ld PtsNubian Infantry 5 2 3 3 3 1 2 1 5 5Equipment: Mixed Weapons, and shield.Option: May replace Mixed Weapons and shield, withbow (free).Special Rules : Skirmishers. Accustomed toelephants.

    M WS BS S T W I A Ld Pts0-1 Nubian Cavalry 8 2 3 3 3 1 3 1 6 12Equipment: Mixed Weapons, and shield. May add lightarmour +2 pts. May add throwing spear +2 pts.Special Rules : Warband. Accustomed to elephants.

    M WS BS S T W I A Ld PtsEgyptian Skirmishers 5 2 3 3 3 1 3 1 5 5Equipment: Dagger, javelins, and buckler. May replacejavelins and buckler with bow (free).Special Rules : Skirmishers. Accustomed to elephants.

    M WS BS S T W I A Ld PtsLibyan Infantry 5 2 3 3 3 1 2 1 5 4Equipment: Dagger, javelins, and buckler.Special Rules : Skirmishers. Accustomed to elephants.

    M WS BS S T W I A Ld Pts

    0-1 Arab Camels 7 2 3 3 3 1 2 1 7 16Equipment: Double handed-sword, javelins, buckler,and bow. May have light armour +2 pts.Special Rules: Camels. Light Cavalry.

    M WS BS S T W I A Ld Pts Arab Tribesmen 5 2 3 3 3 1 3 1 6 5Equipment: Mixed Weapons, and shield. May replaceMixed Weapons and shield, with sword and bow +1 pt.Special Rules: Open Order.

    The Galatian Army Lists

    Army Composition:Characters: Up to 33 % of the armys total points.The army must have a Warlord or a Tetrarch as the ArmyGeneral. Infantry: At least 33 % of the armys total points.Cavalry: Up to 33 % of the armys total points.Chariots: Up to 20 % of the armys total points.Mercenaries: Up to 15 % of the armys total points.

    Allies: Up to 25 % of the armys total points.Late Republican Romans (from the Spartacus list). May beaccompanied by a Tribune. Roman allies are only available ifImitation legions are fielded.

    CHARACTERS 1 ARMY GENERAL

    M WS BS S T W I A Ld Pts Warlord 5 6 4 4 4 3 6 3 7 140 Tetrarch 5 5 4 4 4 3 6 3 9 155Light Chariot 8 3 3 3 4 2 3 1 - 25Equipment: Sword, javelins, and shield. May have lightarmour +2 pts. May ride a horse (free), which increasesmovement to 8.Options: May ride a Light Chariot +25 pts. Thechariot has a driver armed with a sword and javelins.Special Rules: Army General. The Warlord is subjectto Warband.The Tetrarch represents one of the Council of Ancyra leaderselected from the precincts of Galatia, or he could also represent

    Galatian King, such as the Roman appointed King, Deiotarus.

    0-1 ARMY BATTLE STANDARDM WS BS S T W I A Ld Pts

    Standard Bearer 5 4 4 4 4 2 4 2 6 65Light Chariot 8 3 3 3 4 2 3 1 - 25Equipment: Sword, javelins, and shield. May have lightarmour +2 pts. May ride a horse (free), which increasesmovement to 8.Options: May ride a Light Chariot +25 pts. Thechariot has a driver armed with a sword and javelins.Special Rules: Army Battle Standard. Warband.

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    CHIEFTAINSM WS BS S T W I A Ld Pts

    Chieftain 5 5 4 4 4 2 5 3 6 65Light Chariot 8 3 3 3 4 2 3 1 - 25Equipment: Sword, javelins, and shield. May have lightarmour +2 pts. May ride a horse (free), which increasesmovement to 8.Options:

    May ride a Light Chariot +25 pts. Thechariot has a driver armed with a sword and javelins.Special Rules: Warband. One Chieftain is allowed foreach unit of Warriors, Cavalry, or Light Chariots.

    INFANTRYM WS BS S T W I A Ld Pts

    Galatian Warriors 5 3 2 3 3 1 4 1 6 6Equipment: Mixed Weapons, and shield. Special Rules: Warband.Option: 0-1 unit add light armour +2 pts. If the ArmyGeneral is the Tetrarch then any unit may add Light

    Armor.Galatian warriors in the early invasion were noted for their nakedappearance, later on they probably acquired more armor.

    Mercenaries probably were better equipped.

    M WS BS S T W I A Ld Pts0-2 Skirmishers 5 2 2 3 3 1 3 1 4 3Equipment: Dagger, javelins, and buckler. Everysecond unit may replace javelins and buckler with slings(free). Special Rules: Skirmishers.Galatian armies suffered from an almost total lack of skilledskirmishers.

    M WS BS S T W I A Ld PtsImitation legion 4 3 3 3 3 1 3 1 6 6Equipment: Sword, throwing spear and shield. Mayadd light armour +2 pts. May replace throwing spear

    with heavy throwing spear (pilum) +1 pt. May replaceshield with large shield +1 pt.

    Availability: Imitation legions may only be chosen if a Tetrarch is the Army General.

    CAVALRYM WS BS S T W I A Ld Pts

    0-1 Noble Cavalry 8 4 3 3 3 1 4 1 6 23Equipment: Mixed Weapons, and shield. May add lightarmour +2 pts.Special Rules: Warband.

    M WS BS S T W I A Ld PtsLight Cavalry 8 3 3 3 3 1 3 1 5 15Equipment: Mixed Weapons, and shield.

    CHARIOTSM WS BS S T W I A Ld Pts

    Light Chariot 8 4 4 3 4 2 4 2 6 36Equipment: The crew includes a driver and a noble

    warrior. The driver is armed with a sword. The warrior fightsfrom the cab and is armed with sword, javelins, andshield. (The chariot has an armour save of 4+)Option: The noble warrior may add light armour +4 pts,giving the chariot an armour save of 3+.

    Special Rules: Light Chariots. Feigned Flight.Characters riding chariots that join the unit gain FeignedFlight.

    Availability: Light Chariot units may only be chosen if a Warlord is the Army General.

    M WS BS S T W I A Ld PtsScythed Chariot 7 - - 5 4 1 3 D6+2 5 60Driver - 3 3 3 3 1 1 1 7 -Equipment: The driver is armed with sword, and heavyarmour. The chariot is drawn by two, or four horses.

    The scythed chariot model has a 3+ save.

    Options: The horses may have Full Metal Barding +15pts. This reduces movement to 6, and the armour saveis increased to 2+.Special Rules: Scythed Chariots.Galatian Scythed Chariots were probably captured from theSeleucids. Often these were concealed behind units of warriorswould part and let them charge through. A combined attack bywarband and a scythed chariot is quite devastating if it can betimed carefully.

    MERCENARIES

    EASTERNERSM WS BS S T W I A Ld Pts

    Asiatic Cavalry 8 2 2 3 3 1 3 1 6 10Equipment: Dagger, and javelins. May add throwingspear +2 pts. May have light armour +2 pts. May replacejavelin with bow +1 pt. May add shield +1Special Rules: Light Cavalry. Levies. Feigned Flight.

    M WS BS S T W I A Ld PtsCappadocian Infantry 5 3 3 3 3 1 3 1 5 5Equipment: Mixed Weapons, and shield.Special Rules: Open Order. Warband.

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    M WS BS S T W I A Ld Pts0-1 Bithynian Peltast 5 3 3 3 3 1 3 1 6 6Equipment: Sword, javelins and shield. May addthrusting spear +1 pt.Special Rules: Light Infantry. Warband.

    M WS BS S T W I A Ld PtsHillmen 5 2 2 3 3 1 2 1 5 3Equipment: Sword, javelins and buckler.Special Rules: Open Order. Levies.

    M WS BS S T W I A Ld PtsMilitia Thureophoroi 4 2 2 3 3 1 3 1 5 4Equipment: Sword, thrusting spear, and shield ( thureos ).May add javelins +1 pt.Special Rules: Open Order. Levies.

    WESTERNERS (The troops below may not be combined with the above units).

    M WS BS S T W I A Ld Pts

    0-1 Paeonian Cavalry 8 3 3 3 3 1 3 1 7 17Equipment: Sword, throwing spear, shield, and javelins.Special Rules: Light Cavalry.

    M WS BS S T W I A Ld Pts0-1 Thracian Skirmishers 5 2 3 3 3 1 2 1 7 5Equipment: Dagger, and javelins. May add buckler +1pt. May replace javelins with short bow (free), or 0-1slings +1 pt.Special Rules : Skirmishers.