Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
Cost |
Chaeonian Guards |
16 |
4/3 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
8 |
4 |
303.0 |
Leader; Standard; Musician;
Thrusting Spear & Javelin; Heavy Armor Upgrade; Shield; Hypaspists; Light
Troops; Skirmish; Night march; Stubborn |
Bolt Thrower |
1 |
- |
- |
- |
- |
6 |
2 |
- |
- |
- |
X |
50.0 |
Range of 48"; Strength 5 /
-1 per rank with no save (D4 wounds per hit); War Machine |
Crew |
2 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
X |
[0.0] |
Elephant |
1 |
6 |
4 |
- |
7 |
6 |
6 |
3 |
4 |
4 |
X:4 |
170.0 |
Elephant; Fear; Terror
|
Crew |
2 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
3 |
[0.0] |
Javelin; Light Armor;
Shield |
Mahout |
1 |
4 |
2 |
2 |
3 |
3 |
1 |
2 |
1 |
7 |
X |
[0.0] |
Javelin |
Elephant |
1 |
6 |
4 |
- |
7 |
6 |
6 |
3 |
4 |
4 |
X:4 |
170.0 |
Elephant; Fear; Terror
|
Crew |
2 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
3 |
[0.0] |
Javelin; Light Armor;
Shield |
Mahout |
1 |
4 |
2 |
2 |
3 |
3 |
1 |
2 |
1 |
7 |
X |
[0.0] |
Javelin |
Skirmishers
(Mercenaries) |
13 |
5 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
6 |
6 |
78.0 |
Javelin; Pelta (buckler);
Skirmish |
Skirmishers (Cretan
Archers) |
13 |
5 |
3 |
4 |
3 |
3 |
1 |
3 |
1 |
7 |
6 |
130.0 |
Bow; Javelin; Shield;
Skirmish |
Skirmishers
(Mercenaries) |
13 |
5 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
6 |
X |
104.0 |
Bow; Javelin; Skirmish
|
Skirmishers (Rhodian
Slingers) |
10 |
5 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
6 |
6 |
80.0 |
Dagger; Sling; Pelta
(buckler); Expert Slingers; Skirmish |
Epirote Phalangites |
20 |
4/3 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
3 |
235.0 |
Leader; Standard; Musician;
Pike; Heavy Armor Upgrade; Shield; Macedonian Phalanx |
Pyrrhus |
1 |
4/3 |
6 |
6 |
4 |
4 |
3 |
6 |
3 |
9 |
4/3 |
187.0 |
Pyrrhus may re-roll one
failed to hit roll and one failed saving throw per turn; Army General; Any
unit within 12" of the General may use his Leadership when it takes a
Leadership test; Must always test before other units in army; Kontos; Heavy
Armor; Shield; Warhorse; Stubborn |
Warhorse |
1 |
8/7 |
3 |
- |
3 |
- |
- |
3 |
1 |
- |
X |
[0.0] |
Tarentine Cavalry |
10 |
8 |
2 |
4 |
3 |
3 |
1 |
3 |
1 |
6 |
5(HtH)/4(Missile) |
150.0 |
Javelin; Medium Shield;
Parthian Shot; Skirmish |
Thessalians |
9 |
8/7 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
5/3 |
258.0 |
Leader; Standard; Musician;
Throwing Spear & Javelins; Heavy Armor; Shield; Wedge |
Army Battle Standard |
1 |
4 |
4 |
4 |
4 |
4 |
2 |
4 |
2 |
8 |
X/6 |
84.0 |
Battle Standard; Unit
accompanied gains +1 Combat Result; Any unit within 12" may re-roll any
failed Break tests; Warhorse |
Warhorse |
1 |
8 |
3 |
- |
3 |
- |
- |
3 |
1 |
- |
X |
[0.0] |
Option Footnotes: |
Expert Slingers |
Do not suffer
-1 penalty for long range; May not outnumber any skirmish unit in the army |
|
Hypaspists |
Chaeonians
armed with pikes, thrusting spears or javelins may form a phalanx if they
have 16 models or more or form into a light infantry formation; If they form
into a phalanx, they loose -1" movement; armed with javelins they may
skirmish; After formed into a light infantry formation they may not reform
into a phalanx during the game |
|
MacedonianPhalanx |
While unit has
at least 16 models and a +1 rank bonus, the following rules apply: cavalry
and light chariots may not charge the front of a phalanx; Other chariots and
elephants must first pas a fear test; Cavalry and chariots forced to charge
stop at 1" on a roll 1-3 on a D6 and charge on 4-6; Unit may charge and
still fight in two ranks; All enemy attacks to the front (HtH and missiles)
suffer -1 to-hit; a phalanx that looses a round of combat looses the alway
fight first rule but may re-use it after it wins a round of combat |
|
Medium Shield |
+2 save vs
missiles, +1 vs HtH |
|
Night march |
Chaonian Guard
unit may be held of table; On first Epirote turn roll D6, always within 8"
of enemy and 12" of enemy baseline: 1) Guard deploys on any table edge with
one elephant. 2) Guards deploy outside enemy deployment zone, out of sight
of enemy. 3) Deploy on any table edge on turn two. 4) reroll chart and add
+1 to die roll. 5) Arrive on Epirote baseline on turn one. 6) Loose half
their number and arrive on Epirote baseline and count as rallying, thus may
not move or shoot. |
|
Parthian Shot |
May make a
normal move straight after shooting; Only allowid in shooting fase, is not a
charge reaction; the unit may not march |
|
Wedge |
Minimum of 4
models needed to form wedge; Unit front, flank, rear are based on rear or
center rank; Units in Wedge are treated as drilled; On charge or counter
charge all models may fight during first combat round. In addition the wedge
gains +1 to combat resolution on that turn |
|