WAC Armies Book Dark Ages
WAC Armies Book Dark Ages
WAC Armies Book Dark Ages
Blue marked lists are officially published by Rob Broom, with version at the end.
Those amazing cover painting isfrom Guiseppe Rava. Many thanks for let us use it.
You can find it and more here :
http://myworld.ebay.com/g.ravahistoricalprints or http://www.g-rava.it/
The army-numbers and -names and unit names of the generic lists are taken from the
DBM Army Books.
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
WAR WAGON
LIGHT BOLT THROWER CA SA KA S L Mo Pts
CA SA KA S L Mo Pts Wagon&crew 3 3 3 6 6 8 120
Thrower&Crew 3 3 3 2 3 7 36
Equipment: Six men crew armed with hand weapon, bow,
Equipment: Hand weapon. 2 men crew. throwing spears.
Durability 8, Armour value 1. A wagon has a 60x120mm base. Durability 8, Armour value 4.
Shot: Range 36”, KA4/-1 per rank, no save, D3 wounds per hit Can move 6”, Cannot charge, count as cover. Crew cannot shoot
twice.
UNMOTIVATED
Units not allowed to use SIP for.
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
SLAV ILL-ARMED
Equipment and Armor Value: as unit
CA SA KA Mo Pts
Special Rules: Zone of Command 10”. May ride a horse (AV3)
Javelinman 2 2 3 5 5
Army General 1 SIP, may add up to 2 SIP for 20.
Equipment: Hand weapon, javelins and buckler
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Special Rules: Light Infantry
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
SWABIAN KNIGHTS
CA SA KA Mo Pts
Knight 3 3 3 7 15
INFANTRY
SLAV JAVELINMEN
CA SA KA Mo Pts
Javelinman 2 2 3 5 5
CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 50%
ALLIES: Up to 25%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
NOBLE CAVALRY
CA SA KA Mo Pts
Horseman 4 3 3 7 16
FOLLOWERS
CA SA KA Mo Pts
Horseman 3 3 3 7 14
INFANTRY
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
FOLLOWERS
CA SA KA Mo Pts
Follower 3 3 3 7 8
ALLIES
ALLIES
CHARACTERS
Burgundian Allies, II/70
CA SA KA Mo L S Pts Only after 548AD: Middle Frankish Allies, III/5
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
GOTHIC CAVALRY
CA SA KA Mo Pts
Horseman 4 3 3 7 16
BYZANTINE DESERTERS
CA SA KA Mo Pts
Horseman 3 3 3 7 14
MOORISH DESERTERS
CA SA KA Mo Pts
Horseman 3 3 3 6 14
INFANTRY
GOTHIC SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 8
GOTHIC ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
Army General 1 SIP, may add up to 2 SIP for 20. Equipment: Hand weapon, javelins and buckler
Ally General 1 SIP, may add up to 2 SIP for 20 points each Special Rules: Skirmishers
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
ARCHERS
CA SA KA Mo Pts
CAVALRY Archer 2 2 3 5 5
6. EMISHI (500-1100AD)
CHARACTERS: Up to 25%
CAVALRY: At least 50%
INFANTRY: Up to 25%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
HORSE ARCHERS
CA SA KA Mo Pts
Horseman 3 4 3 7 17
INFANTRY
FOOT ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 6 13
INFANTRY
POORER UJI
CA SA KA Mo Pts
Archer 2 3 3 6 6
SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 8
EMISHI SCOUTS
CA SA KA Mo Pts
Scout 2 2 2 5 4
Equipment: Bow
Special Rules: Skirmishers
SAKIMORI
CA SA KA Mo Pts
Archer 3 4 3 7 11
CHARACTERS
ALLIES
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Turkish Allies, III/11
Only Sogdians in 704AD: Umayyad Arab Rebels, III/31
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
INFANTRY
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
SPEARMAN
CA SA KA Mo Pts
Levy 2 2 3 5 5
THAI SPEARMEN
CAVALRY CA SA KA Mo Pts
Thai 3 3 3 7 9
STANDING ARMY CAVALRY
CA SA KA Mo Pts Equipment: Hand weapon, thrusting spear
Horseman 2 2 3 6 10 May have shield (+1)
Special Rules: Warband, Only after 1287AD
Equipment: Hand weapon
Only after 1173AD: May be upgraded to CA/SA 3 and Mo7 (+3)
May have bow (+2) and light armour (+2) SPECIAL
MILITIA CAVALRY
ELEPHANTS
CA SA KA Mo Pts
CA SA KA Mo L S D Pts
Horseman 2 2 3 6 10
Elephant 4 3 4 7 6 5 8 190
Equipment: Hand weapon
Equipment: Two warriors are armed with javelins and bow. A
May have throwing spear (+2) and light armour (+2)
third warrior may be added for 10 points. Armour value: 1
Special Rules: Elephants, Only after 1043AD
THAI CAVALRY
CA SA KA Mo Pts
Horseman 2 2 3 6 11
ALLIES
Equipment: Hand weapon, javelins
Special Rules: Light Cavalry, Only after 1287AD Only after 1287AD: Yuan Mongol Allies, IV/48
INFANTRY
MILITIA SPEARMAN
CA SA KA Mo Pts
Spearman 2 2 3 5 5
CAVALRY
NOBLES
CA SA KA Mo Pts
Horseman 3 3 3 7 15
HORSE ARCHERS
CA SA KA Mo Pts
Horseman 3 4 3 7 19
INFANTRY
FOOT ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
LEVY SPEARMEN
CA SA KA Mo Pts
Levy 2 2 3 5 5
SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 8
JAVELINMEN
CA SA KA Mo Pts
CHARACTERS
Javelinman 3 3 3 7 8
CA SA KA Mo L S Pts Equipment: Hand weapon, javelins, buckler
Army General - - - 9 3 +2 170 Special Rules: Skirmishers
Ally-General - - - 8 2 +2 140
ARAB SWORDSMEN AND SPEARMEN
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Arab 4 3 3 7 10
COURT CAVALRY
CA SA KA Mo Pts ALLIES
Horseman 3 3 3 7 15
Beja Allies, II/55
Equipment: Hand weapon, thrusting spear
Only from 1276-1365AD: Mamluk Allies, IV/45
May have light armour (+2), barding (+3)
May have CA4 (+2)
MOUNTED WARRIORS
CA SA KA Mo Pts
Camelrider 3 3 3 7 15
CAMEL SCOUTS
CA SA KA Mo Pts
Camelrider 2 2 3 5 10
ARAB CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 19
INFANTRY
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8
AVAR SKIRMISHERS
CA SA KA Mo Pts
Horseman 3 4 3 7 21
GEPIDS
CA SA KA Mo Pts
Horseman 3 3 3 7 15
BULGAR NOBLES
CA SA KA Mo Pts
Horseman 4 3 3 7 17
CAVALRY
BULGAR NOBLES
CA SA KA Mo Pts
Horseman 4 3 3 7 17
INFANTRY
SLAV JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 7 9
CHARACTERS
INFANTRY
CA SA KA Mo L S Pts
0-1 EXORCISTS
Army General - - - 9 3 +2 170 CA SA KA Mo Pts
Ally-General - - - 8 2 +2 140 Exorcist 3 3 3 7 8
Brigade Com. - - - 8 1 +1 90
Equipment: Hand weapon
Army Standard - - - 8 2 +1 90
Special Rules: Warband, Fanatical
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. Equipment: Hand weapon, thrusting spear
Ally General 1 SIP, may add up to 2 SIP for 20 points each May have shield (+1) and light armour (+2)
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
GARRISON ARCHERS
CA SA KA Mo Pts
CAVALRY Archer 3 4 3 7 11
CHARACTERS INFANTRY
Army General 1 SIP, may add up to 2 SIP for 20 points each. Equipment: Hand weapon, thrusting spear
Ally General 1 SIP, may add up to 2 SIP for 20 points each May have Riding Camels (+1)
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Special Rules: Undisciplined, Unmotivated
Equipment: Hand weapon, bow Only from 780-965AD: Oghuz Allies, III/11
May have buckler (+1) and light armour (+2)
Special Rules: Light Cavalry, Nomad Cavalry, Feign Flight
RAS
CA SA KA Mo Pts
Horseman 3 3 3 7 14
MAGYARS
CA SA KA Mo Pts
Horseman 3 3 3 7 19
OPTIMATES
CA SA KA Mo Pts
Horseman 3 3 3 7 17
HORSE ARCHERS
CA SA KA Mo Pts
Horseman 3 4 3 7 21
CHARACTERS: Up to 25%
CAVALRY: At least 50%
INFANTRY: Up to 25%
ALLIES: Up to 25%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 15
LIGHT CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 16
INFANTRY
JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 7 8
PEASANTS
CA SA KA Mo Pts
Levy 2 2 3 5 3
DISGUISED SAXONS
CA SA KA Mo Pts
Saxon 4 3 3 8 13
ALLIES
CHARACTERS: Up to 25%
CAVALRY: Up to 25%
INFANTRY: At least 50%
ALLIES: Up to 25%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
WELSH UCHELWYR
CA SA KA Mo Pts
Horseman 3 3 3 7 14
INFANTRY
WELSH SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 8
WELSH JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 7 8
WELSH ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
ALLIES
20. SUI AND EARLY T‟ANG CHINESE (581-755AD) TURKISH AND OTHER NOMAD HORSE ARCHERS
CA SA KA Mo Pts
CHARACTERS: Up to 25% Horseman 3 4 3 7 21
CAVALRY: Up to 50%
INFANTRY: At least 25% Equipment: Hand weapon, bow
ALLIES: Up to 25% May have buckler (+2), throwing spear (+2), light armour (+2)
SIP: not pooled Special Rules: Skirmishers, Nomad Cavalry, Feign Flight
CHARACTERS INFANTRY
Equipment: Hand weapon, light crossbow T’u-chüeh, Qarlug, Ferghanan or other Turkish Allies, III/11
May have light armour (+2) Only Only T’ang from 618-753AD: Khotanese or similar
Special Rules: Only T’ang from 618-753AD Central Asian Allies, III/8
Only T’ang from 618-753AD: Tribal Khitan or His Allies, II/61
Only T’ang from 660-668AD: Silla Korean Allies, II/77
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
CAVALRY
GASTALDI
CA SA KA Mo Pts
Horseman 3 3 3 7 15
FOLLOWERS
CA SA KA Mo Pts
Horseman 3 3 3 7 15
BULGAR SETTLERS
CA SA KA Mo Pts
Horseman 4 4 3 7 18
MAGYAR MERCENARIES
CA SA KA Mo Pts
Horseman 3 3 3 6 18
INFANTRY
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
ARCHERS
CHARACTERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Hand weapon, bow
Brigade Com. - - - 8 1 +1 90 Special Rules: Light Infantry, Only after 1461AD
Army Standard - - - 8 2 +1 90 0-1 HORNET NEST THROWERS
CA SA KA Mo Pts
Equipment and Armor Value: as unit Thrower 2 3 3 6 9
Special Rules: Zone of Command 10”. May ride a horse (AV3).
Equipment: Hand weapon, hornet nest (count as javelins)
Army General 1 SIP, may add up to 2 SIP for 20 points each. Cause moral test if kill caused, no armour save allowed.
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Special Rules: Skirmishers, Only after 1461AD
INFANTRY
MAYA WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 6 6
PEASANT SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 6 4
Equipment: Sling
Special Rules: Skirmishers
ROAD WEASELS
CA SA KA Mo Pts
Skirmisher 2 2 3 5 3
HOLKAN MERCENARIES
CA SA KA Mo Pts
Warrior 4 3 3 7 9
AH CAMUL
CA SA KA Mo Pts
Warrior 4 3 3 7 9
CHARACTERS ARCHERS
CA SA KA Mo Pts
CA SA KA Mo L S Pts Archer 3 4 3 7 11
Army General - - - 9 3 +2 170 Equipment: Hand weapon, bow
Ally-General - - - 8 2 +2 140 Special Rules: Light Infantry, Combined Formation
Brigade Com. - - - 8 1 +1 90
CROSSBOWMEN
Army Standard - - - 8 2 +1 90
CA SA KA Mo Pts
Crossbowman 2 2 2 5 7
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. Equipment: Crossbow
May ride a horse (AV3, free) or elephant. Special Rules: Skirmishers
Only Khmer: May ride a light chariot. General may be upgraded
to Ld10 (+50). PH‟KAK-MEN
CA SA KA Mo Pts
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. Guard 4 3 3 8 17
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Equipment: Hand weapon, shield. May have light armour (+2)
Special Rules: Drilled, Only Khmer
CAVALRY&CHARIOTS JAVELINMEN
CA SA KA Mo Pts
Javelinman 2 2 2 5 3
CAVALRY
CA SA KA Mo Pts
Equipment: Javelins
Horseman 3 3 3 6 13
Special Rules: Skirmishers, Only Khmer
Equipment: Hand weapon, shield
SPEARMEN
May have throwing spear (+2), light armour (+2) and Mo7 (+2)
CA SA KA Mo Pts
Spearman 3 3 3 7 9
LIGHT CHARIOTS
CA SA KA Mo S D Pts
Equipment: Hand weapon, thrusting spear
Chariot 4 4 3 8 2 8 34 Special Rules: Only Khmer
SKIRMISHERS
CHARACTERS
SKIRMISH GEBURS
CA SA KA Mo L S Pts CA SA KA Mo Pts
Gebur 2 3 2 5 4
0-1 King - - - 9 3 +2 190
Eorl - - - 8 2 +2 100 Equipment: Hand weapon, javelins
Ealdorman - - - 8 2 +2 100 May replace javelins with slings (free). May have a buckler (+1)
Special Rules: Skirmishers
Army Standard - - - 8 2 +1 90
0-1 Abbod - - - 9 2 +1 110 SKIRMISH ARCHERS
CA SA KA Mo Pts
Archer 2 3 2 5 5
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”, King 15”.
Equipment: Hand weapon, bow
May ride a horse (AV3, free)
Special Rules: Skirmishers
An Ealdorman must be placed in a unit at the start of the battle
You may not take more units of skirmish archers than you have
and remain there throughout.
units of skirmish gerburs in your army.
King 2 SIP , may add one SIP for 20 points.
Eorl 1 SIP, may add up to 2 SIP for 20 points each SUPPORT
Abbod 0 SIP, may add up to 2 SIP for 20 points each
RENEGADE CAVALRY
CA SA KA Mo Pts
WARRIORS Renegade 4 3 3 6 18
CEORLS
CA SA KA Mo Pts
Ceorl 2 3 3 6 8
NOMAD CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 19
JUND CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14
INFANTRY
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
NOBLE CAVALRY
CA SA KA Mo Pts
Horseman 4 3 3 7 16
INFANTRY
JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 6 8
SKIRMISHING ARCHERS
CA SA KA Mo Pts
Archer 2 2 3 5 5
SCOUTS
CA SA KA Mo Pts
Scout 2 3 2 5 4
Equipment: Sing
Special Rules: Skirmishers
ILL-ARMED
CA SA KA Mo Pts
Levy 2 2 3 5 4
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
NAKHARAKS
CA SA KA Mo Pts
Horseman 3 3 3 7 16
VOLUNTEER CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 6 14
INFANTRY
SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 8
ARCHERS
CA SA KA Mo Pts
Archer 2 2 2 6 5
Equipment: Bow
Special Rules: Skirmishers, Combined Formation
SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3
Equipment: Sling
Special Rules: Skirmishers
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
CAVALRY
ALLIES
CABALLARII
Breton Allies, III/18
CA SA KA Mo Pts
Only after 774AD: Lombard Subject Allies, III/21
Horseman 4 3 3 7 18
Only from 772-804AD: Old Saxon Allies, II/73
Only after 789AD: Western Slav Subject Allies, III/1
Equipment: Hand weapon, light armour, thrusting spear, shield
Only after 798AD: Croatian Allies, III/26
May have heavy armour (+2). May be downgraded to CA3 and
throwing spear instead of thrusting (-1)
Only Charlemagne from 768-814AD: May have Mo8 (+3) and
Drilled (+4)
ANDALUSIAN MERCENARIES
CA SA KA Mo Pts
Horseman 3 3 3 7 15
INFANTRY
SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 7
CA SA KA Mo L S Pts LEVIES
CA SA KA Mo Pts
0-1 Domestikos - - - 9 2 +1 150 Levy 2 2 3 5 4
Strategos - - - 8 2 +1 120
Army Standard - - - 8 1 +1 70 Equipment: Hand Weapon, shield.
May have thrusting spear (+1)
Special Rules: Unmotivated
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. May ride a horse (AV3) KONTARATOI
CA SA KA Mo Pts
Domestikos 2 SIP, may add up to one SIP for 20 points. Kontaratoi 3 3 3 6 9
Strategos 0 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Equipment: Hand weapon, shield, thrusting spear.
May have large shield (+1) and light armour (+1).
May be Drilled (+4).
CAVALRY Combined Formation. Up to half the formation may exchange
their shield and thrusting spear for bow and buckler. This will be
0-1 TAGMATA KATAPHRAKTOI in the rear ranks. Although some of the unit now have bucklers,
CA SA KA Mo Pts they retain the Armour Value of the spear armed warriors for any
Kataphraktoi 4 3 4 8 32 shooting that passes through the front facing.
Special Rules: Shieldwall
Equipment: Hand Weapon, Shield, Heavy Armour, rides horse
with Metal Barding PSILOI
Or CA SA KA Mo Pts
1/3 formation may be Archers with Hand Weapon, Bow and Psiloi 2 3 3 5 6
Buckler and horse with Half Barding
Armour Value: 5 (regardless of equipment) Equipment: Hand Weapon, buckler and javelins or sling.
Special Rules: Shock Charge +2 May have bow (+1) instead of javelins/sling.
Special Rules: Skirmishers
KAVALLARIOI
CA SA KA Mo Pts
Kavallarioi 3 3 3 7 18 ALLIES
Equipment: Hand Weapon, Kontos, Shield, Light armour, horse HORSE ARCHERS
and may upgrade Light Armour to Heavy armour at 1 point per CA SA KA Mo Pts
model. 1/3 of the unit may be armed as follows: Hand weapon, Horse Archers 3 3 3 6 18
bow and buckler
Armour Value: 3 (4 if heavy armour taken) value applies to all Equipment: Hand weapon, bow, horse.
models in the unit regardless of equipment May take light armour (+1)
Special Rules: May be Drilled (+4) Special Rules: Light Cavalry, Nomad Cavalry, Feign Flight
May Skirmish.
LIGHT KAVALLARIOI
CA SA KA Mo Pts SLAV/BULGAR AND RUS WARRIORS
Light Kavallarioi 3 3 3 7 18 CA SA KA Mo Pts
Warrior 3 3 3 6 7
Equipment: Horse, hand weapon, light armour, throwing spear
and shield. Up to 50% of the formation may exchange their Equipment: Hand Weapon and Shields.
throwing spear and shield for bow and buckler. These must May take light armour (+1). May have two-handed weapon (+3)
placed in the rear rank when in Light Formation. or thrusting spear (+2) or throwing spear (+2) or javelins (+1)
Special Rules: Light Cavalry, Feign Flight. May Skirmish Special Rules: If armed with javelins the unit may be classed as
a Light OR Skirmish Formation.
LIGHT ARCHER KAVALLARIOI
CA SA KA Mo Pts
Light Kavallarioi 3 3 3 6 16
MAGYAR NOBLES
CA SA KA Mo Pts
Horseman 3 3 3 7 19
MAGYAR SKIRMISHERS
CA SA KA Mo Pts
Horseman 3 3 3 7 19
KAVAR GUARDS
CA SA KA Mo Pts
Horseman 3 3 3 7 15
SZEKELY
CA SA KA Mo Pts
Horseman 3 4 3 7 21
SLAV GENTRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14
BUKHARANS
CA SA KA Mo Pts
CHARACTERS
Horseman 2 3 3 6 13
CA SA KA Mo L S Pts Equipment: Hand weapon, bow
Army General - - - 9 3 +2 170 May have buckler (+2)
Ally-General - - - 8 2 +2 140 Special Rules: Skirmishers, Only in Central Asia after 674AD
Brigade Com. - - - 8 1 +1 90 TURKS
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Horseman 3 4 3 7 21
Equipment and Armor Value: as unit
Equipment: Hand weapon, bow
Special Rules: Zone of Command 10”. May ride a horse (AV3).
May have light armour (+2) and buckler (+2)
Army General 1 SIP, may add up to 2 SIP for 20 points each.
Special Rules: Skirmishers, Nomad Cavalry, Feign Flight
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Only in Central Asia after 674 or after 743AD elsewhere
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
INFANTRY
CAVALRY
ARCHERS
JUND CAVALRY
CA SA KA Mo Pts
CA SA KA Mo Pts
Archer 2 3 3 6 7
Horseman 3 3 3 7 14
NOMAD NOBLES
CA SA KA Mo Pts
Horseman 3 3 3 7 15
ABBASIYA
CA SA KA Mo Pts
Horseman 3 3 3 7 15
INFANTRY
JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 7 9
ANDALUSIAN SPEARMEN
CHARACTERS
CA SA KA Mo Pts
Spearman 3 3 3 7 8
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Hand weapon, thrusting spear
Ally-General - - - 8 2 +2 140 May have shield (+1), large shield (+3) and light armour (+2)
Only after 765AD: May be Light Infantry (free) and have CA4
Brigade Com. - - - 8 1 +1 90 (+2)
Army Standard - - - 8 2 +1 90
CHRISTIAN GUARD CROSSBOWMEN
CA SA KA Mo Pts
Equipment and Armor Value: as unit
Crossbowman 2 3 3 7 11
Special Rules: Zone of Command 10”. May ride a horse (AV3).
Equipment: Hand weapon, crossbow
Army General 1 SIP, may add up to 2 SIP for 20 points each.
Special Rules: Only after 765AD
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
ALLIES
CAVALRY
Only after 765AD: Christian Spanish Allies, III/35
Only in 1086AD: Murabit Allies, III/74
CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 6 14
HORSE ARCHERS
CA SA KA Mo Pts
Horseman 3 3 3 6 16
ARAB CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 6 15
INFANTRY
BERBER JAVELINMEN
CA SA KA Mo Pts
Javelinman 3 3 3 7 9
MOUNTED CROSSBOWMEN
CA SA KA Mo Pts Only after 1200AD: All Infantry units may have Riding
Horseman 3 3 3 7 16 horses (+1 per model)
AXEMEN
CA SA KA Mo Pts
Axeman 4 3 3 7 10
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. SPECIAL
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points. 0-1 ELEPHANT
CA SA KA Mo L S D Pts
Elephant 4 3 4 7 6 5 8 190
CAVALRY
Equipment: Two warriors are armed with javelins and bow. A
third warrior may be added for 10 points. Armour value: 1
CAVALRY
Special Rules: Elephants
CA SA KA Mo Pts
Horseman 3 3 3 7 13
TRIBAL CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 13
INFANTRY
SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 11
ARCHERS
CA SA KA Mo Pts
Archer 3 4 3 7 11
ALLIES
CHARACTERS SPECIAL
CAVALRY
ARAB CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 17
SINDI CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 6 13
INFANTRY
ARAB INFANTRY
CA SA KA Mo Pts
Spearman 3 3 3 6 7
ARAB ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
HINDU INFANTRY
CA SA KA Mo Pts
Trooper 4 3 3 7 10
CAMP FOLLOWERS
CA SA KA Mo Pts
Levy 2 2 3 5 3
ARAB ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
SPECIAL
ELEPHANTS
CA SA KA Mo L S D Pts
Elephant 4 3 4 7 6 5 8 190
ALLIES
HIRD
CA SA KA Mo Pts
CHARACTERS
Hirdman 3 3 3 7 8
CA SA KA Mo L S Pts Equipment: Hand weapon, shield. May have light armour (+2)
Army General - - - 9 3 +2 170 and throwing spear (+2).
Ally-General - - - 8 2 +2 140 May have Riding Horses (+1). May have CA4 (+2)
Special Rules: Shieldwall. Only Viking after 850AD
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. May ride a horse (AV3)
Equipment: Hand weapon, bow. May have Riding Horses (+1)
Special Rules: Light Infantry, Only Viking after 850AD
Army General 1 SIP, may add up to 2 SIP for 20 points each.
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
IRISH
CA SA KA Mo Pts
Irish 3 3 3 6 7
CAVALRY
Equipment: Hand weapon, javelins. May have shield (+1)
MOUNTED SCOUTS Special Rules: Light Infantry, Only Dublin Vikings from 850-
CA SA KA Mo Pts 1094AD
Horseman 3 3 3 7 15
ENGLISH REBELS
Equipment: Hand weapon, javelins, buckler. CA SA KA Mo Pts
May have light armour (+2) English 4 3 3 7 10
Only Leidang after 1070AD: Not Light Cavalry. May have
thrusting spear (+2), shield (+2) and CA4 (+2) Equipment: Hand weapon, shield. May have light armour (+2)
Special Rules: Light Cavalry Special Rules: Only Norwegian Viking in 1066AD
Equipment: Hand weapon, light armour, thrusting spear Equipment: Hand weapon, thrusting spear. May have shield
May have shield (+2) and heavy armour (+2) (+1)
Special Rules: Only Leidang after 1133AD Special Rules: Only Norwegian Viking in 1066AD
BONDI
INFANTRY CA SA KA Mo Pts
Bondir 3 3 3 7 8
HUSCARLS
CA SA KA Mo Pts Equipment: Hand weapon, shield. May have light armour (+2)
Huscarl 4 3 3 7 10 Special Rules: Only Leidang
Equipment: Hand weapon, shield. May have light armour (+2) BONDI ARCHERS
and throwing spear (+1). CA SA KA Mo Pts
Only Viking after 850AD: May have Riding Horses (+1) Archer 2 3 3 6 7
Special Rules Shieldwall
Equipment: Hand weapon, bow
BERSERKS Special Rules: Light Infantry, Only Leidang
CA SA KA Mo Pts
Berserker 3 3 3 7 8 THRALLS AND LEVIES
CA SA KA Mo Pts
Equipment: Hand weapon Thrall 2 2 3 5 3
Only Viking after 850AD: May have Riding Horses (+1)
Special Rules: Warband, Fanatical Equipment: Hand weapon. May have shield (+1).
Special Rules: Undisciplined,, Only Leidang
JAVELINMEN
CA SA KA Mo Pts FREELANCE VIKING RAIDERS
Javelinman 3 3 3 6 8 CA SA KA Mo Pts
Raider 4 3 3 7 10
Equipment: Hand weapon, javelins and buckler
Only Viking after 850AD: May have Riding Horses (+1) Equipment: Hand weapon, shield. May have light armour (+2)
Special Rules: Skirmishers Special Rules: Only Leidang. Shieldwall
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
GERMAN COLONISTS
CA SA KA Mo Pts
German 3 3 3 7 10
ALLIES
CHARACTERS: Up to 25%
INFANTRY: At least 75%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
INFANTRY
WARRIOR SOCIETIES
CA SA KA Mo Pts
Warrior 3 3 3 7 7
SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3
Equipment: Sling
Special Rules: Skirmishers, Only if Proto-Toltec or Proto-Aztec
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
CHINESE SPPEARMEN
CA SA KA Mo Pts
CHARACTERS
Spearman 3 3 3 7 9
CA SA KA Mo L S Pts Equipment: Hand weapon, thrusting spear
Army General - - - 9 3 +2 170 May have shield (+1), light armour (+2)
Ally-General - - - 8 2 +2 140 May upgrade to CA4 (+2)
Special Rules: Only from 884AD
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 CHINESE ARCHERS AND CROSSBOWMEN
CA SA KA Mo Pts
Archer 2 3 3 7 8
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”. May ride a horse (AV3)
Equipment: Hand weapon, bow
Only after 907AD: General may be upgraded to Ld10 (+50).
May have light armour (+1) and crossbow instead of bow (+3)
May upgrade to SA4 (+3)
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.
Special Rules: Light Infantry, Only from 884AD
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
CHINESE MILITIA SWORDSMEN AND SPEARMEN
CA SA KA Mo Pts
CAVALRY Militia 3 3 3 6 7
SHA-T‟O ARMOURED CAVALRY Equipment: Hand weapon, shield. May have thrusting spear
CA SA KA Mo Pts (+2)
Horseman 3 3 3 7 15 Special Rules: Only from 884AD
Equipment: Hand weapon, thrusting spear, light armour CHINESE MILITIA ARCHERS AND CROSSBOWMEN
May have shield (+2), heavy armour (+2) and barding (+3) CA SA KA Mo Pts
May have CA4 (+21 Militia 2 3 3 6 7
SHA-T‟O UNARMOURED HORSE ARCHERS Equipment: Hand weapon, bow. May have crossbow instead of
CA SA KA Mo Pts bow (+3)
Horseman 3 4 3 7 21 Special Rules: Light Infantry, Only from 884AD
MISCELLANEOUS TRIBAL CAVALRY Equipment: Hand weapon. May have shield (+1).
CA SA KA Mo Pts Special Rules: Undisciplined, Unmotivated
Horseman 2 3 3 6 15
CHINESE CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 6 14
INFANTRY
INDIAN ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 7 8
SPECIAL
ELEPHANTS
CA SA KA Mo L S D Pts
Elephant 4 3 4 7 6 5 8 190
ALLIES
CHARACTERS: Up to 25%
CAVALRY: At least 50%
INFANTRY: Up to 25%
ALLIES: Up to 25%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
TRIBESMEN
CA SA KA Mo Pts
Horseman 3 4 3 7 21
INFANTRY
ALLIES
CAVALRY
CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 15
NORMAN KNIGHTS
CA SA KA Mo Pts
Horseman 3 3 3 7 17
INFANTRY
THEGNS
CA SA KA Mo Pts
Thegn 4 3 3 8 13
SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 9
ARCHERS
CA SA KA Mo Pts
Archer 2 2 2 5 4
Equipment: Bow.
Special Rules: Skirmishers
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
Equipment: Hand weapon, light armour, thrusting spear Equipment: Hand weapon, bow.
May have shield (+2) and heavy armour (+2) Special Rules: Only from 1169-1205AD
Special Rules: Shock Impact +1, Only from 1169-1205AD
WELSH SPEARMEN
CA SA KA Mo Pts
INFANTRY Spearman 3 3 3 6 8
IRISH SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 2 5 3
Equipment: Sling.
May have bow instead of sling (+1)
Special Rules: Skirmishers
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
CHARACTERS: Up to 25%
CAVALRY: At least 50%
INFANTRY: Up to 25%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
NOBLES
CA SA KA Mo Pts
Horseman 3 3 3 7 17
HORSE ARCHERS
CA SA KA Mo Pts
Horseman 3 3 3 6 18
INFANTRY
LEVIES
CA SA KA Mo Pts
Levy 2 2 3 5 3
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
DRUZHINA
CA SA KA Mo Pts
Horseman 3 3 3 7 14
MAGYAR MERCENARIES
CA SA KA Mo Pts
Horseman 3 3 3 6 18
INFANTRY
SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 8
ARCHERS
CA SA KA Mo Pts
Archer 2 2 3 5 5
ARMENIAN CAVALRY
CA SA KA Mo Pts
Horseman 4 3 3 8 24
BERBER CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 17
BEDOUIN GUARDS
CA SA KA Mo Pts
Horseman 3 3 3 7 19
TURKS OR ALAN
CA SA KA Mo Pts
Horseman 3 4 3 7 21
GEORGIAN VASSALS
CA SA KA Mo Pts
Horseman 3 3 3 7 17
MUSLIM VASSALS
CA SA KA Mo Pts
Horseman 3 3 3 7 14
COLONI ARCHERS
CA SA KA Mo Pts
CHARACTERS
Coloni 2 3 2 5 5
CA SA KA Mo L S Pts Equipment: Hand weapon and bow.
0-1 Rex/Dux - - - 9 3 +2 190 Special Rules: Skirmishers
Comes - - - 8 2 +2 100 You may not take more units of coloni archers than you have
units of coloni in your army.
0-1 Bishop - - - 9 2 +1 110
Army Standard - - - 8 2 +1 90
ALLIES
Equipment and Armor Value: as unit
Special Rules: Zone of Command 10”, Rex/Dux 15” DEVROET
May ride a horse (AV4) CA SA KA Mo Pts
A Comes must be placed in a unit at the start of the battle and Devroet 4 3 3 7 23
remain there throughout.
Equipment: Horse, light armour, shield, throwing spear and
Rex/Dux 2 SIP, may add up to 2 SIP for 20 points each javelins.
Bishop 1 SIP, may add up to 2 SIP for 20 points each Special Rules: Feign Flight, Shock Impact +1
SERJEANTS
WARRIORS CA SA KA Mo Pts
Serjeant 3 3 3 7 9
MOUNTED MILITES
Equipment: Hand weapon, shield, light armour.
CA SA KA Mo Pts
The unit have one of the following options- throwing spears
Milites 4 3 3 8 23
(+1), thrusting spears (+2). Alternatively, one unit of Serjeants
may take two-handed weapons (+7). These have an Armour
Equipment: Horse, light armour, shield, hand weapon and
Penetration of 2, and increase the units Killing Ability to 4.
throwing or thrusting spear.
Special Rules: Shock Cavalry +1
MISSLE ARMED SERJEANTS
CA SA KA Mo Pts
PUERI
Serjeant 3 3 3 7 9
CA SA KA Mo Pts
Pueri 3 3 3 7 15
Equipment: Hand weapon, shield, light armour.
The unit may have one of the following options- javelins (+1),
Equipment: Horse, shield, hand weapon and javelins.
bows (+2) or crossbows (+5)
May have throwing spear (+1)
Special Rules: Light Infantry
Special Rules: Light Infantry
MOUNTED STIPENDARII
DISMOUNTED MILITES
CA SA KA Mo Pts
CA SA KA Mo Pts
Stipendarii 4 3 3 7 20
Milites 4 3 4 8 15
Equipment: Horse, hand weapon, light armour, shield and
Equipment: Light armour, shield, hand weapon and throwing
throwing spear.
spears. May replace throwing spear with thrusting spear (+1).
All models in the unit may exchange throwing spear for
May replace shield with large shield (+1).
thrusting spear at no points cost. May have javelins (+1).
Special Rules: Shock Impact +1
SUPPORT DISMOUNTED STIPENDARII
CA SA KA Mo Pts
LIBERI Stipendarii 4 3 3 7 12
CA SA KA Mo Pts
Liberi 2 3 3 6 8 Equipment: Hand weapon, light armour, shield and throwing
spear.
Equipment: Shield, hand weapon and thrusting spear. All models in the unit may exchange throwing spear for
May have javelins (+1) thrusting spear (+1). The unit may have javelins (+1).
Special Rules: Light Infantry
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
MILITES
CA SA KA Mo Pts
Horseman 4 3 3 7 19
INFANTRY
SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 6 8
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
PEASANTS
CA SA KA Mo Pts
Levy 2 2 3 5 3
CAVALRY
SAMURAI CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 16
INFANTRY
BUSHI ARCHERS
CA SA KA Mo Pts
Archer 3 4 3 7 13
BUSHI SWORDSMEN
CA SA KA Mo Pts
Swordsman 4 3 3 7 13
FOLLOWER SWORDSMEN
CA SA KA Mo Pts
Swordsman 3 3 3 6 9
FOLLOWER ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
CHINESE CAVALRY
CHARACTERS
CA SA KA Mo Pts
Horseman 3 3 3 6 13
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Hand weapon, thrusting spear
Ally-General - - - 8 2 +2 140 May have light armour (+2)
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 INFANTRY
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. Equipment: Bow
Ally General 1 SIP, may add up to 2 SIP for 20 points each Special Rules: Skirmishers
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
UNARMED CIVILIANS
CA SA KA Mo Pts
CAVALRY Levy 2 2 2 5 2
Equipment: Hand weapon, thrusting spear Equipment: Hand weapon, thrusting spear
May have light armour (+2), heavy armour (+3) and shield (+2) May have shield (+1) or halberd instead of spear (free)
Special Rules: Light Infantry, Only from 1231-1273AD
MILITIA CAVALRY
CA SA KA Mo Pts HANDGUNNERS
Horseman 3 3 3 6 13 CA SA KA Mo Pts
Handgunner 2 3 3 6 10
Equipment: Hand weapon, thrusting spear
May have light armour (+2) and shield (+2) Equipment: Hand weapon, handgun
Special Rules: Skirmishers, Only after 1375AD
LIGHT HORSE ARCHERS
CA SA KA Mo Pts
Horseman 2 3 3 6 13 ALLIES
Equipment: Hand weapon, bow
Only from 1217-1218AD: Jurchen-Chin Allies, IV/14
May buckler (+2).
Only after 1260AD: Mongol Allies, IV/48
Special Rules: Skirmishers
INFANTRY
KWANGGUN ARCHERS
CA SA KA Mo Pts
Archer 3 4 3 7 11
KURDISH CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14
BEDOUIN CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 17
INFANTRY
DAILAMI INFANTRY
CA SA KA Mo Pts
Dailami 4 3 3 7 10
DAILAMI ARCHERS
CA SA KA Mo Pts
Archer 3 4 3 7 11
CHARACTERS: Up to 25%
INFANTRY: At least 75%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
INFANTRY
MILITARY ORDERS
CA SA KA Mo Pts
Warrior 4 3 3 7 9
WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 6 6
SLINGERS
CA SA KA Mo Pts
Slinger 2 2 2 5 3
Equipment: Sling
Special Rules: Skirmishers
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
TEN-CIRCIUT SPEARMEN
CA SA KA Mo Pts
Spearman 3 3 3 7 9
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
KURDISH CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 14
KURDISH SCOUTS
CA SA KA Mo Pts
Horseman 2 3 3 6 14
GEORGIAN GHULAMS
CA SA KA Mo Pts
Horseman 4 3 3 7 21
INFANTRY
KURDISH INFANTRY
CA SA KA Mo Pts
Trooper 3 3 3 6 7
INFANTRY
CA SA KA Mo Pts
Levy 2 2 3 5 3
SHE WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 7 8
ALLIES
Army General 1 SIP, may add up to 2 SIP for 20 points each. Equipment: Sling
Ally General 1 SIP, may add up to 2 SIP for 20 points each Special Rules: Skirmishers
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
AXEMEN
CA SA KA Mo Pts
CAVALRY Axeman 3 3 3 7 7
LITHUANIAN CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 17
RUSSIAN CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 7 15
ALLIES
0-1 NAFFATUN
CA SA KA Mo Pts
Thrower 2 3 2 6 8
Equipment: Bow
ALLIES
CHARACTERS
ALLIES
CA SA KA Mo L S Pts
Uighur Allies, III/11
Army General - - - 9 3 +2 170 Only before 1065AD: Tibetan Allies, III/15
Ally-General - - - 8 2 +2 140 Only in 1227AD: Jurchen-Chin Allies, IV/14
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
TANGUT CAVALRY
CA SA KA Mo Pts
Horseman 4 3 3 7 19
NOMAD CAVALRY
CA SA KA Mo Pts
Horseman 3 3 3 6 18
INFANTRY
ARCHERS
CA SA KA Mo Pts
Archer 2 3 3 6 7
LEVY INFANTRY
CA SA KA Mo Pts
Levy 2 2 3 5 3
CROAT CAVALRY
CA SA KA Mo Pts
CHARACTERS
Horseman 3 3 3 7 14
CA SA KA Mo L S Pts Equipment: Hand weapon, throwing spear
Army General - - - 9 3 +2 170 May have shield (+2) and light armour (+2). May have CA4 (+3)
Ally-General - - - 8 2 +2 140 Special Rules: Only after 1102AD
Brigade Com. - - - 8 1 +1 90 HOSPITALLERS
Army Standard - - - 8 2 +1 90 CA SA KA Mo Pts
Horseman 4 3 3 8 28
Equipment and Armor Value: as unit
Equipment: Hand weapon, heavy armour, lance
Special Rules: Zone of Command 10”. May ride a horse (AV3).
May have shield (+2) and barding (+3)
Only after 1150AD: May have a Carroccio as Superior Battle
May be Drilled (+4)
Standard which counts as War Wagon.
Special Rules: Shock Impact +2, Only after 1150AD
Army General 1 SIP, may add up to 2 SIP for 20.
Ally General 1 SIP, may add up to 2 SIP for 20 points each INFANTRY
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
HUNGARIAN SLAV INFANTRY
CA SA KA Mo Pts
CAVALRY Trooper 3 3 3 6 8
YAN LIFIDA
CA SA KA Mo Pts
Horseman 4 3 3 7 14
INFANTRY
SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 2 3 5 4
YAM BAKA
CA SA KA Mo Pts
Archer 2 3 3 6 7
YAM MASHI
CA SA KA Mo Pts
Warrior 3 3 3 6 7
CHARACTERS: Up to 25%
CAVALRY: At least25%
INFANTRY: Up to 50%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
CAVALRY
CAMEL SCOUTS
CA SA KA Mo Pts
Camelrider 2 2 3 5 12
INFANTRY
IKLAN SKIRMISHERS
CA SA KA Mo Pts
Skirmisher 2 3 2 5 4
Equipment: Javelins
Special Rules: Skirmishers
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
CRUSADER KNIGHTS
CHARACTERS
CA SA KA Mo Pts
Horseman 3 3 3 7 20
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170 Equipment: Hand weapon, light armour, thrusting spear
Ally-General - - - 8 2 +2 140 May have shield (+2, heavy armour (+2), lance (+3) and barding
(+3)
Brigade Com. - - - 8 1 +1 90 Special Rules: Shock Impact +1
Army Standard - - - 8 2 +1 90
CUMANS
CA SA KA Mo Pts
Horseman 3 3 3 6 16
NORMANS ALLIES
CA SA KA Mo Pts
Horseman 3 3 3 7 17
Viking Allies, III/40
Welch Allies, III/19
Equipment: Hand weapon, light armour, thrusting spear
Only from 1042-1065AD: Scots Exile Allies, III/45
May have shield (+2) and heavy armour (+2)
Special Rules: Shock Impact +1, Only from 1042-1065AD
INFANTRY
HUSCARLS
CA SA KA Mo Pts
Huscarl 4 3 3 7 10
SELECT FYRD
CA SA KA Mo Pts
Spearman 3 3 3 7 9
GREAT FYRD
CA SA KA Mo Pts
Spearman 3 3 3 6 8
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. Equipment: Hand weapon, bow
Ally General 1 SIP, may add up to 2 SIP for 20 points each Special Rules: Skirmishers
Brigade Commander 1 SIP, may add up to one SIP for 20 points.
COMMUNAL AXEMEN
CA SA KA Mo Pts
CAVALRY Axeman 4 3 3 7 12
MERCENARY KNIGHTS
CA SA KA Mo Pts
Horseman 4 3 3 8 28
GERMAN KNIGHTS
CA SA KA Mo Pts
Horseman 4 3 3 8 23
Equipment: Hand weapon, bow, throwing spear Equipment: Hand weapon, light armour, thrusting spear
May have light armour (+2) and shield (+2) May have shield (+2)
Special Rules: Skirmishers, Feign Flight Special Rules: Only Rum from 1220-1243AD
Only until 1070AD
NICEAN OR TRAPEZUNTIAN BYZANTINES
TURKOMANS CA SA KA Mo Pts
CA SA KA Mo Pts Horseman 3 3 3 7 17
Horseman 3 4 3 7 21
Equipment: Hand weapon, kontos, light armour
Equipment: Hand weapon, bow. May have heavy armour (+2), barding (+3) and shield (+2)
May have light armour (+2) and shield (+2) Special Rules: Only Rum from 1220-1243AD
Special Rules: Skirmishers, Nomad cavalry, Feign Flight
ASKARIS INFANTRY
CA SA KA Mo Pts
Horseman 3 3 3 7 15
SELJUQ, TURKOMAN, OR KURDISH FOOT
CA SA KA Mo Pts
Equipment: Hand weapon, light armour, thrusting spear
Spearman 3 3 3 6 8
May have shield (+2) and heavy armour (+2)
Special Rules: Only after 1070
Equipment: Hand weapon, thrusting spear
May have shield (+1). Up to half may have bow (free) or
KURDISH CAVALRY
crossbow (+3) instead of spear
CA SA KA Mo Pts
Special Rules: Combined Formation
Horseman 3 3 3 7 14
AHDATH MILITIA
Equipment: Hand weapon, throwing spear
CA SA KA Mo Pts
May have light armour (+2) and shield (+1)
Levy 2 2 3 5 3
Special Rules: Only before 1092 and Hamdanids before
1128AD
Equipment: Hand weapon
Special Rules: Undisciplined, Unmotivated
Only Hamadan from 1092-1128AD
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
DAILAMI
CA SA KA Mo Pts
Dailami 3 3 3 7 8
CROSSBOWMEN
CA SA KA Mo Pts
Crossbowman 3 4 3 7 14
0-1 NAFFATUN
CA SA KA Mo Pts
Thrower 2 3 2 6 8
ALLIES
CHARACTERS INFANTRY
CA SA KA Mo L S Pts SPEARMEN
CA SA KA Mo Pts
Army General - - - 9 3 +2 170 Spearman 3 3 3 6 8
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90 Equipment: Hand weapon, thrusting spear.
May have shield (+1) and light armour (+2)
Army Standard - - - 8 2 +1 90 Only Murabits from 1039-1145AD: May upgrade to CA4 and
Mo7 (+4)
Equipment and Armor Value: as unit Special Rules: Combined Formation
Special Rules: Zone of Command 10”. May ride a horse (AV3).
Only before 1269AD: General may be upgraded to Ld10 (+50). ARCHERS
CA SA KA Mo Pts
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. Archer 2 3 3 6 7
Ally General 1 SIP, may add up to 2 SIP for 20 points each
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Equipment: Hand weapon, bow
Only Murabits from 1039-1145AD: May upgrade to SA4 and
CAVALRY Mo7 (+4)
Special Rules: Light Infantry, Combined Formation
BERBER CAVALRY
JAVELINMEN
CA SA KA Mo Pts
CA SA KA Mo Pts
Horseman 3 3 3 6 16
Javelinman 3 3 3 6 7
Equipment: Hand weapon, bow.
Equipment: Hand weapon, javelins. May have shield (+1).
Only Murabits from 1039-1145AD: Upgrade to Mo7 (+2)
Special Rules: Light Infantry
Special Rules: Skirmishers, Feign Flight
SLINGERS
TURK OR “GHUZZ” MERCENARIES
CA SA KA Mo Pts
CA SA KA Mo Pts
Slinger 2 2 2 5 3
Horseman 3 4 3 7 21
Equipment: Sling
Equipment: Hand weapon, bow.
Special Rules: Skirmishers
May have light armour (+2) and shield (+2)
Special Rules: Skirmishers, Nomad Cavalry, Feign Flight,
BLACK GUARD
Only after 1085AD
CA SA KA Mo Pts
Guard 4 3 3 7 12
CHRISTIAN SPANISH CAVALRY
CA SA KA Mo Pts
Equipment: Hand weapon, shield, thrusting spear
Horseman 3 3 3 7 17
May have light armour (+2) and large shield (+1)
Special Rules: Only before 1269AD
Equipment: Hand weapon, thrusting spear, light armour
May have heavy armour (+2), barding (+3) and shield (+2)
CHRISTAN SPANISH CROSSBOWMEN
Only after 1145AD: Shock Impact +1 and CA4 (+3)
CA SA KA Mo Pts
Special Rules: Only after 1086AD
Crossbowman 2 3 3 6 10
ANDALUSIAN IRREGULAR CAVALRY
Equipment: Hand weapon, crossbow.
CA SA KA Mo Pts
Only after 1269AD: Upgrade to Mo7 (+1)
Horseman 3 3 3 6 15
Special Rules: Only after 1086AD
Equipment: Hand weapon, javelins.
CHRISTIAN GUARDSMEN
Special Rules: Skirmishers, Feign Flight, Only after 1086AD
CA SA KA Mo Pts
Spearman 3 3 3 7 9
IHAGGAREN AND IMRAD CAMEL WARRIORS
CA SA KA Mo Pts
Equipment: Hand weapon, thrusting spear.
Camelrider 4 3 3 8 19
May have shield (+1) and light armour (+2)
Special Rules: Only after 1269AD
Equipment: Hand weapon, thrusting spear. May have light
armour (+2), shield (+2) and bow (+2). May be Drilled (+4)
CATALAN ALMUGHAVARS
Special Rules: Light Cavalry, Camelry, Only Murabits from
CA SA KA Mo Pts
1039-1145AD, all after 1145AD
Catalan 3 3 3 7 8
RESETTLED DESERT ARAB CAMELRIDER
Equipment: Hand weapon, throwing spear. Shield (+1).
CA SA KA Mo Pts
Special Rules: Light Infantry, Only after 1269AD
Camelrider 3 3 3 7 14
Equipment: Hand weapon, thrusting spear
May have light armour (+2), shield (+2) and bow (+2) ALLIES
Special Rules: Light Cavalry, Camelry, Only after 1145AD
Only from 1086-1269AD: Andalusian Allies, III/34
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20. MERCENARY SPEARMEN
Ally General 1 SIP, may add up to 2 SIP for 20 points each CA SA KA Mo Pts
Brigade Commander 1 SIP, may add up to one SIP for 20 points. Spearman 4 3 3 7 12
MERCENARY CROSSBOWMEN
PAPAL FEUDAL KNIGHTS
CA SA KA Mo Pts
CA SA KA Mo Pts
Crossbowman 3 4 3 7 14
Horseman 4 3 3 7 19
Equipment: Hand weapon, crossbow
Equipment: Hand weapon, light armour, thrusting spear
May have light armour (+2).
May have shield (+2) and heavy armour (+2).
Only after 1150AD: May have Shock Impact +2 (+2), lance (+3)
and barding (+3). May be Drilled (+4)
Special Rules: Shock Impact +1 ALLIES
SWABIAN GERMAN MERCENARIES Perugian, Romagnol, Anconan, Tuscan or Spoletan Allies, III/72
CA SA KA Mo Pts Only before 1072AD: Norman Allies, III/51
Horseman 3 3 3 7 15 Only before 1072AD: Imperialist Allies, III/52
Only before 1072AD: Byzantine Allies, III/75
Equipment: Hand weapon, light armour, shield Only before 1072AD: Lombard Allies, III/21
May have thrusting spear (+2) and shield (+2). Only after 1072AD: Norman Allies, IV/5
GERMAN KNIGHTS
CA SA KA Mo Pts
Horseman 4 3 3 8 23
CHARACTERS: Up to 25%
INFANTRY: At least 50%
ALLIES: Up to 25%
SIP: not pooled
CHARACTERS
CA SA KA Mo L S Pts
Army General - - - 9 3 +2 170
Ally-General - - - 8 2 +2 140
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90
INFANTRY
ISLESMEN
CA SA KA Mo Pts
Warrior 3 3 3 7 8
HIGHLAND WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 7 9
HIGHLAND SCOUTS
CA SA KA Mo Pts
Scout 2 3 3 5 6
HIGHLAND LEVIES
CA SA KA Mo Pts
Levy 2 2 3 5 3
GALWEGIAN WARRIORS
CA SA KA Mo Pts
Warrior 3 3 3 7 8
ALLIES
LITHUANIANS
CA SA KA Mo Pts
CHARACTERS
Horseman 3 3 3 7 17
CA SA KA Mo L S Pts Equipment: Hand weapon, bow
Army General - - - 9 3 +2 170 May have light armour (+2), throwing spear (+2) and shield (+2)
Ally-General - - - 8 2 +2 140 Special Rules: Skirmishers, Feign Flight
Brigade Com. - - - 8 1 +1 90
Army Standard - - - 8 2 +1 90 INFANTRY
VLACH JAVELINMEN
CA SA KA Mo Pts
CHARACTERS
Javelinman 3 3 3 6 8
CA SA KA Mo L S Pts Equipment: Hand weapon, javelins and buckler
Army General - - - 9 3 +2 170 Special Rules: Light Infantry, Only from 1122-1269AD
Ally-General - - - 8 2 +2 140
VLACH ARCHERS
Brigade Com. - - - 8 1 +1 90 CA SA KA Mo Pts
Army Standard - - - 8 2 +1 90 Archer 2 2 3 5 5
CAVALRY
CUMAN NOBLES
CA SA KA Mo Pts
Horseman 3 3 3 7 20
CUMAN OR PECHENEGS
CA SA KA Mo Pts
Horseman 3 3 3 6 18
UZES
CA SA KA Mo Pts
Horseman 3 4 3 7 21
INFANTRY
CUMAN FOOT
CA SA KA Mo Pts
Levy 2 2 3 5 3
COMMUNITY
http://scarabminiatures.com/forum (english)
http://wabforum.co.uk (english)
http://wab-portal.forumperso.com/ (french)
http://www.wab-forum.de (german)
MANUFACTURERS
http://www.artizandesigns.com
http://www.crusaderminiatures.com
http://www.essexminiatures.co.uk/
http://www.grippingbeast.com
http://www.newlinedesigns.co.uk
http://www.oldgloryminiatures.com/
http://www.renegademiniatures.com
http://www.wargamesfoundry.com/
http://www.warlordgames.com/
SPECIAL THANKS
BOOKS
WAR & CONQUEST
ARMIES OF THE DARK AGES 476-1071AD
scarabminiatures.com/forum (english)
wabforum.co.uk (english)
wab-portal.forumperso.com/ (french)
wab-forum.de (german)