Kings of War Historical

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The key takeaways are that Kings of War Historical allows you to play Kings of War battles using historical armies from antiquity to the late middle ages, with some flexibility given to army lists and themes for player enjoyment.

You can play a range of different armies from across history, from antiquity to the late middle ages, including armies like Romans, Spartans, Vikings, Scythians and more.

While based on the original Kings of War rules, the historical version takes some liberties with the army lists and themes to provide players more flexibility rather than strictly accurate representations.

The Rules

1
Kings of War
The Rules
Historical

IntroductIon
Kings of War is the mass-battle fantasy game excited that the Kings of War historical book
loved by thousands of players around the is now with us and the opportunity it presents
world. Mighty armies clash across a myriad for introducing many more players to the
of battlefields. Arcane magics crackle in game as well as allowing existing players to
the air as towering monsters carve their explore new game experiences and armies.
way through the enemy lines, while above,
dragons and harpies and monstrous demons Within this book you will find the rules and
vie for dominance in the skies. army lists to allow you to play Kings of War
with a range of different armies from across
However, the Kings of War ruleset has its a wide swathe of history, from antiquity
roots very firmly bedded in historical war to the late middle ages. You can tailor
gaming. The sight of legions of beautifully your units with veteran abilities and even
painted infantry and cavalry models lined up introduce mythical elements to your force.
ready to outwit and outfight their foes across We sincerely hope you have great fun with it.
the table is one which fires the imaginations
of both historical and fantasy war gamers We’ve also sprinkled in a few units and
alike. History has taught us how such battles options for flavour and for cinematic appeal
were fought and so it is to history that Kings rather than historical accuracy so historical
of War players can now return to relive aficionados might raise the odd eyebrow!
ancient battles, alliances and animosities. Players are of course free to disregard any
options they think are not appropriate for
Producing a book to allow historical war game the army they want to represent.
players to enjoy Kings of War is something
that has been discussed for a long time. Fans Hardcore historical wargamers will notice
of the game have produced some excellent that we have taken the liberty to be a little
historical lists over the last few years while loose with our lists and themes, giving players
waiting for an “official” way of playing with some flexibility rather than more accurate
such armies. The wait is over! We are really army lists some rule sets would provide.
Photo courtesy of Warlord Games

2
Kings of War
The Rules
Historical

THE RULES . . . . . . . . . . . . 4
Contents Barbarians . . . . . . . . . . . .60 Vikings . . . . . . . . . . . . . .92
Units . . . . . . . . . . . . . . . . . 6 carthaginians . . . . . . . . .62 crusaders . . . . . . . . . . . .94
The Turn . . . . . . . . . . . . . 10 chinese . . . . . . . . . . . . . .64 Japanese . . . . . . . . . . . . .96
Move . . . . . . . . . . . . . . . . 12 Egyptians . . . . . . . . . . . .66
Mongols. . . . . . . . . . . . . .98
Terrain . . . . . . . . . . . . . . 16 Greeks . . . . . . . . . . . . . . .68
Byzantines. . . . . . . . . . .100
Shoot . . . . . . . . . . . . . . . . 18 Indian . . . . . . . . . . . . . . .70
Ottomans . . . . . . . . . . . 101
Melee . . . . . . . . . . . . . . . 22 Macedonians &
Successors . . . . . . . . . . . .72 Aztecs . . . . . . . . . . . . . .102
Nerve. . . . . . . . . . . . . . . . 26
War Engines . . . . . . . . . . 28 Persians . . . . . . . . . . . . . .74 conquistadors . . . . . . . .103

Individuals . . . . . . . . . . . 29 Romans . . . . . . . . . . . . . .76 English . . . . . . . . . . . . .104


Special Rules . . . . . . . . . 30 Spartans . . . . . . . . . . . . .78 French . . . . . . . . . . . . . .106
Picking a Force . . . . . . . . 34 Scythians . . . . . . . . . . . . .80
Holy Roman Empire . . .108
Veteran Abilities . . . . . . 38 Thracians . . . . . . . . . . . .82
Scottish . . . . . . . . . . . . .109
Game Scenarios . . . . . . . 40 Huns . . . . . . . . . . . . . . . .84
Mercenaries. . . . . . . . . . 110
Timed Games . . . . . . . . . 46 Anglo-Saxons . . . . . . . . .85
Mythical Units . . . . . . . 112
FORcE LISTS . . . . . . . . . . 48 Franks . . . . . . . . . . . . . . .86
Normans . . . . . . . . . . . . .88 MAGIcAL SPELLS . . . . . 118
The Eras and
Armies covered . . . . . . . 50 Polish . . . . . . . . . . . . . . .90 MODELLING NOTES . . .120
MASTER LIST . . . . . . . . . .52 Slavs . . . . . . . . . . . . . . . .91 INDEx. . . . . . . . . . . . . . 122

Kings of War Original Game Design Playtesters


Alessio Cavatore The Kings of War Rules Committee would like
to thank the “Cabal” for their contributions to
Historical Rules and Lists Development this book, especially Richard Heath, Jez Gurney,
Alessio Cavatore, Daniel King, Sami Mahmoud, Sharad Vora and Kara Brown
Jason Moorman, Chris Morris, Nick Williams
Model Photography Provided By:
Allan (AJ) Wright (www.ajs-wargaming.blogspot.co.uk),
Editing and Additional Writing
Andy Hawes, 1st Corps Curteys Miniatures
Matt Gilbert
(www.1stcorps.co.uk), eBob Miniatures
(www.ebobminiatures.com), Fireforge Games
Graphic Design (www.fireforge-games.com), Gripping Beast
Dylan Owen (www.grippingbeast.com), John Moher
(wargaming.info), LuiFe Garcia, Luis Fernando López,
Research and Reference Nathan Vinson (www.lonelygamers.blogspot.com.au),
ancient.eu, ancientmilitary.com, North Star (www.northstarfigures.com),
phoenicia.org, roman-empire.net, Perry Miniatures (www.perry-miniatures.com),
theancientworld.net, thehistoryjunkie.com, Rob Broom (www.scarabminiatures.com),
weaponsandwarfare.com, wikipedia.org, Warlord Games (www.warlordgames.com),
Susan Wise Bauer’s History of the World Wayne (Roundie) Steward.

Mantic, Dungeon Saga, Kings of War, and all associated characters, names, places and things are TM and © Mantic Entertainment Ltd 2016. All rights
in the design, text, graphics, and other material in this publication and its selection or arrangement is copyright of Mantic Entertainment Ltd., or has
been granted for use by other third parties. This includes images, text, graphics, corporate logos and emblems. Reproduction is prohibited. Colours and
contents may vary from those shown. Photography not to scale.

Mantic Games, 193 Hempshill Lane, Bulwell, Nottingham, NG6 8PF, UK

www.manticgames.com

3
The Rules

the rules

4
5
The Rules

Photo courtesy of Warlord Games


The Rules

unIts
In Kings of War, all units are made up of one
or more models. The number of models that War Engines (War Eng)
make up a unit is specified in each unit’s stats A War Engine is a unit consisting of a
(explained on page 9). These models must be single war machine, like a catapult or a bolt
formed up into units as described below. Each thrower. It may also have number of crew
unit belongs to one of the following Types. models, but these are purely decorative and
Some of the types below are only relevant if you should be arranged around the machine in
decide to play with the optional Mythical units, a suitably entertaining fashion.
but are included here for completeness.
Since the crew is merely decorative, they
are ignored for all in-game purposes, such
Infantry (Inf) as checking ranges, movement etc.
Infantry units come in four sizes:
• Troops consisting of 10 models, arranged Monsters (Mon)
five models wide in two ranks.
A Monster is a unit consisting of a single
• Regiments consisting of 20 models, arranged model – a large and powerful creature such
five models wide in four ranks. as a war elephant. These will typically only
be found in the Mythical section, however.
• Hordes consisting of 40 models, arranged
ten models wide in four ranks.
• Legions consisting of 60 models, arranged Heroes (Hero/xxx)
ten models wide in six ranks. A Hero is a unit consisting of a single
model. It can be an officer, a musician or
perhaps a grizzled veteran.
Cavalry (Cav)
Cavalry units come in three sizes; Heroes vary in size depending on if they
are on foot or mounted and if mythical is in
• Troops consisting of 5 models, arranged
use they could even be astride a monstrous
in a single rank of five.
warbeast, so Heroes always have a tag in
• Regiments consisting of 10 models, arranged bracket specifying what type of unit they
five models wide in two ranks. belong to – which helps with determining
their height and other special rules that are
• Hordes consisting of 20 models, arranged
related with certain units.
ten models wide in two ranks.
So a Hero could be a (Hero/Inf), or a (Hero/
Large Infantry (Lrg Inf) Cav), or a (Hero/Mon), or a (Hero/Lrg Inf),
& Large Cavalry (Lrg Cav) or a (Hero/Lrg Cav), and though we have
Large Infantry/Large Cavalry units come in not conceived yet a (Hero/War Eng), one
three sizes: never knows...

• Regiments consisting of 3 models, arranged Sometimes Heroes have options that allow
in a single rank of three. them to choose different mounts – if a
• Hordes consisting of 6 models, arranged mount is chosen, the Hero’s unit type will
in two ranks of three models. of course change to that of the relative
mount, as specified in the Hero’s entry.
• Legions consisting of 12 models, arranged
in two ranks of six models.

6
The Rules

Model’s Base Size


Infantry models are based on 20mm square Rear Arc
bases, apart from some that will be marked
as exceptions in their entry.

Large Infantry models are based on 40mm Right Left


square bases, apart from some that will be Flank Flank
marked as exceptions in their entry. Arc Arc

Cavalry models are based on 25x50mm. Leader Point

Front Arc
Large Cavalry models are based on 50mm
square bases, apart from some that will be
marked as exceptions in their entry (such Diagram A – Front, Rear, Flank
as Chariots, which are on 50x100mm).

Monsters and War Engine models are based Whenever the rules say to take something
on 50mm square bases. ‘from the unit leader point’ (or just ‘from
the unit leader’), such as a measurement
Exceptional Base Sizes or line of sight, it is from this point in the
You may need a wider or deeper base for exact centre of the unit’s front edge.
exceptionally large heroes, monsters or war
engines – in such rare cases, use the smallest
base that you can fit your model on.
can they see?
Also see the comments on page 33 regarding During the game, you will at times need to
alternative basing and unit sizes. determine whether one of your units can
see another one, normally an enemy unit
Heroes fit on the relevant base of their type that your unit intends to charge or shoot.
unless specified otherwise. For example, a
Hero (Inf) will be on a 20mm square base, a
Hero (Cav) will be on a 25x50mm base, etc.

Front, rear, Flank


Normally in Kings of War, units have four
facings: front, rear, left flank and right
flank. Each of these facings possesses
an ‘arc’, an area determined by drawing
imaginary lines at 45 degree angles from
each corner of the unit, as shown in
Diagram A.

unIt leader PoInt


The unit leader point is the exact centre of the
front edge of a unit’s base. The reason why
we call it ‘leader point’ is that some players
like to place a suitably imposing model in the
centre of the first rank to ‘lead’ the unit.

7
The Rules

Arc of Sight If either your unit or the target unit are


First, we’ll assume that your unit can only taller than any other units or terrain in
see things that are at least partially in its the way, then line of sight is not blocked.
front arc – its ‘arc of sight’. The flank and If any units or terrain in the way are the
rear arcs are completely blind. same height or taller than both your unit
and the target unit, then line of sight
is blocked.
Line of Sight (LOS)
Of course, terrain and other units can still get Note that the line of sight does not have
in the way and hide targets that are in your to be the shortest line between your unit
unit’s arc of sight. To determine whether leader point and the target unit’s base; any
your unit can actually see a target that is in line from your unit leader point to any part
its arc of sight, follow the rules below. of the target unit’s base will do fine.

Unit Height If you’re unsure whether your unit can see


Each type of unit has a height assigned: a target unit or not, roll a die. On a 4+ it can
see it, on 3 or less it cannot.
Unit Type Height
Terrain and LOS
Infantry 1
This is discussed in more detail on page 16.
Large Infantry 2
Cavalry 2
Large Cavalry
Monsters
3
4 MeasurIng
War Engines 1
dIstances
A hero’s height is equal to that of its type. For You can measure any distance at any time
example, a Hero (Inf) will have a height of 1, you like. Unless otherwise specified, the
while a Hero (Cav) will have a height of 2. distance between two units is the distance
between the two nearest points of the
Some units may be an exception and have units’ bases.
a different height – this will be specified in
their entry.
Keep Your Distance!
Drawing LOS In order to avoid confusion, keep your
To determine line of sight, draw an units at least 1" away from enemy units
imaginary straight line from the from the at all times, except when charging or
unit leader point to any point of its target’s regrouping as explained later. To remove
base. If this imaginary line passes over no any confusion, ensure that your units are
other unit’s base or terrain features, then not in base contact with other friendly
line of sight is not blocked. units at all times.

8
The Rules

B
B
c

A Unit Leader Point Unit Leader Point

Diagram B1 A
Drawing Line of Sight – Example A Diagram B2
Unit A is trying to draw line of sight to Unit C
(see Diagram B1). The dotted line represents Drawing Line of Sight – Example B
the line of sight trying to be drawn. If either In this example (see Diagram B2), Unit B
Unit A or Unit C are taller than Unit B then is considered to be as tall as Units A and C
line of sight is NOT blocked. If Unit B is the and therefore blocks line of sight. Unit A can
same height or taller than both Unit A and still see Unit C by looking around the edge
Unit C then line of sight is blocked. of Unit B.

stats • Attacks (Att). The number of dice the


unit rolls when attacking, both at range
Each unit in Kings of War has a name and a and in melee.
series of statistics (for short, we call them
‘stats’), which define how powerful it is in • Nerve (Ne). A combination of the unit’s
the game. These are: size and its training and discipline, this stat
shows how resistant it is to damage suffered.
• Type. Whether the unit is Infantry,
Cavalry, etc. • Points (Pts). How valuable the unit is.
Used for picking a force and often for
• Unit Size. How many models the unit working out victory points, depending
comprises of. on the scenario used.

• Speed (Sp). How fast the unit moves, • Special. Any special equipment (like
in inches. ranged weapons) and rules the unit has.

• Melee (Me). The score needed by the


Example:
unit to hit in melee.
English Longbowman Infantry
• Ranged (Ra). The score needed by the
unit to hit with ranged attacks. If it has Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ 5+ 3+ 8 9/11 105
no normal ranged attacks, this is a ‘–’.
Regiment (20) 5 4+ 5+ 3+ 10 13/15 150
Horde (40) 5 4+ 5+ 3+ 20 20/22 250
• Defence (De). The score the enemy
requires to damage the unit. Special: Bows, Piercing (1), Elite, Ensnare, Reload!

9
The Rules

the turn
Much like chess, Kings of War is played in
turns. Just roll a die to decide who is going
to have the first turn – the player winning
Dice
In these rules, whenever we refer to a
the die roll decides who goes first. That die or dice, we mean a normal six-sided
player moves, shoots and strikes blows die, which we call D6. Sometimes we
in close combat with their units – this also use terms like ‘D3’, which is the
concludes Turn 1 of the game. After that, result of a D6 divided by 2 (rounding
the opposing player takes a turn – Turn up), or ‘D6+1’, meaning rolling a D6
2 of the game, and then the players keep and adding 1 to the result, or 2D6,
alternating this way until an agreed time which is rolling two dice and adding
limit or turn limit is reached. them together.
A player goes through the following three
phases in their turn: Re-Rolls
When you are allowed a re-roll, simply
1) Move phase; pick up the number of dice you are
2) Shoot phase; allowed to re-roll and roll them again.
The second result stands, even if it’s
3) Melee phase.
worse than the first. Regardless of the
We’ll examine each of these phases in detail number of special rules that apply to
on the following pages. a particular circumstance, you can
never re-roll a re-roll, the second roll
always stands.

10
The Rules

11
The Rules

Move
During the Move phase of your turn, pick
each of your units in turn and give them
one of the following orders:

Halt!
The unit does not move at all.

change Facing!
The unit remains stationary and can pivot
around its centre to face any direction. See
Diagram C. Diagram C – Change Facing

Advance!
The unit can advance straight forward up
to a number of inches equal to its Speed.
At any point during this move (i.e. before
or after advancing, or anywhere along its
advance), the unit can also make a single
pivot around its centre of up to 90 degrees
from its original facing. See Diagram D.
4"
Back!
The unit can move straight backwards at up
to half of its Speed. See Diagram E.
1"
Sidestep!
The unit can move sideways straight to its This regiment has a Speed of 5" and it’s or-
left or straight to its right at up to half of dered to Advance! first, it’s moved 4" straight
its Speed. See Diagram E. forward, then it’s pivoted around its centre,
and finally it completes its advance by mov-
At the Double! ing a futher 1" straight forward.
The unit can advance straight forward up Diagram D – Advance!
to double its Speed. See Diagram E.
2½"
charge!
This is by far the most exciting of orders.
It is also the most complicated and so it’s
described in detail below.

Advance! 5"

At The
Double!
10"

Diagram E – Move

12
The Rules

Enemies
unIt InterPenetratIon Enemy units, on the other hand, block
movement. Your units can never approach
Interpenetration When Moving to within 1" of them, except when charging
The following rules regulate interpenetration or during a pivot.
when a units moves directly forward, backwards
or sideways.
Interpenetration When Pivoting
Friends In reality, regimented units are more
Friendly units can be moved through flexible in rearranging their ranks and
(except when charging, see below), but you files than our miniatures, so when a unit
cannot end a unit’s move on top of another is pivoting around its centre it can pivot
unit, so you’ll have to be sure that your through both friends and enemy units,
units have enough movement to end up and all types of terrain, including blocking
clear of their friends. terrain and the edge of the table. They
must of course still end their pivot (and
Also, at the end of their move, your units their entire move) clear of blocking terrain
must not be in base contact friendly units. (and completely on the table!), not in base
This ensures that both you and your contact with friendly units, and 1" away
opponent can clearly tell them apart. from enemy units.

charge! They must, however, always use the


shortest way possible, going around any
A charge is the only way your units can blocking terrain and any unit in their way
move into contact with the enemy. A unit (friends and foes). Note that they must
can charge a single enemy unit (‘the target’) go through any area of difficult terrain or
as long as the following conditions are met: obstacle that would normally slow down
their movement. These elements of terrain
• the target is at least partially in your do not slow down Charge moves, but they
unit’s front arc; cause the charging unit to suffer a slight
penalty in the ensuing melee.
• the unit can see the target;
Once the charging unit is in contact with the
• the distance between your unit’s Leader target, align it with the side of the target you
point and the closest point of the target are charging so that it is flush with it.
unit’s base is equal to or less than
double your unit’s Speed; Finally, shuffle the chargers sideways until
their unit leader point is facing directly
• there is enough space for your unit to opposite the centre of the target unit, or as
physically move into contact with the close as possible to it.
target by moving as described below.
Basically, the main thing that matters during
a Charge move is that the unit has physically
Moving Chargers enough space to move into contact with the
As they move, charging units can move target. Note that the unit needs to be able
forward without measuring how much to have at least some of its front physically
distance they actually cover, and pivot into contact with the unit being charged,
once around their centre up to 90º, at any contacting a unit exclusively with the point
point during their move. in the exact corner of the unit is not allowed.

13
The Rules

Flank and Rear Charges


If the leader point of the charging unit is Charge
in the target’s front arc when the order to Front
Charge is given, the unit must charge the
target’s front facing.

If the leader point of the charging unit is Enemy


in the target’s right or left flank arc when Target
the order to Charge is given, the unit must
charge the target’s appropriate flank facing.
Charge
If the leader point of the charging unit is Rear
in the target’s rear arc when the order to
Charge is given, the unit must charge the
target’s rear facing. See Diagram F.
Diagram F – Flank and Rear Charges

Proximity to Enemies Multiple Charges


Remember that when charging, units don’t
have to stay 1" away from enemies, and this Against the Same Target
means that sometimes a charging unit may If two or more of your units are able to
end up in contact with both its target and charge the same enemy unit, they can do so,
one or more enemy units it has not charged as long as they can all fit against the target
(e.g. when charging a unit that is part of a facing once the charges are completed.
tight enemy battle line). In this case, you’ll
have to nudge these enemy units away to Any units that have charged the same facing
ensure that they are no longer touching. of the target will have to share the space

This represents the charging unit


concentrating its fighting efforts against Unit A can ‘see’ the
enemy regiment, but
a single enemy, while holding at bay the cannot charge its
other enemy units nearby. It might look a front, so it cannot Enemy
bit strange at first, but remember that the charge the regiment.
enemy units will normally get to charge Regiment
back into the fight to help their friends in
their following turn.

Corner-to-Corner Charges
In some rare cases, the only possible way
for a charger to make physical contact with
a target would be by literally having one
corner of its frontage in contact with one
corner of the target.

These extreme cases are called ‘corner to


corner’ contact – one example of this is
shown in Diagram G.

We deem that this is not enough to warrant A


a sensible charge and combat, so we
disallow these charges. Diagram G – Charging

14
The Rules

B c B
c A
A A B c

B c A B c B A or c

The target is only wide enough All three charging units can fit As units cannot cross each other’s
for two units among A, B and C against the target. way when charging the same target,
to charge. The player chooses B once again only two units can
and C. charge. The player chooses B and A.

Diagram H – Charging

available as equally as possible, as long as perform a Counter-Charge instead of a


they can fit after all chargers have moved. regular Charge.

If there isn’t enough space for all of the If a unit decides to Counter-Charge then
units to fit against the facing of the target it may only do so against an enemy unit
they are charging, some of the units will not which charged it in the previous turn. It
charge and must be given a different order. does not need Line of Sight and the enemy
unit does not need to be in the front arc, so
You will notice how it is impossible for it may Counter-Charge against units in its
three units of exactly the same frontage flank or rear arcs.
(e.g. 100mm) to charge the facing of an
enemy that has the same width (100mm). Rather than making a normal Charge move,
This is because corner-to-corner charges the unit simply pivots to face the target unit
are not allowed – so only two such units then moves forward until it makes contact
can charge the same facing, the third will with the target’s front face. The unit
have to be given a different order. cannot move through friendly or enemy
units while making this move, though it
Also note that, in multiple charges, charging may pivot through other units as long as it
units charging the same target facing cannot ends clear of them. Once it makes contact,
cross each other’s way in, i.e. they cannot swap it aligns with the target unit as normal.
places and must remain in the same relative
positions to the target facing when they Counter-charging to the flank or rear can
started their charge (see the last example of sometime prove slightly tricky in narrow
Diagram H. Units A and B cannot swap places confines. It is perfectly fine to slide the
to try and result in the final situation shown unit sideways to fit against the front of
in the middle example in the diagram and thus the enemy, as long as the final position
only the two units may legally charge). does not overlap any other unit. If the unit
cannot fit against the target, then it cannot
counter-charge that unit.
Counter Charge
If a unit was charged by one or more enemy All rules that apply in a charge also apply in a
units in the previous turn, it may elect to counter-charge, unless otherwise specified.

15
The Rules

terraIn
Elements of terrain make your table look two ways: single terrain pieces or areas of
more impressive, but they also make the game terrain. The rules for both are below. Before
more complex, so don’t use too much terrain the game, it’s always a good idea to agree with
in your first games of Kings of War. In war your opponent how you are going to treat each
games, terrain is normally made in either of of the pieces of terrain on the table.

16
The Rules

terraIn terraIn and


and MoveMent lIne oF sIght
Terrain Types Terrain Height
There are four types of terrain in Kings of War: Heights of all terrain features should be
agreed before the game. As a rough guideline,
• Blocking Terrain a piece of terrain has one level of height for
Units cannot move across blocking terrain each inch of actual physical height, so a 2"
and must go around it. We recommend high wall would be height 2 for example. See
treating buildings, high walls and other below for some example pieces of terrain
large pieces as blocking terrain. The edge and their designations.
of the table is also normally treated as
blocking terrain. Units can pivot through Obstacles are height 1 for determining
Blocking Terrain in the same way as other cover, but never block Line of Sight.
units (see Interpenetration when Pivoting
on page 13).
Drawing Line of Sight
• Difficult Terrain When working out Line of Sight, terrain
This type of terrain consists of things blocks LOS to any units behind in the
like woods, crop fields, areas of rocky same way as a unit of the same height.
terrain or scree and so on. They are For example, a height 2 or higher wall will
normally made by gluing a number of block LOS between two height 2 units.
pieces of terrain onto a large base. This
conveniently shows the area of the terrain Some pieces of terrain, such as rivers and
– the entire area of this base counts as ponds, will be completely flat and never block
difficult terrain. While moving At The Line of Sight. As always, these should be
Double, units treat Difficult Terrain as agreed with your opponent before the game.
Blocking Terrain instead.
Difficult Terrain
• Obstacles If any part of a unit is inside a piece of
Obstacles are long and narrow pieces of difficult terrain then that piece of terrain
terrain, like a low wall, a fence, a hedge, will not block LOS. In order words, areas of
etc. – something that a roughly man-sized difficult terrain block LOS to units behind
creature could see over and clamber across them (depending on height, of course), but
easily. Units can move over obstacles not to units inside them.
normally (even ending their move on top
of them), but cannot cross them while Hills
moving ‘At the Double’. Obstacles should While standing on a hill, a unit adds that
be no more than 1" high – any higher and hills height to its own. For example, a
they will be Blocking Terrain instead. height 1 war engine
on a height 2 hill
• Decorative Terrain would be height 3,
Small pieces of decorative terrain, such while large infantry
as lone trees or bushes, are treated as (height 2) would be
decorative terrain and are ignored for all height 4 while stood on
in-game purposes. Units can move over/ the hill.
Photo courtesy of Warlord Games

through them freely and can even end


their move on top. It’s best that decorative A unit must have the
terrain like this is removable, but a unit’s majority of its base
position can be marked some other way if on a hill in order to
it can’t physically balance on top. be standing on it.

17
The Rules

shoot
When you’re done moving all of your units,
it’s time to shoot with any of them that Melee and shootIng
can do so. Pick one of your units at a time, Units that are in base contact with enemies
choose a target for them, and let loose! cannot use or be targeted by ranged attacks,
unless specifically allowed.
If you start the Shoot phase and have not
issued orders to all of your units, it is assumed
that all units you have not ordered during the
Move phase have been ordered to Halt. ranges
The ranges of the most common weapons
If a unit has two or more types of ranged used in Kings of War are:
attacks (including spells), it can only use
one per turn. • Bow, crossbow, arquebus: 24"

• Short bow, repeating crossbow,

MovIng and shootIng hand cannon: 18"

Units that have received an ‘At the Double’ • Atalatl (thrown weapon): 18"
order that turn are too busy moving to be
able to use ranged attacks. • Pistol, thrown weapon (javelin &
throwing axe): 12"

If a unit has a ranged attack with a range


that is different from the ones above, it will
be specified in its special rules.

Picking a Target
A unit can pick a single enemy unit as a
target for its ranged attacks as long as
the following conditions are met:

• the target is at least partially in the


unit’s arc of sight.

• the unit has line of


sight to the target.

• the distance between


the unit leader
point and its
target is equal
Photo courtesy of Warlord Games
Photo courtesy of Warlord Games

to or less
than your unit’s
weapon range.

18
The Rules

shootIng and your unit normally needs a 4 or more to hit,


but it has moved, you will need 5 or more

hIttIng the target to hit instead. If the target was in cover as


well, you would need 6s.
Once the target has been picked, roll a
number of dice equal to the firing unit’s Any dice that rolls a 1 is always a miss,
Attacks value. Your unit’s dice rolls, with regardless of modifiers. However, if
any modifiers that apply, must score a modifiers to the roll mean that the unit
number equal to or higher than its Ranged would need more than 6 to hit, it can still
Attack value in order to hit its target. use ranged attacks and will need 6 to hit,
Discard any dice that score less than that. but it only rolls dice equal to half of its
Attacks (rounding down).

Modifiers
A number of factors can affect the chance
of hitting a target:

• –1 Moving. The firing unit received


any order other than Halt that turn.
This modifier does not apply to pistols,
javelins, thrown weapons.

• -1 Cover. The target is in cover


(see overleaf).

For each of these factors, deduct one from


the score rolled by the dice. For example, if

19
The Rules

daMagIng the target represents physical damage and casualties


as well as a decline in the unit’s morale,
After discarding any dice that missed, cohesion and will to fight on.
pick up the dice and roll them again, to try
and damage the enemy unit. The number As the unit accumulates damage markers, it
your unit needs to damage the target is might be more convenient to record this by
equal to the target’s Defence value. This writing it down, or placing a die (possibly
roll can sometimes be modified by special an unusual one, of a different size or
rules, etc. colour, to avoid rolling it by mistake) next
to a single damage marker behind the unit,
Any die that rolls a 1 always fails to or using some other suitable tokens.
damage, regardless of modifiers. If a
modifier brings the score required to
damage a target to above 6, that target
cannot be damaged. testIng nerve
At the end of the Shoot phase, test the
Nerve of any unit you inflicted damage
Recording Damage on in that phase. This test is described on
For each hit that scores damage, place page 26, and will determine whether the
a damage marker next to the unit. This damaged units stand, waver or run away.

cover
In cases when the target unit is partially The target unit will be in cover if:
visible behind a unit or terrain piece, the
firing unit might suffer from the negative • At least half of its base is within
‘cover’ modifier on its rolls to hit. To difficult terrain, or…
decide whether the target unit is in cover,
draw LOS from the unit leader point of • LOS to at least half of the target unit’s
the firing unit to the side of the target facing passes over intervening units or
unit that the firing unit is in (front, rear, terrain (including difficult terrain the
or either flank). target unit is in contact with).

A firing unit ignores any piece of terrain Big Targets


that it is currently within, or in base Intervening units/terrain that are three
contact with, for determining whether an height levels smaller than either the
enemy unit is in cover, unless the enemy firing unit or the target offer no cover.
unit is also touching or within the same For example, height 1 units/terrain do
piece of terrain. not offer cover to or from height 4 units.

A unit which is standing on a hill ignores Height 0 Units


any intervening units or pieces of terrain Like obstacles, these are considered to
that have an equal or smaller height than be height 1 for determining cover, but
the hill when determining if a target is never block Line of Sight.
in cover, except for pieces of difficult
terrain that half or more of the target’s Not Sure?
base is within. In the rare, marginal cases when you’re
not sure whether your target is in cover
or not, simply roll a die. On a 4+ it is not,
on 3 or less it is.

20
The Rules

21
The Rules

Melee
When you’re done shooting with all of your the next, and so on until all combats have
units, it’s time for your warriors to strike been resolved.
against the enemies that they have charged
that turn. Of course, in reality the enemy
warriors would be striking against yours,
but for the sake of playability we imagine strIkIng
that in your turn the impetus of the charge To attack the unit you charged, roll a
means that your men will be doing most of number of dice equal to the charging unit’s
the hacking and slashing, while the enemy Attacks value.
mostly defend themselves. If the enemy is
not annihilated or routed, your men will If your unit is attacking an enemy to the
fall back and brace themselves, for you can flank, it doubles its Attacks.
be sure that the enemy will charge back
into the fight during their turn to avenge If your unit is attacking an enemy to the
their fallen comrades. rear, it trebles its Attacks.

At this stage, there will be a number of


combats on the table equal to the number
of enemy units you charged in the Move hIttIng the target
phase. Pick one of these combats and This process is exactly the same as
resolve it completely before moving to described for ranged attacks, except that it

Photo courtesy of Warlord Games

22
The Rules

uses the unit’s Melee value rather than the A unit that is Counter-Charging is never
Ranged one, and the modifier below rather Hindered, whether by terrain, special rules
than the ones for shooting. or any other method.

Modifiers Hills
A number of factors can make a hit less When charging, treat any hills as difficult
likely to happen, such as a -1 modifier for terrain. If your unit begins its movement
Hindered charges (see below) or those from on a hill, then it does not treat that hill
special rules. as difficult terrain. Remember that units
must have at least 50% of their base on a
For each of these factors, add or deduct hill in order to be considered on it. Note
the modifiers from the score rolled by the that this rule for hills is not currently in
dice. For example, if your unit normally the fantasy version of the game, but could
needs a 4 or more to hit, but is Hindered be used if playing against such an army if
(-1 modifier), you will need 5 or more to hit both players agree.
instead. If you incur an additional -1 to hit,
you would need 6s.

Any dice that rolls a 1 is always a miss, daMagIng the target


regardless of modifiers. However, if This process is exactly the same as described
modifiers to the roll mean that the unit for ranged attacks.
would need more than 6 to hit, it can
still attack and will need 6 to hit, but it
only rolls dice equal to half of its Attacks Recording Damage
(rounding down). This process is exactly the same as described
for ranged attacks.

Hindered Charges
If a charging unit’s move has gone through
or ended over any portion of difficult testIng nerve
terrain or an obstacle then it is Hindered in At the end of each combat, if you have
the following melee phase. While Hindered, managed to score at least one point of
units suffer a -1 modifier when rolling to Damage on the target, test the target’s
hit. A unit can only be Hindered once in any Nerve. This test is described on page 26,
given charge, so will only ever suffer a single and will determine whether the damaged
-1 modifier as a result of a Hindered charge. units stand, waver or run away.

23
The Rules

regrouP! directly back 1" – your warriors have been


fought off and must fall back, close ranks
and brace themselves for the inevitable
Target Destroyed – counter-attack.
Chargers Regroup
At the end of each combat, if your unit(s) Remember at this point to separate any unit
managed to rout the target, it can do one of that ended up very close to other enemy
the following: units when charging the target, so that they
are 1" apart once again. Also, make sure
• stay where it is and pivot around its that your own units are separated by a little
centre to face any direction (as per a visible gap (a millimetre or so...).
Change Facing order).
If it is impossible to achieve the 1" distance
• move directly forward D6". The unit from enemies, see if this can be done by
must move the full distance rolled. This moving said enemies away until they are 1"
move is not affected by difficult terrain away. In the very rare cases when even this
and obstacles. is impossible, then it’s fine to leave them
closer than 1".
• move directly backwards D3" (as above).

A unit cannot move through any other


units while regrouping, though it can pivot dIsordered
through them as long as it ends clear. Units that have suffered at least one
point of damage in the melee phase
Once the Regroup move has been carried are Disordered – mark them with an
out, shuffle the unit so that there is a 1" gap appropriate counter.
between it and all enemy units, and so that
it is not touching any friendly units. Move They will remain disordered until the end of
the unit the shortest distance possible in their following turn, when the Disordered
any direction to maintain the gap (usually counters are removed.
this will be straight back 1" but use
whichever direction is the shortest).
No Ranged Attacks
Disordered units cannot use any form
Target Remains – of ranged attack (including magic). This
Chargers Pull Back is because they have been disrupted by
If, on the other hand, your unit did not the melee or are busy fighting back in
manage to rout its enemies and is therefore close quarters.
still in contact with them, it must be moved

24
The Rules

25
The Rules

nerve
As a unit accumulates damage, it will units are involved, resolve all of the attacks
become more and more likely to lose first, and then take the Nerve test.
cohesion, until eventually it will turn tail
and run from the field, never to return.

how to test
when to test Each unit has two numbers under its
Nerve value. The first number is the unit’s
At the end of both the Move and Shoot Wavering limit, the second number is its
phase of your turn, you test the Nerve of any Routing limit.
enemy unit you managed to inflict damage
upon during that phase. In the Melee phase, To test the Nerve of an enemy unit, roll
however, this test is done immediately at 2D6 and add to the result the points of
the end of each combat, if you managed to damage currently on the unit, plus any
inflict damage on the target during that other modifiers that apply (such as some
combat. In a combat where more than two special rules).

26
The Rules

This is the total you’re using to ‘attack’ the


enemy unit’s Nerve. This total is then compared
with the Nerve value of the enemy unit.

• If the total is equal to or higher than the


unit’s Routing limit, the unit suffers a
Rout (see below).

• If the total is lower than the Routing


limit, but equal to or higher than the
Wavering limit, the unit suffers from a
Wavering result (see below).

• If the total is lower than the unit’s Wavering


limit, then the unit is said to be Steady,
which means it is completely unaffected
and continues to fight on as normal. Wavering
The unit does not rout, but is severely shaken
For example, let’s assume you are testing the during its next turn. In its next Move phase,
Nerve of an enemy unit that has a Nerve of it can only be given one of the following
11/13 and has suffered 3 points of damage. If orders: Halt, Change Facing or Back.
you roll a seven or less, your total will be ten In addition, the unit is Disordered (so it
or less and the enemy will be Steady. If you will not be able to use its ranged attacks in
roll an eight or nine, your total will be eleven its next Shoot phase).
or twelve and the enemy will be Wavering. If
you roll a ten or more, the enemy Routs! It is normally a good idea to mark Wavering
units with a token of some kind (like a bit
of cotton wool).
Steady
The unit continues to fight normally
and does not suffer any negative effects. Rout!
Remember however that units capable of The unit routs of the field, is butchered to a
ranged attacks, which have been Disordered man, or surrenders to the enemy and is taken
will not be able to use their ranged attacks prisoner – in any case, as far as this game is
in their next turn. concerned, it is destroyed. Remove it.

Exceptional Morale Results Fearless!


Double Six – We Are Doomed! A few units in the game have a value
If you roll double six when testing of “–” for their Wavering Limit. For
Nerve and the unit is not Routed, it will example, they could be –/14. These units
still suffer from a result of Wavering, as are normally composed of fanatical,
insidious news of defeat start to spread frenzied warriors or (if playing mythical
through the ranks. units) mindless supernatural creatures
- in any case, they cannot Waver, and
Double One – Hold Your Ground! will therefore remain Steady until they
If you roll snake eyes (double one) eventually Rout.
when testing Nerve, the enemy is
filled with implacable resolve and Of course a routing result for such
will always be Steady and fight on, troops still represents them being
regardless of any modifier. utterly annihilated.

27
The Rules

war engInes
Following are all of the exceptions that
apply to War Engine units, unless differently Melee
specified in their entry. Attacking War Engines
Units attacking a War Engine will always
treble their Attacks, regardless of position.
Move Remember also that even if it survived such
War Engines cannot be ordered to move an onslaught, a War Engine would become
At the Double, nor to Charge. While Disordered as normal.
moving, War Engines treat obstacles as
blocking terrain.
Shooting
Unless otherwise specified, War Engines
have a range of 48".

Arc of Sight
If a War Engines’ base is wider than
50mm, then its arc of sight is not
taken from the corners. Instead the
50mm wide arc should be defined on
the unit’s base, such as by painting
two vertical lines on the front or
15mm 15mm
marking it with appropriate scenic
decoration. It still has a front arc as
normal, but when choosing a target for
ranged attacks it may only choose one 80mm

within the arc of sight taken from the


50mm marked on the base.
For example, the base shown right has
an 80mm width, but the arc of sight
only extends from a 50mm width on the
front of the base. 80mm

Diagram I – War Engines


Photo courtesy of Warlord Games

28
The Rules

IndIvIduals
Units with this rule are normally made of a they started in as normal, however the
single model representing a roughly man- Individual will turn to align flush with the
sized individual, on foot or horseback. These unit’s facing, rather than the unit aligning
obviously behave in a very different manner to the individual’s facing.
from regimented units or very large creatures.
The following rules represent this: Enemies never double/treble their Attacks
when fighting the individual (including
against Individual War Engines).
Line of Sight
Similarly, the individual does not double/
Before being given an order, an individual
treble its own attacks when attacking an
may pivot to face any direction for free.
enemy in the flank/rear. It does still treble
its attacks against war engines, however.
Individuals never block line of sight or
offer cover against ranged attacks. If an individual is routed and the charger
(including another individual) decides
to advance D6" directly forward, it can
Move make contact with another enemy unit.
Individuals have the Nimble special rule. This is treated as a successful charge and
the charger is lined up against the new
enemy as normal and can immediately
Shooting attack again!
Individuals may pivot to face any direction
for free before picking a target in the If either the initial charge move or the
shooting phase. regroup move took the charging unit over an
obstacle or through difficult terrain, then it
Enemies shooting against Individuals is hindered during this additional combat.
suffer an additional -1 to hit modifier.
Also note that if the new enemy is another
individual, which is then routed, the charger
Melee can again advance D6" forward as above,
When charging an individual, a unit and so on – you can run over any number of
must make contact with the face that meddling individuals in a single charge!
Photo courtesy of Warlord Games

29
The Rules

sPecIal rules
Some units, or even entire armies, possess what
we call ‘special rules’. Each of these special
Brutal
rules is an exception to the normal rules. Some When testing the Nerve of an enemy unit in
are listed with the units themselves, but the melee with one or more of your units with
most common are listed below. this rule, add +1 to the total.

Advanced Deployment Crushing Strength (n)


Units with this rule must be deployed All melee hits inflicted by the unit have a
immediately after players have chosen sides, +(n) modifier when rolling to damage.
but before any other units are deployed. If
both players have one or more units with
this rule then the player who chose the table Devastating
side sets theirs up first. If a unit is damaged by the ranged attacks
of one or more units with this rule, add +1
This unit may be deployed anywhere on the to the subsequent Nerve test at the end of
table outside your opponents deployment the Shoot phase.
zone and not within 3" of an objective
counter or loot counter.
Dread
No enemy units within 6" of this unit can
Big Shield benefit from the Inspiring special rule.
All attacks (ranged and melee) from enemies
that are in the unit’s front arc treat its
defence as 6+. Elite
Whenever the unit rolls to hit, it can re-roll
all dice that score a natural, unmodified 1.
Blast (n)
If the unit’s attack hits the target, the target
suffers a number of hits equal to the number Ensnare
in brackets, rather than a single hit. When attacking this unit in its front, enemies
suffer an additional -1 to hit in melee.
For example, if a unit suffers a hit from a
Blast (D6+3) attack, it will suffer from four
to nine hits rather than a single one. Once Foulkon (n)
this is done, roll for damage as normal for When attacking a unit that has this special
all of the hits caused. rule with a Ranged attack, you suffer a (-n)
modifier to your damage rolls.

Breath Attack (n) Thus if you roll a 5 and the unit has Foulkon
The unit has a ranged attack for which you (1), the roll becomes a 4.
roll (n) dice rather than the Attacks value
of the unit. This attack has a range of 12" Regardless of modifiers, any rolls of a
and always hits on 4+, regardless of any natural unmodified 6 always deal damage.
modifier.

Sometimes this rule is listed as Breath Attack Fury


(Att). In this case use the unit’s Attacks stat While wavered, this unit may declare a
as the value for n. Counter-Charge.

30
The Rules

Headstrong Iron Resolve


Whenever the unit begins a turn Wavering, If this unit is Steady as a result of a
it rolls a die. On a 4+ it shrugs off the effects nerve test, it regains 1 point of damage
of Wavering and is Disordered instead. previously suffered.

Indirect Fire Nimble


The unit fires in high arcs, hitting the The unit can make a single extra pivot of
target from the top, which means it does up to 90 degrees around its centre while
not suffers the –1 to hit modifier for cover. executing any move order, including a
On the other hand, the unit cannot shoot Charge! It cannot make this extra pivot
targets that are within 12". when ordered to Halt.

Note that the firing unit does still need to In addition, the unit does not suffer from
see its target to fire at it. the –1 to hit modifier for moving and
shooting.

Individual
This rule is explained on page 29. Pathfinder
The unit suffers no movement penalties
for difficult terrain, simply treating it as
Inspiring open terrain.
If this unit, or any friendly non-allied
unit within 6" of this unit, is Routed, the Pathfinder units are not Hindered for
opponent must re-roll that Nerve test. The charging through difficult terrain.
second result stands.

Note a unit can also have Inspiring (specific Phalanx


unit) – in that case the unit will only inspire Units that charge this unit’s front cannot
itself and that unit. use the Thunderous Charge special rule.

31
The Rules

Piercing (n) Stealthy


All ranged hits inflicted by the unit have a Enemies shooting against the unit suffer an
+(n) modifier when rolling to damage. additional -1 to hit modifier.

Negative Piercing Values Strider


The unit never suffers the penalty for
In some cases, units such as those Hindered charges.
armed with slings will be presented with
Piercing (-n). This works in a similar way
as Piercing normally, except you subtract Thunderous Charge (n)
the n value from the damage roll itself All melee hits inflicted by the unit have a
rather than the target’s De value. +(n) modifier when rolling to damage. This
Note that unmodified damage rolls of a bonus is in addition to the unit’s Crushing
natural 6 will always deal damage. Strength (if any), however the unit loses
this bonus when Disordered or during
Hindered charges.

Rallying (n) Vanguard


Friendly, non-allied units within 6" of this The unit can make a single At the Double
unit have +n to their Waver and Rout Nerve or Advance order after set-up is finished.
values. This is cumulative, with a maximum If both armies have units with this rule,
total of +2 if multiple units with Rallying! roll a die. The highest scorer decides who
are in range. begins to move one of their Vanguard units
first, then the players alternate until all
For example, if a unit with an Nerve stat of Vanguard units have been moved.
13/15 is within 6" of a unit with Rallying!
(1), its Nerve stat is 14/16. If it moves out of
the 6" range, its Nerve stat is 13/15 again. Very Inspiring
This is the same as the Inspiring special
Only the Rout value of Fearless units is rule, except that it has a range of 9". Any
affected by Rallying! rule which affects Inspiring also affects
Very Inspiring.

Reload!
The unit can fire only if it received a Halt Vicious
order that turn. Whenever the unit rolls to damage, it
can re-roll all dice that score a natural,
unmodified 1.
Skirmisher
This unit is in a loose skirmish formation
made up of multiple models. To represent Yellow Bellied
this, the unit has the Individual special rule When this unit wishes to charge an enemy
with the following exception: unit’s front facing, roll a die. If the result
is a 1 then the unit ‘misunderstands’ the
When enemy units charge a unit with order and carries out a Halt! order instead.
Skirmisher, the charging unit aligns flush
the with the skirmisher’s facing, as it would This does not apply if the unit wishes to
when charging a non-Individual unit. The charge the flank or rear of an enemy unit,
unit with Skirmisher does not turn to align an individual or war engine, or if it is
flush with the charger. carrying out a Counter-Charge.

32
The Rules

Alternative Basing and Scales


Base Sizes and Unit Names meanings. These historical lists have
Like many historical wargames, Kings maintained the Kings of War terminology
of War is an element-based rule set. rather than attempt historical accuracy.
However, the base sizes and unit names Really, this should only have an
are standardised in Kings of War and impact on army selection and during
might not exactly match the way players the game, players are free to call
have already based their existing armies. their units whatever they want to!
Players have some options here:
Other Scales
• Re-base their models or mount them
Kings of War was designed for 28mm
on additional movement trays closer
gaming. It’s very easy to play at other
to the KoW standard sizes
scales of course. Players can adjust base
• Agree with their opponent on what and table sizes, change inches to cm when
base size standard they will both be measuring ranges and movement or even
using for each unit type change the scale but keep the standard
base sizes to represent epic battles.
Kings of War uses the terms Troop,
Regiment, Horde and Legion to generalise For example, a game could be played with
unit sizes. Obviously throughout history 10mm scale models on a 3'x2' table,
and within army organisations, such terms using smaller unit bases and using
have varied hugely or had very different cm instead of inches.
Photo courtesy of Warlord Games

33
The Rules

PIckIng a Force
You can play Kings of War with just a few Regiments
units per side, without worrying about Your army can include as many Regiments
the two sides being equally matched. as you like. For every Regiment in the army,
This is great for learning the game, but you can also include the following:
after you’ve become familiar with the
1 War Engine OR 1 Monster OR 1 Hero
rules and have amassed a large collection
of models, you might want to try a game For example, including 3 Regiments gives
where the forces facing one another across you access to up to 3 additional units chosen
the battlefield are balanced, so that both from War Engines, Heroes or Monsters+.
players have an equal chance of winning
the game. Hordes
Your army can include as many Hordes as
In order to achieve this, you and your you like. For every Horde in the army, you
opponent must pick an army before the game. can also include the following:
First agree a total of points, say for example
Up to 1 War Engine and 1 Hero and
2,000 points. Then start picking units from
1 Monster.
the chosen lists provided in this book – each
unit costs a certain amount of points, as For example, including 3 Hordes gives you
listed in its entry in the appropriate force access to up to 3 additional War Engines,
list (including any options like different up to 3 additional Heroes AND up to 3
weapons). For example a regiment might additional Monsters+.
cost around 100 points.
Legions
As you pick them and include them in Legions are Hordes for the purposes of
your army, keep adding their cost until army selection.
you have reached the total you agreed. You
can of course spend less than the agreed Irregular Units
total, but you cannot spend even a single Note that some units have an asterisk next
point more. However, an army is still to their name (for example: Levy*). We call
considered to be the size of the maximum these irregular units, because they are not
total the players agreed on (e.g. an army representative of the core, or mainstay force,
which come to 1,995 points would still be of their army. This means that the unit is
considered a 2,000 point army). treated as a Troop from the point of view of
Army Selection, even if it is a Regiment or
Horde – i.e. it does not unlock any optional
Army Selection Troops, Heroes, Monsters+ or War Engines,
In order to restrict the possible (nasty) and it needs to be unlocked by a Regiment,
combinations that can be fielded and to Horde or Legion of ‘regular’ troops.
make sure armies have a resemblance of
‘realism’ about them, we introduce the Heroes (Monsters) +
following limitations to the unit types that Heroes that belong to the Monster unit
can make up your army: type (Hero (Mon)) simply count as a Hero
from the point of view of force selection.
Troops So if you have a Horde, you can field a
Your army can include up to 2 Troops per Hero (Mon) as well as a Monster.
Regiment in the army.
+
Having monster units in your army normally
Your army can also include up to 4 Troops only applies if you have agreed to include
per Horde in the army. Mythical Units!

34
The Rules

Living Legends
In addition, if a unit has [1] after its name Smaller Games
in the list, it is a Living Legend and this
If you are a new player with a small
means that only one such unit exists and
model collection you sometimes want to
can therefore be included in an army. Of
throw a few units on the table to learn
course it might happen that both opponents
the game. You might even be running a
field this unit... in which case one of them
small demo of the game for friends or
must surely be an impostor and only the
even teaching the kids the joys of war-
test of battle can show which one!
gaming. Whatever the circumstances,
you might want to consider allowing
If a unit has a number other than [1] after
any number of Troops in an army when
its name then that indicates the maximum
playing games below around 750 points.
quantity of that unit you can select.
This allows both sides to field a decent
variety on unit types and for players who
How to Use the Lists are still collecting their armies to get
them on the table and play some games.
There is a single “Master” list (see page
52) which can then be further refined
and tailored to represent your particular
historical army using one of the “Themes” of this era, but typically it would have
presented in this book (see pages 58 to 109). been a very different army after/before
this point – there isn’t room for us to do
The Master list has been designed to be them all! It’s intended as a informational
used either by itself or, more commonly, in guide only. Any of the armies can be pitted
conjunction with the Themes. You can freely against any other.
make your army list directly from the Master
list only taking the units that you feel are Note that the Themes do not need to be
appropriate for the historical battle you wish hard and fast if you don’t want. Should you
to fight. Alternatively you can additionally feel that your Thracian army should have
use the Themes. Doing so will restrict access Pikemen within it for example, then check
to certain units from the Master List while with your opponent, and if they agree, add
also adding new ones to shape the feel of the them in. The aim is to allow you to fight
army being represented. and recreate the historical battles you want
to, so if some specific scenarios call for
Each Theme has an era noted. This doesn’t some adjustments or you just want to try
mean the army didn’t exist either side some “what-if” games, please feel free.

35
The Rules

Some Themes are allowed to take Mercenaries free! Who hasn’t wanted to see the Greek’s
(see page 110). Again should you want to take trample an Abyssal horde? The armies are
these in armies that don’t have the option not going to be 100% balanced against each
feel free providing your opponent agrees other but should be close enough for a
when you are planning your game. really fun game for both players.

In the fantasy version of Kings of War, Players need to discuss whether the rules
units have access to Magic Artefacts. In for hills in this book will be used before
the real world we don’t have such wonders play begins.
unfortunately, so instead the armies
selected in this book have access to Veteran
Abilities (see page 38). These can be given Example of Picking an Army
to units to represent particularly famous or
Simon has decided to build an army using
powerful warriors and units.
his collection of Roman models. He flicks
to page 114 to the Roman Theme to see
Finally there are the Mythical units (see page
what units he is allowed to select from the
74). These can add some extra fantastical
Master list. In addition, he is also allowed
elements that some of you may wish to add
to pick those units unique to the Roman
into your armies from time to time. We’ve
Theme. Simon also notes that having
kept them relatively generic so they can
a Roman army allows him to choose
represent a variety of classic creatures and
some Mercenary units such as Numidian
monsters. Again they should be used with
Cavalry which is good news as he has a
your opponent’s prior agreement and are
newly painted unit of these he is keen
entirely optional - intended for a bit of fun
to put into play! Simon assembles his
once in a while. Suddenly revealing a large
army from the units available and to the
Dragon in your English army may otherwise
agreed points value using the selection
cause some surprise and consternation!
rules above. He also includes a sprinkling
of Veteran Abilities to spice up his army,
You can of course also use the Master list
paying the appropriate points costs as
and Themes within this book to fight against
part of his total. Having completed his
the fantasy lists from original Kings of War
force, Simon can now take to the field in
book. Should you have a desire to pit your
search of glory for the Empire.
Dwarf army versus Roman Legions, feel

36
The Rules

37
The Rules

veteran abIlItIes
Veteran Abilities bestow bonuses to the Massive Warhammer Cost: 5 pts
unit they are given to. Each unit can have Whenever the unit rolls to damage in
a single ability chosen from the list below. melee, it can re-roll one of the dice that
The cost of the ability is added to that of failed to damage.
the unit. Abilities might represent skills or
specialist equipment.
Yew Longbow Cost: 5 pts
Unless the ability specifies otherwise, the The unit has a ranged attack for which you
following limits also apply: roll a single die, regardless of the Attacks
value of the unit. This attack has a range of
Each ability is unique and therefore can 24" and, when rolling to hit, the unit uses a
only be chosen once per army. basic Ra value of 4+, regardless of its actual
Ra value.
• War Engine units cannot choose abilities.
The roll to hit is affected as normal by to-
• Monster units cannot choose abilities. But hit modifiers, and if a hit is scored, it is
Hero (Mon) units definitely can. resolved at Piercing (1).

• Living Legends (i.e. units with a [1] (or


greater) limit) cannot choose abilities. Bloodlust Cost: 10 pts
The unit has the Fury special rule.
As the presence of these abilities is not
obvious, players must tell their opponent
which ability have been bestowed upon Disciplined Cost: 10 pts
any of their units as they deploy them The unit has the Headstrong special rule.
on the battlefield. If both players agree
before deployment, you may want to play
with ‘hidden veteran abilities’. This is Rondel Dagger Cost: 10 pts
somewhat less fair, but can be considerably This unit has +1 to hit when attacking
more fun… individuals in melee.

When an ability refers to ‘normal’ ranged


attacks, it cannot be used with Breath Attack Hardy Veteran Cost: 15 pts
or Spells (if Mythical units are in use). When testing Nerve against this unit, the
enemies suffer an additional -1 to their total.

Damascus Steel Blade Cost: 5 pts


Whenever the unit rolls to hit in Melee, it Fleet of Foot Cost: 15 pts
can re-roll one of the dice that failed to hit. The unit has +1 Speed.

Weighted Shock Troops Cost: 15 pts


Throwing Axes Cost: 5 pts The unit has the Brutal special rule.
The unit has a ranged attack for which you
roll a single die, regardless of the Attacks
value of the unit. This attack has a range Revered Standard Cost: 20 pts
of 12" and always hits on 4+, regardless You must always re-roll a rout result for
of modifiers, and if a hit is scored, it is this unit even if they are not in range of a
resolved at Piercing (2). unit with Inspiring.

38
The Rules

Photo courtesy of Warlord Games


Ambushers Cost: 20 pts Elite Scouting Cost: 30 pts
The unit has the Pathfinder special rule. When starting to deploy their units, your
opponent must deploy D3+1 units instead
of a single one.
Pavises Cost: 20 pts
Infantry Units with a ranged attack only.
The unit has the Foulkon (2) special rule, Rangers Cost: 30 pts
but reduces its Speed by 1. Infantry Troops and Regiments only. The
unit has the Vanguard special rule.

Weapon Masters Cost: 25 pts


The unit has the Elite special rule. Ornate
Toughened Armour Cost: 35 pts
This artefact can only be used by Heroes.
Poisoned Weapons Cost: 25 pts The Hero’s Defence is improved by 1, to a
The unit has the Vicious special rule. maximum of 6+.

Naptha Grenade Cost: 25 pts Parthian Shot Cost: 35 pts


The unit has a ranged attack for which you Cavalry Units only. The Unit can Advance
roll a single die, regardless of the Attacks and then shoot as if it had Halted that turn.
value of the unit. This attack has a range It can also move At the Double and shoot as
of 12" and always hits on 4+, regardless if it had Advanced that turn.
of modifiers. The attack also has the Blast
(D6) and Piercing (2) special rule.
Schiltrom Cost: 35 pts
The unit has the Phalanx special rule.
Claymores Cost: 30 pts
The unit has Crushing Strength (1), or if
the unit already has Crushing Strength, it
is increased by 1.

39
The Rules

gaMe scenarIos
1) Prepare your Forces of the area your armies are battling in.
First of all you and your opponent need to Alternatively, find a third and neutral
pick armies to an agreed total of points, person to lay out the terrain for you.
using the process described in ‘Picking a
Force’, on page 34. During this stage it’s vital that you agree
what each piece of terrain is going to count
as during the game –is it blocking terrain,
2) Choose a Gaming Area an obstacle, a piece of decorative terrain or
We assume that games of Kings of War will an area of difficult terrain?
be played on a 6’x4’ foot table or other flat
surface, like a floor.
5) Set-up
For larger games, we recommend an extra After rolling for the type of game and setting
3' of width for every 1000 points over 2000. up the objectives/loot, if any, both players
For games with 1500 or fewer points, we roll a die. The person scoring highest
recommend using a smaller board size, like chooses one long edge of the battlefield as
4'x4'. their own and then places one of their units
on that side of the battlefield, more than 12"
from the middle line (see Set-Up diagram).
3) Determine Scenario Their opponent then does the same on the
So, how do you win the game? Each scenario opposite side of the table. The players keep
has a different set of objectives to complete, as alternating in doing this until they have
described below. To determine which scenario placed all of their units onto the table.
you and your opponent will play, roll a die and
refer to Scenario Chart 1:
6) Who Goes First?
D6 Scenario Chart 1 Both you and your opponent roll a die. The
highest scorer chooses whether they are
1 Kill! going to have the first turn or give the first
2 Invade! turn to their opponent instead. Game on!
3 Dominate!
4 Pillage! 7) Duration
5 Loot! The game lasts until each player has taken
6 Roll on Scenario Chart 2 six turns. At the end of turn 6, one player
rolls a die. On a 1-3 the game ends. On a
4-6 both players play an extra turn and
D6 Scenario Chart 2
then the game ends – work out the winner
1-2 Kill and Pillage! as described in the scenario conditions.
3-4 Hilltop Defence
5-6 Forest Ambush You can of course vary the number of turns
you want to play for, or decide to play for a
set amount of time instead (e.g. two hours),
4) Place Terrain after which the game continues until each
Before the game, it’s a good idea if you and player has had the same number of turns.
your opponent put some terrain on the Alternatively, you could also play a Timed
battlefield. Arrange it in a sensible manner, Game, as explained in the Timed Games
trying to recreate a plausible landscape section (page 46).

40
The Rules

scenarIo 1: kIll! If the difference between the scores in


favour of a player is at least 10% of the
total cost of the armies, that player wins,
Objective otherwise the game is a draw. For example,
At the end of the game, add up the cost of in a game where armies are 2,000 points,
all of enemy units you Routed. That is your you need at least 200 points more than
score. Your opponent does the same and your opponent to win.
you compare scores.

If the difference between the scores in favour


of a player is at least 10% of the total cost scenarIo 3: doMInate!
of the armies, that player wins, otherwise the
game is a draw. For example, in a game where Objective
armies are 2,000 points, you need at least 200 At the end of the game, add up the cost of
points more than your opponent to win. all of your units that are entirely within 12"
of the centre of the playing area. That is
your score. Your opponent does the same

scenarIo 2: Invade! and you compare scores.

If the difference between the scores in


Objective favour of a player is at least 10% of the
At the end of the game, add up the cost of total cost of the armies, that player wins,
all of your units that are entirely inside the otherwise the game is a draw. For example,
opponent’s half of the table. That is your in a game where armies are 2,000 points,
score. Your opponent does the same and you need at least 200 points more than
you compare scores. your opponent to win.

41
The Rules

scenarIo 4: PIllage! scenarIo 5: loot!


Set-up Set-up
Place D3+4 objective markers on the Before rolling for set up, place 3 loot
battlefield before rolling for set-up. For markers on the battlefield (same size as
objective markers you should use 25 mm objective markers); one in the dead centre
round bases, but two pence coins or other of battlefield, and then the players each
items of similar size are also acceptable. place one other loot marker on the centre
Objective markers cannot be placed within line at least 12" away from other loot
Blocking Terrain. markers. Players dice off to determine who
places their loot marker first. Loot Counters
Both players roll a die. Whoever scores cannot be placed in Blocking Terrain.
highest places a marker anywhere on the
battlefield. Players then take turns to place
objective markers, which must be more Controlling Loot Markers
than 12" apart from one another. During the game, when one of your units
ends a phase of its own turn (excluding
Vanguard moves) on top of or in contact
Objective with a loot counter, it can pick it up as long
If, at the end of the game you have at least a as there is no enemy unit also in contact
unit within 3" of an objective and there are with the counter. That unit will then carry
no enemy units within 3" of it, you control the loot counter.
that objective. A single unit can control any
number of objectives. While carrying a loot counter, a unit’s
speed is reduced to 5 (unless it is already
If you control more objectives than your less than 5) and it cannot be targeted by
opponent, you win, otherwise the game is Wind Blast or Surge.
a draw.
A unit can drop any loot counters it is
Individuals are always ignored from the carrying at the start of any move - simply
point of view of controlling objectives (if place the counter(s) anywhere in base
it helps, remove them from the table before contact with the unit and then move the
determining control of objectives). unit as normal.
Photo courtesy of Warlord Games

42
The Rules

Units with one or more loot counters can


leave the battle by moving into contact scenarIo 6:
with their own table edge. If your unit
leaves the battle it cannot return, but the kIll and PIllage!
loot counters it is carrying are safe.
Set-up
If one of your units is Routed while carrying Follow the same process described for
loot, place the counters anywhere within scenario 4: Pillage!
its footprint before removing the unit. If
the unit was destroyed in a melee, your
opponent automatically distributes the Objective
loot counters however they like among the At the end of the game count
units that are in contact with yours before the points just like in a
your unit is removed. Kill game. In addition
to points for Routing
Individuals cannot pick up nor carry the units, however, any
Loot – the best they can do is stand on a objective you control
loot counter to defend it – as long as an at the end of the game
individual is standing on a Loot counter, it (as described in Pillage)
cannot be picked up by the enemy. is worth an amount of
points equal to 10% of
Photo courtesy of Warlord Games

the total cost of the


Objective armies. For example,
At the end of the game you score one point for in a game where
each loot counter in possession of one of your armies are 2,000
units, including those that have left the battle. points, each objective
If you score more points than your opponent, is worth 200 points.
you win, otherwise the game is a draw.

43
The Rules

scenarIo 7: cannot deploy any units within 12" of the


defender’s set-up area and neither side can
hIlltoP deFence use the Vanguard rule for any units.

In this scenario, one side has positioned itself


on raised land in preparation for stopping a Who goes first?
marauding enemy. Having the advantage of the The defending player goes first in this scenario.
higher ground should blunt the enemy assault
which is good news for the defenders as they
have a smaller force. Before you choose forces, Duration
both players roll a single die. The winner The attacking player is under pressure to
chooses whether to be the attacker or defender. complete the task quickly. The game lasts
The defender only has 75% of the attacker’s until each player has taken five turns. Once
total to spend on their army. So if the attacker both players have taken five turns, roll a die.
uses a 2000 point army, the defender can spend On a 1-3 the game ends. On a 4-6 both players
a maximum of 1,500 points on their army. play an extra turn and then the game ends.

Terrain Objective
1/3 of the table is raised land, a Height 2 At the end of the game, add up the cost of all
hill, as shown in the set-up diagram below. of enemy units you Routed. That is your score.
No other hills should be placed on the table Your opponent does the same and you compare
but a variety of trees, buildings and other scores. If the difference between the scores in
typical terrain should be set up as normal. favour of the attacking player is at least 10% of
the total cost of the attacking army, that player
wins, otherwise the defender wins.
Set-up
Starting with the attacking player, players For example, in a game where the attacking
should deploy units one at a time as normal army is 2,000 points, the attacker needs at least
into their set-up areas. The attacking player 200 points more than the defender to win.

12" 12" 12"


Defender’s Set-up Area

Attacker’s Set-up Area

Height 0 Height 2

44
The Rules

scenarIo 8: within 12" of the defender’s set-up area and neither


side can use the Vanguard rule for any units.

Forest aMbush In addition, the defending player on the road


must set-up all their units facing the same
In this scenario, one side has carefully prepared direction and towards one of the long table
an ambush for the other. The force being attacked edges. The attacking player must alternate
is vulnerable as it is marching along a road and placing their units on either side of the road.
its scouts have been neutralized so the army is
completely unaware of its predicament.
Who goes first?
Before you choose forces, both players roll a
The attacking player goes first in this scenario.
single die. The winner chooses whether to be the
attacker or defender. The attacker only has 75%
of the defender’s total to spend on their army. Duration
So if the defender uses a 2000 point army, the The attacking player is under pressure to
attacker can spend a maximum of 1,500 points complete the task quickly. The game lasts until
on their army. each player has taken five turns. Once both
players have taken five turns, roll a die. On a
Terrain 1-3 the game ends. On a 4-6 both players play an
extra turn and then the game ends.
The table is set up to represent a wide, tree-lined
road. The defender will start the game marching
on the road and the attacker will set up either Objective
side. You don’t have to mark out the road but At the end of the game, add up the cost of all of
you should have enough trees to cover at least enemy units you Routed. That is your score. Your
50% of the road on both sides. The rest of the opponent does the same and you compare scores.
table can be set up as normal.
If the difference between the scores in favour of
the attacking player is at least 10% of the total
Set-up cost of the defending army, that player wins,
Starting with the defending player, players otherwise the defender wins.
should deploy units one at a time as normal into
For example, in a game where the defending
their set-up areas.
army is 2,000 points, the attacker needs at least
The attacking player cannot deploy any units 200 points more than the defender to win.

12" 12" 12"


Defender’s Set-up Area

Attacker’s Attacker’s
Set-up Area Set-up Area

45
The Rules

tIMed gaMes
We really enjoy playing Kings of War in a normal. However, if you happen to run out
relaxed atmosphere, accompanied by epic of time during one of your turns, the game
music, beer, pizza and the unavoidable ends instantly and your entire army routs –
truculent banter. However, the game is immediately remove all of your remaining
designed so that you can also decide to units, as if they suffered a Rout result, and
introduce another dimension to the fight: work out the victory conditions as normal.
time. This way you’ll be able to experience However, in an objective-based game (like
some of the pressure of real battle, when ‘Pillage’ or ‘Kill and Pillage’, in the Scenarios
snap decisions make the difference between section), your opponent is allowed to keep
victory or defeat, life or death! moving their units for as many turns as there
are left in the game in order to grab objectives
before the victory conditions are worked out.
Chess Clocks
The best tool for timed games is a chess
clock, a device that ensures time is equally Other Timers
divided amongst the players, thus creating If you don’t have a chess clock at hand,
the ultimate fair and balanced war game. don’t worry – the stopwatch in your phone
Simply agree a number of turns for the game or watch, or even an hourglass or egg timer
and an amount of time per player, and set will do fine. If you use one of these, then
the chess clock accordingly. For a 2,000 each player gets an agreed amount of time
points game, we suggest six turns each and per turn (agree first how many turns the
forty-five minutes per player, but it’s up you game is going to last for). We suggest that
to find the pace you prefer for your games. each turn should take around two minutes
per 500 points in your game (say 8 minutes
After deciding which player begins to set- in a 2,000 points game). If you run out of
up, start that player’s clock. Once that time during your turn, your move ends and
player has set up their first unit, stop their any melee that has not been fought yet is
clock, start their opponent’s clock and so cancelled – move the chargers back 1".
on. Once set-up is finished, stop both clocks
and roll to see who has the first turn. Once Make sure you set a time limit for set-up
the winner of the roll has made their choice, (30 seconds per unit works fine).
re-start that player’s clock. That player
plays a turn then stops their clock and
activates the opponent’s clock, and so on. Be Nice!
Of course it’s only fair to stop the chess clock
The game ends at the agreed number of turns or timer if one of the players is distracted
and victory conditions are worked out as from the game (by a phone call or the like), or
if the players need to check a rule, an unclear
line of sight, etc. It is also best if any unit
you destroy during your turn is removed by
the opponent, together with all of its damage
markers, at the beginning of their turn.
Photo courtesy of Warlord Games

By all means, you and your opponent can vary


the amount of time you have for your game
or your turns according to your own taste,
but if you’re like us, you are going to love the
pressure created by timed games – after all, in
real war one rarely has the luxury of time...

46
The Rules

47
The Rules

Force lIsts

48
Photo courtesy of Warlord Games
The Rules

49
force lists

the eras and


arMIes covered
The following eras are covered by the lists
in this book
• High Middle Ages.
• Antiquity. Pre 5th century AD The 11th, 12th and 13th centuries.

• Early Middle Ages. • Late Middle Ages.


The 5th to 10th centuries. The 14th and 15th centuries.

Photo courtesy of Warlord Games

50
force lists

Army Eras Covered by List


Barbarians Antiquity

Carthaginians Antiquity

Chinese Antiquity - High Middle Ages

Egyptians Antiquity - Middle Ages

Greeks Antiquity

Indian Antiquity-High Middle Ages

Macedonians & Successors Antiquity

Persians Antiquity

Romans Antiquity

Spartans Antiquity

Scythians Antiquity

Thracians Antiquity

Huns Late Antiquity

Anglo-Saxons Early Middle Ages - High Middle Ages

Franks Early Middle Ages - High Middle Ages

Normans Early Middle Ages - High Middle Ages

Polish Early Middle Ages - Late Middle Ages

Slavs Early Middle Ages - Late Middle Ages

Vikings Early Middle Ages - High Middle Ages

Crusaders High Middle Ages - Late Middle Ages

Japanese High Middle Ages-Late Middle Ages

Mongols High Middle Ages - Late Middle Ages

Byzantines Early Middle Ages - Late Middle Ages

Ottomans High Middle Ages-Late Middle Ages

English Late Middle Ages

Aztecs Late Middle Ages

Conquistadors Late Middle Ages

French Late Middle Ages

Holy Roman Empire Late Middle Ages

Scottish Late Middle Ages

Mercenaries All

51
Force Lists

Master List
The Master list can be considered the “base” for all the armies in this book. As noted
previously, players could simply pick and choose from the Master list only, but it’s far
more fun to apply one of the Themes which are presented later.

Spearmen Infantry Heavy Spearmen Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ – 4+ 10 9/11 85 Troop (10) 5 3+ – 5+ 10 10/12 125
Regiment (20) 5 4+ – 4+ 15 13/15 120 Regiment (20) 5 3+ – 5+ 15 14/16 175
Horde (40) 5 4+ – 4+ 30 20/22 200 Horde (40) 5 3+ – 5+ 30 21/23 290
Legion (60) 5 4+ – 4+ 35 26/28 290
Special
Special Phalanx
Phalanx

Warriors Infantry Heavy Warriors Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ – 4+ 10 9/11 70 Troop (10) 5 3+ – 5+ 10 10/12 95
Regiment (20) 5 4+ – 4+ 12 13/15 100 Regiment (20) 5 3+ – 5+ 12 14/16 135
Horde (40) 5 4+ – 4+ 25 20/22 165 Horde (40) 5 3+ – 5+ 25 21/23 225
Legion (60) 5 4+ – 4+ 30 26/28 240
Options
Options • E change shields for two handed weapons for free
• E change shields for two handed weapons for free (lower Defence to 4+, gain Crushing Strength (1))
(lower Defence to 3+, gain Crushing Strength (1))

Photo courtesy of Warlord Games

52
Force Lists

Berserkers Infantry Levy* Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 3+ 10 –/12 100 Troop (10) 5 5+ – 3+ 10 8/10 50
Regiment (20) 5 3+ – 3+ 15 –/16 140 Regiment (20) 5 5+ – 3+ 12 12/14 70
Horde (40) 5 3+ – 3+ 30 –/23 230 Horde (40) 5 5+ – 3+ 25 19/21 115
Legion (60) 5 5+ – 3+ 30 25/27 170
Special
Crushing Strength (1)

Pikemen Infantry Heavy Pikemen Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 4+ – 3+ 15 13/15 135 Regiment (20) 5 3+ – 4+ 15 14/16 170
Horde (40) 5 4+ – 3+ 30 20/22 225 Horde (40) 5 3+ – 4+ 30 21/23 280

Special Special
Ensnare, Phalan Ensnare, Phalan

Bowmen Infantry Crossbowmen Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 5+ 5+ 3+ 8 9/11 75 Troop (10) 5 5+ 5+ 3+ 8 9/11 85
Regiment (20) 5 5+ 5+ 3+ 10 13/15 100 Regiment (20) 5 5+ 5+ 3+ 10 13/15 115
Horde (40) 5 5+ 5+ 3+ 20 20/22 165 Horde (40) 5 5+ 5+ 3+ 20 20/22 190

Special Special
Bows (Crossbows, Piercing (1)), Reload

Options Options
• May take stakes, gaining Ensnare & Reload ( 15 pts) • May take pavises gaining oulkon (2) ( 20 pts)

Slingers Infantry Hand Cannons Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 6+ 5+ 3+ 10 9/11 65 Troop (10) 5 5+ 5+ 3+ 8 9/11 75
Regiment (20) 5 6+ 5+ 3+ 12 13/15 85 Regiment (20) 5 5+ 5+ 3+ 10 13/15 100
Horde (40) 5 6+ 5+ 3+ 25 20/22 140 Horde (40) 5 5+ 5+ 3+ 20 20/22 165

Special Special
(Slings, Piercing ( 1)) (Hand annon, Piercing (1)), Reload

Skirmishers Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 6 5+ 5+ 3+ 8 9/11 80

Special
Thrown Weapons, Pathfinder, Skirmisher

Options
• E change thrown weapons for short bows for 10 pts
Photo courtesy of Warlord Games

53
Force Lists

Photo courtesy of Warlord Games


Cavalry Cavalry Heavy Cavalry Cavalry
Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 9 4+ – 4+ 7 10/12 105 Troop (5) 8 3+ – 5+ 8 11/13 125
Regiment (10) 9 4+ – 4+ 14 13/15 160 Regiment (10) 8 3+ – 5+ 16 14/16 190

Special Special
Nimble, Thunderous Charge (1) Thunderous Charge (2)

Light Cavalry Cavalry Horse Archers Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 9 5+ 5+ 3+ 7 10/12 100 Troop (5) 9 5+ 5+ 3+ 7 10/12 90
Regiment (10) 9 5+ 5+ 3+ 14 13/15 150 Regiment (10) 9 5+ 5+ 3+ 14 13/15 140

Special Special
(Thrown Weapons, Piercing (1)), Nimble Shortbows, Nimble

Cataphracts Cavalry War Dogs* Large Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 7 4+ – 5+ 9 12/14 115 Regiment (3) 6 4+ – 2+ 10 8/12 80
Regiment (10) 7 4+ – 5+ 18 15/17 180 Horde (6) 6 4+ – 2+ 20 11/15 120

Special Special
Brutal, Thunderous Charge (2) (Crushing Strength (1) vs Cavalry), Vicious, Height 1

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Force Lists

Chariots Large Cavalry Chariot Archers Large Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Regiment (3) 8 4+ 5+ 4+ 8 11/13 115 Regiment (3) 8 5+ 5+ 4+ 7 11/13 105
Horde (6) 8 4+ 5+ 4+ 16 14/16 175 Horde (6) 8 5+ 5+ 4+ 14 14/16 160

Special Special
Thrown Weapons, Thunderous Charge (2), 50x100mm base Shortbows, Nimble, 50x100mm base

Heavy Chariots Large Cavalry War Elephants* Large Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Regiment (3) 7 3+ – 5+ 9 12/14 115 Regiment (3) 6 4+ 5+ 5+ 18 18/22 260
Horde (6) 7 3+ – 5+ 18 15/17 175
Special
Special (Thrown Weapons, (6 Attacks)), Crushing Strength (2),
Brutal, Thunderous Charge (2), 50x100mm base Strider, Thunderous Charge (2), 50x100mm base,
Height 4

Options
• E change Thrown Weapons for Shortbows
(6 Attacks) for free
Photo courtesy of Warlord Games

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Force Lists

Small Bolt Thrower


Photo courtesy of Warlord Games

War Engine
Unit Size Sp Me Ra De Att Ne Pts
1 5 – 5+ 4+ 2 9/11 55

Special
36" Range, Blast (D3), Piercing (2), Reload

Catapult War Engine Mangonel War Engine


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 5 – 5+ 4+ 1 9/11 90 1 – – 5+ 4+ 3 9/11 75

Special Special
Blast (D6+2), Indirect ire, Piercing (3), Reload Blast (D3), Indirect ire, Piercing (1), Reload , Vicious

Trebuchet War Engine Mortar War Engine


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 – – 5+ 4+ 1 11/13 105 1 5 – 5+ 4+ 1 9/11 85

Special Special
Blast (D6+4), Indirect ire, Piercing (3), Reload , Blast (D6+3), Indirect ire, Piercing (2), Reload
50x100mm base

Cannon War Engine Organ Gun War Engine


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 5 – 5+ 4+ 1 9/11 85 1 5 – 5+ 4+ 12 9/11 75

Special Special
Blast (D6 1), Piercing (4), Reload 24" Range, Piercing (2), Reload Photo courtesy of Warlord Games

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Force Lists

General Hero (Inf) Army Standard Bearer Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 5+ 3 11/13 80 1 5 5+ – 4+ 1 9/11 50

Special Special
Crushing Strength (1), Individual, Very Inspiring Individual, Inspiring

Options Options
• Mount on a horse, increasing Speed to 8 and • Mount on a horse, increasing Speed to and
changing to Hero (Cav) for +20 pts changing to Hero (Cav) for +15 pts

Musician Hero (Inf) Hero Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 5 5+ – 4+ 1 9/11 50 1 5 3+ – 5+ 3 10/12 50

Special Special
Individual, Rallying (2) Crushing Strength (1), Individual

Options Options
• Mount on a horse, increasing Speed to and • Mount on a horse, increasing Speed to 8 and
changing to Hero (Cav) for +15 pts. changing to Hero (Cav) for +15 pts.
Photo courtesy of Warlord Games

57
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58
Force Lists

59
Force Lists

BarBarians
The Barbarian list covers the various
northern European tribes that the Romans
faced, including the Gallic forces Julius Special Rules
Caesar fought in the war that made him
ERA: Antiquity
famous, the British and Germanic tribes, Barbarian armies may only select the
the Celts, and the Iberians. Among them following units from the Master list:
were the Harii, whose warriors painted their
bodies and weapons black and only attacked Spearmen, Heavy Spearmen, Warriors,
at night, leading their opponents to initially Berserkers, Skirmishers, Slingers,
think they were facing an army of ghosts. Archers, Levy*, Cavalry,
British tribes were among the last warriors Light Cavalry, Chariots, Chariot
to use chariots in warfare in Europe. Archers, War Dogs*, Catapult, General,
Army Standard Bearer, Musician, Hero
In addition to units from the Master list, Barbarian Barbarian armies may not select any
armies may select from the following units. Mercenary units.

Army Options
Fanatics Infantry
Woad: Any unit in the army can be
Unit Size Sp Me Ra De Att Ne Pts upgraded to have the ury special rule
Troop (10) 6 3+ – 2+ 10 –/14 115 for +10 pts.
Regiment (20) 6 3+ – 2+ 15 –/18 165
Horde (40) 6 3+ – 2+ 30 –/25 270

Special
Crushing Strength (1)

Headhunters Infantry Harii* Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ 5+ 3+ 10 9/11 90 Troop (10) 5 4+ – 4+ 10 9/11 100
Regiment (20) 5 4+ 5+ 3+ 12 13/15 125 Regiment (20) 5 4+ – 4+ 12 13/15 140

Special Special
Thrown Weapons, Brutal, Vicious Brutal, Pathfinder , Stealthy
Photo courtesy of Warlord Games

Carnyx Blower [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts
1 5 4+ – 4+ 1 9/11 75

Special
Carnyx Horn – When testing the Nerve of enemies
within 9" of this unit, add +1 to the total.

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Force Lists

Boudicca [1] Hero (Large Cav)


Unit Size Sp Me Ra De Att Ne Pts

Photo courtesy of Warlord Games


1 8 3+ 4+ 4+ 7 13/15 140

Special
Thrown Weapons,
Crushing Strength (1),
Thunderous Charge (2),
Very Inspiring,
50x100mm base
Photo courtesy of Warlord Games
Photo courtesy of Warlord Games

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Force Lists

Carthaginians
Carthage possessed one of the largest military
forces of the ancient world. Its navy was
second to none, and its army was composed Special Rules
of many different nationalities from its vast
ERA: Antiquity
North African and Iberian empire. Carthaginian armies may only select the
following units from the Master list:
As an army, Carthage utilised a combined
arms approach, making use of light and Spearmen, Heavy Spearmen, Pikemen,
heavy infantry, siege weaponry, skirmishers, Warriors, Skirmishers, Slingers, Archers,
light and heavy cavalry and dreaded North Levy*, Cavalry, Light Cavalry, Horse
African elephants. Archers, War Elephants* War Dogs*,
Catapult, Small Bolt Thrower, General,
Under Hannibal’s leadership, the Carthaginians Hero, Army Standard Bearer, Musician
won many successive and famous victories Carthaginian armies may select from
against the Romans. the following Mercenary units:
In addition to units from the Master list, Numidian Cavalry*, Balearic Slingers*,
Carthaginians armies may select from the Cretan Archers*
following units.

Sacred Band Hannibal Barca [1] Hero (Monster)


of Carthage [1] Infantry Unit Size Sp Me Ra De Att Ne Pts
Unit Size Sp Me Ra De Att Ne Pts 1 6 3+ 5+ 5+ 8 13/17 210
Regiment (20) 5 3+ – 5+ 15 15/17 205 Special
Horde (40) 5 3+ – 5+ 30 22/24 340 (Thrown weapons, 3 Attacks),
Crushing Strength (2), Mercenary Commander,
Special Strider, Thunderous Charge (2), Very Inspiring,
Elite, Phalan , Rallying (1) 50x100mm base size

Options
• E change thrown weapons for
shortbows (3 Attacks) for free.
North African Mercenary Commander
War Elephants*[1] Large Cavalry With Hannibal as the General, you may take up to
Unit Size Sp Me Ra De Att Ne Pts 50% of the army as allies from both the barbarian
and mercenary lists, Inspiring from the Carthaginian
Horde (6) 6 4+ 5+ 5+ 36 21/25 400 force also works on allies, but allied inspiring does
Special not work on Carthaginians.
(Thrown Weapons, (12 Attacks)),
Crushing Strength (2),Strider,
Thunderous Charge (2), 50x100mm Base Size,
Height 4

Options
• E change thrown weapons for
shortbows (12 Attacks) for free.

62
Force Lists

63
Force Lists

Chinese
China is the oldest continuous culture on
earth, and this list attempts to cover as
much of its history as possible. The units Special Rules
in this list cover the Chinese military units
ERA: Antiquity–High Middle Ages
available from roughly 500 B E, the time of Chinese armies may only select the
Sun Tzu’s writing of The Art of War, to their following units from the Master list:
early forays into gunpowder warfare in the
thirteenth century. Gunpowder weapons Spearmen, Warriors, Heavy Warriors,
wouldn’t have been available to them prior Crossbowmen, Hand Cannons,
to the 1250s, but repeating crossbows were Skirmishers, Heavy Cavalry,
in use in Sun Tzu’s time. Cavalry, Horse Archers, Heavy
Chariots, Catapult, General, Hero,
In addition to units from the Master Army Standard Bearer, Musician
list, Chinese armies may select from the Chinese armies may not select any
following units. Mercenary units.

Chu-Ko-Nu Infantry Fire Lancers War Engine


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 5+ 5+ 3+ 10 9/11 90 1 5 – – 4+ 10 9/11 50
Regiment (20) 5 5+ 5+ 3+ 12 13/15 120
Special
Special Breath Attack (att), Individual, Vicious,
Repeating Crossbows, Vicious Base Size: 25x50mm

Chinese Rockets War Engine Sun Tzu [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 5 – 5+ 4+ 4 9/11 75 1 5 3+ – 5+ 3 11/13 170

Special Special
Blast (D3), Devastating, Indirect, Reload Art of War, Individual, Crushing Strength (1),
Very Inspiring

Art of War
When starting to deploy their units, your opponent must
deploy D3+1 units instead of a single one. In addition,
you can redeploy D3 of your own units after deployment
is finished, but before Vanguard moves are made.
Living in the fifth century BCE, Sun Tzu was
a brilliant military strategist who literally wrote
the book on The Art of War in ancient China.

64
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65
Force Lists

Egyptians
This list spans the time between Ancient
Egypt and Ramses the great from 1279BC,
to Ptolemic Egypt in 332BC where it Special Rules
transitioned to a Hellenistic society after
Era: antiquity–Middle ages
being conquerred by Alexander the Great. In Egyptian armies may only select the
30 BC Egypt became a Roman province after following units from the Master list:
Cleopatra and Mark Antony were defeated by
Octavian. The timeline for this list ends with Spearmen, Heavy Spearmen, Pikemen,
Saladin in the 12th Century where he gained Warriors, Archers, Skirmishers,
valuable military and logistical experience Slingers, Levy*, Cavalry, Light Cavalry,
with which he battled the Crusaders. Cataphracts, Horse Archers, War Dogs*,
War-Elephants*, Chariots, Chariot
Ancient Egypt made extensive use of chariot Archers, Heavy Chariots, Catapult,
warfare, using large groups of chariots Small Bolt Thrower, General, Army
which ranged from 10 to 250 units strong. Standard Bearer, Musician, Hero
Ptolemic Egypts military tried to mirror Egyptian armies may select from the
that of it’s Macedonian conquerers, though following Mercenary units:
never fully realised that goal, due to cultural
differences and shortage of manpower. Numidian Cavalry*
Medieval Egyptian armies made extensive
use of cavalry including mounted archers
and heavily armoured Mamluks.

In addition to units from the Master list, Egyptian


armies may select from the following units.

Chariots Large Cavalry


Unit Size Sp Me ra De att Ne Pts
Legion (12) 8 4+ 5+ 4+ 32 21/23 300

Special
Thrown Weapons, Thunderous Charge (2),
50x100mm Base.

Chariot Archers Large Cavalry


Unit Size Sp Me ra De att Ne Pts
Legion (12) 8 5+ 5+ 4+ 28 21/23 270

Special
Shortbows, Nimble, 50x100mm base size.

Mamluks Cavalry
Unit Size Sp Me ra De att Ne Pts
Troop (5) 8 3+ – 5+ 8 11/13 125
Regiment (10) 8 3+ – 5+ 16 14/16 195

Special
Headstrong, Thunderous Charge (2)

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Force Lists

Braves of the King [1] Infantry Ramesses


Unit Size Sp Me ra De att Ne Pts the Great [1] Hero (Large Cav)
Troop (10) 5 3+ – 4+ 12 10/12 130 Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 3+ – 4+ 15 14/16 185 1 7 3+ 4+ 5+ 7 13/15 175
Horde (40) 5 3+ – 4+ 30 21/23 305
Special
Special Crushing Strength (1), Thunderous Charge (2),
Elite, Inspiring, Phalanx, Rallying (1) Thrown Weapons, Very Inspiring, Rallying (2),
50x100mm Base Size.

67
Force Lists

greeks
Ancient Greece was a civilization which
lasted from the archaic period until the end
of antiquity. The Greek city states made use Special Rules
of predominantly citizen armies, though this
ERA: Antiquity
limited campaigns to the summer. Battles Greek armies may only select the following
were often short, but decisive, it was normally units from the Master list:
the most prominent citizens and generals who
were slain, as they led from the front. It was Spearmen, Heavy Spearmen, Warriors,
from the front that the Greeks could better Skirmishers, Slingers*, Archers, Levy*,
display their manliness and excellence to their Cavalry, Light Cavalry, War Dogs*,
peers. Greek warfare was defined by the use Catapult, Small Bolt Thrower, General,
of Hoplites arranged in a phalanx formation Hero, Army Standard Bearer, Musician
and wars were often decided in a single battle. Greek armies may select from the following
This however gave way to longer drawn Mercenary units:
out conflicts such as the Persian Wars, the
Peloponnesian Wars and the Corthinian Wars. Cretan Archers*, Thracian
Armies in turn became more cosmopolitan Peltasts*, Rhodian Slingers*
with the inclusion of resident foreigners,
slaves, mercenaries, and neighbouring allies. Army Options
Hoplites: Spearmen and Heavy Spearmen
In addition to units from the Master list, Greek Infantry Regiments, Hordes and Legions
armies may select from the following units. may purchase Headstrong for +10pts

Epaminondas [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 5+ 4 12/14 170

Special
rushing Strength (1), lank Refusal, Individual,
Very Inspiring

Options
• Mount on a horse, increasing Speed to 8 and
changing to Hero (Cav) for +20 pts.

Flank Refusal
You can redeploy two of your own units after deployment
is finished, but before Vanguard moves are made.

68
Force Lists

Sacred Band Tarantine Cavalry Cavalry


of Thebes [1] Infantry Unit Size Sp Me Ra De Att Ne Pts
Unit Size Sp Me Ra De Att Ne Pts Troop (5) 9 4+ 5+ 4+ 7 10/12 125
Regiment (20) 5 3+ – 5+ 15 –/18 210 Regiment (10) 9 4+ 5+ 4+ 14 13/15 190

Special Special
Inspiring (Sacred Band of Thebes), Phalanx (Thrown Weapons, Piercing (1)), Nimble,
Thunderous Charge (1)

69
Force Lists

indian
This list covers the various empires
that controlled large portions of India
throughout its history. rom the endic Special Rules
forces that met Alexander’s Macedonians
ERA: Antiquity–High Middle Ages
on the field of battle, to the Maurya and Indian armies may only select the following
upta Empires that rose in their wakes, units from the Master list:
up to the various Indian powers that
fought against the Mongols. All of these Spearmen, Warriors, Heavy
forces shared common four part military Warriors*, Skirmishers*, Archers,
structures consisting of archers, infantry, Heavy Knights*, Cavalry, War
cavalry (at first chariots, then mounted Elephants, War-dogs*, General, Army
warriors), and elephants. Standard Bearer, Musician, Hero
Indian armies may not select
In addition to units from the Master list, Indian any Mercenary units.
armies may select from the following units.

Rajput Warriors Infantry Indian War


Unit Size Sp Me Ra De Att Ne Pts Elephants Horde* [1] Large Cavalry
Troop (10) 5 3+ – 4+ 10 –/12 115 Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 3+ – 4+ 15 –/16 165 Horde (6) 6 4+ 5+ 5+ 36 21/25 400
Special Special
Crushing Strength (1), Vicious (Thrown Weapons, (12 Attacks)),
Crushing Strength (2), Strider,
Thunderous Charge (2), 50x100mm base, Height 4

Options
• E change thrown weapons for short bows for free
(12 Attacks)

Super Heavy Chariots Large Cavalry Samudragupta [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Regiment (3) 7 3+ – 5+ 12 12/14 190 1 5 3+ – 5+ 5 –/14 115
Horde (6) 7 3+ – 5+ 24 15/17 290
Special
Special Crushing Strength (1), Individual, Very Inspiring
(Thrown Weapons, (Regiment: 6 Attacks, Samudragupta ruled the Gupta Empire from
Horde: 12 Attacks) Brutal, Crushing Strength (1),
335-380AD. He ruled great swatches of India
Thunderous Charge (2), 50x100mm base,
in his day, either directly or through subjugated
Options vassals. He was known and feared because of
• E change thrown weapons for short bows for free the strength of his own arms, and the scars of
(Regiment: 6 Attacks, Horde: 12 Attacks) a hundred wounds that adorned his body.

70
Force Lists

71
Force Lists

MaCedonians
& suCCessors
Under the leadership of Alexander the
Great, who took the throne in 336 BC, the
Macedonian Empire became one of the
Special Rules
largest empires in the ancient world. After ERA: Antiquity
Alexander’s death in 323 BC, his empire was Macedonian armies may only select the
divided between four of his generals, birthing following units from the Master list:
the four successor states: the Ptolemaic
ingdom in Egypt, the Seleucid Empire Spearmen, Heavy Spearmen, Pikemen,
based in Babylon, the Antigonid dynasty Heavy Pikemen, Warriors, Skirmishers,
in Macedon, and the Attalid dynasty based Slingers, Archers, Levy*, Cavalry, Horse
out of Pergamon. All four of those empires Archers, Light Cavalry, Cataphracts,
continued on until being absorbed into War Dogs*, War Elephants*, Chariots,
the Roman Empire. This list is suitable for Chariot Archers, Heavy Chariots,
fielding Alexander’s armies and the armies of Catapult, Small Bolt Thrower, General,
the empires that formed after his death. Army Standard Bearer, Musician, Hero
Macedonian armies may select from the
In addition to units from the Master list, following Mercenary units:
Macedonian armies may select from the
Cretan Archers*, Thracian Peltasts*,
following units.
Rhodian Slingers*, Numidian Cavalry*

Foot Companions Infantry


Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 3+ – 4+ 15 14/16 190 Alexander the Great[1] Hero (Inf)
Horde (40) 5 3+ – 4+ 30 21/23 315 Unit Size Sp Me Ra De Att Ne Pts
Legion (60) 5 3+ – 4+ 35 27/29 455 1 5 3+ – 5+ 4 12/14 145
Special Special
Elite, Ensnare, Phalan Conquerer of Persia, Crushing Strength (1),
Individual, Rallying (2), Very Inspiring, Warrior King

Companion Cavalry Cavalry Warrior King


While within " of this unit, friendly non allied units
Unit Size Sp Me Ra De Att Ne Pts gain the Brutal special rule.
Troop (5) 9 3+ – 4+ 7 11/13 130
Conquerer of Persia
Regiment (10) 9 3+ – 4+ 14 14/16 200
May take up to two non living legend units from the
Special Persian list, which act as if they were taken from the
main army list.
Elite, imble, Thunderous harge (2)
Options
• Mount on a horse, increasing Speed to 8 and
Silver Shields[1] Infantry changing to Hero (Cav) for +20 pts.
Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 3+ – 5+ 15 15/17 190

Special
Elite, ury, Phalan

72
Force Lists

73
Force Lists

persians
Throughout antiquity several empires
centred in the area now known as Iran
rose to prominence. The irst Persian Special Rules
Empire, also known as the Achaemenid ERA: Antiquity
Empire, was founded by yrus the reat. Persian armies may only select the
It fought a series of wars against the Greek following units from the Master list:
city states, including the famous Battle
of Thermopylae in 480 BC, before being Spearmen, Pikemen, Warriors, Archers,
conquered by Alexander the Great in Slingers, Skirmishers, Levy*, Cavalry,
330 BC. The second empire, the Parthian Light Cavalry, Cataphracts, Horse
Empire, which began in 24 B as a rebellion Archers, War Dogs*, War-Elephants*,
against the Seleucid Empire (see Macedon Chariots, Chariot Archers, Heavy
successor states), frequently fought the Chariots, Catapult, General, Army
Romans in the west and the Scythians in Standard Bearer, Musician, Hero
the east. The Parthians eventually fell to Persian armies may select from the
internal rebellion, leading to the rise of a following Mercenary units:
new dynasty and the Sasanian Empire that
continued to rule Persia until the rise of Numidian Cavalry*
Islam. This list is designed to bring Persian
forces from all three empires to the table. Army Options
Recurve Bows: A unit equipped with
In addition to units from the Master short bows may be upgraded with regular
list, Persian armies may select from the bows, gaining +6" range for +10 pts.
following units.

Immortals Infantry Darius the Great [1] Hero (Large Cav)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ 5+ 4+ 10 –/13 120 1 7 3+ 4+ 5+ 7 12/14 175
Regiment (20) 5 3+ 5+ 4+ 12 –/16 170
Special
Special Bow, Crushing Strength (1), Rallying (2),
Bows, Phalanx Thunderous Charge (2), Very Inspiring, 50x100mm base
Under Darius I the Great the Achaemenid
Empire reached its apex. He conquered Egypt,
parts of India, and a large part of the Scythian
Persian Elite Archers Infantry territory. He also attempted to conquer Greece,
but was defeated at the Battle of Marathon.
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 5+ 5+ 3+ 8 9/11 90
Regiment (20) 5 5+ 5+ 3+ 10 13/15 125
Horde (40) 5 5+ 5+ 3+ 20 20/22 205

Special
Bows, Elite, oulkon (1)

74
Force Lists

75
Force Lists

roMans
The Roman Empire was the longest spanning
empire in history. It was also the first to utilize
entirely professional armies, with which they Special Rules
conquered vast swathes of land allowing
ERA: Antiquity
it to become the largest empire of classical Roman armies may only select the
antiquity. The Roman Empire was amongst the following units from the Master list:
most powerful economic, cultural, political and
military forces in the world of its time. Spearmen*, Warriors, Heavy Warriors,
Skirmishers, Slingers*, Archers*,
The core of the Roman army was its Heavy Levy*, Cavalry, Light Cavalry*, Horse
Infantry who fought in rigid formations and Archers*, Cataphracts*, War Dogs*,
with unmatched discipline. Instead of having Catapult, Small Bolt Thrower, General,
Roman units for specialist tasks and roles, they Hero, Army Standard Bearer, Musician
made use of Auxiliaries from the regions from Roman armies may select from the
which they conquered, allowing them to field following Mercenary units:
the best troops from the entire empire. Numidian Cavalry*, Balearic Slingers*,
Cretan Archers*, Thracian Peltasts*
In addition to units from the Master list, Roman
armies may select from the following units. Army Options
Any Warrior and Heavy Warrior Infantry
Regiments, Hordes and Legions may
Triarii Infantry purchase any of the following upgrades:
Unit Size Sp Me Ra De Att Ne Pts Rotate Ranks: The unit gains Iron Resolve
Regiment (20) 5 3+ – 5+ 15 15/17 210 for +10 pts.
Horde (40) 5 3+ – 5+ 30 22/24 345 Testudo: The unit gains Foulkon (2) for
Special +20 pts.
Iron Resolve, Phalanx, Testudo Pilum: The unit gains a single Throwing
Note: For more accuracy, players should not select both Weapon (1 use only). This is a Ranged
Triarii and Praetorian Guard in the same army.
attack with 10 attacks using an Ra
value of 5+ and 12" range for +10 pts.
Praetorian Guard [1] Infantry
Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 3+ – 5+ 15 15/17 210 First Cohort [1] Infantry
Special Unit Size Sp Me Ra De Att Ne Pts
Elite, Iron Resolve, Pilum, Testudo Legion (60) 5 3+ – 5+ 25 27/29 340

Special
Iron Resolve, Pilum, Testudo
Gladiators* [1] Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 3+ 15 –/12 140 Praetorian Cavalry Cavalry
Regiment (20) 5 3+ – 3+ 20 –/16 200 Unit Size Sp Me Ra De Att Ne Pts
Special Troop (5) 8 3+ – 5+ 8 11/13 115
Crushing Strength (1), Stealthy, Vicious Regiment (10) 8 3+ – 5+ 16 14/16 180

Options Special
•Equip with nets for 20 pts (gain Ensnare) Elite, Thunderous harge (1)

76
Force Lists
Photo courtesy of Warlord Games
Photo courtesy of Warlord Games

Gaius Julius Caesar [1] Hero (Inf) Eagle Bearer [1] Hero (Inf)
Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 5+ 4 13/15 150 1 5 4+ – 5+ 1 10/12 100

Special Special
Crushing Strength (1), I Came, I Saw, I Conquered, Individual, Rallying (2), Very Inspiring
Individual, Rallying (2), Very Inspiring

Options
• Mount on a horse, increasing Speed to 8 and
changing to Hero (Cav) for +20 pts.
Photo courtesy of Warlord Games

I Came, I Saw, I Conquered


May take up to two non living legend units from the
Barbarian list as auxilliaries, which act as if they
were taken from the main army list.

77
Force Lists

spartans
Sparta was the dominant land based power
on the ancient Greek peninsula, earning
this position through the rigorous military Special Rules
training every male citizen received ERA: Antiquity
beginning at the age of seven. Once they Spartan armies may only select the
turned twenty, every male spent a decade in following units from the Master list:
full time military service, and remained in
the reserves until they turned sixty. Sparta Spearmen, Heavy Spearmen,
was the primary rival to Athens, and the Warriors, Skirmishers, Slingers*,
key player in the war against the Persian Archers*, Levy*, Cavalry, Light
Empire. It remained independent Rome Cavalry, War Dogs*, General, Army
conquered it in 146 BC. This list can be Standard Bearer, Musician, Hero
used to field Spartan warriors throughout Spartan armies may select from the
that time period. following Mercenary units:

In addition to units from the Master Cretan Archers*, Rhodian Slingers*


list, Spartan armies may select from the
following units. Army Options
Come back with your shield, or on it:
Spearmen and Heavy Spearmen units may
Spartan Royal Guard Infantry
be upgraded with both the Headstrong
Unit Size Sp Me Ra De Att Ne Pts and Elite special rules for 25 pts.
Regiment (20) 5 3+ – 5+ 15 –/17 210

Special
Elite, Phalan
King [2] Hero (Inf)
Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 5+ 5 –/15 170
Krypteia* Infantry
Special
Unit Size Sp Me Ra De Att Ne Pts rushing Strength (1), Elite, Individual, Rallying (1),
Troop (10) 6 4+ – 4+ 10 9/11 100 Very Inspiring

Special
Headstrong, Stealthy, Vanguard, Vicious

Ephor [5] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts
1 5 4+ – 4+ 2 9/11 60

Special
Headstrong, Individial, Inspiring, Rallying (1)

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sCythians
The Scythians were a group of nomads from
the area around the Black Sea who were the
first people in the world to master mounted Special Rules
combat. At times they raided China and
ERA: Antiquity
India, and briefly controlled an empire that Scythian armies may only select the
threatened Egypt. They reached the height following units from the Master list:
of their power in the fifth to third centuries
BC, at which time they frequently clashed Spearmen, Heavy Spearmen, Warriors,
with the irst Persian Empire. They were Heavy Warriors, Archers, Skirmishers,
eventually conquered by the Macedonians Slingers, Levy*, War-Dogs*, Cavalry,
and the Sarmatian Persian Empire. Light Cavalry, Horse Archers,
Chariots, Chariot Archers, Heavy
In addition to units from the Master list, Chariots, War Dogs*, General, Hero,
Scythian armies may select from the Army Standard Bearer, Musician
following units. Scythian armies may select from the
following Mercenary units:

Scythian Foot Archers Infantry Numidian Cavalry*


Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ 5+ 4+ 8 9/11 105
Army Options
Poisoned Arrows: You may choose to
Regiment (20) 5 4+ 5+ 4+ 10 13/15 140
upgrade any unit armed with bows or
Special short bows to gain the Vicious special
Bows, Nimble, Vicious rule for +15 pts.
Composite Bows: A unit equipped with
Sagaris Warriors Infantry short bows may be upgraded with regular
bows, gaining +6" range for +10 pts.
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ – 4+ 10 9/11 90
Regiment (20) 5 4+ – 4+ 12 13/15 125

Special Scythian Horse Archers Cavalry


Crushing Strength (1), Vicious Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 9 5+ 5+ 3+ 7 10/12 100
Regiment (10) 9 5+ 5+ 3+ 14 13/15 155

Special
Bows, Skirmisher, Vicious
Photo courtesy of Warlord Games

80
Photo courtesy of Warlord Games Photo courtesy of Warlord Games Photo courtesy of Warlord Games

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thraCians
The Thracians were a group of tribes
who inhabited present day south eastern
Europe. They were widely regarded as Special Rules
warlike and bloodthirsty by others, they ERA: Antiquity
were also famed for their ferocity in battle Thracian armies may only select the
where they utilized masses of light and following units from the Master list:
mobile horsemen. However, a majority of
Thracian warriors fought as peltasts, being Spearmen, Heavy Spearmen, Warriors,
equipped with numerous javelins as well as Heavy Warriors, Skirmishers, Slingers,
an array of deadly close quarters weapons Archers, Levy*, Cavalry, Light Cavalry,
such as swords, knives and axes. They War Dogs*, Catapult, General, Army
also made e tensive use of the al and Standard Bearer, Musician, Hero
Rhomphaia, which proved to be so effective Thracian armies may select from the
against the Roman Legionaries that it led following Mercenary units:
to them redesigning their helmets to better
absorb its blows. Thracian Peltasts*

In addition to units from the Master list, Army Options


Thracian armies may select from the Ferocious: Any unit can be upgraded to
following units. have the ury special rule for 10 pts.

Falxmen Infantry Thracian Light Cavalry Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ – 3+ 10 9/11 90 Troop (5) 9 5+ 5+ 3+ 7 10/12 100
Regiment (20) 5 4+ – 3+ 12 13/15 125 Regiment (10) 9 5+ 5+ 3+ 14 13/15 155
Horde (40) 5 4+ – 3+ 25 20/22 205 Horde (20) 9 5+ 5+ 3+ 28 20/22 250

Special Special
rushing Strength (1), ury, icious (Thrown Weapons, Piercing (1)), ury, imble

Spartacus [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 4+ 7 –/14 150

Special
Photo courtesy of Warlord Games

Crushing Strength (1), Individual,


Vicious, Very Inspiring

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Photo courtesy of Warlord Games Photo courtesy of Warlord Games Photo courtesy of Warlord Games

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huns
The Huns were a nomadic people, who lived
in Eastern Europe, the aucasus, and entral
Asia. Under Attila, they formed a unified Special Rules
empire, raiding and sacking most of Europe.
ERA: Late Antiquity
The Huns fought on horseback, utilising
Hun armies may only select the following
bows and thrown weapons, though they also
units from the Master list:
used long doubled edged swords as well as
lassos. After Attila’s death, and without his Spearmen, Warriors, Archers,
influence, his empire soon perished. Skirmishers, Slingers, Levy*,
Cavalry, Light Cavalry, Horse
In addition to units from the Master list, Hun Archers, War Dogs*, Small Bolt
armies may select from the following units. Thrower, Catapult, General, Hero,
Army Standard Bearer, Musician
Hun armies may not select
any Mercenary units.
Hunnic Cavalry Cavalry
Unit Size Sp Me Ra De Att Ne Pts Army Options
Troop (5) 8 4+ 5+ 4+ 7 10/12 115 Composite Bows: A unit equipped with
Regiment (10) 8 4+ 5+ 4+ 14 13/15 180 short bows may be upgraded with regular
Horde (20) 8 4+ 5+ 4+ 28 20/22 315 bows, gaining +6" range for +10 pts.
Special
Bows, Skirmisher, Thunderous Charge (1), Vicious

Options
• Equip with lassos for 15 pts (gain Ensnare)

Hunnic Nobles [1] Infantry Attila [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 5+ 10 11/13 120 1 8 3+ 4+ 4+ 4 12/14 160

Special Special
Elite, Inspiring Bow, Crushing Strength (1), Dread, Individual,
Thunderous Charge (1), Vicious, Very Inspiring, .
Options
• E change shields for two handed weapons for free Options
(lower Defence to 4+, gain Crushing Strength (1)) • Send out a Raiding Party for 30 pts

Raiding Party
A raiding party has caught a section of the enemy
army unawares, and as such, When starting to deploy
Siege Engineer Hero (Inf) their units, your opponent must deploy D3+1 units
instead of a single one.
Unit Size Sp Me Ra De Att Ne Pts
A hugely successful barbarian king of the
1 5 5+ – 3+ 1 10/12 75 Hunnic Empire, Attila the Hun spread fear
Special across the late Roman Empire. He was a fierce
Engineer, Individual and ruthless man who united the various tribes
of the Hun kingdom.
Engineer
War Engines within 3" have the Elite special rule.

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angLo-saxons
The Anglo Sa ons controlled England from
around the sixth century until the Norman
conquest in 1066 AD. Originally a number
Special Rules
of smaller kingdoms, England first became ERA: Early Middle Ages–
a single nation under their rule. During High Middle Ages
this period, they fought off invasions Anglo Sa on armies may only select the
from Celts, Scots, Picts, and Vikings, as following units from the Master list:
well as warring among themselves. This
list is suitable for fielding armies from Spearmen, Warriors, Heavy Warriors,
throughout this period, including the Levy*, War-Dogs*, Archers*, Slings,
struggles against the Viking incursions and Light Cavalry*, Cavalry*, Catapult,
the Norman conquest. Crossbowmen*, General, Hero,
Army Standard Bearer, Musician
In addition to units from the Master list, Anglo Sa on armies may not select any
Anglo Sa on armies may select from the Mercenary units.
following units.

Housecarl Infantry Alfred the Great [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 4+ 10 10/12 100 1 5 4+ – 5+ 3 10/12 110
Regiment (20) 5 3+ – 4+ 12 14/16 140
Special
Horde (40) 5 3+ – 4+ 25 21/23 230 Greater Rallying, Individual, Iron Resolve, Very Inspiring
Special Greater Rallying
Crushing Strength (1), Headstrong The unit has the Rallying (2) rule with a range of 9".
Alfred the Great defeated the Viking armies
in England in the 870s AD and took the title
King of the Anglo-Saxons. He reorganized the
Anglo-Saxon Shieldwall Infantry Kingdom’s military to be better equipped to
handle future invasions, and repelled another
Unit Size Sp Me Ra De Att Ne Pts
Viking invasion in the 890s.
Troop (10) 5 4+ 5+ 4+ 10 10/12 90
Regiment (20) 5 4+ 5+ 4+ 12 14/16 125
Horde (40) 5 4+ 5+ 4+ 25 21/23 205

Special
Thrown Weapons

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Franks
The ranks were a ermanic tribe living in
aul in the later days of the Roman Empire.
They formed a kingdom of their own that Special Rules
the Romans acknowledge in 357 AD and
ERA: Early Middle Ages–
comprised most of Gaul by the sixth
High Middle Ages
century. This kingdom eventually evolved rankish armies may only select the
into rance and the Holy Roman Empire. following units from the Master list:
This list is designed to allow players to
field rankish forces from the Roman Spearmen, Heavy Spearmen, Warriors,
period, where they fought against various Heavy Warriors, Crossbowmen, Archers,
barbarian groups alongside Romans, Cavalry, Heavy Cavalry, War-Dogs*,
through the conquests of Charlemagne and Levy*, Catapult, Mangonel, General,
the struggles to hold the Empire together Hero, Army Standard Bearer, Musician
after his death, to the conflicts with the rankish armies may not select any
Vikings and Normans, a period spanning Mercenary units.
from 357 to roughly 1100 AD.

In addition to units from the Master list,


Army Options
Throwing Axes: Any unit of Spearmen,
rankish armies may select from the
Warriors, Heavy Warriors or Cavalry
following units.
may be upgraded with Throwing Axes.
The unit gains a single Throwing
Weapon (1 use only). This is a Ranged
attack with 10 attacks using an Ra
Frankish Spearmen Infantry
value of 5+ and 12" range for +10 pts
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ 5+ 4+ 10 10/12 110
Regiment (20) 5 4+ 5+ 4+ 15 14/16 160
Horde (40) 5 4+ 5+ 4+ 30 21/23 265

Special Charlemagne [1] Hero (Inf)


Thrown Weapons, Phalanx Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 5+ 4 12/14 130

Special
Frankish Lancers Cavalry Crushing Strength (1), Individual,
Rallying (2), Very Inspiring
Unit Size Sp Me Ra De Att Ne Pts
Options
Troop (5) 8 3+ – 4+ 8 11/13 110 • Mount on a horse, increasing Speed to and
Regiment (10) 8 3+ – 4+ 16 14/16 170 changing to Hero (Cav) for +20 pts.
Special Charlemagne was King of the Franks from
Thunderous Charge (2) 768 AD until his death in 814 AD. He
became King of Italy and conquered most of
modern day Germany, and was crowned the
first Emperor of the Holy Roman Empire in
800 AD. A great general and administrator,
his rule laid the groundwork for the modern
European geopolitical landscape.

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norMans
ormandy was a duchy in northern rance
that was founded when the Viking leader
Rollo conquered the area and forced the Special Rules
rankish king to grant him the right to rule ERA: Early Middle Ages–
over the area in 911 AD. Through marriage, High Middle Ages
his descendants became connected to the Norman armies may only select the
Anglo Sa on kings of England. In 1066 following units from the Master list:
AD, the Normans invaded and conquered
England. This list is suitable for fielding Spearmen, Warriors, Heavy Warriors,
Norman forces both in their struggles to Crossbowmen, Archers, Cavalry, Levy*,
remain a duchy within rance and their Catapult, Trebuchet, Mangonel, General,
conquest of England. Hero, Army Standard Bearer, Musician
Norman armies may not select any
In addition to units from the Master Mercenary units.
list, Norman armies may select from the
following units.

Norman Knights Cavalry William the Conquerer [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 8 3+ – 5+ 7 11/13 125 1 5 3+ 4+ 5+ 5 14/16 155
Regiment (10) 8 3+ – 5+ 14 14/16 190
Special
Special Bow, rushing Strength (1), Individual, Elite,
Brutal, Thunderous Charge (2) Piercing (1), Rallying (1), Very Inspiring,

Options
• Mount on a barded horse, increasing Speed to 8,
gaining Thunderous Charge, changing to Hero (Cav)
and losing Bow, for +20 pts.
William the Conqueror was the Duke of
Normandy and cousin of the childless Edward
the Confessor of England. After his cousin’s
death, he invaded England to claim the throne
that had been seized by Harold Godwinson.
He defeated Harold’s forces at the Battle of
Hastings and became the first Norman king
of England.

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poLish
The Kingdom of Poland was founded in the
middle of the tenth century AD and quickly
developed a unique culture. Sitting on the Special Rules
edges of the Holy Roman Empire, the Asian
ERA: Early Middle Ages–
frontier and the Ottoman Empire, Poland
Late Middle Ages
fought a series of wars against the Teutonic Polish armies may only select the following
Knights, the Ottomans and the Mongols. units from the Master list:
This list represents the forces fielded by
the Polish in those conflicts. Archers, Crossbowmen, Spearmen,
Warriors, Heavy Warriors, Berserkers,
In addition to units from the Master list, Polish Levy* Skirmishers, War-Dogs*, Light
armies may select from the following units. Cavalry, Cavalry, Heavy Cavalry,
Cavalry Archers, General, Army
Standard Bearer, Musician, Hero
Polish armies may not select any
Mercenary units.

Druzhina Infantry Winged Hussars Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 4+ 12 10/12 120 Troop (5) 8 3+ 5+ 5+ 8 11/13 160
Regiment (20) 5 3+ – 4+ 15 14/16 170 Regiment (10) 8 3+ 5+ 5+ 16 14/16 245
Horde (40) 5 3+ – 4+ 30 21/23 280
Special
Special (Pistols, Piercing (1)), Brutal, Crushing Strength (1),
Brutal, Crushing Strength (1) Thunderous Charge (1)

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Force Lists

sLavs
The Slavic list is designed to help players field
armies from a number of Eastern European
people groups who shared a common language Special Rules
family and culture. This list could be used to ERA: Early Middle Ages–
field the Bulgar Empire that challenged the Late Middle Ages
northern border of the By antine Empire Slavic armies may only select the
beginning in the seventh century, the Rus following units from the Master list:
people whose lands became modern Russia,
and the Wallachians who fought to keep the Archers, Spearmen, Warriors,
Balkans from the hands of the Ottomans, Berserkers, Slingers, Skirmishers,
among others. Light Cavalry, Cavalry, Heavy
Cavalry, War-Dogs*, General, Army
In addition to units from the Master list, Slavic Standard Bearer, Musician, Hero
armies may select from the following units. Slavic armies may not select any
Mercenary units.

Ancient Slavs Infantry


Army Options
Guerilla Tactics: Any unit can be
Unit Size Sp Me Ra De Att Ne Pts upgraded to have the Pathfinder special
Troop (10) 5 4+ 5+ 4+ 8 9/11 100 rule for +15 pts.
Regiment (20) 5 4+ 5+ 4+ 10 13/15 140
Horde (40) 5 4+ 5+ 4+ 20 20/22 230

Special
Shortbows, Pathfinder, Skirmisher
Boyars Infantry
Unit Size Sp Me Ra De Att Ne Pts
Options
Troop (10) 5 3+ – 4+ 12 10/12 115
• E change shortbows for slings for free (gain
Piercing ( 1)) Regiment (20) 5 3+ – 4+ 15 14/16 165

Special
Crushing Strength (1), Vicious

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Force Lists

vikings
The Vikings were Norse seafaring raiders
who waged war throughout northern
Europe and Russia from around 0 AD
Special Rules
until the conquest of England by the ERA: Early Middle Ages–
Normans in 1066 AD. They were based out High Middle Ages
of Denmark, Norway, and Sweden. The Viking armies may only select the
Viking age ended as those three nations following units from the Master list:
Christianized and sought legitimacy in the
larger European community. Berserkers, Spearmen, Warriors,
Heavy Warriors, Skirmishers,
In addition to units from the Master list, Viking Archers, War-Dogs*, General, Army
armies may select from the following units. Standard Bearer, Musician, Hero
Viking armies may not select any
Mercenary units.
Berserkers Infantry
Army Options
Unit Size Sp Me Ra De Att Ne Pts
Throwing Axes: Any unit of Spearmen,
Legion (60) 5 3+ – 3+ 40 –/29 335
Warriors, Heavy Warriors, Berserkers or
Special Huscarls may be upgraded with Throwing
Crushing Strength (1) Axes. The unit gains a single Throwing
Weapon (1 use only). This is a Ranged
attack with 10 attacks using an Ra value
of 5+ and 12" range for +10 pts.
Huscarls Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 4+ 10 10/12 100
Regiment (20) 5 3+ – 4+ 12 14/16 145
Horde (40) 5 3+ – 4+ 25 21/23 240

Special Berserker of
rushing Strength (1), ury, Headstrong Stamford Bridge [1] Hero (Inf)
Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 4+ 7 –/16 160
Ivar the Boneless [1] Hero (Large Inf) Special
Unit Size Sp Me Ra De Att Ne Pts rushing Strength (2), Individual, Inspiring, alhalla
1 4 4+ 3+ 5+ 4 13/15 140 Valhalla!
Special If the Berserker of Stamford Bridge is the only unit
Bow, Crushing Strength (1), Headstrong, Inspiring, making attacks against a Regiment, Horde or Legion
Nimble, Rallying (2), Vicious in the Melee Phase then he doubles his attacks.

Ivar the Boneless was a Viking warlord who On 25 September 1066, a single Viking warrior
commanded the Great Heathen Army the held Stamford Bridge against the entire English
conquered most of Anglo-Saxon Britain in army, killing as many as forty English soldiers
the 850s AD. Some believe he received his by himself before an English soldier floated
nickname because of his great flexibility, while under the bridge and stabbed him with a spear
others believe he may have had no legs. Either from below.
way, he was known for being carried on a
shield by his troops after battle as part of the
victory celebration.

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Force Lists

Crusaders
This list covers the major and minor
Crusades during the High and Late Middle
ages. These were papal sanctioned military Special Rules
campaigns that took place either in Europe ERA: Late Middle Ages
or Southwestern Asia. The irst rusade was Crusader armies may only select the
proclaimed by Pope Urban II. He proposed following units from the Master list:
‘Whoever for devotion alone, but not to
gain honour or money, goes to Jerusalem to Spearmen, Warriors, Heavy Warriors,
liberate the Church of God can substitute Archers, Crossbowmen, Levy*,
this journey for all penance.’ This was aimed Cavalry, Light Cavalry, Heavy
towards the knights of Western Europe, who Cavalry, War Dogs*, Catapult, Small
were full of sin and otherwise engaged in Bolt Thrower, Mangonel, General,
endless infighting. This gave them a chance Army Standard Bearer, Hero
to focus their efforts to what was viewed as Crusader armies may select the following
a spiritual act. Mercenary unit:

In addition to units from the Master list, Geonese Crossbowmen*


Crusader armies may select from the
following units. Army Options
Holy Warriors: Any unit can be upgraded
to have the Iron Resolve special rule for
+10 pts.

Penitents Infantry Knights Templar [1]* Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 5+ – 3+ 10 8/10 70 Troop (5) 8 3+ – 5+ 9 12/14 160
Regiment (20) 5 5+ – 3+ 15 12/14 100 Regiment (10) 8 3+ – 5+ 18 15/17 245
Horde (40) 5 5+ – 3+ 30 19/21 165
Special
Legion (60) 5 5+ – 3+ 35 25/27 240 Crushing Strength (1), Inspiring, Iron Resolve,
Special Thunderous Charge (1)
Crushing Strength (1), Headstrong, Iron Resolve

Richard I [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 5+ 5 12/14 145

Special
Crushing Strength (1), Individual, Iron Resolve,
The Lionheart, Very Inspiring

The Lionheart
While within " of this unit, friendly non allied units
have the ury special rule.

Options
• Mount on a horse, increasing Speed to 8, gaining
Thunderous Charge (1), and changing to Hero (Cav)
for +30 pts.

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95
Force Lists

Japanese
The iconic Japanese armour and the
foundations of the later Bushido warrior
code were in place by the eleventh century Special Rules
in Japan. This list can be used for Japanese
ERA: High Middle Ages–
forces from that time until roughly the
Late Middle Ages
fifteenth century, when the introduction Japanese armies may only select the
of firearms from Europe changed the way following units from the Master list:
wars were waged on the island. During
this time, a number of wars were waged Spearmen, Skirmishers, Archers, Levy*,
between various factions within Japan Horse Archers, Light Cav, General,
itself, including the Gempei War between Hero, Army Standard Bearer, Musician
clans that began in 1180 AD. The Mongols Japanese armies may not select any
also launched two failed invasions of Japan Mercenary units.
in the thirteenth century.

In addition to units from the Master list,


Japanese armies may select from the
following units.

Samurai Infantry Samurai Cavalry Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 4+ 10 11/13 105 Troop (5) 8 3+ – 5+ 8 12/14 130
Regiment (20) 5 3+ – 4+ 12 15/17 150 Regiment (10) 8 3+ – 5+ 16 15/17 200
Horde (40) 5 3+ – 4+ 25 22/24 250
Special
Special Thunderous harge (2), ury
rushing Strength (1), ury
Options
Options • Horo. Gains Stealthy (+10 pts)
• Horo. Gains Stealthy (+10 pts)

Warrior Monks Infantry Ninja Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ – 4+ 10 10/12 90 1 6 3+ 3+ 4+ 4 11/13 100
Regiment (20) 5 4+ – 4+ 15 14/16 130
Special
Horde (40) 5 4+ – 4+ 30 21/23 215 (Thrown Weapon, Piercing (1)), Crushing Strength (1),
Individual, Stealthy, Vanguard, Vicious
Special
Crushing Strength (1), Headstrong

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Force Lists

MongoLs
The Mongol Empire began in the thirteenth
century and controlled an area stretching
from Eastern Europe to the Sea of apan, Special Rules
and from Siberia in the north to parts of
ERA: High Middle Ages–
India and Indochina in the south. Though
Late Middle Ages
the Empire’s power was broken by the Mongolian armies may only select the
Chinese in 1368, the Mongols remained a following units from the Master list:
threat to the Chinese for many centuries to
come. The Mongols themselves primarily Spearmen, Archers, Skirmishers,
fought on horseback, but they used Levy*, Hand cannons*, Light Cavalry,
conscripts from conquered nations as Horse Archers, Cavalry, Catapult,
infantry units, and adopted the use of siege Trebuchet, Cannon, General, Hero,
engines from the Chinese. Army Standard Bearer, Musician
Mongolian armies may not select any
In addition to units from the Master list, Mercenary units.
Mongolian armies may select from the
following units.
Army Options
Recurve Bows: A unit equipped with short
bows may be upgraded with regular bows,
gaining +6" range for +10 pts.
Mongol Horse Archers Cavalry
Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 9 5+ 5+ 3+ 7 11/13 125
Regiment (10) 9 5+ 5+ 3+ 14 14/16 180

Special
Bows, Elite, Skirmisher, icious (ranged attacks only)
Chinese Rockets War Engine
Unit Size Sp Me Ra De Att Ne Pts
1 5 – 5+ 4+ 4 9/11 75
Mongol Lancers Cavalry
Special
Unit Size Sp Me Ra De Att Ne Pts Blast (D3), Devastating, Indirect ire, Reload
Troop (5) 9 3+ – 4+ 9 11/13 135
Regiment (10) 9 3+ – 4+ 18 14/16 190

Special
Elite, Thunderous harge (2)

Genghis Khan [1] Hero (Cav)


Unit Size Sp Me Ra De Att Ne Pts
Mongol Skirmish Lancers* 1 9 3+ – 4+ 4 12/14 125
Cavalry Special
Unit Size Sp Me Ra De Att Ne Pts Crushing Strength (1), Individual,
Rallying (2), Thunderous Charge (1), Very Inspiring
Troop (5) 9 3+ – 4+ 8 11/13 125
Regiment (10) 9 3+ – 4+ 16 14/16 180

Special
Thunderous harge (2), Skirmisher, Elite

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Byzantines
The By antine, or Eastern Roman Empire,
began when Constantine moved the capital of
the Empire from Rome to onstantinople in Special Rules
330 AD, and continued until Constantinople
ERA: Early Middle Ages–
fell to the Ottoman Empire in 1453 AD,
Late Middle Ages
a period of more than a thousand years. Byzantine armies may only select the
During that time, the Empire fought against following units from the Master list:
barbarians, Huns, Mongols, Persians,
and even, at times, Crusaders. This list is Spearmen, Heavy Spearmen, Pikemen,
designed to cover armies from the Empire’s Warriors, Heavy Warriors, Skirmishers,
long history. Greek fire was in use by the Slingers, Archers, Crossbowmen,
seventh century, and Naphtha Throwers by Hand Cannons, Levy*, Cavalry,
1000 AD. Gunpowder weapons were in use Light Cavalry, Cataphracts, War
by the thirteenth century. Dogs*, Catapult, Small Bolt Thrower,
Trebuchet, Mangonel, Cannon,
In addition to units from the Master list, Mortars, Organ Gun, General, Army
Byzantine armies may select from the Standard Bearer, Musician, Hero
following units. Byzantine armies may select from the
following Mercenary units:
Genoese Crossbowmen*
Varangian Guard [1]* Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 5+ 12 11/13 125
Regiment (20) 5 3+ – 5+ 15 15/17 180

Special Constantine I [1] Hero (Inf)


Headstrong, Vicious
Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 4+ 3 12/14 120

Special
Naphtha Throwers Infantry Individual, Leader of a Divided Empire, Rallying (2),
Very Inspiring
Unit Size Sp Me Ra De Att Ne Pts
Leader of a Divided Empire
Troop (10) 5 5+ 5+ 3+ D6+10 9/11 140
Constantine’s Very Inspiring special rule also applies
Special to mercenary allies
(Throwing Weapons, Piercing (1)), Devastating,
Options
Skirmisher, Vicious
• Mount on a horse, increasing Speed to and
changing to Hero (Cav) for +20 pts.
Constantine ruled the Roman Empire in the
fourth century, and moved the capital from
Greek Fire Launchers War Engine Rome to Constantinople. He was a skilled
Unit Size Sp Me Ra De Att Ne Pts general, waging successful wars against the
1 5 – – 4+ 10 9/11 50
Franks and other barbarian threats, as well as
winning wars within the Empire, and waging
Special war on the Persian front.
Breath Attack (att), Individual, Vicious,
Base size: 25x50mm

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Force Lists

ottoMans
The Ottoman Empire was founded in 12
by Osman I, and continued to be a major
power in Europe until the irst World War. Special Rules
This list is designed to play the Ottomans
ERA: High Middle Ages–
in the early days of the Empire, a time
Late Middle Ages
when the Turks were securing the Balkans Ottoman armies may only select the
and absorbing the floundering Byzantine following units from the Master list:
Empire. During this era, they also clashed
with Poland, which sought to recover the Pikemen, Warriors, Horse Archers*,
Balkans from the Ottomans, and with the Light Cavalry, Cavalry, Heavy
Holy Roman Empire. Cavalry, Cannon, General, Army
Standard Bearer, Musician, Hero.
In addition to units from the Master list, Ottoman armies may not select any
Ottoman armies may select from the Mercenary units.
following units.

Janissary Archers Infantry Dardanelles Gun [1] War Engine


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ 5+ 3+ 8 10/12 95 1 5 – 5+ 4+ 1 12/14 150
Regiment (20) 5 4+ 5+ 3+ 10 14/16 135
Special
Horde (40) 5 4+ 5+ 3+ 20 21/23 225 Blast (1D6 6), Devastating, Piercing (4), Reload ,
50x100mm base
Special
Bows, Elite

Bombard War Engine


Janissary Halberdiers Infantry Unit Size Sp Me Ra De Att Ne Pts
Unit Size Sp Me Ra De Att Ne Pts 1 5 – 5+ 3+ 1 10/12 100
Troop (10) 5 3+ – 3+ 10 10/12 95 Special
Regiment (20) 5 3+ – 3+ 12 14/16 135 Blast (D6 3), Piercing (4), Reload
Horde (40) 5 3+ – 3+ 25 21/23 225

Special
rushing Strength (1), Elite
Sultan [1] Hero (Inf)
Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ – 5+ 4 12/14 105
Janissary Jezzails Infantry
Special
Unit Size Sp Me Ra De Att Ne Pts Crushing Strength (1), Individual, Sultan, Very Inspiring
Troop (10) 5 4+ 5+ 3+ 8 10/12 120
Sultan
Regiment (20) 5 4+ 5+ 3+ 10 14/16 170
While within " of this unit, friendly non allied anissary
Horde (40) 5 4+ 5+ 3+ 20 21/23 280 units have the Headstrong special rule.
Special Options
(Arquebuses, Piercing 2)), Elite, Reload • Mount on a horse, increasing Speed to 8 and
changing to Hero (Cav) for +20 pts.

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Force Lists

azteCs
The Aztecs were a tribe of aggressive warriors,
who were constantly at war with their
neighbours. During the 13th century they Special Rules
settled in what is now the valley of Mexico and
ERA: Late Middle Ages
eventually dominated most of region. They Aztec armies may only select the following
were eventually conquered by the Spanish units from the Master list:
and their Tlaxcallan allies, and later further
decimated by several epidemics. Warriors, Spearmen, Archers,
Berserkers, Levy*, Slingers, General,
In addition to units from the Master list, Aztec Hero, Army Standard Bearer, Musician
armies may select from the following units. Aztec armies may not select
any Mercenary units.
Eagle Warriors with Bows Infantry
Unit Size Sp Me Ra De Att Ne Pts
Army Options
Jungle Warriors: Any unit can be upgraded
Troop (10) 5 5+ 5+ 3+ 8 9/11 90
with Pathfinder for 15 pts.
Regiment (20) 5 5+ 5+ 3+ 10 13/15 125
Horde (40) 5 5+ 5+ 3+ 20 20/22 205 Atlatl: Skirmishers with throwing weapons
can be upgraded with an Atlatl, increasing
Special
their range by 6" for +10 pts.
Bows, Pathfinder, Skirmisher

Eagle Warriors with Atlatl Infantry


Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 5+ 5+ 3+ 8 9/11 90
Regiment (20) 5 5+ 5+ 3+ 10 13/15 130 Jaguar Warriors Infantry
Horde (40) 5 5+ 5+ 3+ 20 20/22 215 Unit Size Sp Me Ra De Att Ne Pts
Special Troop (10) 5 4+ – 4+ 10 9/11 75
(Atlatl, Piercing (1)), Pathfinder, Skirmisher Regiment (20) 5 4+ – 4+ 12 13/15 110
Horde (40) 5 4+ – 4+ 25 20/22 180

Otomi Warriors Infantry Special


Pathfinder
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 4+ 10 10/12 90 Options
• E change shields for two handed weapons for free
Regiment (20) 5 3+ – 4+ 12 14/16 130
(lower Defence to 3+, gain Crushing Strength (1))
Horde (40) 5 3+ – 4+ 25 21/23 215

Special
Pathfinder, Vicious

Montezuma II [1] Infantry


Aztec Priest Hero (Inf)
Unit Size Sp Me Ra De Att Ne Pts
Unit Size Sp Me Ra De Att Ne Pts
1 5 5+ – 3+ 1 10/12 50
1 5 3+ – 4+ 3 12/14 80
Special
Special
Battle Prayer, Individual, Pathfinder
Crushing Strength (1), Individual, Pathfinder, Very Inspiring
or every 1,000 pts (or part) in the army, one unit of Battle Prayer
Eagle Warriors may be upgraded with the anguard riendly (non allied) units have the ury special rule
special rule +15 pts. whilst within 6" of this model.

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Force Lists

Conquistadors
The Conquistadors were soldiers and
e plorers from the Spanish Empire and
Portuguese Empire. They sailed as far as Special Rules
Americas, Oceania, Africa and Asia, setting
ERA: Late Middle Ages
up trade routes and colonising much of the Conquistador armies may only select the
known world for their respective empires. following units from the Master list:
The Conquistadors were professional
warriors, using European tactics, firearms, Warriors, Heavy Warriors, Pikemen,
and cavalry. The Conquistadors also made Heavy Pikemen, Crossbowmen,
use of the local inhabitants as allied troops, Hand Cannons, War-Dogs*,
forging alliances with one tribe, only to pit Cavalry, Heavy Cavalry, Cannon,
them against their neighbour. Mortar, Organ Gun, General, Hero,
Musician, Army Standard Bearer
Their equipment was the best available Conquistador armies may not select
to Europeans at the time and they were any Mercenary units.
quick to make use of gunpowder. When
fighting the American civilizations, their
firearms were extremely effective. After
a several artillery hits the enemy morale
was destroyed thanks to the ensuing
noise, smoke and carnage. They also had
steel armour and weaponry, which gave a
distinct advantage over anything that their
enemies had available to them.

In addition to units from the Master list,


Conquistador armies may select from the Conquistadors Cavalry
following units. Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 8 4+ 4+ 4+ 7 11/13 125
Regiment (10) 8 4+ 4+ 4+ 14 14/16 190

Arquebusiers Infantry Special


(Pistols, Piercing (1)), Devastating, Thunderous Charge (1)
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 5+ 5+ 3+ 8 9/11 110
Regiment (20) 5 5+ 5+ 3+ 10 13/15 145

Special Hernan Cortes [1] Hero (Inf)


(Arquebuses, Piercing (2)), Devastating, Reload Unit Size Sp Me Ra De Att Ne Pts
1 5 3+ 4+ 5+ 4 11/13 130

Special
Sword and Buckler Men Infantry (Pistols Piercing (1)) Crushing Strength (1), Inspiring,
Rallying (1), Tlaxcaltec Allies
Unit Size Sp Me Ra De Att Ne Pts
Tlaxcaltec Allies
Troop (10) 5 3+ – 5+ 10 10/12 100 Hernan Cortez may include 4 infantry units from the
Regiment (20) 5 3+ – 5+ 12 14/16 140 Aztec list as if they were part of the primary army.
Special Options
Headstrong • Mount on a horse, increasing Speed to and
changing to Hero (Cav) for +20 pts.

103
Force Lists

engLish
This theme includes the Hundred Years
War and War of the Roses. Knights and
Men at arms became less common as this Special Rules
period progressed, with mass longbows
ERA: Late Middle Ages
being a huge advantage over the rench English armies may only select the
during the Hundred ears War. irearms following units from the Master list:
were present but initially had little effect
in battle although Cannons and Mortars Spearmen*, Pikemen*, Heavy
become popular as siege weapons. Levy Pikemen*, Warriors, Heavy Warriors,
troops were gradually replaced by paid Hand Cannons*, Crossbowmen*,
troops and/or foreign mercenaries. Cavalry, Heavy Cavalry, Levy*,
Cannon, Catapult, Mangonel, Organ
In addition to units from the Master Gun, Mortar, General, Hero, Army
list, English armies may select from the Standard Bearer, Musician
following units. English armies may not select any
Mercenary units.

Longbowmen Infantry
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 4+ 5+ 3+ 8 9/11 105
Regiment (20) 5 4+ 5+ 3+ 10 13/15 150
Horde (40) 5 4+ 5+ 3+ 20 20/22 250

Special
(Bows, Piercing (1)), Elite, Ensnare, Reload

Edward the
Light Lancers Cavalry Black Prince [1] Hero (Inf)
Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 9 4+ – 4+ 7 10/12 115 1 5 3+ – 5+ 5 13/15 180
Regiment (10) 9 4+ – 4+ 14 13/15 175
Special
Special rushing Strength (1), Dread, Elite, Individual,
Nimble, Pathfinder, Thunderous Charge (1) Very Inspiring,

Options
• Mount on a barded horse, increasing Speed to 8,
gaining Thunderous Charge (2), and changing to
Hero (Cav) for +30 pts.
No one stands out more than does Edward, the
Black Prince, who was so successful in the early
years of the war that the very mention of his
name in the ranks of the English would strike
terror into the French.

104
Force Lists

105
Force Lists

FrenCh
Covering the period from 1301 to 1500.
Early in this period, armies highly favoured
hevaliers and Men at arms (either mounted Special Rules
or dismounted for battle). During this time
ERA: Late Middle Ages
armour grew progressively heavier, firstly rench armies may only select the
being supplemented by plate armour, then following units from the Master list:
eventually full plate was seen. Catapults
were the commonly used artillery at the Spearmen*, Pikemen*, Heavy Pikemen*,
start of the period but soon gave way to Warriors, Heavy Warriors, Hand
gunpowder, first with Cannons and Mortars, Cannons*, Archers, Crossbowmen,
then with larger Bombards. Heavy Cavalry, Levy*, Catapult,
Cannon, Trebuchet, Mangonel,
In addition to units from the Master list, rench Organ Gun, Mortar, General, Hero,
armies may select from the following units. Army Standard Bearer, Musician
rench armies may select from the
following Mercenary units:
Chevaliers Cavalry Geonese Crossbowmen*, Swiss Pikemen*
Unit Size Sp Me Ra De Att Ne Pts
Troop (5) 8 3+ – 5+ 8 11/13 130
Regiment (10) 8 3+ – 5+ 16 14/16 200 Bombardes War Engine
Special Unit Size Sp Me Ra De Att Ne Pts
Elite, Headstrong, Thunderous harge (2)
1 5 – 5+ 4+ 1 9/11 120

Special
Blast (D6 3), Indirect, Piercing (4), Reload ,
Joan of Arc [1] Hero (Inf)
Unit Size Sp Me Ra De Att Ne Pts Bertrand du Guesclin [1] Hero (Inf)
1 5 4+ – 4+ 2 12/14 100
Unit Size Sp Me Ra De Att Ne Pts
Special 1 5 3+ – 5+ 5 13/15 160
Battle Prayer, Individual, Rallying (2), Very Inspiring
Special
Battle Prayer rushing Strength (1), Elite, Individual, Rallying (1),
riendly (non allied) units have the ury special rule Very Inspiring
whilst within 6" of this model.
Options
Options • Mount on a barded horse, increasing Speed to 8,
• Mount on a horse, increasing Speed to and gaining Thunderous Charge (2), and changing to
changing to Hero (Cav) for +20 pts. Hero (Cav) for +30 pts.

106
Force Lists

107
Force Lists

hoLy roMan eMpire


The Holy Roman Empire was founded by
Charlemagne in the year 800AD and as
an Empire, spanned for near 1000 years. Special Rules
This army list however, focuses on the
ERA: Late Middle Ages
Holy Roman Empire in the late medieval Holy Roman Imperial armies may only
period. Covering the period from 1301 to select the following units from the
1500, it contains many different European Master list:
kingdoms, and as such has a large and
varied unit roster available. Spearmen, Pikemen, Warriors, Heavy
Warriors, Archers, Hand Cannons,
In addition to units from the Master list, Crossbowmen, Levy*, Cavalry,
Holy Roman Imperial armies may select Heavy Cavalry, Horse Archers, War
from the following units. Dogs*, Trebuchet, Cannon, Mortar,
Mangonel, Organ Gun, General, Hero,
Army Standard Bearer, Musician
Doppelsöldner* Infantry Holy Roman Imperial armies may select
Unit Size Sp Me Ra De Att Ne Pts from the following Mercenary units:
Troop (10) 5 3+ – 4+ 10 11/13 110 Genoese Crossbowmen*, Swiss Pikemen*
Regiment (20) 5 3+ – 4+ 12 15/17 160

Special
Crushing Strength (1), Vicious, Zweihander

Zweihander Landschnecks* Infantry


When attacking a unit with the Ensnare special rule, Unit Size Sp Me Ra De Att Ne Pts
this unit does not suffer the 1 penalty to hit.
Regiment (20) 5 3+ – 4+ 15 14/16 185
Options Horde (40) 5 3+ – 4+ 30 21/22 305
• pgrade this unit with the Blood Banner. The
unit is turned into the orlorn Hope, granting Special
Headstrong and ury ( 10 pts) Ensnare, Phalan , icious

108
Force Lists

sCottish
In 12 6 AD, ing Edward I of England
invaded Scotland. This Theme is designed
to field the Scottish in their struggles for Special Rules
independence from the English crown in ERA: Late Middle Ages
the decades that followed. Scottish armies may only select the
following units from the Master list:
In addition to units from the Master
list, Scottish armies may select from the Spearmen, Warriors, Heavy Warriors,
following units. Berserkers, Levy*, Heavy Pole-Arms
Block, Pikemen, Archers, Cavalry,
Light Cavalry, Heavy Cavalry,
Catapult, Cannon, Hand Gunner,
Dismounted Knights Infantry Crossbowmen, General, Hero, Army
Standard Bearer, Musician
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 5+ 10 10/12 110 Scottish armies may select from the
Regiment (20) 5 3+ – 5+ 12 14/16 160 following Mercenary units:
Special Swiss Guard*
rushing Strength (1), ury

Highlanders Infantry William Wallace [1] Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 3+ – 4+ 10 10/12 110 1 5 3+ – 5+ 5 12/14 170
Regiment (20) 5 3+ – 4+ 12 14/16 160
Special
Horde (40) 5 3+ – 4+ 25 21/23 265 rushing Strength (2), ury, reedom Individual,
Very Inspiring
Special
rushing Strength (2), ury Freedom!
While within 6" of this unit, riendly non allied
units gain Thunderous Charge (1) or increase their
Thunderous Charge by 1.

Mons Meg [1] War Engine Options


• Mount on a horse, increasing Speed to 8 and
Unit Size Sp Me Ra De Att Ne Pts
changing to Hero (Cav) for +20 pts.
1 5 – 5+ 4+ 1 9/11 140
William Wallace was the leader of one of
Special several Scottish uprisings in the early days
Blast (D6 5), Indirect, Piercing (4), Reload , of the War of Independence. Facing greater
50x100 base numbers, he abandoned the notions chivalric
warfare, choosing to fight battles when and
where he could win. He eventually led raids
into England itself, and won the key battle of
Stirling Bridge, earning the title Guardian of
Scotland. He was eventually captured by the
English and executed.

109
Force Lists

MerCenaries
Armies chosen from these historical lists In addition, players cannot spend more
may not take any allies unless both players than 25% of their army points total on
have agreed in advance to represent a Mercenary units if their theme allows
specific scenario being played. it. They are not treated as allies for the
purposes of the normal rules however –
Instead of allies that fantasy armies are they are considered part of the main force
allowed to take, some Themes give access (e.g. sources of Inspiring will work between
to Mercenaries. If an army is permitted to the mercenary and other units in an army).
take Mercenary units then they are selected
in the same way as other units in the army. or e ample, a 2,000 point arthaginian army
Note that all Mercenary units are Irregular may select from the following Mercenary units:
so require players to take Regiments and/or
Hordes from the Master list or their Theme Numidian Cavalry*, Balearic Slingers*,
specific units to be able to select them. The Cretan Archers*. The total value of these
exact Mercenary units a player can select units selected cannot exceed 500 points
from will be specified within a Theme. (25% of the total force).

Swiss Pikemen* Infantry Genoese Crossbowmen* Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 3+ – 4+ 15 15/17 200 Troop (10) 4 5+ 5+ 4+ 8 9/11 115
Horde (40) 5 3+ – 4+ 30 22/23 330 Regiment (20) 4 5+ 5+ 4+ 10 13/15 150

Special Horde (40) 4 5+ 5+ 4+ 20 20/22 250


Elite, Ensnare, Phalan Special
( rossbows, Piercing (1)), Elite, oulkon (2), Reload

110
Force Lists

Balearic/ Thracian Peltasts* Infantry


Rhodian Slingers* Infantry Unit Size Sp Me Ra De Att Ne Pts
Unit Size Sp Me Ra De Att Ne Pts Troop (10) 5 4+ 5+ 4+ 10 9/11 95
Troop (10) 5 6+ 5+ 3+ 10 9/11 75 Regiment (20) 5 4+ 5+ 4+ 12 13/15 135
Regiment (20) 5 6+ 5+ 3+ 12 13/15 100 Horde (40) 5 4+ 5+ 4+ 25 20/22 225

Special Special
(Slings, Piercing ( 1)), Elite Throwing Weapons, ury, Skirmisher
Note: When included in a Thracian army, this unit is no
longer irregular.

Cretan Archers* Infantry Numidian Cavalry* Cavalry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 5 5+ 5+ 4+ 8 9/11 95 Troop (5) 9 4+ 5+ 3+ 8 10/12 115
Regiment (20) 5 5+ 5+ 4+ 10 13/15 125 Regiment (10) 9 4+ 5+ 3+ 16 13/15 175

Special Special
Bows, Elite Thrown Weapons, Nimble, Piercing (1)

111
Force Lists

MythiCaL units
If you and your opponent agree to add Mythical units to your games, then these units
become part of the army list/theme you are using and are considered part of the main
force (not mercenaries/allies). The normal army selection rules apply for taking these
units. There is a limit of 25% of the total points value of the army that can be spent on
Mythical units however. Thus a 2,000 point Roman army could choose up to 500 points
of Mythical units.

Undead Warriors Infantry Huge Warriors Large Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Regiment (20) 5 5+ – 3+ 15 –/15 80 Regiment (3) 6 3+ – 5+ 9 12/14 130
Horde (40) 5 5+ – 3+ 30 –/22 130 Horde (6) 6 3+ – 5+ 18 15/17 200
Legion (60) 5 5+ – 3+ 40 –/28 190 Legion (12) 6 3+ – 5+ 36 22/24 350

Special Special
Lifeleech (1): In a melee, this unit regains one point Brutal, Crushing Strength (1)
of damage it has previously suffered for every point
of damage it deals, up to a maximum of n. Options
• E change shields for two handed weapons for free
Shambling: The unit cannot be ordered ‘At the
(lower Defence to 4+, gain Crushing Strength (2))
Double’, except when carrying out a Vanguard move.

112
Force Lists

Abominations Large Infantry Winged Warriors* Large Infantry


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
Regiment (3) 9 3+ – 4+ 9 12/14 160 Regiment (3) 10 3+ – 5+ 9 –/14 195
Horde (6) 9 3+ – 4+ 18 15/17 245 Horde (6) 10 3+ – 5+ 18 –/17 300

Special Special
Crushing Strength(1), Nimble, rushing Strength (1), ly, Inspiring, Iron Resolve,
Pathfinder, Regeneration (5+) Thunderous Charge (1)

Regeneration Fly
Every time this unit receives a move order (including The unit can move over anything (blocking terrain,
Halt ), before doing anything else, roll a number of enemy units, friendly units when charging, etc.), but
dice equal to the amount of damage currently on still cannot land on top of them. The unit does not suffer
the unit. or every result of (n) or higher, the unit hindered charges for moving over difficult terrain or
recovers a point of damage. obstacles, unless it ends the move within or touching
them. The unit also has the Nimble special rule.

Beast of War Monster


Unit Size Sp Me Ra De Att Ne Pts
1 7 4+ – 5+ 12 15/17 210
Giant Monster
Special
Brutal, Crushing Strength (2), Unit Size Sp Me Ra De Att Ne Pts
Thunderous Charge (2), 50x100mm base 1 7 4+ – 5+ 1D6+6 17/19 190

Options Special
• Mount a light ballista on it ( 10 pts) Range 36", Brutal, rushing Strength (3), ury, Strider.
Ra 5+, 2 attacks, Blast (D3), Piercing (2)

113
Force Lists

Phoenix Monster
Unit Size Sp Me Ra De Att Ne Pts
1 10 3+ – 3+ 3 14/16 165

Special
Breath Attack (10), rushing Strength (1), ly, Heal (6),
Inspiring, Iron Resolve, Regeneration (4+)

Fly
The unit can move over anything (blocking terrain,
enemy units, friendly units when charging, etc.), but
still cannot land on top of them. The unit does not suffer
hindered charges for moving over difficult terrain or
obstacles, unless it ends the move within or touching
Huge Winged Beast Hero (Mon) them. The unit also has the Nimble special rule.
Unit Size Sp Me Ra De Att Ne Pts
1 10 3+ – 5+ 10 17/19 290

Special
Giant Wyrm Monster
Breath Attack (15), rushing Strength (3), ly Unit Size Sp Me Ra De Att Ne Pts
1 7 4+ – 4+ 10 14/16 175
Fly
The unit can move over anything (blocking terrain, Special
enemy units, friendly units when charging, etc.), but Crushing Strength (1), Nimble, Pathfinder, Stealthy,
still cannot land on top of them. The unit does not suffer Strider, Thunderous Charge (1)
hindered charges for moving over difficult terrain or
obstacles, unless it ends the move within or touching Options
them. The unit also has the Nimble special rule. • o ious mist (gain Breath (10) and icious on
ranged attacks) (+15 pts)

114
Force Lists

General on Winged Beast Hero (Mon) Hero on Winged Beast Hero (Large Cav)
Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 10 3+ – 5+ 6 14/16 190 1 10 3+ – 5+ 3 10/12 90

Special Special
rushing Strength (2), ly, ery Inspiring rushing Strength (1), ly

Fly Fly
The unit can move over anything (blocking terrain, The unit can move over anything (blocking terrain,
enemy units, friendly units when charging, etc.), but enemy units, friendly units when charging, etc.), but
still cannot land on top of them. The unit does not suffer still cannot land on top of them. The unit does not suffer
hindered charges for moving over difficult terrain or hindered charges for moving over difficult terrain or
obstacles, unless it ends the move within or touching obstacles, unless it ends the move within or touching
them. The unit also has the Nimble special rule. them. The unit also has the Nimble special rule.

Wizard Hero (Inf) Evil Sorcerer Hero (Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 5 4+ – 4+ 1 10/12 50 1 5 5+ – 4+ 1 10/12 60

Special Special
Breath Attack(6), Individual Bane Chant (2), Individual, Lifeleech (1)

Options Lifeleech
• Lightning Bolt (3) ( 25 pts), Wind Blast (5) ( 30 pts), In a melee, this unit regains one point of damage it
Heal (2) (+10 pts), Bane Chant (2) (+15 pts). has previously suffered for every point of damage it
Mount on a horse, increasing Speed to 9 (+15 pts) deals, up to a maximum of n.
and changing to Hero (Cav), or mount on a Pegasus,
Options
increasing Speed to 10 and gaining ly, but losing
• Lightning Bolt (3) ( 25 pts), Heal (3) ( 15 pts or free
the Individual special rule (+25 pts) and changing to
to replace Bane Chant (2)), Surge (8) (+40 pts).
Hero (Large Cav).
Mount on a horse (increase Speed to 9, change to
Hero (Cav)) (+15 pts).

Nightmarish Hero Hero (Inf) Winged Hero Hero (Large Inf)


Unit Size Sp Me Ra De Att Ne Pts Unit Size Sp Me Ra De Att Ne Pts
1 7 3+ – 6+ 8 14/16 220 1 10 3+ – 5+ 6 –/15 180

Special Special
Crushing Strength (2), Individual, Inspiring, rushing Strength (2), Heal (3), Inspiring, ly,
Lifeleech (2), Surge (3) Thunderous Charge (1)

Lifeleech Fly
In a melee, this unit regains one point of damage it The unit can move over anything (blocking terrain,
has previously suffered for every point of damage it enemy units, friendly units when charging, etc.), but
deals, up to a maximum of n. still cannot land on top of them. The unit does not suffer
hindered charges for moving over difficult terrain or
Options
obstacles, unless it ends the move within or touching
• Lightning Bolt (3) ( 20 pts), Heal (2) ( 10 pts). them. The unit also has the Nimble special rule.
Mount on a horse (increase Speed to 8, change to
Hero (Cav)) (+20 pts).

115
Force Lists

116
Photo courtesy of Warlord Games
Force Lists

117
Force Lists

MagiCaL speLLs
Some Mythical units have the ability to cast re rolls (like the one provided by the Elite
spells. The rules for these are presented rule), unlike modifiers, do apply.
here as well as the full range of spells
available in Kings of War so that players Some spells can only target a friendly unit –
are familiar with them should they play a this is marked as ‘friendly unit only’. Note
game against a fantasy army. that such spells cannot normally target the
wizard itself and cannot target friendly
Spells are ranged attacks and thus follow allied units – so a wizard from your main
the normal rules for shooting (e.g. a model force can’t bane chant an allied unit for
that moves at the Double cannot use these example, and a wizard from your allied force
powers that turn), with the exceptions can’t heal a unit from your main force.
listed below.
Each wi ard’s individual entry lists which
or spells, you always roll the number spells can be purchased for him/her, much
of dice indicated in the (n) value in the in the same way as equipment, and how
Wizard’s entry for that spell, rather than much each additional spell is going to cost.
the Att value of the Wizard itself. The This allows you to customise your wizards
Att value of the Wizard is only used if the for your favourite battlefield role. Keep in
model was to use a normal ranged attack, mind, however, that a unit can make only a
like a bow, instead of its spells. single shooting attack per turn, so buying
more than one spell gives your wizard
Spells always hit on 4 , and ignore all to flexibility, as you can choose which one to
hit modifiers for ranged attacks, including use, but does not allow the Wizard to cast
any modifiers from special rules. Note that more than one spell per turn.

118
Force Lists

Spell Range Special Rules


ireball (n) 12" None – roll to damage as normal.

Bane chant (n) 12" riendly unit only, including units engaged in
combat. Hits don’t inflict damage. Instead, if one
or more hits are scored, for the rest of the turn all
of the unit’s melee and ranged attacks increase
their Piercing and Crushing Strength value by
1, or gain Piercing (1) and Crushing Strength (1)
if they don’t already have these rules. Note that
multiple bane chants hitting the same unit do
not have cumulative effects.

Wind Blast (n) 18" Hits don’t inflict damage. Instead, each hit pushes
the target enemy unit 1" directly backwards if
the caster is in the target unit’s front arc, directly
sideways and away from the caster if the caster is
in either of the target unit’s flank arcs, or directly
forwards if the caster is in the target unit’s rear arc.
The target stops 1" away from enemy units or just
out of contact with blocking terrain and friends.

Lightning Bolt (n) 24" Piercing (1) – roll to damage as normal.

Heal (n) 12" riendly unit only, including units engaged in


combat. Hits don’t inflict damage. Instead, for
every hit ‘inflicted’, the friendly unit removes a
point of damage that it has previously suffered.

Surge (n) 12" riendly unit with the Shambling special rule
only. Hits don’t inflict damage. Instead, for
every hit ‘inflicted’, the Shambling friendly unit
moves straight forward a full inch (stopping just
out of contact from friendly units and blocking
terrain). If this movement brings it into contact
with an enemy unit, treat this as a successful
charge against the enemy facing that has been
contacted. However, the charged unit will not
take any Nerve tests for any damage it might
have taken previously in that Shoot phase.

If the Surge move took the unit over an obstacle or


through difficult terrain then it will be hindered
in the ensuing combat as normal.

119
ModeLLing notes

ModeLLing notes have an army that effectively consists of a


Unit Footprint, Movement very small number of individual ‘elements’
Trays and Multibases – very compact and easy to store and
If a unit consists of a large number of transport. Some people even go to the
models, it is far more convenient when next level, and glue their models directly
moving it around to place a ‘movement tray’ onto the tray, without first placing them
underneath it – that way you effectively have on their individual bases. We refer to
a single object to move on the battlefield these solutions as ‘multibases’. Multibases
rather than a large number of them (say are very useful, but make sure that the
20 infantry models). This speeds up multibase itself conforms to the correct
gameplay immensely. The ideal movement size for the ranked up models as if their
tray is a piece of plastic, thick cardboard were mounted onto their individual bases.
or plasticard that is cut to the exact space To continue the example above, you could
occupied by the bases of the models forming mount the 20 infantry models directly
the unit, and painted to match the colour of onto a 100x80mm multibase.
their bases. or e ample, a regiment of 20
infantry models occupy a rectangluar tray This last way of mounting models directly
100mm wide and 80mm deep. onto the multibase offers great modelling
opportunities, as the multibase can
If the tray has a little ‘lip’ around the unit effectively be treated as a mini diorama
(normally up to a couple of millimetres in itself, creating great looking and very
wide), this does not matter and player individual units like the ones shown
should agree to either always ignore below. You might even end up with a little
the lip when measuring distances (our more or less than the correct number of
favourite solution) or to always measure models on the multibase – this is fine, but
distances from/to it – as long as this is done it must be reasonably close to the correct
consistently for all units and both sides, it amount, so that there is no chance of
should not present a problem. misleading your opponents in regards
to the real size of the unit. It’s best to
It is even faster, not to mention more quickly explain to your opponent what
practical, to actually glue the models’ your units are before you play to clarify
bases directly onto the tray – that way you anything like this.

Common Unit Base Sizes


Unit Type Base Size Troop Regiment Horde Legion
Infantry 20x20mm 100x40mm 100x80mm 200x80mm 200x120mm
Infantry 25x25mm 125x50mm 125x100mm 250x100mm 250x150mm
Cavalry 25x50mm 125x50mm 125x100mm 250x100mm n/a
Large Infantry 40x40mm n/a 120x40mm 120x80mm 240x80mm
Large Cavalry 50x50mm n/a 150x50mm 150x100mm 300x100mm
Large Cavalry 50x100mm n/a 150x100mm 150x200mm 300x200mm

Some players will have already mounted their units on different sized trays or bases for use
in other game systems. If this is the case, the players need to agree what unit sizes match the
base sizes they are using, preferably getting as close to the Kings of War standard as possible.

120
ModeLLing notes

as equipped like the rest of the models


Unit Leaders, in the unit and have a purely decorative
Banners and Musicians function in the game – placed in the front
Some units include models that are rank of your unit, they offer you a good
equipped differently from the rest of the chance of showing off your painting skills
unit normally the unit’s leader, banner and help making the unit look splendid
bearer and musician. These models count and unique.

This unit has been mounted


on a single multibase.

This unit’s standard bearer model has been placed in the centre of the front rank.

121
Index

Index
Advanced Deployment . . . . . . . . . . . . . . . . 30 Greeks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Alternative Basing and Scales . . . . . . . . . . . 33 Headstrong . . . . . . . . . . . . . . . . . . . . . . . . . 31
Anglo-Saxons. . . . . . . . . . . . . . . . . . . . . . . . 85 Heroes (Hero/xxx) . . . . . . . . . . . . . . . . . . . . . 6
Arc of Sight . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Hills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Aztecs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Hindered Charges . . . . . . . . . . . . . . . . . . . . 23
Barbarians . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Hitting in Melee . . . . . . . . . . . . . . . . . . . . . 22
Base Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Holy Roman Empire . . . . . . . . . . . . . . . . . 108
Big Shield . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Huns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Blast (n) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Indian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Blocking Terrain . . . . . . . . . . . . . . . . . . . . . 17 Indirect Fire . . . . . . . . . . . . . . . . . . . . . . . . 31
Breath Attack (n). . . . . . . . . . . . . . . . . . . . . 30 Individuals . . . . . . . . . . . . . . . . . . . . . . . . . 29
Brutal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Infantry (Inf) . . . . . . . . . . . . . . . . . . . . . . . . . 6
Byzantines . . . . . . . . . . . . . . . . . . . . . . . . . 100 Inspiring . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Carthaginians . . . . . . . . . . . . . . . . . . . . . . . 62 Interpenetration When Moving . . . . . . . . . . 13
Cavalry (Cav) . . . . . . . . . . . . . . . . . . . . . . . . . 6 Interpenetration When Pivoting . . . . . . . . . 13
Charging . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Iron Resolve . . . . . . . . . . . . . . . . . . . . . . . . 31
Chinese . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64 Irregular Units. . . . . . . . . . . . . . . . . . . . . . . 34
Common Unit Base Sizes . . . . . . . . . . . . . . 120 Japanese . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Conquistadors . . . . . . . . . . . . . . . . . . . . . . 103 Large Infantry (Lrg Inf)
Counter-charges . . . . . . . . . . . . . . . . . . . . . 15 & Large Cavalry (Lrg Cav) . . . . . . . . . . . . . . . 6
Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Line of Sight (LOS) . . . . . . . . . . . . . . . . . . . . 8
Crusaders . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Macedonians & Successors . . . . . . . . . . . . . 72
Crushing Strength (n) . . . . . . . . . . . . . . . . . 30 Magical Spells . . . . . . . . . . . . . . . . . . . . . . .118
Decorative Terrain. . . . . . . . . . . . . . . . . . . . 17 Master List . . . . . . . . . . . . . . . . . . . . . . . . . 52
Devastating . . . . . . . . . . . . . . . . . . . . . . . . . 30 Measuring . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Difficult Terrain . . . . . . . . . . . . . . . . . . . . . 17 Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Disordered . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Melee Damage . . . . . . . . . . . . . . . . . . . . . . . 23
Dread . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Melee Modifiers. . . . . . . . . . . . . . . . . . . . . . 23
Egyptians . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . .110
Elite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Modelling Notes . . . . . . . . . . . . . . . . . . . . 120
English. . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Mongols . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Ensnare . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Monsters (Mon) . . . . . . . . . . . . . . . . . . . . . . . 6
Exceptional Morale Results. . . . . . . . . . . . . 27 Movement Trays . . . . . . . . . . . . . . . . . . . . 120
Facing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Moving. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Fearless! . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Moving Chargers . . . . . . . . . . . . . . . . . . . . . 13
Flank and Rear Charges . . . . . . . . . . . . . . . 14 Multibasing . . . . . . . . . . . . . . . . . . . . . . . . 120
Foulkon (n) . . . . . . . . . . . . . . . . . . . . . . . . . 30 Multiple Charges Against the Same Target . . . .14
Franks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Mythical Units . . . . . . . . . . . . . . . . . . . . . . .112
French . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Negative Piercing Values . . . . . . . . . . . . . . . 32
Fury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Nerve Tests . . . . . . . . . . . . . . . . . . . . . . . . . 26
Game Duration . . . . . . . . . . . . . . . . . . . . . . 41 Nimble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Game Scenarios . . . . . . . . . . . . . . . . . . . . . . 40 Normans . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Game Set-up . . . . . . . . . . . . . . . . . . . . . . . . 40 Obstacles . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

122
Index

Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Thunderous Charge (n) . . . . . . . . . . . . . . . . 32


Ottomans . . . . . . . . . . . . . . . . . . . . . . . . . . .101 Timed Games . . . . . . . . . . . . . . . . . . . . . . . . 46
Pathfinder . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Turns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Persians . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Unit Footprint . . . . . . . . . . . . . . . . . . . . . . 120
Phalanx . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Unit Leader Point . . . . . . . . . . . . . . . . . . . . . 7
Phases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Unit Leaders, Banners and Musicians . . . . .121
Picking a Force . . . . . . . . . . . . . . . . . . . . . . 34 Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Picking a shooting target . . . . . . . . . . . . . . 18 Vanguard . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Piercing (n) . . . . . . . . . . . . . . . . . . . . . . . . . 32 Very Inspiring . . . . . . . . . . . . . . . . . . . . . . . 32
Polish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Veteran Abilities . . . . . . . . . . . . . . . . . . . . . 38
Rallying (n) . . . . . . . . . . . . . . . . . . . . . . . . . 32 Vicious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Ranges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Vikings . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Regroup! . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 War Engine Rules . . . . . . . . . . . . . . . . . . . . 28
Reload! . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 War Engines (War Eng) . . . . . . . . . . . . . . . . . 6
Re-rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Wavering . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Romans . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Who Goes First? . . . . . . . . . . . . . . . . . . . . . 40
Rout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Yellow Bellied . . . . . . . . . . . . . . . . . . . . . . . 32
Scottish . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Scythians . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Shooting Damage. . . . . . . . . . . . . . . . . . . . . 20
Shooting Modifiers . . . . . . . . . . . . . . . . . . . 19
Skirmisher . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Slavs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Spartans . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Stats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Steady . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Stealthy . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Strider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Terrain Height . . . . . . . . . . . . . . . . . . . . . . . 17
Testing Nerve . . . . . . . . . . . . . . . . . . . . . . . 26
Themes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Thracians . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

123
Kings oF War
HistoricaL

124
Kings oF War
HistoricaL

125
Kings of War is the game of fantasy battles. As general
you will assemble and lead a vast army of miniatures
against the enemy, duelling on the tabletop for victory and
the spoils of war!

• Easy to learn but difficult to master: simple rules allow you to


get playing straight away
• Fast, Furious Action: Play a game in less than 2 hours
• Balanced Play: Designed for competitive play and fun casual games
• Affordable: Great priced army sets and complete range
• Accessible: Easy to assemble miniatures to get an army on the tabletop
StillMaking
History
We've been designed, manufacturing and distributing 28mm historical
miniatures for years, building extensive ranges covering the Bronze
Age right through to the 20th Century.
Many of the images in this book are of Warlord Games miniatures and
below are just a small selection of the plastic, resin or metal boxed sets
we have available. It's safe to say that history is our passion so we're
delighted it's still being made ...

Checkoutourrangesat:

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