Kings of War Historical
Kings of War Historical
Kings of War Historical
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
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.
www.manticgames.com
3
The Rules
the rules
4
5
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
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.
7
The Rules
8
The Rules
B
B
c
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.
• Speed (Sp). How fast the unit moves, • Special. Any special equipment (like
in inches. ranged weapons) and rules the unit has.
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
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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.
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The Rules
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.
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
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
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"
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"
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:
to or less
than your unit’s
weapon range.
18
The Rules
Modifiers
A number of factors can affect the chance
of hitting a target:
19
The Rules
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).
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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.
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.
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
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
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
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.
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.
30
The Rules
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.
31
The Rules
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
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).
38
The Rules
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
41
The Rules
42
The Rules
43
The Rules
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.
Height 0 Height 2
44
The Rules
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
46
The Rules
47
The Rules
Force lIsts
48
Photo courtesy of Warlord Games
The Rules
49
force lists
50
force lists
Carthaginians Antiquity
Greeks Antiquity
Persians Antiquity
Romans Antiquity
Spartans Antiquity
Scythians Antiquity
Thracians Antiquity
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.
52
Force Lists
Special Special
Ensnare, Phalan Ensnare, Phalan
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)
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
Special Special
Nimble, Thunderous Charge (1) Thunderous Charge (2)
Special Special
(Thrown Weapons, Piercing (1)), Nimble Shortbows, Nimble
Special Special
Brutal, Thunderous Charge (2) (Crushing Strength (1) vs Cavalry), Vicious, Height 1
54
Force Lists
Special Special
Thrown Weapons, Thunderous Charge (2), 50x100mm base Shortbows, Nimble, 50x100mm base
Options
• E change Thrown Weapons for Shortbows
(6 Attacks) for free
Photo courtesy of Warlord Games
55
Force Lists
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
Special Special
Blast (D6+2), Indirect ire, Piercing (3), Reload Blast (D3), Indirect ire, Piercing (1), Reload , Vicious
Special Special
Blast (D6+4), Indirect ire, Piercing (3), Reload , Blast (D6+3), Indirect ire, Piercing (2), Reload
50x100mm base
Special Special
Blast (D6 1), Piercing (4), Reload 24" Range, Piercing (2), Reload Photo courtesy of Warlord Games
56
Force Lists
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
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
Force Lists
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)
Special Special
Thrown Weapons, Brutal, Vicious Brutal, Pathfinder , Stealthy
Photo courtesy of Warlord Games
Special
Carnyx Horn – When testing the Nerve of enemies
within 9" of this unit, add +1 to the total.
60
Force Lists
Special
Thrown Weapons,
Crushing Strength (1),
Thunderous Charge (2),
Very Inspiring,
50x100mm base
Photo courtesy of Warlord Games
Photo courtesy of Warlord Games
61
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.
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.
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
Force Lists
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.
Special
Thrown Weapons, Thunderous Charge (2),
50x100mm Base.
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)
66
Force Lists
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
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
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.
Options
• E change thrown weapons for short bows for free
(12 Attacks)
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*
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.
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)
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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
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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:
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
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:
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*
Special Special
rushing Strength (1), ury, icious (Thrown Weapons, Piercing (1)), ury, imble
Special
Photo courtesy of Warlord Games
82
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)
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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Force Lists
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.
Special
Thrown Weapons
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Force Lists
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.
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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Force Lists
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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.
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.
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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.
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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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:
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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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.
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Force Lists
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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)
Special
Thunderous harge (2), Skirmisher, Elite
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Force Lists
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
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.
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
Special
Pathfinder, Vicious
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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.
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.
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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
Special
Crushing Strength (1), Vicious, Zweihander
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
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).
110
Force Lists
Special Special
(Slings, Piercing ( 1)), Elite Throwing Weapons, ury, Skirmisher
Note: When included in a Thracian army, this unit is no
longer irregular.
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.
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
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.
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.
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).
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
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.
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.
119
ModeLLing notes
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
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
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!
Checkoutourrangesat:
www.warlordgames.com