You are on page 1of 18

Page 1 Copyright Jeff Jonas 2010

Successors Army List Samples

Jeff Jonas
11/11/2010

Thanks to everybody on three continents that helped makes these lists possible
Duncan Head, Allen Curtis, Jim Clarke, Rich Norton, Tom Opalka, Paul Rigby, Richard Evers, Mike
Bruck, Rob Broom, Don Effinger, Scott Robertson, Tony Edwards, Mike Reardon, Bob Colie, Bob
Hultz, Steve Schifani, Joe Derocher, David Hollifield, Jrme Grebet, Patrick Stoddart, Vince Salvato,
Ray Crum, Adam Hughes, Trevor Browne, Andrew "Freddy" Scanes, Rich Norton, Cliff Robbins,
Chuck Robbins, Steve Morton.

Page 2 Copyright Jeff Jonas 2010

Army Lists for the Successors

[REDACTED] SPECIAL RULES

By Jeff Jonas 11/11/2010

The Army lists in this volume refer to a number of special troop


types and formation rules that are listed in the [redacted] rulebook.
For your convenience these are listed below with page numbers.

HOW TO USE THE ARMY LISTS


The army lists in Macedonian Successors are used in
the same way as the Roman & Barbarian lists in the
[redacted] main rulebook. Each army has its own unique
force composition and additional rules.
Successor army lists are presented in a format that first
details the characters and then the core troop types
available to that army. Units are then added from the
Mercenaries section which add more choices. The
armies in this book are built from specific variants.
Whenever any part of a specified variant list is used, then
all the validations must be enforced for that variant.

WEAPONS AND ARMOUR

WHAT YOU SEE IS WHAT YOU GET


Unless your opponent agrees otherwise, your models
must attempt to show the options you take. If its hard
to tell what a model comes with (e.g., is it a throwing or
thrusting spear?) then a certain amount of leeway should
be allowed. If in doubt, let history be your guide.

FORMATION RULES

UNITS & CHARACTERS


Unit Composition
The minimum size for a regiment or unit is five infantry
or cavalry models, or three chariot models unless
otherwise stated. There is no upper limit. One model, (or
crewman in a chariot), in each unit may be upgraded to a
Leader (+5 Points), one to a Standard Bearer (+5
Points), and another to a Musician (+5 Points) unless
otherwise stated.
Elephants, Scythed Chariots, and War Machines are
single models, and may not have Leaders, Standard
Bearers, or Musicians.
RESTRICTED UNITS
Some units are restricted by saying they may not be the
largest or only unit of a type. This means a unit can be
equal to or smaller than other similar types of units in
the army. For example a unit of eight Cretan archers
must be taken in conjunction with another skirmisher
unit that consists of eight models or more.
Normally these lists support games of 2000 points.
Players may wish to recreate historical battles, or just
game with higher point totals. Often the army lists have
a category of 0-1 which denotes rare troop types. In
larger point games players may wish to allow this
restriction to represent 0-1 per 2000 Points. Thus armies
that use Cretan archers would only have 0-1 units at
2000 points, but at 2001-4000 points they may have 2
units, and 4001 and higher 3 units, etc. In any event, the
compositions are mainly guidelines to allow a player to
create a structured army, some scenarios may need some
leeway. So as stated before, use history as your guide.

Cataphract Armour Page 96


Horse Barding Page 98
***************************
PSYCHOLOGY RULES
Fear, Terror, Hatred, Stubborn Page 100-103
***************************

Unreliable (allies and mercenaries) Page 103


Ambush Page 104
Cataphracts Page 104
Chariot Runners (for elephant escorts) Page 105
Combined Formations Page 105
Drilled Page 106
Feigned Flight Page 107
Levies Page 108
Light Troops Page 108
Massed Cavalry Page 109
Parthian Shot Page 109
Phalanx Page 110-111
Veteran Page 112
Warband Page 113
***************************
SPECIAL UNITS RULES
Chariots Page 114
Elephants Page 118
Artillery Page 123
***************************

Page 3 Copyright Jeff Jonas 2010

SPECIAL RULES FOR THE SUCCESSORS


The following rules are additions to the above that apply to specific
Successor armies.

FORMATIONS:
CAVALRY WEDGE FORMATION
The Macedonians, Thessalians, and Thracians, copied the cavalry
wedge formation from the Skythians. The wedge allowed shock
cavalry to balance hard hitting shock combat with a high degree of
maneuverability. The following rules apply to all cavalry wedge
formations in the Successors and the Alexander the Great army
lists.
WEDGE
Cavalry units with the Wedge special rule must adopt
wedge formation when the unit deploys. Some units
have the choice to form as wedge or deploy as Light
Cavalry. This decision must be made during deployment
and a unit may not later change its orientation during the
game. Units in Wedge formation count as being Open
Order cavalry, they gain no extra manoeuvre benefits,
such as free about faces, as their special pivoting
movement gives them extra mobility.

Wedge Movement and Manoeuvre


A unit in wedge does not turn or wheel, instead it pivots
around a central point prior to and during movement (in
a similar way to a wheel). The unit may pivot once at the
start its move, and may continue to pivot during a
normal movement or march movement. However, if the
unit pivots more than 90 at any one time, it must
surrender a quarter of its movement allowance.
A unit in wedge may only pivot once before they charge,
they may not pivot again in the course of charge
movement.
Note that some models will may gain some small extra
movement from this pivoting system, this is one of the
advantages of being in a wedge formation!
Drilled and Wedge
Wedges that are also Drilled may not make a right of left
face manoeuvre, however, they do gain the ability to
about face for free up to two times in a turn, making
Drilled wedges highly manoeuverable shock cavalry.
Wedge combat
When a wedge charges or countercharges, one model
contacts the enemy unit but up to nine other models not
in contact may attack as well. This represents the wedge
punching into the enemy formation. Enemy units may
fight back using all the models in base contact. Enemy
units with weapon bonuses, such as thrusting spears
fighting in two ranks, may fight back with additional
figures in the second rank. Furthermore for every two
models in the wedge that fight, one extra model in the
defending unit may fight as well. Fractions are rounded
down.
Diagram 2
Combat example

Combat example: Ten models in a charging wedge may


Front Flank and Rear arcs of a Cavalry Wedge
Wedge Formation
The wedge is formed by placing one model in the first
row, two models in the second row and so on. The first
models placed are any characters leading the unit. A
wedge may contain a maximum of two character models.
The next models in the array are the units Leader,
Musician, and Standard, if chosen.
A cavalry wedge must contain at least 6 models, and can
total up to 15 models, including characters.
A wedges arc of vision is based on the first three rows
of models. The centre, or pivot point of the cavalry
wedge lies in the middle of the third row.

attack. In the charged unit, three models are in base contact with
the wedge. The charged unit is composed of troops armed with
thrusting spears, allowing three models in the first and second rank
to fight. Since ten models in the wedge attacked, five extra models
in the defending unit may fight as well. This means that the unit
fighting the wedge may fight with a grand total of 3+3+5=11
attacks. Note however, that some of the defenders may be
eliminated before they get the chance to fight back.
Attacking back at the wedge
Models in contact with a character at the apex of a
wedge may choose to direct their attacks against that
character or rank & file instead. Characters riding in a
chariot count as a separate model from the chariot for
return attacks on the wedge.
In the case of a challenge, the wedge character remains
in position and the opposing model is repositioned to a
suitable place in its formation in order to take part in the
challenge.

Page 4 Copyright Jeff Jonas 2010

Diagram 3
Wedge flattening.
Flattening out the wedge
Three situations will cause the wedge to flatten out:
* When a wedge is charged in the flank or rear, by any
formed unit of five models or more.
* When a wedge loses a round of combat.
* When a wedge engages an enemy in woods or
obstructed terrain. Fordable rivers and trenches do not
cause a wedge to flatten. (For example: If two wedges were to
somehow collide in a light wood, they both would flatten out, if
contacting each other across a stream or trench they would stay in
wedge)
A wedge is flattened out by placing the number of
models in its widest row in base contact with the enemy.
The remaining models are added to the subsequent
ranks. (For example if a wedge has five models in its back row,
then the flattened unit has five models in its front.).
During subsequent turns, unengaged characters and
leaders may move into combat as normal. The flattened
out unit must retain its original facing.
If charged by enemy skirmishers and units of less than
five models, the wedge does not flatten out, but the
chargers will move into full contact and engage the
wedge along the angled sides and attempt to get as many
models into contact as possible. The models in the
wedge in this case may only attack models actually in
contact.
If the wedge is already engaged in combat to the front
and charged in the flank or rear, the wedge will flatten
forward into the unit already in combat, after the
charging unit(s) have been moved into contact.
This may result in some extra movement for the
charging unit(s) and wedge, which is acceptable to sort
this out.
Once it is flattened out, the wedge benefits no longer
apply. If a flattened wedge is ultimately victorious, the
unit gains an immediate free reform into a wedge if it
pursues the enemy. Otherwise a unit must reform
immediately to regain wedge formation.
Shooting from a Wedge
Models may shoot in all directions from a wedge like
cavalry, but each model must have a direct line of sight
to the target. For example the model that occupies the
centre pivot point is blocked from shooting. Massed
Missile fire is never allowed from a wedge.
Oddball Stuff:
Because of the unusual shape of the wedge, a number of
extra-ordinary situations are bound to occur, so be

prepared to improvise. Apart from the benefits listed


above, the wedge should not gain unexpected bonuses.
It should be possible to resolve most contentious
situations but if in doubt refer to The Most Important
Rule on page 17 of the main rulebook. Play on with
what you agree is the most reasonable solution, sort out
the situation after the game. If you disagree, let a dice
roll decide.
VARIABLE DEPLOYMENT
Some units are trained and experienced enough for the
general to choose their deployment formation based on
the situation These units can form as Close Order, or
Open Order, or choose to skirmish. If the unit cost
does not change between options, then the player may
deploy the unit in any of its available choices if he has
suitable models for each choice at hand. Note that the
deployment choice determines a units formation for the
duration of the game.
* Hypaspists are the Generals most versatile elite
troops. If they are armed with pikes and/or heavy
armour then they must deploy as Close Order troops,
and form in a Macedonian Phalanx.
If armed with thrusting spears, and shields, they may
deploy as Close Order or Open Order.
If the units adds javelins they may choose to deploy as
skirmishers.
* Thureophoroi, Thorakites, and some Peltasts, may
choose to deploy as either Close Order or Open Order.
If the units adds javelins they may choose to deploy as
skirmishers.
* Units that choose Open Order or skirmish as their
variable deployment option add +1 inch to their
movement rate. However, if the troops carry large
shields there is no movement addition.

Page 5 Copyright Jeff Jonas 2010

WEAPONS AND ARMOUR


XYSTON
A xyston counts as a long thrusting spear that strikes first,
exactly the same as a kontos. A kontos or pike will strike
first against xyston. Cavalry armed with xyston or kontos
may not carry a shield.
RHOMPHAIA
A rhomphaia is a long curved blade attached to a wooden
handle, which counts as a Halberd. It may be used for
chopping with two hands or can be wielded like a sword
with a shield. Troops labeled as armed with light
rhomphaia in these lists will add +1 Strength to attack, but
may not use a shield that combat round. The unit may
instead decide to strike with normal strength, and use the
rhomphaia as a normal sword with shield. The unit must
declare this before a charge/round of combat. All
models in the unit must choose the same option.
MIXED WEAPONS
Units that have Mixed Weapons are assumed to be
armed with sword and javelins. During the first round
of any combat, models using Mixed Weapons may re-roll
all failed to hit dice once more and combine the total
with the other hit dice.

out of its way, forming a lane in which the elephant


passes through harmlessly to the other side.
If a unit shoots at an elephant over or through a unit of
skirmishing escorts, then the shooters suffer -1 to hit.
Accustomed to Elephants: If an elephant is
included in a Successor army, then all units in the army
count as being Accustomed to elephants. Some units
are always Accustomed to elephants, even if the army
does not include them, due to special training or
mercenary experience. A few troop types are designated
as never being Accustomed to the beasts.
Infantry no longer fear elephants if they are Accustomed
to them. Cavalry that are Accustomed to elephants
merely fear them. However, unless noted, cavalry must
always flee from a charging or stampeding elephant.
Armour Save Summary
The elephant has an armor save of 4+ to the front and
none to the side. If barding is added the elephants save
is 3+ to the front, and 6+ to the sides. Barding does not
affect the crew or mahout.
The crew usually ride in a war tower that adds +2 to
their armor save. Shields reinforcing the towers add +1
to the crews armour save. Thus, a crewman with light
armour in a tower with shields would have a 3+ armour
save.
WAR MACHINES
War machines have the following ranges and combat
effects. See pages 123-132 of the main rules for the
details. Stone throwers may only be used in Sieges,
except where noted. Bolt Shooters are also called
Ballista in the army lists.
Light Bolt Shooter (Ballista):
Range = 36", Strength = 4/-1 per rank, no save, D3 wounds
per hit.
Heavy Bolt Shooter (Ballista):
Range = 48", Strength = 5/-1 per rank, no save, D4 wounds
per hit.
Stone Thrower:
Range = 48", Strength = 7, no save, D3 wounds per hit.

ELEPHANTS
Elephant Escorts
Some armies may designate skirmisher units as Elephant
Escorts after deployment is complete. These units must
be initially deployed within 6" of a friendly elephant.
After deployment, they may move freely. Elephant
Escorts have the same abilities as Chariot Runners,
simply substitute the word Chariot for Elephants.
(see page 105 of the main rulebook).
If an elephant stampedes through a unit of elephant
escorts, the escorts may dodge the elephant and move

Page 6 Copyright Jeff Jonas 2010

OPTIONAL RULES:
These rules are offered for players to enhance their enjoyment of inperiod play. Games involving Successors, armies from Alexander
the Great, and the Hannibal and the Punic Wars supplements
may integrate these ideas for players further enjoyment.
OPTIONAL RULE: PHALANX DISORDER
The Successor phalanx was most susceptible to disorder on broken
ground. Normally this was not a problem since phalanx armies
would most often meet on level plains. However the wily Romans
routinely attempted to bring them into combat on rough going that
would even the odds.
Any time a Successor phalanx takes certain actions on a
hill or slope it will become Disordered. Basic
movement does not affect the unit. March movement,
performing any Formation Change, and Pursuit onto or
across hills will cause Disorder. A unit which attempts
to Reform and fails while on a hill, is Disordered.
A Disordered phalanx loses the -1 to hit dice it normally
receives in close combat and missile defense.
Disorder is removed at the beginning of the phalanx
units turn, unless the unit is involved in hand to hand
combat on a hill or slope.
OPTIONAL RULE: MASSED PHALANX
A phalanx that deploys at least four ranks deep, and has
a wider frontage than its ranks, gains a massed bonus.
If its current rank bonus exceeds the enemy rank bonus,
a Massed Phalanx adds an extra die roll to a musician roll
off. Only one extra Massed Phalanx die may be added
to a musician roll off. It is recommended that this rule
be used in Successor vs. Successor games as this
encourages deeper units that often exceeded sixteen
ranks, and sometimes massed to a double depth of thirty
two ranks.
OPTIONAL RULE: SKIRMISHER EVADE
During the Hellenistic period skirmishers were trained to cooperate
with formed troops to both cover their advance and withdraw into
lanes and spaces between the formed units when the time came for
them to withdraw. This led to a phenomenon in Hellenistic battles
where skirmisher screens deployed ahead of their army and
'skirmished' with the opposing enemy skirmishers, screening
deployment and exploiting the situation if the enemy screen
dissolved.
Skirmishers are the only troops that have the ability to
evade. Evasion is part of the charge declaration process.
Any skirmisher unit than blocks another unit from
charging can evade instead. The unit simply is moved
back up to 2D6 as if it was fleeing from the enemy and
placed behind the friendly unit that has declared a
charge. The evading unit immediately attempts a
leadership test to rally. If it fails, it counts as fleeing and
cannot attempt to rally again until next turn. If it

succeeds, it is placed behind the charging unit and may


do nothing else that turn other than face about.
If the evading unit does not reach the charging unit
because the dice distance was too low, then they stop in
front and will still attempt their rally. Of course, in this
case they will probably now thoroughly block the
charging unit and will force a failed charge, so it is wise
to make certain that a evading unit stay within a few
inches of the main battle unit if it wishes to evade
successfully.
Obviously the higher the unit's leadership the better
chance for a successful evasion outcome, as lousy troops
may simply flee the field given the invitation. Troops
that have the Feigned Flight special rule automatically
rally if they Evade.
A NOTE TO PLAYERS
[redacted] supplements pay particular attention to the
period of history they cover and use the same points
based system. The values are adjusted to suit the
historical context and may be different from one book to
another. This is quite deliberate. Whilst it should not
make a difference, players who regularly play out-ofperiod games such as Chariot Wars Sumerians versus
Shieldwall Vikings (a difference of a mere 3,000 years or
so!) may wish to make their own adjustments to the
point values and any period specific special rules to cater
for unusual circumstances. This is fine if you agree with
your opponent in advance.

Antigonus had an army of more than 70,000 foot, 10,000


horse, and 75 elephants. The enemy's infantry consisted of 64,000
men, their cavalry of 10,500 ; they had 400 elephants, and 120
armed chariots. When the two armies were in sight, there was a
visible change in the mind of Antigonus, but rather with respect to
his hopes than his resolution. In other engagements his spirits used
to be high, his bearing lofty, his voice loud, and his expressions
vaunting; insomuch that he would sometimes in the heat of the
action let fall some jocular expression, to show his unconcern and
his contempt of his adversary. But at this time he was observed for
the most part to be thoughtful and silent; and one day he presented
his son to the army, and recommended him as his successor.

~Plutarch, Life of Demetrius

Page 7 Copyright Jeff Jonas 2010

Successor Empire Armies


(265-46 BC)
How to build a Successor Empires Army list:
Choosing an Empire: The selection process is slightly
different from the earlier army lists. As with the Early
Successors, your first choice is to select which Successor
Empire army variant to build. The armies available are
Seleucid Empire, Antigonid Empire, Ptolemaic Empire,
Pergamene Kingdom, Bactrian Greek Empire, and IndoGreek Empire.
Characters are listed separately to avoid repetition in
each list.
Mercenaries: These represent mercenaries and
territorial troops available to that Successor Empire.
Unless otherwise noted, these units may be joined by
characters and use the Army Generals leadership and
Army Standard Bearers re-roll.
Allies: Sometimes two armies would join forces and are
listed as Allies. These are separate armies that have
joined temporarily and may have their own Chieftains or
other leaders in command. In larger games 2001 pts or
higher the allies may have their own Army General
command them.
Allied units may not use the Successor General and
Army Standard Bearers abilities. Mercenaries from an
allied army list may not be selected.
Selected Historical Personalities: Following each list
is a small sample of historical leaders that may inspire the
player to name his characters, or unit leaders.
ARMY COMPOSITION
Troop Percentages: Each army list contains a separate
Army Composition percentage.
Characters: The Successor army must have an Army
General, who can either be the Successor Empires King,
a Strategos, or a Hyparchos. The army may have an
Army Battle Standard, and any number of officers up to
the character points limit.

SUCCESSOR EMPIRE CHARACTERS


1 ARMY GENERAL
M WS BS S T W I A Ld Pts
Successor King 4 5 5 3 4 3 6 2 9
155
Strategos
4 5 4 3 4 3 5 3 9
160
Hyparchos
4 5 4 3 4 3 5 2 8
135
Equipment: Sword. May have light armour +2 pts, or
heavy armour +3 pts.
Options:
On foot: May have thrusting spear (free), or javelins +2
pts, or pike +3 pts. May have a shield +2 pts.
On horseback: May ride a horse (free) or a Warhorse
+4 pts. May have thrusting spear +2 pts, and javelins
+2 pts, and shield +2 pts. Or may have xyston, or
kontos +3 pts. May add half metal barding +3 pts, or
full metal barding +4 pts.
Special Rules: Army General. Drilled and Stubborn. A
Strategos or Hyparchos may also be a Subordinate
General if the King is present.
Special Rule: Regal Impact
If the Successor King is chosen roll 1D6 on the chart
below before the game starts, the effects last for the
entire game:
1 or less) Devotion: Although a rake and flighty, the
army worships their King. Once per game the King may
invoke the gods, and during his turn and his opponents
turn his leadership is raised to 10.
2) Charismatic: The King and any unit he is attached
to may re-roll any one failed leadership test once per
game.
3) Fearless: Any unit attached to the King becomes
stubborn.
4) Athletic: The King adds +1 Strength to his profile.
5) Stoic: The King gains +1 Wound.
6 or more) Rash: The King gains +1 Attack, and +1
Initiative. However the King and any attached unit must
always pursue a defeated foe.
0-1 ARMY BATTLE STANDARD
M WS BS S T W I A Ld Pts
Standard Bearer 4 5 5 3 4 2 5 2 8
80
Equipment: Same as the General.
Options: Same as the General, however may not have a
pike or xyston.
Special Rules: Army Battle Standard. Drilled and
Stubborn.
OFFICERS
M WS BS S T W I A Ld Pts
Taxiarch
4 4 4 3 4 2 5 2 8
55
Hipparch
8 4 4 3 4 2 5 2 8
55
0-1 Elephantarch 4 4 4 3 4 2 5 2 8
55
Equipment: Same as the General.
Options: Same as the General. A Hipparch rides a
horse or a Warhorse +3 pts. An Elephantarch must ride
an elephant.
Special Rules: Drilled and Stubborn.

Page 8 Copyright Jeff Jonas 2010

On an Elephant: The elephantarch must ride an


elephant. He counts as an extra crew member. The
elephants points are taken from the special troops
section, not Character points. The character is equipped
as if on foot, but may not use a shield.
SUCCESSOR EMPIRES

The Seleucid Army List


The only contribution to the art of warfare generally attributed to
the Seleucid armies is the deployment of elephants in a mainly a
defensive role. But this dismissal does some injustice to the Seleucid
Kings, who in almost all their battles employed different and
unexpected manoeuvres.
Bar-Kochva, The Seleucid Army

Army Composition:

Characters: Up to 25 % of the armys total points.


Cavalry: Up to 50 % of the armys total points.
Infantry: At least 25 % of the armys total points.
One phalanx or imitation legion unit must be chosen if the army
contains Companions, or Cataphracts.
Special troops: Up to 33 % of the armys total points.
0-3 War Machines, 0-3 Scythed chariots, and 0-3 African or
Indian elephants.
Mercenaries: Up to 33 % of the armys total points.
Allies: Up to 25 % of the armys total points.
The army may include Aetolians or Galatians as allies.
Aetolian League: The Seleucid army included Aetolians as allies
during the disasterous invasion of Greece. The army may not
include Cataphracts, Imitation legions, or any troops listed after
Thracian Peltasts in the Mercenaries section.
Galatians: During the War of the Brothers, whole tribes of
Galatians allied with the contenders. An army allied with
Galatians may not include any Cataphracts, or Imitation legions.
Special Rules:
Elephant Escorts: For each elephant in the army one
unit of skirmishers may be designated as Elephant
Escorts.
CHARACTERS See Successor Empire Officers.
Special Rules: If the Successor King is chosen add +1
to the Regal Impact die roll.

CAVALRY
M WS BS S T W I A Ld Pts
0-1 Companions 7 4 3 3 3 1 4 1 8
27
Equipment: Sword, xyston, heavy armour, and half
metal barding (movement cost already deducted).
Special Rules: Wedge. Stubborn.
Options: May replace xyston and heavy armor , with
thrusting spear, light armour, and shield (free).
The Companions (Hetairoi) numbered a thousand horsemen
recruited from Syro-Macedonians settled in Seleucis, Phrygia and
Lydia.
M WS BS S T W I A Ld Pts
0-1 AgemaCataphracts 6 4 3 3 3 1 4 1 8
32
Cataphracts
6 3 3 3 3 1 3 1 7
28
Equipment: Sword, kontos, cataphract armour, and full
metal barding. (Movement costs already deducted).
Special Rules: Cataphracts. Agema are Stubborn.
Heavy armoured Cataphracts first appear in the Seleucid army
after Antiochus IIIs eastern campaigns. They may have been first
used at Panion in 200BC where they routed the Ptolemaic army.
The Agema (Guards) would be composed of Medes. One Iranian
unit rode highly bred Persian horses, and were known as the
Nisaian regiment.
M WS BS S T W I A Ld Pts
Seleucid Cavalry 8 3 3 3 3 1 3 1 7
18
Equipment: Sword, thrusting spear, shield, and light
armour.
Options: May replace thrusting spear and shield, with
xyston (free), and then may form in Wedge.
These troops called Politikoi regiments, were composed of ethnic
Greek and Macedonian settlers mostly recruited from cities.
M WS BS S T W I A Ld Pts
0-1EliteLightCavalry 8 3 4 3 3 1 4 1 8
20
Light Cavalry
8 3 3 3 3 1 3 1 7
17
Equipment: Sword, javelins, throwing spear, and shield.
Elite Light Cavalry may add light armour +2 pts.
Special Rules: Light Cavalry.
Elite Light Cavalry (Epilektoi--selected) were cavalry units of high
standing, such as the Larrisaian, was made up of descendents from
Larissa in Thessaly. Aphrakoi (unarmored) cavalry, were
recruited from the non-Greek population, including Syrian cavalry
units.

Page 9 Copyright Jeff Jonas 2010

INFANTRY
M WS BS S T W I A Ld Pts
0-1 Guards Phalanx 4 4 4 3 3 1 4 1 8
17
Equipment: Sword, light armour, shield and pike. May
replace light armour with heavy armour +1 pt.
Special Rules: Macedonian Phalanx. Drilled. Stubborn.
Variable Deployment. The Guards Phalanx may only be
chosen if another phalanx is also included in the army,
and may not be the largest phalanx unit in the army.
Options: May replace pike and shield with thrusting
spear, javelins and shield (free).
Guards could form along side of the Argyraspides (Silver Shields)
as part of the phalanx, or operate separately as the Kings
bodyguards. Generally it is assumed they formed in a phalanx for
pitched battles.
M WS BS S T W I A Ld Pts
Silver Shields
4 3 2 3 3 1 3 1 7
10
Katoikoi Phalanx 4 3 2 3 3 1 2 1 6
9
Levy Phalanx
4 2 2 3 3 1 2 1 5
5
Equipment: Sword, pike, light armour, and shield. May
replace light armour with heavy armour +1 pt.
Special Rules: Macedonian Phalanx. One unit of Silver
Shields may be taken for each unit of Katoikoi. Levy
Phalanx may only be chosen if no other phalanx units
are in the army, and they are, unfortunately, Levies.
The Silver Shields (argyraspides) normally formed on the right
wing. Phalanxes made up of settlers and reservists (katoikoi) of
varying quality held the center. A unit of Greek mercenaries armed
in the Macedonian style also appeared in the Raphia battleline,
these count as a regular phalanx. Levies represent disaffected
troops of the later empire, or hastily gathered recruits in a Civil
War.
M WS BS S T W I A Ld Pts
0-1 Guards legion 4 4 3 3 3 1 4 1 8
14
Imitation legion 4 3 3 3 3 1 4 1 7
9
Equipment: Sword, thrusting spear, light armour and
shield (thureos). May replace thrusting spear with pilum
(heavy throwing spear) +1 pts.
Special Rules: Guards are Stubborn.
Availability: A Guards Phalanx may not be chosen if
legions are taken. No Allied troops are available. Indian
elephants may not be chosen.
Some suggest that by the time of the Maccabean revolt much of the
army had converted to equipment and tactics copied from the
Roman triarii. Others claim that at best only the elite units may
have been converted to legions; this army list allows the player to
experiment with Romanization, even though the author
surmises that only elite units ever really converted to Roman gear,
and probably never achieved Roman drill. The later Pontic army
under Mithridates VI, had cohorts trained by Roman expatriates.
M WS BS S T W I A Ld Pts
Elephant Escorts 5 3 3 3 3 1 3 1 7
7
Equipment: Sword, javelins and shield.
Special Rules: Skirmishers. Elephant Escorts. One unit
per elephant in the army.

The Seleucid army fielded dedicated units of elephant escorts as


their elephant herd dwindled.
M WS BS S T W I A Ld Pts
Euzonoi
5 2 3 3 3 1 3 1 7
6
Equipment: Sword, javelins and buckler (pelta).
Special Rules: Skirmishers.
These skirmishers are called Euzonoi in the Seleucid army. These
were regular regiments drawn from Mysians, Cilicians, Idumaeans
(from Palestine), troops from the Taurus Mountains, and
Cypriots, among others.
SPECIAL TROOPS
WAR ELEPHANTS
M WS BS S T W I A Ld Pts
Indian Elephant 6 4 - 7 6 6 3 4 4
160
African Elephant 6 4 - 6 5 5 3 4 4
135
Mahout
4 2 3 3 3 1 3 - 7
Crew
4 3 3 3 3 1 3 1 7
Equipment: The mahout has light armour and is
unarmed. Two crewmen with light armour, armed with
swords and javelins ride in the war tower. Each
crewman may add bow +2 pts, or add pike +2 pts.
Shields may be added to the war tower for +4 pts. The
Elephant may have full metal barding +12 pts, which
reduces movement to 5.
Options: An additional crewman armed with sword,
light armour, and javelins, may be added to the crew for
+8 pts.
Special Rules: Elephants.
African elephants were used after 189 BC when the access was
terminated to the eastern frontiers. Seleucid armies may have
Indian or African elephant, not both.
CHARIOTS
M WS BS S T W I A Ld Pts
Scythed Chariot 6 - - 5 4 1 3 D6+2 5 75
Driver
- 3 3 3 3 1 1 1 7
Equipment: The driver is armed with sword, and heavy
armour. The chariot is drawn by two, or four horses
protected by Full Metal Barding. The scythed chariot
model has a 2+ save. (Movement costs already deducted).
Special Rules: Scythed Chariots.
WAR MACHINES
M WS BS S T W I A Ld Pts
Light Ballista
- - - - 5 2 - - 35
Heavy Ballista - - - - 6 2 - - 50
Stone Thrower - - - - 7 3 - - 75
Crew
4 3 3 3 1 1 3 1 7
6
Equipment: Each machine includes a crew of two men
armed with swords. One extra crewman can be taken for
a heavy Ballista, two extra crewmen for a Stone Thrower
at +6 pts per model. The crew may add shield +1 pt, and
light armour +2 pts.
(See Page 123 of the main rulebook for details).

Page 10 Copyright Jeff Jonas 2010

SELEUCID EMPIRE MERCENARIES

GALATIANS

These units are available as mercenaries from the Galatian army


list:
Galatian Warriors, Noble and Light Cavalry. One
Chieftain is allowed for each unit of infantry or cavalry.
Options: All mercenary Galatian warriors may add light
armour +2 pts. Galatians may not be joined by
Successor Army Characters.
M WS BS S T W I A Ld Pts
Greek Cavalry
6 3 3 3 3 1 3 1 7
13
Equipment: Sword, and javelins. May replace javelins
with thrusting spear +1 pt. May add light armour +2 pts, or
heavy armour +3 pts.
Options: Unarmoured Greek Cavalry may be skirmishers.
M WS BS S T W I A Ld Pts
0-1 Tarentine Cavalry 8 2 4 3 3 1 3 1 7
21
Equipment: Sword, javelins and large shield.
Special Rules: Skirmishers. Feigned Flight and Parthian
Shot.
M WS BS S T W I A Ld Pts
Mercenary Hoplites 4 3 3 3 3 1 3 1 7
11
Equipment: Sword, light armour, thrusting spear, and
large shield.
Special Rules: Trained Phalanx.
Availability: May not be chosen if Imitation legions, or
if African elephants are in the army.
M WS BS S T W I A Ld Pts
Thureophoroi
4 3 3 3 3 1 3 1 7
7
0-1 Thorakitai
4 3 3 3 3 1 3 1 7
9
Equipment: Sword, thrusting spear, and shield (thureos).
May add javelins +1 pt. Thorakitai have light armour.
Special Rules: Variable Deployment.
The versatile thureophoroi troop type eventually replaced the hoplite
and peltast as the most common type of Hellenistic soldier. Their
flexibility allowed them to hold the flanks or operate over broken
ground. Their replenish able numbers allowed the empires to use
them to garrison cities and forts, while keeping the core army ready
for offensive operations.
M WS BS S T W I A Ld Pts
0-1 Cretan Archers 5 3 4 3 3 1 3 1 7
10
Equipment: Sword, bow, and shield.
Special Rules: Skirmishers. May not be the largest or
only unit of skirmishers in the army. Accustomed to
elephants.
M WS BS S T W I A Ld Pts
Neo-Cretans
5 2 3 3 3 1 3 1 6
6
Equipment: Sword, javelin and buckler. May add bow
+2 pts.
Special Rules: Skirmishers. Accustomed to
elephants.

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

Pts
13

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

Pts
7

M WS BS S T W I A Ld Pts
0-1 Asiatic Cavalry 8 2 2 3 3 1 3 1 6
10
Equipment: Dagger, and javelins. May add throwing
spear +2 pts. May have light armour +2 pts. May replace
javelin with bow +1 pt. May add shield +1
Special Rules: Light Cavalry. Levies. Feigned Flight.
M WS BS S T W I A Ld Pts
0-1 Trallian Slingers 5 2 3 3 3 1 2 1 5
6
Equipment: Dagger, sling, and buckler.
Special Rules: Skirmishers.
The herders that lived near the city of Tralles (near Pergamum)
supplied slingers to Seleucid and other armies of the period.
M WS BS S T W I A Ld Pts
Hillmen
5 2 2 3 3 1 2 1 5
3
Equipment: Sword, javelins and buckler. Every second
unit may replace javelins and bucklers with bows +1 pt.
Special Rules: Open Order. Levies.
Include Mysians, Pisidians, Carians, Cappadocians, and other
mostly ineffective troops raised from the Taurus and Pontic region.
M WS BS S T W I A Ld Pts
Median Cavalry
8 3 3 3 3 1 4 1 8
20
Equipment: Sword, javelins, and throwing spear. May
have light armour +2 pts, or heavy armour +3 pts.
Special Rules: Massed Cavalry.
Options:
Wedge: 0-1 unit may replace their javelins and throwing
spear, with xyston (free), and the unit forms in Wedge.
M WS BS S T W I A Ld Pts
MedianLight Cavalry 8 2 4 3 3 1 4 1 7
19
Equipment: Sword, javelins, and throwing spear.
Special Rules: Light Cavalry. Feigned Flight
These useful cavalry units represent the Karmanians, Medes, and
other former Persian Empire cavalry, noted for their excellent
mounts.
M WS BS S T W I A Ld Pts
Iranian Levies
5 2 2 3 3 1 2 1 5
4
Equipment: Dagger, thrusting spear, and shield. May
replace shield and spear with bow (free), or 0-1 unit may
have slings (free)

Page 11 Copyright Jeff Jonas 2010

Special Rules: Open Order. Levies. Slingers are


Skirmishers.
Includes Medes, Kissians, Cardushians, Carmanians, and Kyrtian
slingers.
M WS BS S T W I A Ld Pts
0-1 Babylonians 4 2 3 3 3 1 2 1 6
6
Equipment: Dagger, and bow.
Special Rules: Open Order. Levies. May fire two ranks
if stationary, other ranks use massed archery.

SUCCESSOR EMPIRES

The Antigonid Army List


"Philip, who was in the right wing, having the advantage of the
higher ground, threw the whole weight of his phalanx at the
Romans. They impacted with a force the Romans were unable to
sustain; the dense array of spears, and the pressure of the compact
mass overpowering them."
Plutarch, Life of Flamininus

M WS BS S T W I A Ld Pts
0-1 Arab Cavalry 8 2 3 3 3 1 3 1 7
15
Equipment: Mixed Weapons. May add bow +2 pts.
May add shield +1 pt.
Special Rules: Light Cavalry. Feigned Flight.
M WS BS S T W I A Ld Pts
0-1 Arab Camels 7 2 3 3 3 1 2 1 7
16
Equipment: Double handed-sword, javelins, buckler,
and bow. May have light armour +2 pts.
Special Rules: Camels. Light Cavalry.
M WS BS S T W I A Ld Pts
Arab Tribesmen 5 2 3 3 3 1 3 1 6
5
Equipment: Mixed Weapons, and shield. May replace
Mixed Weapons and shield, with sword and bow +1 pt.
Special Rules: Open Order.
M WS BS S T W I A Ld Pts
0-1 Horse Archers 8 2 4 3 3 1 3 1 7
22
Equipment: Sword, and bow. May add buckler +1 pt.
Special Rules: Skirmishers. Feigned Flight. Parthian
Shot.
Includes Parthians, and ethnikoi horse archers late in the regime.

Army Composition:

Characters: Up to 25 % of the armys total points.


Cavalry: Up to 25 % of the armys total points.
Infantry: At least 33 % of the armys total points.
At least one Regular Phalanx must be chosen, unless a special
scenario is being played.
Special troops: Up to 20 % of the armys total points.
0-3 War Machines.
Mercenaries: Up to 50 % of the armys total points.
Allies: Up to 25 % of the armys total points.
Aetolians or Achaeans (never both at the same time!)
CHARACTERS See Successor Empire Officers.
Special Rules: If the Successor King is chosen subtract
-1 from the Regal Impact die roll.
CAVALRY
M WS BS S T W I A Ld Pts
0-2 Companions 8 3 3 3 3 1 3 1 8
19
Equipment: Sword, shield, javelins, throwing spear, and
light armor. May replace light armour with heavy armour
+1 pt.
Special Rules: May form in Wedge or as Light Cavalry.
Options: One unit may be upgraded to the Sacred or
Agema Squadron and is Stubborn +3 pts.

Page 12 Copyright Jeff Jonas 2010

INFANTRY
M WS BS S T W I A Ld Pts
0-1 Guard Peltasts 4 4 4 3 3 1 4 1 8
15
Equipment: Sword, pike, and shield. May add light
armour +2 pts, or heavy armour +3 pts.
Special Rules: Macedonian Phalanx. Drilled.
Stubborn. Variable Deployment. Guard Peltasts may
only be chosen if another phalanx is also in the army.
May not be the largest infantry unit in the army.
Options: May replace pike and shield with thrusting
spear, javelins and shield (free).
The Antigonid Guards were called peltasts because of their round
shields, which may have been smaller than normal phalangite
shields. These troops often operated as light troops but at Pydna,
they were equipped as phalangites. The Royal Guard are referred
to as the Nicator (victors) regiment by Livy.
M WS BS S T W I A Ld Pts
Regular Phalanx 4 3 2 3 3 1 3 1 7
10
Recruits
4 2 2 3 3 1 2 1 7
7
Equipment: Sword, pike, light armour, and shield. May
replace light armour with heavy armour +1 pt.
Special Rules: Macedonian Phalanx. Combined
Formation. Recruits may not be fielded as separate units,
they are added to the back ranks of an Regular Phalanx.
Up to 50 % of the models may be Recruits. The
Recruits may have light armour, even if the Regulars are
upgraded to heavy armour.
Players should be careful to make sure the Recruits are
clearly different from the Regulars, if they choose this
option. The unit moves based on the slowest models.
Philip V resorted to recruiting 16 year olds and men past their
prime to fill the ranks. The veterans that formed at the front were
still formidable enough make the phalanx impenetrable, as long as
the flanks were secure.
M WS BS S T W I A Ld
0-1 Agrianians
5 3 3 3 3 1 3 1 8
Equipment: Sword, javelins, and shield.
Special Rules: Skirmishers.

Pts
8

M WS BS S T W I A Ld Pts
0-1 Staff Slingers 5 2 3 3 3 1 2 1 5
7
Equipment: Sword and staff sling.
Special Rules: Skirmishers. Staff slings. May not be the
largest or only skirmisher infantry in the army.
Options: Instead of stones, the staff slinger may fire a
kestros (long feathered dart). The kestros adds +1 to the
hit dice, however the unit may only fire half of its
models (round down), as some of the models must act as
loaders for the shooters.
M WS BS S T W I A Ld
Anti-Elephant Corps 5 3 3 3 3 1 3 1 7
Equipment: Sword, javelins and shield. May add
rhomphaia +2 pts. May add light armour +2 pts.

Pts
7

Special Rules: Light Infantry. Accustomed to


elephants.
The anti-elephant corps was raised by Perseus to try to keep the
Roman (crewed by Numidians) elephants at bay, but they were a
significant failure at Pydna. Their specially designed spiked shields
and helmets apparently made little difference against the
coordinated assault of elephants and supporting allied light
infantry, and heavy cavalry.
SPECIAL TROOPS
WAR MACHINES
M WS BS S T W I A Ld Pts
Light Ballista
- - - - 5 2 - - 35
Heavy Ballista - - - - 6 2 - - 50
Stone Thrower - - - - 7 3 - - 75
Crew
4 3 3 3 1 1 3 1 7
6
Equipment: Each machine includes a crew of two men
armed with swords. One extra crewman can be taken for
a heavy Ballista, two extra crewmen for a Stone Thrower
at +6 pts per model. The crew may add shield +1 pt, and
light armour +2 pts.
(See Page 123 of the main rulebook for details).

ANTIGONID MERCENARIES

GALATIANS

These units are available as mercenaries from the Galatian army


list:
Galatian Warriors, Noble and Light Cavalry. One
Chieftain is allowed for each unit of infantry or cavalry.
Options: All mercenary Galatian warriors may add light
armour +2 pts. Galatians may not be joined by
Successor Army Characters.
M WS BS S T W I A Ld Pts
Bastarnae Warriors 5 3 3 3 3 1 3 1 5
6
Equipment: Mixed Weapons and buckler. May replace
Mixed Weapons and buckler with rhomphaia (free).
Special Rules: Open Order Warband.
The Bastarnae were the easternmost of the Germanic peoples. They
first appear in the 3rd Macedonian war as mercenaries and allies
of Perseus. In the later period, they allied with Mithridates VI.
Bastarnae infantry wore long baggy pants and skull caps, and went
shirtless into battle similar to the Dacians that fought Rome in a
later era.
M WS BS S T W I A Ld Pts
0-1EliteLightCavalry 8 3 4 3 3 1 4 1 8
20
Light Cavalry
8 3 3 3 3 1 3 1 7
16
Equipment: Sword, javelins, throwing spears, and
shield. Elite Light Cavalry may add light armour +2 pts.
Special Rules: Light Cavalry.
Elite Light Cavalry represents later Thessalians, Odrysians, and
Paeonians, allied with or hired by Philip and Perseus, or the
Achaean cavalry at Sellasia. Light Cavalry can be civilized
Thracians, or Illyrians.

Page 13 Copyright Jeff Jonas 2010


SUCCESSOR EMPIRES

M WS BS S T W I A Ld Pts
Thureophoroi
4 3 3 3 3 1 3 1 7
7
Thorakitai
4 3 3 3 3 1 3 1 7
9
Equipment: Sword, thrusting spear, and shield (thureos).
May add javelins +1 pt. Thorakitai have light armour.
Special Rules: Variable Deployment.
Options: 0-1 unit of thureophoroi or thorakitai may be
declared as Italian Defectors, these are armed with
throwing spear, instead of thrusting spear and are
stubborn +3 pts.
Roman deserters and Italians from Hannibals Carthaginian army
defeated at Zama are reported to have joined Philip V. The
Roman historian Livy relates that these fought in a frenzy against
the Romans at the siege of Corinth in 198, although it is possible
that this was simply fabricated to inflame his Roman audience.
M WS BS S T W I A Ld Pts
0-1 Cretan Archers 5 3 4 3 3 1 3 1 7
10
Equipment: Sword, bow, and shield.
Special Rules: Skirmishers. May not be the largest or
only unit of skirmishers in the army. Accustomed to
elephants.
M WS BS S T W I A Ld Pts
Thracian Cavalry 8 3 3 3 3 1 3 1 7
13
Equipment: Mixed Weapons and buckler.
Special Rules: Skirmishers.
Includes tribal Thracian, Bastarnae, and Illyrian cavalry.
M WS BS S T W I A Ld Pts
Thracian Peltasts 5 3 3 3 3 1 3 1 7
7
Equipment: Sword javelins and shield. May add
thrusting spear +1 pt, or rhomphaia +2 pts.
Special Rules: Light Infantry.
Thracian mercenaries, steadier than their wilder compatriots.
M WS BS S T W I A Ld Pts
Thracian Warriors 5 3 3 3 3 1 3 1 6
6
Equipment: Sword javelins and shield. May add
rhomphaia +2 pts.
Special Rules: Light Infantry. Warband.
Includes Wild Thracian tribes allied or subject to Macedonia.
M WS BS S T W I A Ld Pts
Illyrian Warriors 5 3 3 3 3 1 3 1 7
7
Equipment: Mixed Weapons and shield. May have light
armour +2 pts. 0-1 unit of may upgrade shield to large
shield +1 pt.
Special Rules: Light Infantry.
Troops with large shields are Dardanians.
M WS BS S T W I A Ld Pts
Illyrian Skirmishers 5 2 3 3 3 1 2 1 5
5
Equipment: Sword, buckler, and javelins. May replace
javelins with slings +1 pt.
Special Rules: Skirmishers.

The Ptolemaic Army List


Ptolemy V also distributed justice to all, the same as Hermes the
Great; and he gave orders to those members of the machimoi who
had returned together with the others who had been disaffected
during the period of rebellion, that they should remain at home.

The Rosetta Stone

Army Composition:

Characters: Up to 25 % of the armys total points.


Cavalry: Up to 33 % of the armys total points.
Infantry: At least 33 % of the armys total points.
Special troops: Up to 25 % of the armys total points.
0-3 War Machines, 0-3 African elephants.
Mercenaries: Up to 50 % of the armys total points.
Allies: Up to 25 % of the armys total points.
Aetolian League
Special Rules:
Elephant Escorts: For each elephant in the army one
unit of skirmishers may be designated as Elephant
Escorts.
CHARACTERS See Successor Empire Officers.
Special Rules: If the Successor King is chosen, subtract
-2 from the Regal Impact die roll.

CAVALRY
M WS BS S T W I A Ld Pts
0-1 Agema Cavalry 8 4 3 3 3 1 3 1 8
24
Kleruch Cavalry 8 3 3 3 3 1 3 1 7
18
Equipment: Sword, xyston, and light armour. May
replace light armour with heavy armour +1 pt.
Special Rules: May form in Wedge. Agema are
Stubborn.
Options: May replace xyston with thrusting spear and
shield (free).

Page 14 Copyright Jeff Jonas 2010

Ptolemy IIs campaigns against the Meroitic


Kingdom (ca. 270-260 BC)

Option: Ptolemaic Agema and Kleruch cavalry may add


thick robes, or felt caparisons, for +3 pts. This armor
counts as Full Cloth Barding, but protects from missile
hits only, and not hand to hand hits. Note: This option is
included with your opponents permission in special historical
scenarios as it appears that such armored cavalry did not appear in
armies that faced other Successor armies.
M WS BS S T W I A Ld Pts
0-1 Elite Light Cavalry 8 3 4 3 3 1 4 1 8
20
Light Cavalry
8 3 3 3 3 1 3 1 7
18
Equipment: Sword, javelins, throwing spear, and shield.
Elite Light Cavalry may add light armour +2 pts.
Special Rules: Light Cavalry.
Elite Light Cavalry represents later Thessalian or Perhaibian
mercenaries, and late Tarentine cavalry that were much more
interested in closing into hand to hand combat than the earlier
shoot and scoot Italian Tarentines. Light cavalry (Ethnikoi) were
raised from the countryside, and included native Africans.
INFANTRY
M WS BS S T W I A Ld Pts
0-1AgemaHypaspists 4 4 4 3 3 1 4 1 8
17
Equipment: Sword, light armour, shield and pike. May
replace light armour with heavy armour +1 pt.
Special Rules: Macedonian Phalanx. Drilled.
Stubborn. Variable Deployment. Agema Hypaspists may
only be chosen if another phalanx is also included in the
army, and may not be the largest phalanx unit in the
army.
Options: May replace pike and shield with thrusting
spear, javelins and shield (free).
The Royal Bodyguard in the Ptolemaic army are directly related to
the Hypaspists of the past, and served the same role as either a
highly motivated peltasts, or armed as a phalanx.
M WS BS S T W I A Ld Pts
0-1 MercenaryPhalanx 4 3 2 3 3 1 3 1 7
10
Equipment: Sword, pike, light armour, and shield. May
replace light armour with heavy armour +1 pt.
Special Rules: Macedonian Phalanx.
M WS BS S T W I A Ld Pts
Kleruch Phalanx 4 3 2 3 3 1 2 1 6
9
Equipment: Sword, pike, light armour, and shield. May
replace light armour with heavy armour +1 pt.
Special Rules: Macedonian Phalanx.
Mercenary Macedonians were a key source of manpower for the
Ptolemies, since the base population Macedonian Settlers
(Kleruchoi) was lower than the other empires. The best young men
were recruited by the Hypaspists and Cavalry, and many of the
others avoided the military by joining the lucrative civil service.

M WS BS S T W I A Ld Pts
Machimoi Phalanx 4 ? 2 3 3 1 2 1 6
7
Equipment: Sword, pike, light armour and shield.
Special Rules: Macedonian Phalanx. Every second unit
of phalangites may be Machimoi.
Baptism of fire: The first time each Machimoi unit
declares a charge, or is charged by any enemy unit, the
unit must take a special Baptism of Fire test. Roll
1D6, on a 1-3 the unit has failed the test, on a 4+ the
unit passes. Subtract -1 from the die roll for this test if
the unit is charged in the flank or rear.
If the unit fails, then they will fight with WS 2, but if the
Machimoi unit passes the test, they fight with WS 3 for
the duration of the game.
The Machimoi at Raphia were untested Egyptian native troops
and nobody knew if they would fight. Under direct leadership of
Sossibios and inspired by the unexpected return of Ptolemy IV, the
Egyptians stood their ground. They held on long enough until the
Seleucid phalanx was out-flanked, and won the day for Egypt.
Imitation Legions
M WS BS S T W I A Ld Pts
0-1 Guards Legion 4 3 2 3 3 1 3 1 8
8
Egyptian Legion 4 2 2 3 3 1 2 1 5
4
Equipment: Sword, throwing spear, and shield. May
add light armour +2 pts. May replace shield with large
shield +1 pt. May replace throwing spear with pilum
(heavy throwing spear) +1 pts.
Special Rules: Egyptian Legion are Levies.
Availability: Guards legions replace Agema
Hypaspists. Egyptian legions replace Kleruch Phalanx.
By 168 the Ptolemaic Empire had shrunk to holdings
only in Egypt. If any Imitation legions are used, then
only these Mercenary Troops are available:
Thureophoroi, Thorakites, Neo-Cretans, Galatians,
Nubian Infantry, and Nubian Cavalry. Replace allies
with: Late Republican Roman legionaries, and a Tribune
(from the EIR or Spartacus lists).

Page 15 Copyright Jeff Jonas 2010

M WS BS S T W I A Ld Pts
Border Garrisons 5 2 3 3 3 1 3 1 6
5
Equipment: Sword, thrusting spear, and shield. May
add javelins +1 pt.
Special Rules: Light Infantry.
M WS BS S T W I A Ld
0-1 Neo-Agrianians 5 3 3 3 3 1 3 1 7
Equipment: Sword, javelins, and shield.
Special Rules: Skirmishers.

Pts
7

SPECIAL TROOPS
WAR ELEPHANTS
M WS BS S T W I A Ld Pts
African Elephant 6 4 - 6 5 5 3 4 4
135
Mahout
4 2 3 3 3 1 3 - 7
Crew
4 3 3 3 3 1 3 1 7
Equipment: The mahout has light armour and is
unarmed. Two crewmen with light armour, armed with
swords and javelins ride in the war tower. Each
crewman may add bow +2 pts, or add pike +2 pts.
Shields may be added to the war tower for +4 pts. The
Elephant may have full metal barding +12 pts, which
reduces movement to 5.
Options: An additional crewman armed with sword,
light armour, and javelins, may be added to the crew for
+8 pts.
Special Rules: Elephants. Ptolemaic African elephants
may not have full metal barding unless Imitation legions
are taken.
WAR MACHINES
M WS BS S T W I A Ld Pts
Light Ballista
- - - - 5 2 - - 35
Heavy Ballista - - - - 6 2 - - 50
Stone Thrower - - - - 7 3 - - 75
Crew
4 3 3 3 1 1 3 1 7
6
Equipment: Each machine includes a crew of two men
armed with swords. One extra crewman can be taken for
a heavy Ballista, two extra crewmen for a Stone Thrower
at +6 pts per model. The crew may add shield +1 pt, and
light armour +2 pts.
(See Page 123 of the main rulebook for details).

PTOLEMAIC MERCENARIES

GALATIANS

These units are available as mercenaries from the Galatian army


list:
Galatian Warriors, Noble and Light Cavalry. One
Chieftain is allowed for each unit of infantry or cavalry.
Options: All mercenary Galatian warriors may add light
armour +2 pts. Galatians may not be joined by
Successor Army Characters.
M WS BS S T W I A Ld Pts
Thureophoroi
4 3 3 3 3 1 3 1 7
7
0-1 Thorakitai
4 3 3 3 3 1 3 1 7
9
Equipment: Sword, thrusting spear, and shield (thureos).
May add javelins +1 pt. Thorakitai have light armour.
Special Rules: Variable Deployment.
M WS BS S T W I A Ld Pts
0-1 Tarentine Cavalry 8 2 4 3 3 1 3 1 7
21
Equipment: Sword, javelins and large shield.
Special Rules: Skirmishers. Feigned Flight and Parthian
Shot.
M WS BS S T W I A Ld Pts
Greek Cavalry
6 3 3 3 3 1 3 1 7
13
Equipment: Sword, and javelins. May replace javelins
with thrusting spear +1 pt. May add light armour +2 pts, or
heavy armour +3 pts.
Options: Unarmoured Greek Cavalry may be skirmishers.
M WS BS S T W I A Ld Pts
0-1 Cretan Archers 5 3 4 3 3 1 3 1 7
10
Equipment: Sword, bow, and shield.
Special Rules: Skirmishers. May not be the largest or
only unit of skirmishers in the army. Accustomed to
elephants.
M WS BS S T W I A Ld Pts
Neo-Cretans
5 2 3 3 3 1 3 1 7
6
Equipment: Sword, javelin and buckler. May add bow
+2 pts.
Special Rules: Skirmishers. Accustomed to
elephants.
These troops were often armed as javelin men and they are described
guarding the elephants in Ptolemaic armies.
M WS BS S T W I A Ld Pts
0-1 Expert Slingers 5 2 4 3 3 1 2 1 5
9
Equipment: Sword and sling. May add buckler +1 pt.
Special Rules: Skirmishers. May not be the largest or
only unit of skirmishers in the army. Accustomed to
elephants.
M WS BS S T W I A Ld Pts
Thracian Cavalry 8 3 3 3 3 1 3 1 7
13
Equipment: Mixed Weapons and buckler.
Special Rules: Skirmishers.

Page 16 Copyright Jeff Jonas 2010

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

Pts
7

M WS BS S T W I A Ld Pts
Nubian Infantry 5 2 3 3 3 1 2 1 5
5
Equipment: Mixed Weapons, and shield.
Option: May replace Mixed Weapons and shield, with
bow (free).
Special Rules: Skirmishers. Accustomed to
elephants.
M WS BS S T W I A Ld Pts
0-1 Nubian Cavalry 8 2 3 3 3 1 3 1 6
12
Equipment: Mixed Weapons, and shield. May add light
armour +2 pts. May add throwing spear +2 pts.
Special Rules: Warband. Accustomed to elephants.
M WS BS S T W I A Ld Pts
Egyptian Skirmishers 5 2 3 3 3 1 3 1 5
5
Equipment: Dagger, javelins, and buckler. May replace
javelins and buckler with bow (free).
Special Rules: Skirmishers. Accustomed to elephants.
M WS BS S T W I A Ld Pts
Libyan Infantry 5 2 3 3 3 1 2 1 5
4
Equipment: Dagger, javelins, and buckler.
Special Rules: Skirmishers. Accustomed to elephants.
M WS BS S T W I A Ld Pts
0-1 Arab Camels 7 2 3 3 3 1 2 1 7
16
Equipment: Double handed-sword, javelins, buckler,
and bow. May have light armour +2 pts.
Special Rules: Camels. Light Cavalry.
M WS BS S T W I A Ld Pts
Arab Tribesmen 5 2 3 3 3 1 3 1 6
5
Equipment: Mixed Weapons, and shield. May replace
Mixed Weapons and shield, with sword and bow +1 pt.
Special Rules: Open Order.

The Galatian Army Lists


Army Composition:

Characters: Up to 33 % of the armys total points.


The army must have a Warlord or a Tetrarch as the Army
General.
Infantry: At least 33 % of the armys total points.
Cavalry: Up to 33 % of the armys total points.
Chariots: Up to 20 % of the armys total points.
Mercenaries: Up to 15 % of the armys total points.
Allies: Up to 25 % of the armys total points.
Late Republican Romans (from the Spartacus list). May be
accompanied by a Tribune. Roman allies are only available if
Imitation legions are fielded.
CHARACTERS
1 ARMY GENERAL
M WS BS S T W I A Ld Pts
Warlord
5 6 4 4 4 3 6 3 7
140
Tetrarch
5 5 4 4 4 3 6 3 9
155
Light Chariot
8 3 3 3 4 2 3 1 25
Equipment: Sword, javelins, and shield. May have light
armour +2 pts. May ride a horse (free), which increases
movement to 8.
Options: May ride a Light Chariot +25 pts. The
chariot has a driver armed with a sword and javelins.
Special Rules: Army General. The Warlord is subject
to Warband.
The Tetrarch represents one of the Council of Ancyra leaders
elected from the precincts of Galatia, or he could also represent a
Galatian King, such as the Roman appointed King, Deiotarus.
0-1 ARMY BATTLE STANDARD
M WS BS S T W I A Ld Pts
Standard Bearer 5 4 4 4 4 2 4 2 6
65
Light Chariot
8 3 3 3 4 2 3 1 25
Equipment: Sword, javelins, and shield. May have light
armour +2 pts. May ride a horse (free), which increases
movement to 8.
Options: May ride a Light Chariot +25 pts. The
chariot has a driver armed with a sword and javelins.
Special Rules: Army Battle Standard. Warband.

Page 17 Copyright Jeff Jonas 2010

CAVALRY
M WS BS S T W I A Ld Pts
0-1 Noble Cavalry 8 4 3 3 3 1 4 1 6
23
Equipment: Mixed Weapons, and shield. May add light
armour +2 pts.
Special Rules: Warband.
M WS BS S T W I A Ld
Light Cavalry
8 3 3 3 3 1 3 1 5
Equipment: Mixed Weapons, and shield.

Pts
15

CHARIOTS
CHIEFTAINS
M WS BS S T W I A Ld Pts
Chieftain
5 5 4 4 4 2 5 3 6
65
Light Chariot
8 3 3 3 4 2 3 1 25
Equipment: Sword, javelins, and shield. May have light
armour +2 pts. May ride a horse (free), which increases
movement to 8.
Options: May ride a Light Chariot +25 pts. The
chariot has a driver armed with a sword and javelins.
Special Rules: Warband. One Chieftain is allowed for
each unit of Warriors, Cavalry, or Light Chariots.

INFANTRY
M WS BS S T W I A Ld Pts
Galatian Warriors 5 3 2 3 3 1 4 1 6
6
Equipment: Mixed Weapons, and shield.
Special Rules: Warband.
Option: 0-1 unit add light armour +2 pts. If the Army
General is the Tetrarch then any unit may add Light
Armor.
Galatian warriors in the early invasion were noted for their naked
appearance, later on they probably acquired more armor.
Mercenaries probably were better equipped.
M WS BS S T W I A Ld Pts
0-2 Skirmishers 5 2 2 3 3 1 3 1 4
3
Equipment: Dagger, javelins, and buckler. Every
second unit may replace javelins and buckler with slings
(free).
Special Rules: Skirmishers.
Galatian armies suffered from an almost total lack of skilled
skirmishers.
M WS BS S T W I A Ld Pts
Imitation legion 4 3 3 3 3 1 3 1 6
6
Equipment: Sword, throwing spear and shield. May
add light armour +2 pts. May replace throwing spear
with heavy throwing spear (pilum) +1 pt. May replace
shield with large shield +1 pt.
Availability: Imitation legions may only be chosen if a
Tetrarch is the Army General.

M WS BS S T W I A Ld Pts
Light Chariot
8 4 4 3 4 2 4 2 6
36
Equipment: The crew includes a driver and a noble
warrior.
The driver is armed with a sword. The warrior fights
from the cab and is armed with sword, javelins, and
shield. (The chariot has an armour save of 4+)
Option: The noble warrior may add light armour +4 pts,
giving the chariot an armour save of 3+.
Special Rules: Light Chariots. Feigned Flight.
Characters riding chariots that join the unit gain Feigned
Flight.
Availability: Light Chariot units may only be chosen if a
Warlord is the Army General.
M WS BS S T W I A Ld Pts
Scythed Chariot 7 - - 5 4 1 3 D6+2 5 60
Driver
- 3 3 3 3 1 1 1 7
Equipment: The driver is armed with sword, and heavy
armour. The chariot is drawn by two, or four horses.
The scythed chariot model has a 3+ save.
Options: The horses may have Full Metal Barding +15
pts. This reduces movement to 6, and the armour save
is increased to 2+.
Special Rules: Scythed Chariots.
Galatian Scythed Chariots were probably captured from the
Seleucids. Often these were concealed behind units of warriors, who
would part and let them charge through. A combined attack by a
warband and a scythed chariot is quite devastating if it can be
timed carefully.
MERCENARIES
EASTERNERS
M WS BS S T W I A Ld Pts
Asiatic Cavalry
8 2 2 3 3 1 3 1 6
10
Equipment: Dagger, and javelins. May add throwing
spear +2 pts. May have light armour +2 pts. May replace
javelin with bow +1 pt. May add shield +1
Special Rules: Light Cavalry. Levies. Feigned Flight.
M WS BS S T W I A Ld
Cappadocian Infantry 5 3 3 3 3 1 3 1 5
Equipment: Mixed Weapons, and shield.
Special Rules: Open Order. Warband.

Pts
5

Page 18 Copyright Jeff Jonas 2010

M WS BS S T W I A Ld
0-1 Bithynian Peltast 5 3 3 3 3 1 3 1 6
Equipment: Sword, javelins and shield. May add
thrusting spear +1 pt.
Special Rules: Light Infantry. Warband.

Pts
6

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

Pts
3

M WS BS S T W I A Ld Pts
Militia Thureophoroi 4 2 2 3 3 1 3 1 5
4
Equipment: Sword, thrusting spear, and shield (thureos).
May add javelins +1 pt.
Special Rules: Open Order. Levies.
WESTERNERS
(The troops below may not be combined with the above units).
M WS BS S T W I A Ld Pts
0-1 Paeonian Cavalry 8 3 3 3 3 1 3 1 7
17
Equipment: Sword, throwing spear, shield, and javelins.
Special Rules: Light Cavalry.
M WS BS S T W I A Ld Pts
0-1ThracianSkirmishers 5 2 3 3 3 1 2 1 7
5
Equipment: Dagger, and javelins. May add buckler +1
pt. May replace javelins with short bow (free), or 0-1
slings +1 pt.
Special Rules: Skirmishers.

You might also like