Professional Documents
Culture Documents
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.
FORMATION RULES
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.
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.
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
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
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
Army Composition:
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.
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.
GALATIANS
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)
SUCCESSOR EMPIRES
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:
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
ANTIGONID MERCENARIES
GALATIANS
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.
Army Composition:
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).
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).
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
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.
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
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.