Troop Definitions
Troops are
defined by battlefield behaviour instead of the usual formation, armour,
weapons and morale class.
Mounted troop
types are: Elephants, Knights, Cavalry, Light Horse, Scythed Chariots, or
Camelry.
Foot troop types
are: Spears, Pikes, Blades, Auxilia, Bows, Psiloi, Warbands, Hordes, Artillery,
or War Wagons.
Camp
Followers and Denizens of a city are not included in the allowed total of 12
troop elements, but are extra elements of armed civilians of no specific troop
type, but which, if they sally, count as “Solid” foot for movement and “Fast”
foot for combat.
A few army
lists permit some elements defined to “dismount” i.e. be exchanged for a foot
element, but these cannot later remount. These listed as / or // can be
deployed as either the mounted type or already dismounted as the foot type;
those listed as // can also dismount during the game as a compete ingle element
tactical move. A very few armies have mounted infantry (prefixed by “Mtd”).
These are on larger bases with their mounts, but remain foot and differ that in
GOOD GOING they have the same tactical move as knights and can move more than
once per bound.
ELEPHANTS
(El). Used to charge massed foot and block horses. Vulnerable to artillery and
skirmishers.
KNIGHTS (Kn
or 6Kn), and heavy chariots (HCh). Rode
down most foot and good against cavalry. Vulnerable to massed bow fire, massed spear,
pike and blades, and skirmishers, elephants and scythed chariots.
CAVALRY (Cv or 6Cv), light chariots (LCh). Good
all-round type against most enemies.
LIGHT HORSE (LH)
or camel riders (Lcm). Good to hamper movement of most solid formations.
Disliked other light troops, foot bow, and artillery.
SCYTHED
CHARIOTS (SCh). Used early in a battle to disrupt solid formations.
CAMELRY (Cm).
Main purpose is to disrupt other mounted troops. Vulnerable to massed fire and foot
in close combat.
SPEARS (Sp or
8Sp). Good at blocking other foot. Can hold their own against mounted. Classed
as “solid”.
PIKES (3Pk or
4Pk). Excellent against most foot if double ranked. Vulnerable to bow fire and
skirmishers. 3Kn are classed as “fast”,
4Pk are “solid”.
BLADES (3Bd,
4Bd, or 6Bd). Less safe than spears against mounted, but superior to all other
foot in close combat except double-ranked pike. 3Bd are classed as “fast”, 4Bd
are “solid”. Also includes Command Post (CP) represents stationary generals
with their bodyguard, or in a litter (Lit), or Command Wagon (CWg). The latter
are treated as Blades, but cannot move into contact with enemy.
AUXILIA (3Ax
or 4Ax). Over-matched in the open by other close formed foot and cavalry. Good
in difficult terrain or as a link between heavy foot and mounted, and a melee
reserve. 3Ax are “fast”, 4Ax are “solid”.
PSILOI (Ps). Used
to slow the enemy down, support flanks, capture difficult terrain. Vulnerable
to mounted in open terrain. Classified as “fast”.
BOWS (3, 4,
or 8. Bw, Lb, or Cb). Effective at recoiling foot and mounted. Very effective
against knights. 3-figure bases are “fast”, all others are “solid”.
WARBAND (3Wb
or 4Wb). If not resisted they swept their enemy away. Susceptible to Psiloi and
mounted. 3Wb are “fast”, 4Wb are “solid”.
HORDE (5Hd or
7Hd). A good holding element. 5Hd are classed as “fast”, 7Hd as “solid”.
Artillery
(Art). Long ranged, but slower to fire. Good against war wagons, elephants and
other artillery. Classed as “solid” foot.
WAR WAGONS
(WWg). Used to blunt enemy attacks or provide slow pressure. Vulnerable to
artillery. Can fight all-round. Shoot from one edger only per bound. Classed as
“solid”. Can be depicted without draft animals, so mounted on a square base.
BASING.
Figures are based
on rectangular or square thin bases with the number of figures mentioned above.
There is a
table in the rules which gathers all this information together in one place.
The general’s
base should be easily identified.
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