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Imperium

Rome and its enemies


107 BC to 476 AD
Imperium
Rome and its enemies
107 BC to 476 AD

Contents
Introduction 2 Jewish Revolt 69 to 73 AD 32

The Roman Empire 4 Sarmatian Tribes 250 BC to 370 AD 34

Late Republican Rome 107 to 27 BC 7 Parthia 238 BC to 225 AD 36

Early Imperial Rome 27 BC to 117 AD 10 Sassanid Persia 225 to 649 AD 38

Middle Imperial Rome 117 to 285 AD 14 Palmyra 250 to 273 AD 40

Late Imperial Rome 285 to 378 AD 18 Huns 370 to 454 AD 42

Foederate Roman 382 to 476 AD 22 Crusader Rule Ammendments 44

The Barbarians 105 BC to 476 AD 23 Thanks and Stuff 48

Spartacus’ Revolt 73 to 71 BC 30

Cover Artwork by Peter Dennis - Courtesy of Warlord Games


2 (c) Copyright Warlord Games Ltd. 2009. All rights reserved
Introduction

T
he six hundred or so years of the existence of the Western Roman Empire is one
of the great wargaming periods. Even those with little or no knowledge of ancient
history will recognise the names of some of this era’s great generals: Caesar,
Pompey, Trajan, Hadrian, Arminius, Boudica and Attila to name but a few. Many will also
instantly recognise an early Imperial Roman legionary with his lightning-bolt embossed
shield, banded steel armour and short but deadly gladius. This speaks volumes about
both the importance of this era and it ongoing allure, more than 1,500 years later. Although
Rome’s decline and fall in the late fifth century seems catastrophic, a great deal survived
and can still be recognised in Western culture today.

This supplement consists of army lists that will allow you to recreate the battles of the Late
Republic and Imperial Roman period. Some of these armies are powerful and will win
battles with only mediocre general ship. Others are much less powerful, and will require
skill and guile for them to be victorious. Both have their merits, and both deserve equal
attention from the wargamer.

Each army has a list of available troop types, the points per stand for those troops as listed,
and usually a selection of optional upgrades. To get the cost of a unit simply multiply the
stand cost by the number of stands in the unit. The Notes and Restrictions for each army
will usually list restrictions such as limits on particular troop types or minimum numbers
of units that must be fielded. Each army also has a profile for a Leader to act as the
General for that army. Sometimes Special Leaders are available, to represent some of
the more extraordinary historical figures. These should only be used with your opponent’s
permission – or if he is using one himself. Alternatively, you may wish to randomly roll for
your Leader’s abilities as detailed on page 47 of the rulebook, at the cost of 100 points.

I hope that you find these lists are as much fun to play as they were to research and write.

Craig Woodfield

June 2009

Imperium (c) Crusader Publishing 2009

3
The Roman Empire
107 BC to 476 AD

Timeline
107 BC - Gaius Marius elected consul for the 49 BC - Beginning of four years of Civil War
first time, begins reform of the Roman army. between Caesar and Pompey.
105 BC - Germanic Cimbri and Teutones tribes 44 BC - Caesar is assassinated, civil war soon
destroy a large Roman army. resumes.
102 BC - Marius defeats the Teutones, and then 31 BC - Octavian defeats Mark Antony at the
the Cimbri the following year. battle of Actium.
91 BC - Beginning of the Social War, a four year 27 BC - Octavian assumes the title of Augustus.
long rebellion by Rome’s Italian allies. 19 BC - End of the Cantabrian Wars and the
88 BC - First of three wars Rome is to fight final conquest of Hispania.
against Mithridates the Great. 9 AD - Massacre of three Roman legions in
82 BC - Sulla wins civil war against Marius. Teutoburg Forest.
66 BC - Mithridates the Great dies. 14 AD - Augustus dies of natural causes,
73 BC - Spartacus’ revolt begins. Tiberius becomes Emperor.

58 BC - Caesar begins his 9 year conquest of 16 AD - Germanicus defaets Arminius and his
Gaul, which includes two expeditions to Britain. German allies.

53 BC - Romans defeated by Parthians at 17 AD - Revolt in Numidia.


Carrhae. 35 AD - Parthian invasion of Armenia.

4
43 AD - Roman invasion of Britain. 235 AD - Beginning of the third century crisis.
53 AD - War between Rome and Parthia over 251 AD - Emperor Decius is killed in battle
control of Armenia. against the Goths at Abrittus.
61 AD - Boudica’s revolt in Britain. 260 AD - Emperor Valerian captured by
66 AD - Jewish revolt begins. Sassanid Persians at Edessa.

69 AD - Year of Four Emperors and Batavian 267 AD - Goths and Sarmatians invade Roman
revolt. territory.

70 AD - Jerusalem falls after epic siege


98 AD - Jewish Bar Kochba revolt begins.
101 AD - First Dacian War.
105 AD - Second Dacian War
114 AD - Roman invasion of Parthia.
128 AD - Completion of Hadrian’s Wall in
Britain.
166 AD - Marcomannic wars begin with massive 269 AD - Romans defeat Goths at Naissus.
German invasion of Roman territory.
272 AD - Romans defeat Palmyrans.
194 AD - Civil war breaks out following the
death of Commodus. 285 AD - Diocletian becomes Emperor and
implements the tetrarchy.
305 AD - Diocletian abdicates, sparking civil
war.
324 AD - Constantine the Great becomes
Emperor.
337 AD - Beginning of two decades of conflict
between Rome and Persia.
357 AD - Julian the Apostate defeats the
Alamanni at Strasbourg.
363 AD - Julian invades Persia but is defeated
and killed.
367 AD - Picts, Scotti and Saxons combine to
overrun much of Britain.
368 AD - Rome regains control of Britain.
385 AD - Withdrawal of troops from Britain
begins.
402 AD - Goths invade Italy and are defeated
by General Stilicho.
406 AD - The Rhine freezes and thousands of
197 AD - Septimius Severus defeats last of his Germans enter Gaul.
opponents becoming undisputed Emperor of
410 AD - Rome sacked by Visigoths.
Rome.
451 AD - Aetius defeats Attila at Chalons.
218 AD - Romans and Parthians fight out a
bloody draw at Nisbis. 455 AD - Rome sacked by Vandals.
224 AD - Parthians overthrown by Sassanid 476 AD - Odoacer forces Romulus Augustus to
Persians. abdicate and proclaims himself King of Italy.

5
Second and third centuries AD: Middle Imperial
Rome, Middle German, Sassanid Persia,
Sarmatians, Palmyra.

Fourth century AD: Late Imperial Rome, Late


German, Sassanid Persia, Sarmatians, Pict.

Fifth century AD: Foederate Rome, Late German,


Sassanid Persia, Hun, Pict.

* The armies of Mithridates the Great of Pontus,


a formidable and persistent enemy of Rome in
the first century BC, can be fielded using the
Hellenistic Greek army list from The Macedonian
and Punic Wars but without any Hoplites.

** The armies of the Samnites and other Italian


states that fought against Rome in the first
Century BC can be represented by the Polybian
Roman list from The Macedonian and Punic
Wars.

Allied Contingents
Many of the army lists allow for allied contingents
which must follow all of the usual restrictions of
Historical Opponents their own parent army list. This means that the
points value or special notes may restrict the use
Historical wargaming is most enjoyable when of certain troops or force the inclusion of certain
pitting two historical opponents against each units.
other. To help players in this endeavour, the
following five groups provide a rough list of Each allied contingent must have a leader and
historical opponents. Some armies appear in may not be the special leader from that allied list.
more than one group, and the armies listed in
italics can be found in The Macedonian and Punic
Wars supplement. Don’t forget that Roman civil ALLIED Leader Rule
wars occurred in all periods – Roman vs Roman
is very historically accurate! Whenever an Allied leader attempts to use
his T&L Modifier or Morale Modifier on a
First century BC: Late Republican Rome, Early friendly unit not directly under his control,
German, British, Spartacus’ revolt, Parthia, roll a d6. On a roll of 1-3 the modifier does
Mithridatic*, Numidia, Gallic, Spanish, Samnites** not apply as the allied troops ignore him!
Note that the Leader can always apply his
First century AD: Early Imperial Rome, Early Melee Modifier.
German, British, Batavian Revolt, Dacia, Parthia,
Sarmatian, Jewish Revolt, Numidia, Spanish

6
Late Republican Rome
107 to 27 BC

I
n 107 BC the Consul Gaius Marius began a New legions were raised and put in the field very
series of reforms that would turn the Roman rapidly in this era, so it was not uncommon for
army into a truly professional organisation them to perform poorly in battle. On the other
and the most effective army in the ancient world. hand, legions such as the 10th Gemina, raised
The old Polybian system of Hastati, Principes by Caesar and his personal favourite, were
and Triarii formed into maniples of various sizes hardened by decades of continual conflict and
was abandoned. rarely experienced defeat.

The fundamental unit of the new legion was the However, there was no formal structure for the
century, which consisted of 80 legionaries led by raising and deployment of auxiliary troops at
a centurion. Six centuries formed a cohort (with this time despite their importance to the Roman
the exception of the first cohort, which had 10 army. In particular the Romans were dependent
centuries), which was the main tactical unit of the on Numidians, Gauls, Illyrians and Germans
Legion. Ten cohorts formed a legion, making the amongst others to provide them with skilled
full strength of a legion 5,120 legionaries. Each cavalry.
legion had its own artillery support, particularly
light bolt shooters called Scorpio. All legionaries During the late Republican period a series of
were now uniformly equipped with a large, brilliant and ruthless generals led Rome’s new
semi-cylindrical shield, chain mail armour, a armies on a seemingly endless string of military
short sword known as the gladius and several victories and additions to Rome’s territory.
heavy throwing javelins or pila. Perhaps most Marius himself crushed a Numidian insurgency
importantly, the requirement for a legionary to and defeated two huge German armies. He also
own property was dropped and he was now fought against Rome’s Italian allies in the Social
equipped, fed and paid by the Roman state. War. Marius ultimately fell out with his deputy,

7
Sulla, but this was one war that he lost. Sulla Restrictions and Leaders
defeated Mithridates the Great and became
Dictator of Rome, but then retired to live his (1) At least 50% of points must be spent on
last few years in decadence. He was followed Legionaries (Veteran, Regular or Green)
by yet another great general in Pompey, who
conquered further provinces in the east and (2) No more than one unit of Veteran Legionaries
cleared the Mediterranean of pirates. Finally may be chosen.
there was Caesar, who conquered Gaul, led the
first expeditions to Britain and brought Egypt into (3) No more than one unit of Light Cavalry per
the empire. 1000 points in army.

However, conflict between Caesar and Pompey (4) No more than one unit of Barbarians per 1000
resulted in yet another destructive civil war. points in the army.
Although the Caesar won the war, he lost the
peace, and was assassinated on the eve of a (5) No more than one Scorpio per unit of
planned invasion of Parthia in 44 BC. Another Legionaries.
period of civil war followed as Caesar’s supporters
turned on his assassins. Finally it was Caesar’s (6) No more than one elephant per 1500 points
adopted heir, Octavianus, who was the last man in the army.
standing and the undisputed ruler of Rome.
A Standard Roman Leader may be fielded for
Building and playing a Late 100 points. He has the following statistics.

Republican Roman Army T&L Modifier: +2


Morale Modifier: +1
A Late Republican Roman army is built around Melee Modifier: +1
legionaries, one of the most potent troop types in
the game, but there are some shortcomings. The Alternatively, the Special Leader Gaius Julius
nature of an army based on legionaries means Caesar may be fielded for 175 points.
that you will almost always be outnumbered,
so care must be taken that you are not out T&L Modifier: +3
manoeuvred and out flanked. Legionaries are Morale Modifier: +3
also obviously infantry, and so cavalry armies Melee Modifier: +1
such as the Parthians will have a major mobility
advantage. In such situations you must be able to If Gaius Julius Caesar is fielded, one unit of
support your legionaries with lighter troops such Veteran Legionaries may be upgraded to Elite
as skirmishers and archers. Cavalry will help as (+20 points and +1 Att) to represent the 10th
well, but your cavalry will usually be outclassed Legion.
by many other lists, so again, caution is required.
But if and when you can bring your units of
legionaries to bear on the enemy, chances are
that victory is within your grasp.

8
Late Republican Rome
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Veteran Legionaries (1) (2) Seasoned Good - 3 2 9 4 Medium 97

Hand weapons, Thrown melee weapons, Drilled


Upgrades To Heavy Armour (+5 pts), To Veteran (+20 pts, Wnds to 4), T&L to 10 (+2 pts)

Regular Legionaries (1) Regular Avg - 3 2 8 4 Medium 80

Hand weapons, Thrown melee weapons, Drilled


Upgrades To Heavy Armour (+5 pts), CS to good (+5 pts), T&L to 9 (+2 pts), To Seasoned (+10 pts)

Green Legionaries (1) Trained Avg - 3 2 6 4 Medium 61

Hand weapons, Thrown melee weapons


Upgrades To Regular (+10 points), T&L to 7 (+2 pts), If Regular may be Drilled (+5 pts)

Auxiliary Infantry Regular Avg - 3 2 6 4 Light 62

Hand weapons
Upgrades To Seasoned (+10 pts), to Medium Armour (+5 pts), T&L to 7 (+2 pts), May be Light Troops (no points cost)

Auxiliary Archers Trained Poor Avg 3 2 5 4 None 53

Hand weapons, Bows, Light Troops


Upgrades To Regular (+10 pts), T&L to 6 (+2 pts), To Light Armour (+5 pts)

Skirmishers Levy Poor Avg 2 1 3 4 None 31/2

Hand Weapons, Javelins, Skirmishers


Upgrades To Trained(+10 pts), T&L to 4 (+2 pts), May replace Javelins with Short Bow (+5 pts)

Light Cavalry (3) Levy Poor Avg 2 1 3 10 Light 46/2

Mounted, Hand Weapons, Javelins, Skirmishers


Upgrades To Regular (+10 pts), T&L to 4 (+2 pts), May replace Javelins with Horse Bow (+5 pts), Parthian Shot (+5 pts)

Barbarian Infantry (4) Trained Avg - 3 2 5 4 Light 55

Hand Weapons, Shock, Impetuous


Upgrades To Regular (+10 pts), T&L to 5 (+2 pts), if Regular Armour to Medium (+5 pts)

Barbarian Cavalry (4) Trained Avg - 3 2 5 8 None 59

Hand Weapons, Mounted, Thrown melee weapons


Upgrades To Regular (+10pts), to Seasoned (+20 pts), to Light Armour (+5 pts), if Seasoned CS may be Good (+5 pts)

Scorpio (5) Regular Poor Avg 3 2 7 4 Light 94

Bolt Thrower
Upgrades T&L to 8 (+2 pts)

Elephant (6) Regular Good - 5 3 3 6 Light 161

Hand Weapons, Elephant


Upgrades T&L to 4 (+2 pts)

9
Early Imperial Rome
27 BC to 117 AD

I
n 27 BC Octavianus became Augustus, The famous banded armour, or lorica segmenta,
the first emperor of Rome in everything but was adopted by the legionaries during this
name. Augustus was left with scores of period, and the large legionary shield became
under strength legions spread across the entire rectangular. Although the use of war elephants
empire. He gradually reduced these to 28 full ended after the Punic Wars, one Roman
strength legions, re-numbering and re-naming historian claims that the emperor Claudius was
many in the process, and then re-assigned them accompanied by elephants when he joined the
to new postings. The ad-hoc system of non- Roman invasion of Britain in 43 AD. During the
citizen auxiliary detachments was replaced by civil war of 69 AD, the gladiatorial schools in
a formal structure where auxiliary infantry and Italy were emptied to provide additional troops,
with mixed results. On the desert borders of the
cavalry were recruited, trained and equipped
empire, camel-mounted troops acted as scouts
by the state and deployed around the empire.
and skirmishers for local garrisons.
There were probably roughly equal numbers of
auxiliaries and legionaries in the Roman army
during this period. Building and playing an Early
Imperial Roman Army
Augustus was also responsible for the formation
of the Praetorian Guard, though the tradition The legions were at the height of their powers in
of veteran legionaries forming the special the first century AD, and so legionaries will be an
bodyguard of Roman generals dated back important part of your army. As they are one of
centuries. No special rules have been applied the most potent troop types in the game, this will
to Praetorian Guard in this supplement, as there make your army quite forgiving as well, but you
is little evidence that it was any more effective still must be careful that are not lulled into a false
in battle than the regular legions, and some sense of your own superiority, as Varus was just
evidence to indicate that it was actually less prior to entering the Teutoburg Forest. However,
effective. don’t forget auxiliaries were an important part of
the Roman army during this period and will play
During the Early Imperial period the boundaries a very useful role in yours. They are cheaper and
of the empire continued to expand, with north more versatile than legionaries, and can protect
western Spain, southern Britain, Syria and Dacia the flanks of your army whilst the legionaries get
all becoming Roman provinces. The one notable stuck in. As with the Late Republican Roman
army, your cavalry will often be out classed by
failure was the attempt to expand north of the
the enemy, but is still important.
Rhine, where in 9 AD three entire legions were
annihilated in the Teutoburg Forest by a coalition
of German tribes. The empire was mostly stable, Camel Rules
though a major civil war erupted in 69 AD, known
as the Year of Four Emperors. The empire briefly A cavalry unit that is not ‘used to camels’ will
reached its greatest extent under the Emperor become shaken immediately upon contact
Trajan in 117 AD after his successful invasion with a camel mounted unit. Camels Cost 5
of Parthia, stretching from the Irish Sea to the points in addition to the 10 for mounted.
Persian Gulf.

10
ARMIES OF ROME

11
Early Imperial Rome
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Veteran Legionaries (1) (2) Veteran Good - 4 2 9 4 Medium 117

Hand weapons, Thrown melee weapons, Drilled


Upgrades To Heavy Armour (+5 pts), T&L to 10 (+2 pts)

Regular Legionaries (1) Regular Avg - 3 2 8 4 Medium 80

Hand weapons, Thrown melee weapons, Drilled


Upgrades To Heavy Armour (+5 pts), CS to good (+5 pts), T&L to 9 (+2 pts), to Seasoned (+10 pts)

Lanciarii (3) Regular Avg Avg 2 1 8 4 Light 71/2

Skirmishers, Hand weapons, Javelins


Upgrades To Seasoned (+10 pts), To Medium Armour (+5 pts), T&L to 9 (+2 pts)

Auxiliary Infantry (1) Regular Avg - 3 2 6 4 Light 62

Hand weapons
Upgrades To Seasoned (+10 pts), To Medium Armour (+5 pts), T&L to 7 (+2 pts), May be Light Troops (no points cost)

Auxiliary Cavalry Regular Avg - 3 2 6 8 Light 76

Mounted, Hand weapons, Thrown melee weapons


Upgrades To Seasoned (+10 pts), To Medium Armour (+5 pts), T&L increased to 7 (+2 pts)

Auxiliary Archers Trained Poor Avg 3 2 5 4 None 53

Hand weapons, Bows, Light Troops


Upgrades To Regular (+10pts), T&L increased to 6 (+2 pts), to Light Armour (+5 pts)

Skirmishers Levy Poor Avg 2 1 3 4 None 31/2

Hand Weapons, Javelins, Skirmishers


Upgrades To Trained (+10 pts), T&L increased to 4 (+2 pts), May replace Javelins with Short Bow (+5 pts)

Light Cavalry (4) Levy Poor Avg 2 1 3 10 Light 46/2

Mounted, Hand Weapons, Javelins, Skirmishers


Upgrades To Trained (+10pts), T&L increased to 4 (+2 pts), May replace Javelins with Horse Bow (+5 pts),
May have Parthian Shot (+5 pts)

Barbarian Infantry (5) Trained Avg - 3 2 5 4 Light 55

Hand Weapons, Shock, Impetuous


Upgrades To Regular (+10 pts), T&L to 6 (+2 pts), if Regular Armour to Medium (+5 pts)

Barbarian Cavalry (5) Trained Avg - 3 2 5 8 None 59

Hand Weapons, Mounted, Thrown melee weapons


Upgrades To Regular (+10 pts), to Seasoned (+20 pts), to Light Armour (+5 pts), if Seasoned CS to Good (+5 pts)

12
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Scorpio (6) Regular Poor Avg 3 2 7 4 Light 94

Bolt Thrower
Upgrades T&L to 8 (+2 pts)

Gladiators (7) Regular Good - 3 2 6 4 Light 67

Hand Weapons
Upgrades To Seasoned (+10 pts), T&L to 7 (+2 pts)

Elephant (7) Regular Good - 5 3 3 6 Light 161

Hand Weapons, Javelins, Elephant


Upgrades T&L to 4 (+2 pts)

Dromedarii (7) Trained Poor Poor 2 1 5 10 None 55/2

Mounted, Camels, Javelin, Skirmisher


Upgrades To Regular (+10 pts) , to Light Armour (+5 pts), if Regular BS to Average (+5 pts)

Restrictions and Leaders


A Standard Roman Leader may be fielded for
(1) At least 50% of points must be spent on
100 points. He has the following statistics.
Legionaries and/or Auxiliary Infantry

(2) Only 1 Veteran Legionary unit per army. T&L Modifier: +2


Morale Modifier: +1
(3) Only 1 unit of Lanciarii per army. Melee Modifier: +1

(4) Only 1 unit of Light Cavalry per 1500 points Alternatively, the Special Roman Leader
in the army. Germanicus may be fielded for 125 points.
(5) Only 1 unit of Barbarians per 1500 points in T&L Modifier: +1
the army. Morale Modifier: +2
(6) Only 1 Scorpio per unit of Legionaries in the Melee Modifier: +2
army.
If Germanicus is fielded, one unit of Veteran
(7) Only 1 unit of Gladiators OR Elephant OR Legionaries may be upgraded to Elite (+20 points
Dromedarii per army. and +1 Att) to represent the 14th Legion

13
Middle Imperial Rome
117 to 285 AD

T
he Emperor Hadrian came to the throne in In 235 AD, the last of Severan emperors,
117 AD and brought to a halt the expansion Alexander, was murdered and this began a
of the empire. To help define the boundaries period of instability that has become known as
of the empire, provide military protection and the third century crisis. More than 20 emperors
to control commerce, Hadrian ordered the would come and go in the next half century, the
construction of a series of fortifications, the most empire would suffer multiple invasions by land
famous of which being the 117 km long wall that and sea and parts of the empire would break
bears his name in Northern Britain. Hadrian away to form separate kingdoms. Finally in 285
also abandoned Trajan’s Persian conquests as AD, Diocletian won the latest civil war and began
indefensible. implementing reforms to re-invent the Roman
Empire.
To man these defences required large numbers
of troops, and it was obviously cheaper to use
auxiliaries than legionaries. Thus in this period
auxiliary troops started to become more important
to the defence of the empire than the legions.
It was also becoming rarer for full legions to
commit to the field, instead vexillations of one or
more cohorts were dispatched to wherever they
might be required, sometimes for many years.
Cavalry started to become more prominent in
the army as well, with heavily armoured eastern-
style cavalry appearing in Roman armies for the
first time. The lorica segmenta armour worn by
legionaries gradually goes out of usage in this
period, to be replaced by scale and chain mail.
The legionary shield also flattens and becomes Building and playing a Middle
oval, and by the third century the gladius has
been replaced by the longer spatha. Legionaries
Imperial Roman Army
began to look more like auxilia towards the end
This army is not as potent as its predecessors,
of this period as the distinctions between the two
but still has many strengths. You still have
begins to blur.
access to legionaries, just not as many, and
you are obliged to field auxiliary infantry (which
The relative peace of the first half of the second
isn’t necessarily a bad thing). This is somewhat
century was shattered in 161 AD with the
compensated for by more variety in your cavalry
beginning of the decade long Marcomannic
options, including eastern-style heavy cavalry
Wars. Tens of thousands of German and
that the Romans called cataphractii. This is still
Sarmatian warriors crossed into Roman territory
an infantry army, however, and will use similar
in a number of separate waves. The Parthians
tactics to its predecssors.
also renewed hostilities with Rome, and to cap
it off a massive pandemic, probably small pox,
killed many thousands of Roman citizens.

14
The Barbarians

15
Middle Imperial Rome
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Regular Legionaries (1) Seasoned Avg - 3 2 8 4 Medium 90

Hand weapons, Thrown melee weapons, Drilled


Upgrades To Heavy Armour (+5 pts), CS to good (+5 pts), T&L to 9 (+2 pts)

Lanciarii (2) Regular Avg Avg 2 1 8 4 Light 71/2

Skirmishers, Hand weapons, Javelins


Upgrades To Medium Armour (+5 pts), to Seasoned (+10 pts), if Seasoned T&L to 9 (+2 pts)

Auxiliary Infantry (3) Regular Avg - 3 2 6 4 Light 62

Hand weapons
Upgrades To Seasoned (+10 pts), to Medium Armour (+5 pts), T&L to 7 (+2 pts), May be Light Troops (no points cost)

Auxiliary Cavalry Regular Avg - 3 2 6 8 Light 76

Mounted, Hand weapons, Thrown melee weapons


Upgrades To Seasoned (+10 pts), to Medium Armour (+5 pts), T&L to 7 (+2 pts)

Auxiliary Archers Trained Poor Avg 3 2 5 4 None 53

Hand weapons, Bows, Light Troops


Upgrades To Regular (+10 pts), T&L to 6 (+2 pts), to Light Armour (+5 pts)

Skirmishers Levy Poor Avg 2 1 3 4 None 31/2

Hand Weapons, Javelins, Skirmishers


Upgrades To Trained (+10 pts), T&L to 4 (+2 pts), May replace Javelins with Short Bow (+5 pts)

Light Cavalry (4) Levy Poor Avg 2 1 3 10 Light 46/2

Mounted, Hand Weapons, Javelins, Skirmishers


Upgrades To Trained (+10 pts), T&L to 4 (+2 pts), May replace Javelins with Horse Bow (+5 pts), Parthian Shot (+5 pts)

Cataphractii (5) Regular Avg - 3 2 6 8 Heavy 97

Mounted, Shock, Kontos


Upgrades May have bow (+8 pts), to Extra Heavy Armour (+5 pts), to Seasoned (+10 pts), T&L to 7 (+2 pts)

Barbarian Infantry (6) Trained Avg - 3 2 5 4 Light 55

Hand Weapons, Shock, Impetuous


Upgrades To Regular (+10 pts), if Regular Armour to Medium (+5 pts), T&L to 6 (+2 pts)

Barbarian Cavalry (6) Trained Avg - 3 2 5 8 None 59

Hand Weapons, Mounted, Thrown melee weapons


Upgrades To Regular (+10 pts), to Seasoned (+20 pts), to Light Armour (+5 pts), if Seasoned T&L to 6 (+2 pts)

16
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Scorpio (7) Regular Poor Avg 3 2 7 4 Light 94

Bolt Thrower
Upgrades T&L to 8 (+2 pts)

Dromedarii (8) Trained Poor Poor 2 1 5 10 None 55/2

Mounted, Camels, Javelin, Skirmisher


Upgrades To Regular (+10 pts), to Light Armour (+5 pts), T&L to 6 (+2 pts), if Regular BS to Average (+5 pts)

Restrictions and Leaders


(1) No more than 30% of points may be spent on (8) No more than one unit per army.
Legionaries.
A Standard Roman Leader may be fielded for
(2) No more than one unit per army. 100 points. He has the following statistics.

(3) At least one unit must be fielded. T&L Modifier: +2


Morale Modifier: +1
(4) No more than one unit of Light Cavalry per Melee Modifier: +1
1000 points in the army.

(5) Only one unit of Cataphractii per army.

(6) Only one unit per 1000 points in the army.

(7) No more than one Scorpio per Legionary unit


in the army.

17
Late Imperial Rome
285 to 378 AD

L
ate in the third century AD the Empire rallied With the abdication of Diocletian in 305 AD
and recovered, mostly due to a handful of another long period of civil war and anarchy
very competent emperors. The first of these followed. However, the following year one of
was Diocletian, who established the tetrarchy, a Rome’s greatest ever emperors began his
system of a senior and junior emperor in each long and glittering military career, and by 324
half of the empire. Around this time, reforms to AD he would be the sole ruler of the empire.
the army meant that the old distinction between Constantine, later called the Great, campaigned
legions and auxiliaries became obsolete, whilst against the Picts in Britain and the Franks in
cavalry became even more important. The Germany, before beginning a long and bloody
soldiers of the empire were now divided into war against the other contenders for the imperial
limitanei, troops stationed on the borders of the throne. After becoming emperor, Constantine
empire, and comitatenses, mobile field armies rebuilt Byzantium, renaming it Constantinople,
stationed deeper within Roman territory. Artillery and adopted Christianity as the empire’s religion.
was now formed into separate units known as He campaigned successfully against the Goths,
Ballistarii, and rarely if ever used in battle. winning back Roman territory lost in the previous
century. On his death in 337, Constantine was
It is usually generalized that the limitanei were of planning an invasion of Persia.
significantly lower quality than the comitatenses,
but this was not necessarily always true. Roman The empire once again reverted to multiple
infantry were now uniformly armed with the rulers with all the problems this caused. In 357
spatha, or long sword, and protected by a large, the Western Emperor Julian (later known as
flat oval shield and a helmet. Body armour was the Apostate because of his pagan beliefs and
much less common and probably only worn by suppression of Christianity) won a major victory
the best troops. against the Alamanni at Strasbourg. He too
became sole emperor when his co-emperor
died, and then led a disastrous invasion of Persia
during which he was killed, possibly by one of his
own soldiers.

Julian was followed by Valentinian, one of the


last great Western Emperors. For a dozen years
Valentinian held the western empire together,
winning many victories against the Germans,
whilst his less competent brother Valens ruled the
east. Three years after Valentinian’s death in 378
AD Valens led a Roman army to a catastrophic
defeat by the Goths at Adrianople. Poorly planned,
poorly executed and possibly even completely
unnecessary, the Battle of Adrianople resulted in
the death of tens of thousands of Roman troops
at a time when Rome could not afford to lose
them. Valens was also killed, and the writing was
on the wall for the western empire.

18
ENEMIES OF ROME

19
Late Imperial Rome
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Guard Infantry (1) Regular Avg - 3 2 7 4 Medium 78

Hand weapons, Thrown melee weapons, Shieldwall


Upgrades To Seasoned (+10 pts), To Heavy Armour (+5 pts), T&L to 8 (+2 pts), May be Drilled (+5 pts), CS to good (+5 pts)

Infantry (4) Trained Avg - 3 2 5 4 Light 59

Hand weapons, Thrown melee weapons, Shieldwall


Upgrades To Regular (+10 pts), Medium Armour (+ 5 pts), T&L increased to 6 (+2 pts), May be Light Troops (no points cost)

Guard Cavalry (2) Seasoned Avg - 3 2 7 8 Medium 98

Mounted, Shock, Hand weapons, Thrown melee weapons


Upgrades To Veteran (+20 pts & + 1 Wnd), To Heavy Armour (+5 pts), T&L to 8 (+2 pts), Drilled (+5 pts), CS to good (+5 pts)

Cavalry Regular Avg - 3 2 6 8 Light 76

Mounted, Hand weapons, Thrown melee weapons


Upgrades To Medium Armour (+ 5 pts), T&L to 7 (+2 pts)

Cataphractii (3) Regular Avg - 3 2 6 8 Heavy 97

Mounted, Shock, Kontos


Upgrades May have Bow (+8 pts), Armour to Extra Heavy (+5 pts), to Seasoned (+10 pts), T&L to 7 (+2 pts)

Archers (4) Trained Poor Avg 3 2 5 4 None 53

Hand weapons, Bows, Light Troops


Upgrades To Regular (+10 pts), T&L to 6 (+2 pts), To Light Armour (+5 pts).
May from Mixed Formation with Guard Infantry or Infantry.

Skirmishers Levy Poor Avg 2 1 3 4 None 31/2

Hand Weapons, Javelins, Skirmishers


Upgrades To Trained (+10 pts), T&L increased to 4 (+2 pts), May replace Javelins with Short Bow (+5 pts)

Light Cavalry (5) Levy Poor Avg 2 1 3 10 Light 46/2

Mounted, Hand Weapons, Javelins, Skirmishers


Upgrades To Regular (+10 pts), T&L to 4 (+2 pts), May replace Javelins with Bow (+8 pts), Parthian Shot (+5 pts)

Dromedarii (6) Trained Poor Poor 2 1 5 10 None 55/2

Mounted, Camels, Javelins, Skirmishers


Upgrades To Regular (+10 pts), to Light Armour (+5 pts), If Regular BS to Average (+5 pts)

20
Restrictions and Leaders Building and playing a Late
(Special) Up to 20% of points may be spent on
Imperial Roman Army
units from the Later German army list.
Despite its reputation, the Late Roman army is
still a very powerful one with a wide range of
(1) Only one unit of Guard Infantry per army.
useful unit types available to it. The infantry is still
very serviceable, but has become defensive with
(2) Only one unit of Guard Cavalry per army.
the addition of the shieldwall ability. It is now the
cavalry that provides Rome with its shock troops,
(3) Only one unit of Cataphractii per army.
and the battle will be won or lost depending
on how you use them. Additional options are
(4) The number of archer stands in the army may
available by adding units from the Late German
not be more than the number of Infantry stands
army list, representing Rome’s barbarian allies
in the army.
and subjects. Unlike earlier Roman armies, there
is no fixed template for this army, but combining
(5) No more than one unit of Light Cavalry per
infantry, cavalry and missile troops will provide
1000 points in the army.
you with the variety to deal with most of your
opponents.
(6) No more than one unit of Dromedarii per
army.

A Standard Roman Leader may be fielded for


100 points. He has the following statistics.

T&L Modifier: +2
Morale Modifier: +1
Melee Modifier: +1

21
Foederate Roman
382 to 476 AD

T Building and playing a


he Western Empire never really recovered
from the disaster at Adrianople. In 382 AD
the new eastern Emperor Theodosius was Foederate Roman Army
forced to legitimize Visigoth occupation of Roman
territory, the first of many such capitulations. In The Foederate Roman army is basically a
394 AD at the Battle of Frigidus, and Eastern German army with Roman command, except
Roman Army under the command of Theodosius that occasionally the Germans will ignore their
fought a Western Roman army commanded by commander! The combination of the two can still
the Frankish Warlord Arbogast, who has installed make for a powerful army, however, and it was
a puppet emperor in Rome. Though Theodosius such an alliance that stopped Attila and possibly
won and restored some order to the Empire, it saved western civilisation. The same comments
was hardly the sort of thing Rome needed. that apply to the Late Roman army apply to
this one – a balanced combination of unit types
should provide you with the options to deal with
most of your opponents.

Restrictions and Leaders


The Foederate Roman Army uses the Late
Imperial Roman army with the following
restrictions:

The Roman General Stilicho, a Vandal by birth, (Special) At least 50% of points must be spent on
had some minor successes in shoring up the units from the Late German army list.
western empire at the beginning of the fifth
century, but a massive migration across the A Standard Roman Leader may be fielded for
Rhine in 406 AD finally ended any semblance of 100 points. He has the following statistics.
stability. In 451 AD the Roman General Aetius
provided a rare and brief respite from this decline T&L Modifier: +2
when he managed to weld together a Romano- Morale Modifier: +1
German alliance and defeat the army of Attila. But Melee Modifier: +1
Aetius was murdered shortly afterwards and the
decline continued. By this time most of what was
previously Roman territory in Western Europe
was under the control of regional warlords, and Foederate Leader Rule
the writing was well and truly on the wall.
Whenever a Roman leader attempts to
use his T&L Modifier or Morale Modifier on
Continual warfare and instability during this
a German unit, roll a d6. On a roll of 1-3 the
period contributed to the ongoing decline of the
modifier does not apply as the non-Roman
Roman military. Roman armies of this period
troops ignore him! Note that the Leader
usually had more barbarian troops than Roman
can always apply his Melee Modifier.
ones, so much so that the distinction between
the two was effectively destroyed.

22
The Barbarians
105 BC to 476 AD

T
he Romans, taking their cue from the On the battlefield, barbarian units were defined
Greeks, referred to the diverse and by personal allegiances, whilst the whole army
numerous tribal nations of Western Europe was usually held together by the personality of
as barbarians. This term apparently springs from its commander. Barbarian units were unwieldy
an inability to understand the language of these and prone to ill-disciplined acts but were also
tribes, which was equated to sounding like “bar- capable of devastating assaults.
bar”. As their language could not be understood,
such people were obviously uncivilized and Barbarian armies may use the standard leader
inferior. This is of course completely untrue, below of their special leaders.
as these people had diverse and rich cultures
and long, proud histories. What they did not Standard Barbarian Leader (100 points)
have was a written language, and as a result
the only accounts that remain of them are from T&L Modifier: 0
the somewhat biased viewpoints of Greek and Morale Modifier: +2
Roman historians. Melee Modifier: +2

Despite their diversity in language, religion


and culture, the barbarian nations
shared a number of common
factors when it came to
warfare. Personal bravery
was highly valued,
and cowardice
despised.

British
Gaius Julius Caesar initiated the first
Roman expedition to Britain in 55 BC. He
returned the next year for a more extended
campaign, but still withdrew back to Gaul for the
winter. It would then be almost a century before

23
the Romans returned to Britain, but this time they Restrictions and Leaders
came to stay. By the command of the Emperor
Claudius, 4 legions and an equal number of At least 40% of points must be spent on Tribal
auxiliary troops landed in Britain in early 43 AD Warriors or Levy Warriors.
and began the conquest of the island.
Only one unit of Tribal Warriors may be upgraded
to Veteran.
(c) Copyright Warlord Games Ltd. 2009. All rights reserved

Only Veteran Tribal Warriors may have Medium


Armour.

Skirmishers may not be equipped with Bows.

Noble Cavalry may not be selected.

Skirmish Cavalry may not be equipped with


Bows.

The Special British Leader Boudica may be


chosen at a cost of 125 points. Boudica has the
following skills:

The king of the Catuvellauni tribe, Caratacus, T&L Modifier: +1


led the initial resistance to the Roman invasion. Morale Modifier: +3
An apparently wily and resourceful general, he Melee Modifier: +1
nonetheless he failed to stop the Roman advance,
suffering defeats at Medway River, on the Thames
and then outside of his capital, Camulodunum
(Colchester). However, Caratacus remained at
DaciaN
large and continued to lead the resistance for Dacia was a rich and populous confederation
another seven years, and in the end it was only of tribes roughly equivalent to modern day
treachery that led to his capture. Romania. Late in the first century AD, the Dacians
successfully challenged Roman dominance in
The most famous British warlord is undoubtedly the region and won a number of victories against
Boudica, who in 61 AD was the figurehead of a Roman armies, forcing the Roman Emperor
massive uprising that resulted in the sacking of Domitian into signing a humiliating peace treaty.
three Roman towns and the defeat of a number Unfortunately for Dacia, the ascension of the
of Roman forces. Eventually her huge army was emperor Trajan saw a massive Roman invasion
defeated and massacred at the Battle of Watling of Dacia in 101 AD, resulting in the defeat and
Street. occupation of the country. However, after only
a few years the Dacians revolted, triggering a
The British were unique amongst European second and even larger Roman invasion in 105
tribal nations in that they continued to use the AD. This time the Dacia was all but destroyed as
chariot in warfare well into the first century AD. a nation, with capital Sarmizegetusa raised and
the province re-settled.
Caesar was so impressed that he wrote about
the skill of the charioteers in some detail. As the
The Dacians were famous for their use of the falx,
nobility were mounted in chariots, the British
a long two-handed blade that was quite capable
had no heavy cavalry. It is thought that the use
of cutting through shields and armour. They also
of bows in Britain was rare, though slings were
made use of Roman artillery and their armies
very common. were supported by Sarmatian mercenaries.

24
Restrictions and Leaders and his coalition collapsed, but the Germans
remained a constant threat to the empire.
At least 30% of points must be spent on Tribal
Warriors or Levy Warriors. Armour was particularly rare in early German
armies, with most warriors only carrying a
Only one unit of Tribal Warriors may be upgraded wooden shield for protection. German cavalry
to Veteran. had a fearsome reputation and German warriors
were used by a number of Roman Emperors as
Only Veteran Tribal Warriors may have Medium personal bodyguards.
Armour.

Tribal Warriors and Levy Warriors may be


equipped with Heavy Weapons (falx) at a cost
cost of +10 points.

Skirmish Cavalry may not be equipped with


Bows.

Chariots or Warhounds & Packmaster may not


be chosen.

For each 1000 points in the army you may


choose one of the folowing units :- Sarmatian
Heavy Cavalry from the Sarmatian Army List,
Horse Archers from the Sarmatian Army List or Restrictions and Leaders
Scorpio from the Early Imperial Rome Army List.
At least 40% of points must be spent on Tribal
Warriors or Levy Warriors.

Only one unit of Tribal Warriors may be upgraded


to Veteran.

Tribal Warriors and Noble Cavalry may not


upgrade to Medium Armour.

Skirmish Cavalry may not be equipped with


Bows.

Chariots or Warhounds & Packmaster may not


Early German be chosen.

Up to 20% of the Army Points may be spent


The German tribes that lived north of the Rhine on units from the Early Imperial Roman list to
and Danube Rivers included the Marcomanni, represent Roman troops assisting an allied tribe.
Tencteri, Cherusci and Chatti. These fierce However, this option cannot be used against a
warrior nations were perhaps Rome’s greatest Roman opponent.
enemies, and for much of the Imperial period the
majority of Rome’s armies were concentrated The Special German Leader Arminius may be
on this frontier. Under Augustus Rome began used at a cost of 125 points. Arminius has the
settling north of the Rhine, but this policy ended following skills:
in 9 AD when the German Warlord Arminius
engineered a massive ambush in the Teutoburg T&L Modifier: +2
Forest that saw the annihilation of three entire Morale Modifier: +1
legions. Arminius was eventually defeated Melee Modifier: +2

25
Batavian revolt Middle German
The Batavians were a Germanic tribe that lived at By the middle of the second century, the German
the mouth of the Rhine River. During the Roman tribes had learnt much from their constant
civil war of 69 AD, the Batavian leader Civilis, an exposure to Rome, resulting in better armed
ex-Roman auxiliary commander, led a revolt that and organized German armies. Archaeological
briefly saw most of Gaul fall under his control. finds show an increase in the amount of metal
Many Roman auxiliary units joined this rebellion, goods found in German graves, including
and several small Roman forces were defeated armour and weapons such as throwing axes.
or forced to retreat. With the conclusion of the The Marcomannic Wars of 166 to 175 AD saw a
civil war, the new Roman Emperor Vespasian widespread invasion of Roman territory by tribes
dispatched a large army to the area that crushed such as the Marcomanni, Lombards, Ubii, and
the rebellion. Quadi, as well as the Sarmatian Iazyges tribe.
Late in the second century we first hear of the
Gothic tribe living north of the Danube, and in
Restrictions and Leaders 251 AD at Abrittus the Goths became the first
people to defeat and kill a Roman Emperor in
At least 25% of points must be spent on Tribal
the field. Throughout this period large German
Warriors or Levy Warriors.
armies regularly raided Roman territory.
Only one unit of Tribal Warriors may be upgraded
to Veteran. Restrictions and Leaders
Tribal Warriors may not upgrade to Medium At least 30% of points must be spent on Tribal
Armour. Warriors or Levy Warriors.

No more than two units of Tribal Warriors may be


Skirmish Cavalry may not be equipped with
upgraded to Veteran.
Bows.
Veteran Tribal Warriors may be equipped with
Chariots or Warhounds & Packmaster may not Thrown Melee Weapons for + 4 points.
be chosen.
Chariots or Warhounds & Packmaster may not
For each 1000 points in the army you may choose be chosen.
one of the following units:- Auxiliary Infantry from
the Early Imperial Rome Army List, Auxiliary For each 1000 points in the army you may
Cavalry from the Early Imperial Rome Army List choose one of the folowing units :- Sarmatian
or Scorpio from the Early Imperial Rome Army Heavy Cavalry from the Sarmatian Army List or
List. Horse Archers from the Sarmatian Army List.

26
Late German Picts
In the third and fourth centuries, new and even The Picts were a mysterious race that lived
more powerful German tribes and coalitions north of Hadrian’s Wall in Britain. We first hear
begin to appear in the historical records. The of their presence in the late third century, and
Ostrogoths, Visigoths, Saxons, Lombards, throughout the later part of the Roman Empire
Vandals, Franks and Burgundians would all in the west they were fierce enemies of the
play a role in the demise of the Western Roman Romans in Britain. In 367 AD, in conjunction
Empire. By this stage, German armies were with Saxons from mainland Europe and Scotti
almost as well equipped and motivated as from Ireland, they overran northern and western
Roman armies, and often better led. However, Britain, destroying many Roman garrisons and
they were still notoriously bad at siege warfare. towns. It would be more than a year before
Roman reinforcements from Europe were able
In 378 AD an army of Visigoths and Ostrogoths to regain full control of the province.
inflicted one of Rome’s greatest ever defeats at
Adrianople. As may as 40,000 Roman troops Very little is known about the Picts, but they
were killed, the Emperor Valens amongst them. have left some records of their society in the
On New Years Eve in 406 AD there was a massive carvings found all over Scotland. Horses were
German migration across the frozen Rhine and very important to the Picts, so it is thought that
the paltry Roman defences swept aside. Rome many of their warriors were mounted. They also
was sacked by Vandals in 410 AD and again in had a great love of hunting game with a primitive
455 AD by Visigoths. form of crossbow (though it was unlikely to have
been more powerful than contemporary bows).
In 476 AD the German Odoacer became the first Armour was probably rare. The term Pict is
non-Roman ruler of Italy, effectively ending the thought to mean “painted”, due to their habit of
Roman Empire in the west. tattooing their bodies.

Restrictions and Leaders Restrictions and Leaders


At least 25% of points must be spent on Tribal
At least 30% of points must be spent on Tribal
Warriors or Levy Warriors.
Warriors or Levy Warriors.
No more than 25% of points may be spent on
Tribal Warriors and Levy Warriors may be Noble Cavalry or Skirmish Cavalry.
equipped with Thrown Melee Weapons for + 4
points. Skirmish Cavalry may not be upgraded to bow.

Tribal Warriors may replace Shock with Only one unit of Tribal Warriors may be upgraded
Shieldwall. to Veteran.

Noble Cavalry may upgrade Armour to Heavy Only one unit of Noble Cavalry may be upgraded
(+5 points) and gain Shock (+5 points). to Veteran.

Tribal Warriors and Noble Cavalry may not


Chariots and Warhounds & Packmaster may not
upgrade to Medium Armour.
be chosen.
Up to 20% of the Army Points may be spent
For each 1000 points in the army you may on units from the Late German list to represent
choose one of the folowing units :- Sarmatian Saxon allies from mainland Europe.
Heavy Cavalry from the Sarmatian Army List or
Horse Archers from the Sarmatian Army List.

27
(c) Copyright Warlord Games Ltd. 2009. All rights reserved

Building and playing a Sarmatian Cavalry, capable of smashing most


enemy formations, whilst Batavians can choose
Barbarian Army Roman units to bolster their army. The Late
German army is not surprisingly the most flexible
The core of a Barbarian army is Tribal Warriors, and powerful of the Barbarian armies, allowing
and lots of them. These fierce warriors are good you to custom build one of the many nations
infantry and hit hard on the charge. However, that helped bring Rome to its knees such as the
their combination of low T&L and Impetuous Ostrogoths, Vandals or Saxons.
means that they will not always do what you
want them to do, or be where you want them to Barbarian armies are colourful, characterful and
be. So you must have a simple and robust battle fun to play and collect. They can also be very
plan. Attempt to do too much manoeuvring and effective armies when played within their in-built
you will soon come unstuck. Making your units limitations.
wide also increases your chance of contacting
an enemy unit. Levy Warriors do not look as if
they are worth fielding, but at only two thirds
the cost of Tribal warriors you get a lot more
stands for your points. Historically, many early
barbarian armies had large numbers of relatively
low quality warriors, which is as good a reason
as any to field them.

Barbarian cavalry is also very solid and provides


you with some fast units, though it suffers from
poor manoeuvrability. Missile support is provided
by skirmishers, but don’t expect them to make
much of an impact on anything other than enemy
skirmishers.

Most of the Barbarian sub-lists have one or more


signature units, and all cases these are definitely
worth taking. British Chariots are effective
skirmishers but hit surprisingly hard. Dacians as
well as Middle Germans may select very nasty

28
The Barbarians
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Tribal Warriors Regular Avg - 3 2 5 4 Light 65

Hand Weapons, Shock, Impetuous


Upgrades To Seasoned (+10 pts), to Veteran (+30 pts wounds to 4), Combat skill to Good if Veteran (+5 pts)
May have T&L 6 (+2 pts), may have Medium Armour (+5 pts).

Levy Warriors Levy Avg - 3 2 4 4 Light 43

Hand Weapons, Shock, Impetuous


Upgrades To Trained, (+10 pts), T&L to 5 (+2 pts)

Skirmishers Dregs Poor Poor 2 1 2 6 None 14/2

Hand Weapons, Javelins, Skirmishers


Upgrades To Levy (+10 pts), to Trained (+20 pts), T&L to 3 (+2 pts), T&L to 4 (+4 pts),
May replace javelins with sling (+5 pts) or with bow (+8 pts)

Noble Cavalry Regular Avg - 3 2 6 8 Light 72

Hand Weapons, Mounted


Upgrades To Seasoned (+10 pts), to Veteran (+30 pts wounds to 4), T&L to 7 (+2 pts), or T&L 8 (+ 4 pts),
Armour to Medium (+5 pts), Combat skill to Good if Seaoned or Veteran (+5 pts)

Skirmish Cavalry Levy Poor Poor 2 1 4 10 None 38/2

Hand Weapons, Javelins, Mounted, Skirmishers


Upgrades To Trained (+10 pts), T&L to 5 (+2 pts), Armour to Light (+5 pts), Combat skill to average (+5 pts),
May replace javelins with horse bow (+5 pts), or with Bow (+8 pts), BS to average (+5 pts).

Chariots Regular Avg Avg 2 1 5 10 Light 80/2

Hand Weapons, Javelins, Light Chariot, Parthian Shot, Skirmishers


Upgrades Armour to Medium (+5 pts), to Seasoned (+10 pts), T&L to 6 (+2 pts), If Seasoned CS to Good (+5 pts)

Warhounds and Packmaster Trained Avg - 2 1 2 6 None 44/2

Hand Weapons, Skirmishers, Shock, Impetuous


Upgrades None

29
Spartacus’ revolt
73 to 71 BC

S
partacus was a gladiator, possibly of Spartacus’ army was solely an infantry one, and
Thracian descent, who gained everlasting only a minority would have been trained warriors.
fame when he led a major revolt against The rest were a ragged collection of slaves,
Rome. Trained as a Roman auxiliary soldier, refugees and criminals. Spartacus’ early victories
Spartacus committed an unknown offence against the Romans would have at least given
serious enough for him access to a reasonable amount of weapons
him to be sold into and armour, and he would also have had the
slavery to fight and time to implement some rudimentary weapons
die in the arena. training. But the majority of his army would have
In 73 BC he and been an ill-disciplined and poorly trained rabble.
a number of other
gladiators and
slaves escaped
from their training Building and playing
camp and took
up residence
Spartacus’ Army
on the slopes of
Given the low quality of most of the troops, this
Mount Vesuvius
is a difficult army to play well. However, it does
in southern Italy.
have some good points, and you will have to be
Here they were
able to get the most out of these if you are to
joined by more and more escaped slaves and
defeat a Roman
began to plunder the local area, taking whatever
army. Gladiators
they wanted and gaining even more recruits.
are obviously good
Soon slaves and outlaws from all over Italy were
troops, and whilst
flocking to join Spartacus’ army.
their numbers will
be limited they are
All of Rome’s armies at this time were committed in
quite capable of
overseas wars. A number of hastily raised Roman
standing toe-to-toe
forces were defeated outright by Spartacus,
with legionaries.
who was apparently no mean strategist. For
You will also have
more than a year Spartacus’ ramshackle army
the advantage of
had the run of southern Italy. However, things
numbers, allowing
started to go wrong when the slave army began
you to potentially
to fragment and a plan to relocate to Sicily failed.
bring multiple units
Meanwhile, Marcus Crassus had become consul
to bear on each
and set about raising, training and equipping a
of your enemies.
substantial army to deal with Spartacus. After
Finally, Spartacus is a potent leader, able to turn
weeks of manoeuvring Spartacus’ army was
a combat in your favour or bolster your line. Play
finally cornered by the Romans and defeated,
to these strengths and you may be able to repeat
though the Gladiator General’s body was never
Spartacus’ success.
found.

30
Spartacus’ revolt
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Gladiators (1) Regular Avg - 3 2 5 4 Light 60

Hand weapons

Upgrades To Seasoned (+10 pts), to Veteran (+30 pts, +1 wnd), if Seasoned or Veteran CS to Good (+5 pts),
Armour to Medium (+5 pts), T&L to 6 (+2 pts), if Veteran T&L to 7 (+4 pts)

Armed Ex-slaves (2) (3) Dregs Poor - 3 2 3 4 None 16

Hand weapons
Upgrades To Levy (+10 pts), to Trained (+20 pts), Armour to Light (+5 pts), T&L to 4 (+2 pts), if Trained CS to Average (+5 pts)

Mob (4) Dregs Poor - 3 2 2 4 None 14

Hand Weapons
Upgrades T&L to 3 (+2 pts)

Skirmishers (4) (5) Dregs Poor Poor 2 1 3 4 None 16/2

Skirmishers, Javelins
Upgrades To Levy (+10 pts), Exchange Javelins for Slings (+5 pts) or Bows (+8 pts), T&L to 4 (+2 pts), if Levy BS to Avg (+5 pts)

Restrictions and Leaders


(1) At least one unit must be chosen and no more (4) You may not have more stands of skirmishers
than one unit of Gladiators may be upgraded to than you have of Mob.
Veteran.
(5) No more than one unit of Skirmishers may be
(2) There must be at least one unit of Armed ex- equipped with bows.
slaves for every other unit in the army.
The only leader option is Spartacus himself, who
(3) No more than one unit of Armed Ex-slaves costs 125 points and has the following statistics:
may be upgraded to Trained.
T&L Modifier: 0
Morale Modifier: +2
Melee Modifier: +3

31
Jewish Revolt
66 to 73 AD

T
he Jewish people fought a number of command of the experienced general Vespasian
wars against occupying Roman forces, was assembled. Judea was systematically re-
the most famous of which was the Great conquered and pacified, with Jerusalem falling
Revolt that began in 66 AD. A number of acts after an epic 8 month siege. The final act of the
of greed and intolerance on the part of the revolt was the siege and capture of the fortress
Romans in that year sparked a riot in Jerusalem of Masada in 73 AD, in which almost all of the
that quickly flared into a full blown rebellion. The defenders committed suicide rather than be
province of Judea was quite lightly garrisoned, captured.
and the Romans that were there were quickly
killed or forced to withdraw to the coast. A There is almost no information available about
Roman relief force soon marched back into the Jewish forces that fought against the Romans
Judea and laid siege to Jerusalem, but then it in this war. It is likely that the majority were
inexplicably withdrew. The retreating Romans brave and committed, but poorly equipped and
were ambushed in the Beth Horon valley and inexperienced. Aside from the ambush in Beth
badly mauled, with supplies, artillery and evenHoron, Jewish forces appear to have been totally
the sacred Aquila of a legion captured by the outclassed by the Romans in open battle. This
victorious Jewish fighters. was exacerbated by the periodic and vicious in-
fighting between various Jewish factions, who
A more measured response was then put together apparently hated each other almost as much as
by the Romans, and a massive army under the they hated the Romans.

32
Jewish Revolt
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Zealots (1) Regular Avg - 3 2 6 4 Light 67

Hand weapons, Fanatic


Upgrades T&L to 7 (+2 pts), Armour to Medium (+5 pts)

Militia Trained Avg - 3 2 4 4 Light 48

Hand weapons
Upgrades To Regular (+10 pts), Armour to Medium (+5 pts), T&L to 5 (+2 pts)

Volunteers (2) Levy Poor Poor 3 2 4 4 None 28

Hand Weapons, Light Troops


Upgrades Armour to Light (+5 pts), may be equipped with Bows (+8 pts)

Skirmishers (3) Dregs Poor Poor 2 1 3 6 None 16/2

Skirmishers, Javelins
Upgrades To Levy (+10 pts), Exchange Javelins for Slings (+5 pts) or Bows (+8 pts), BS to Average (+5 pts)

Building and playing a Jewish Restrictions and Leaders


Revolt Army (1) No more than 30% of Total points may be
spent on Zealots.
This is another difficult army to play, and the
reality is that it will always struggle to defeat a
(2) Only every second unit of Volunteers may be
Roman opponent. However, if you have taken on
equipped with Bows.
the challenge to play a Jewish army, all is not
lost as it does have some strengths. The most
(3) No more than half the skirmish stands may
powerful unit in the army is obviously the Zealots
be equipped with bows.
who have the Fanatic ability. You must maximise
the number of units of these troops in your army,
A Jewish Leader costs 100 points has the
and ensure that they face your opponent’s best
following characteristics:
troops. If your zealots can pin the enemy for long
enough, you may be able to engineer a flank
T&L Modifier: +1
charge or at least deal with rest of the enemy
Morale Modifier: +3
army. The Jewish army has no cavalry, so you
Melee Modifier: 0
must be wary of enemy cavalry units. Finally, use
your General to bolster morale and remember
that he is useless in combat!

33
Sarmatian tribes
250 BC to 370 AD

T
he warlike Sarmatians were descendants The Sarmatians fought for the Dacians and
of the Sycthians, and included the Goths against Rome, as well as regularly raiding
Roxolani, Iazyges, and Alan tribes. Roman territory on their own. They also fought for
Sarmatian armies were mostly cavalry and against the Parthian and later the Sassanid
affairs, and if they were forced to fight on Persians. At the end of the Marcomannic Wars,
foot the results were usually catastrophic, as the Roman Emperor Marcus Aurelius accepted
happened in 60 AD when the III Gallica Legion the service of 5,000 Sarmatian warriors as part
surprised and massacred a Sarmatian force at of a peace agreement, most of which were sent
camp. Foot troops were most likely supplied to Britain as auxiliary troops.
by subject nations and are of poor quality.

There were two elements to a Sarmatian army. Some of the Sarmatian tribes were defeated and
The first was the horse archers, who used classic made vassals by the Hun whilst others appear to
steppe tactics to harass enemy formations with have migrated into captured Roman territory with
bow fire, but rarely stood and fought. Unusually German tribes such as the Vandals. Eventually
for horse archers they were sometimes armoured references to the Sarmatians as a separate
in chain or scale mail. The other component to a people ends.
Sarmatian army was heavily armoured warriors
wielding a kontos and often riding barded steeds.
Though they also carried bows, they preferred to
charge the enemy, and were probably more like
medieval knights than eastern cataphracts.

34
Sarmatian tribes
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Noble Heavy Cavalry (1) Seasoned Avg Poor 3 2 6 8 Medium 110

Shock, Mounted, Kontos, Bow, Impetuous

Upgrades To Veteran (+20 pts, +1 Wnd), CS to Good (+ 5 pts), Armour to Heavy (+5 pts, Move to 7), T&L to 7 (+2 pts),
BS to average (+5 pts)

Heavy Cavalry (2) Trained Avg Poor 3 2 5 8 Medium 88

Shock, Mounted, Kontos, Bow, Impetuous


Upgrades To Regular (+10 pts), Armour to Heavy (+5 pts, Move to 7), T&L to 6 (+2 pts)

Horse Archers (2) (3) Trained Poor Avg 2 1 5 8 None 68/2

Mounted, Hand Weapons, Bow, Skirmishers, Parthian Shot


Upgrades To Regular (+10 pts), Armour to Light (+5 pts), BS to Good (+ 5 pts), T&L to 6 (+2 pts)

Foot Archers (4) Levy Poor Poor 3 2 5 4 None 38

Hand Weapons, Bow


Upgrades To Trained (+10 pts), BS to Average (+ 5 pts), T&L to 6 (+2 pts)

Peasant Levy (4) Dregs Poor Poor 3 2 3 4 None 16

Hand Weapons
Upgrades To Levy (+10 pts), T&L to 4 (+2 pts)

Building and playing a Restrictions and Leaders


Sarmatian Army (1) No more than one unit of Noble Heavy Cavalry
per army.
There’s nothing too complicated to a Sarmatian
army – horse archers and armoured lancers. It (2) At least 50% of the army points must be spent
is vital that your heavy cavalry gets to charge on Heavy Cavalry and Horse Archers.
the enemy and as early in the game as possible.
Throwing caution to the wind to some extent may (3) No more than half of the Horse Archers units
actually pay off with this army. It is also very in may upgrade their BS to good.
character, as the Sarmatians were considered
by the Romans to be almost completely lacking (5) No more than 20% of the army points may be
in self control. Of course, committing your entire spent on Archers and Peasant Levy
army to a headlong charge might be a little
Up to 20% of Army Points may be spent on units
excessive, so perhaps keeping some sort of
from the Middle German or Late German Lists.
reserve is worth considering. However, if you sit
back and wait for your opponent then you will A Sarmatian Leader costs 100 points has the
definitely be surrendering one of your strengths. following characteristics:
So get stuck in, it’s the Sarmatian thing to do!
T&L Modifier: 0
Morale Modifier: +2
Melee Modifier: +2

35
Parthia
238 BC to 225 AD

P
arthia was a satrapy (or province) under lost almost a quarter of his 100,000 strong army.
the Achaemenid Persians and later the Subsequently, Roman Emperors such as Trajan,
Seleucids in north-eastern Iran. Around Verus and Septimius Severus all successfully
about 238 BC under the leadership of warrior invaded Parthia and captured Ctesiphon, the
called Arsaces Parthia became independent, Parthian capital. But none of them were able to
and over several decades extended its dominion hold this territory and the Parthians seemed able
over much of the region. This eventually brought to quickly recover each time.
it into conflict with Rome in the first century
BC, which at that time was also expanding its Like the Sarmatians, the Parthian army was an
borders. Parthia and Rome were the only true all cavalry one, with swarms of horse archers and
empires west of China, and thus natural rivals. smaller numbers of heavily armoured lancers.
However, the Parthians used very different
In 53 BC the Roman general Crassus led an tactics and were content to wear down the enemy
invading army of 35,000 men into the Syrian with bow fire before engaging. Cataphracts also
desert in an ill-fated expedition to subjugate advanced at a canter rather than a charge, using
Parthia. A Parthian army consisting of around their momentum to roll over enemy troops. It
9,000 horse archers and 1,000 cataphracts all was all but impossible for an infantry army to
but completely destroyed the legions, with only defeat such a force, as the Romans found out on
a few hundred men escaping. Mark Antony numerous occasions.
narrowly avoided a similar fate in 37 BC, but still

36
Parthia
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Noble Cataphracts (1) Seasoned Avg - 3 2 8 7 Heavy 111

Shock, Mounted, Kontos


Upgrades To Veteran (+20 pts, +1 Wnd), CS to Good (+ 5 pts), T&L to 9 (+2 pts), Armour to Extra Heavy (+5 pts move to 6)

Cataphracts (2) Trained Avg - 3 2 6 7 Heavy 87

Shock, Mounted, Kontos


Upgrades To Regular (+10 pts), to Seasoned (+20 pts), Armour to Extra Heavy (+5 pts, Move to 6), T&L to 7 (+2 pts)

Horse Archers (3) Trained Poor Avg 2 1 4 8 None 66/2

Mounted, Hand Weapons, Bow, Skirmishers, Parthian Shot


Upgrades To Regular (+10 pts), Armour to Light (+5 pts), BS to Good (+ 5 pts), T&L to 5 (+2 pts)

Camelry (4) Levy Poor Poor 2 1 5 10 None 45/2

Mounted, Camels, Javelins, Skirmishers


Upgrades To Regular (+10 pts) Armour to Light (+5 pts), T&L to 6 (+2 pts), if Regular BS to average (+5 pts)

Camelphracts (5) Trained Avg - 3 2 5 9 Heavy 85

Camels, Mounted, Kontos


Upgrades To Regular (+10 pts), T&L to 6 (+2 pts)

Building and playing a Restrictions and Leaders


Parthian Army (1) No more than one unit of Noble Cataphracts
per army.
The Parthian army is yet another one of those
simple armies to build, and at first glance appears (2) At least one unit of Cataphracts per army.
very similar to the Sarmatians. However, the
Parthian army can afford to wait until the enemy (3) You must have at least as many Horse Archer
has been damaged and demoralised by missile stands in the army as there are Cataphract and
fire before sending in the heavy hitters, and Noble Cataphract stands.
in fact this is how it behaved historically. The
cataphracts should be held in reserve for as (4) No more than one unit of Camelry per army.
long as possible whilst the horse archers do their
(5) No more than one unit of Camelphracts per
work, or used to destroy any enemy units foolish
army.
enough to try and catch your archers. Your horse
archers need to be aggressive, taking the fight to Up to 20% of Army Points may be spent on units
the enemy and making full use of their Parthian from the Sarmation army list.
Shot ability to maximise the effectiveness of their
archery. A Parthian Leader costs 100 points has the
following characteristics:

T&L Modifier: +1
Morale Modifier: +1
Melee Modifier: +2

37
Sassanid Persia
225 to 649 AD

I
n 225 AD the Sassanid Persians overthrew They were supported by the ubiquitous light
the Parthians and took control of their empire. horse archers that had defined eastern armies
Almost immediately the first Sassanid King for half a millennia. Sassanid Persian armies
Ardashir began to expand his domain’s boundary were also much more likely to field large numbers
which inevitably brought him into conflict with of infantry than their Parthian predecessors,
Rome. This policy was continued by his son, though the quality of these troops has often been
Shapur, who expanded his domain’s boundaries questioned. Their conquests in the east also
to the northeast and the west, taking control gave the Sassanids access to fearsome Indian
of the region around Carrhae. In 250 AD full war elephants.
scale war with Rome resumed, and ten years
after that the Sassanids inflicted one of Rome’s
most humiliating defeats, capturing the Emperor
Building and playing a
Valerian and carrying him away. Reports vary on Sassanid Persian Army
Valerian’s ultimate fate. One account has him
being used as a foot stool for Shapur! The Sassanids are a powerful and versatile
army, and fun to collect and paint as well. The
core of the army is the Clibinarii, and these are
most likely to win (or lose) a game for you. With
their combination of heavy armour, excellent
morale and powerful melee and ranged attacks,
there is not much that these guys aren’t good at.
However, with all elite troops, they are expensive
and will be few in number. So you want to ensure
that they are given the opportunity to break
your enemy and not get sidetracked chasing
skirmishers or other low value troops. Try and
Rome and Persia remained at peace for a use their bow fire, as well as that of your skirmish
century after this, until the invasion of the Roman cavalry and infantry, to soften up enemy troops
Emperor Julian. Although he captured the city of before you charge. Sassanid Persian infantry
Ctesiphon, the fourth Roman General to do so is not great quality but can be used to anchor
in 250 years, Julian was unable to counter the a flank or as a reserve. Finally, war elephants
Persian army’s mobility and the Romans were will strike fear into the hearts of most opponents,
slowly worn down. When Julian himself was but just be sure that they are used carefully so
killed, the Romans were forced into a humiliating that they don’t cause more damage to your army
retreat. The Sassanids clashed regularly with than to the enemies!
armies of Byzantium over the next few centuries,
until the Sassanid Empire was defeated and
absorbed by invading Muslim Arabs.

The Sassanid Persian army was built around


the clibinarii, elite, heavily armed and armoured
horse archers. These brightly attired warriors
were drawn from the noble houses of Persia and
often carried the kontos or the feared jurz mace.

38
Sassanid Persia
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Royal Clibinarii (1) (2) Seasoned Avg Avg 3 2 8 8 Heavy 119

Mounted, Kontos, Bow


Upgrades To Veteran (+20 pts, +1 Wnd), BS to Good (+ 5 pts), CS to Good (+5 pts), T&L to 9 (+2 pts), May be Shock (+5 pts)

Clibinarii (1) Regular Avg Avg 3 2 5 7 Heavy 103

Mounted, Kontos, Bow


Upgrades To Seasoned (+10 pts), T&L to 6 (+2 pts), T&L to 7 (+4 pts)

Skirmish Cavalry Trained Poor Avg 2 1 4 8 None 58/2

Mounted, Hand Weapons, Javelins, Skirmishers, Parthian Shot


Upgrades To Regular (+10 pts), Armour to Light (+5 pts), May exchange Javelins for Bow (+8 pts)

Camelry (4) Levy Poor Poor 2 1 5 10 None 45/2

Camels, Mounted, Javelin, Skirmisher


Upgrades To Regular (+10 pts), to Light Armour (+5 pts), if Regular BS to average (+5 pts)

Spearmen (3) Levy Poor - 3 2 4 4 Light 33

Hand Weapons, May form Mixed Formation with Archers


Upgrades To Trained (+10 pts), To Regular (+20 pts), to T&L 5 (+2 pts), if Regular to Medium Armour (+5 pts)

Archers (3) Levy Poor Poor 3 2 4 4 None 36

Hand Weapons, Bow, May form Mixed Formation with Spearmen


Upgrades To Trained (+10 pts), To T&L 5 (+2 pts), if Trained BS to Avg (+5 pts)

Skirmishers (3) Levy Poor Avg 2 1 3 6 None 31/2

Hand Weapons, Javelins, Skirmishers


Upgrades To Trained (+10 pts), T&L to 4 (+2 pts), May replace Javelins with Bow (+8 pts)

Elephant (5) Regular Good - 5 3 3 6 Light 161

Hand Weapons, Elephant


Upgrades T&L to 4 (+2 pts)

Restrictions and Leaders


(1) No more than 50% of total points may be (5) No ore than one Elephant per 1000 points in
spent on Royal Clibinarii and/or Clibinarii. the army.

(2) No more than one unit of Royal Clibinarii per Up to 20% of Army Points may be spent on units
army. from the Sarmatian army list.

(3) No more than 50% of total points may be A Sassanid Persian Leader costs 100 points has
spent on infantry (Spearmen, Archers and the following characteristics:
Skirmishers).
T&L Modifier: +1
(4) No more than one unit of Camelry per army. Morale Modifier: +1
Melee Modifier: +2
39
Palmyra
250 to 273 AD

P
almyra, or Tadmor, was a city-state in Palmyran army fielded large numbers of Parthian
the central Syrian desert that grew rich style cataphracts supported by the light horse
on the lucrative spice and silk trade that archers and infantry archers for which Syria was
passed through its territory. Palmyra became famous. It is also likely that Palmrya had its own
part of the Roman Empire sometime in the first Roman-style heavy infantry supported by ranks
century AD and remained relatively obscure of archers.
until the chaotic middle
years of the third century.
In 260 AD the Sassanid
Persians defeated a large
Roman army and captured
the Roman emperor
Valerian. However, King
Odenathus of Palmyra
grabbed the opportunity
to attack the withdrawing
Persians, defeating them
and capturing considerable
amount of plunder, allegedly
including the Sassanid
kings’ harem! Palmyra
suddenly became vitally
important to Rome, as the remaining Emperor
Gallienus was busy in the west with barbarian
Building and playing a
incursions. With Roman support, Palmyra quickly Palmyran Army
came to dominate the region. When Odenathus
was assassinated in 267 his wife Zenobia took his
Palmyra is an excellent combined arms force,
place on behalf of their young son. Zenobia had with good quality cavalry and infantry to choose
plans for something grander than just Rome’s from as well as a mix of melee and missile
eastern watchdog, and before long invaded and orientated troops. However, with so many quality
occupied Egypt, effectively declaring war on options you may make the mistake of building
Rome. At this point Palmyra controlled Syria, an army that is good at everything but excels
Palestine, Egypt and Armenia. In 270 AD the at nothing. Once you have selected your two
Emperor Aurelian came to power and marched compulsory choices of archers and cataphracts,
on Palmyra in 272, defeating its armies in two try and decide whether you want to build a
pitched battles. Zenobia was captured and the defensive army, with the cataphracts kept as a
brief Palmyran Empire came to an end. hard-hitting reserve, or an offensive army with
the archers used to provide suppressing fire. A
Although it was part of the Roman empire, defensive army will have lots more archers and
Palmyra was first and foremost an Arab city and perhaps some City Guard. An offensive army will
as such had more in common with the Parthians have more Cataphracts and perhaps some Arab
and Sassanid Persians than Rome. The Tribesmen as well.

40
Palmyra
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

City Militia (5) Trained Avg - 3 2 5 4 Light 50

Hand weapons, May be Mixed Formation with Archers


Upgrades To Regular (+10 pts), to Medium Armour (+5 pts), T&L increased to 6 (+2 pts)

Archers (1) Trained Poor Avg 3 2 5 4 None 53

Hand weapons, Bows, Light Troops, May be Mixed Formation with City Militia
Upgrades To Regular (+10 pts), T&L increased to 6 (+2 pts), to Light Armour (+5 pts)

Skirmishers Levy Poor Avg 2 1 3 6 None 31/2

Hand Weapons, Javelins, Skirmishers


Upgrades To Trained (+10 pts), T&L increased to 4 (+2 pts), May replace Javelins with Bow (+8 pts)

Arab Tribesmen (2) Trained Avg - 3 2 4 4 Light 48

Hand Weapons, Impetuous


Upgrades T&L to 5 (+2 pts), to Regular (+10 pts)

Cataphracts (1)(3)(6) Trained Avg - 3 2 6 7 Heavy 87

Shock, Mounted, Kontos


Upgrades To Regular (+10 pts), To Veteran (+30 pts, Wnds to 4), Armour to Extra Heavy (+5 pts, Move to 6), T&L to 7 (+2 pts)

Horse Archers (1)(3) Trained Poor Avg 2 1 4 8 None 66/2

Mounted, Hand Weapons, Bow, Skirmishers, Parthian Shot


Upgrades To Regular (+10 pts), Armour to Light (+5 pts), BS to Good (+ 5 pts), T&L to 5 (+2 pts)

Camelry (4) Trained Poor Poor 2 1 5 10 None 55/2

Mounted, Camels, Javelin, Skirmisher


Upgrades To Regular (+10 pts), to Light Armour (+5 pts), if Regular BS to average (+5 pts), T&L to 6 (+2 pts)

Restrictions and Leaders


(Special) Upto 20% of the army points may be (4) No more than one unit per army.
chosen from Regular Legionaries, Auxilliary
Archers or Auxilliary Infantry from the Middle (5) No more than one unit per 1500 points.
Imperial Rome list.
(6) Only one unit of Cataphracts per army may
(1) At least 50% of the army points must be spent be raised to Veteran.
on Archers, Horse Archers or Cataphracts.
A Palmyran Leader costs 100 points has the
(2) No more than half of the Arab Tribesmen units following characteristics:
may be Regular.
T&L Modifier: +1
(3) You may not have more units of Cataphracts Morale Modifier: +2
than you have of horse archers. Melee Modifier: +1

41
The Huns
370 to 454 AD

I
n the late fourth century AD a new and Early in 451 AD Attila led his army into Gaul,
implacable enemy appeared for the first sacking a number of cities and threatening many
time in Europe. The Huns swept all before more. Sometime in late June the Huns and their
them, defeating and subjugating Gothic and Gepid and Ostrogoth subjects were intercepted
Sarmatian tribes, and eventually threatening the by a large Romano-Germanic force that had
very existence of Rome. The origin of the Huns been assembled by the Roman General Flavius
is contentious, but it could be that they were Aetius. The Huns certainly did not suffer a major
originally from the Mongolian steppes. Why defeat, but they were forced from the field and
they began such a long migration and how long then from Gaul. Although Attila invaded Italy
it took is speculations, but their impact was felt the following year, again capturing and sacking
in Europe long before they actually arrived. The a number of cities, the Huns were once again
western migration of so many of the Germanic forced to withdraw. Not long after this Attila died
tribes that came into conflict with Rome in the and the Hun kingdom disintegrated without his
fourth and fifth centuries was in all likelihood leadership.
at least partly due to the Huns pushing these
people before them.

 The Huns military success was a result of three


factors: the powerful composite bow, expertise in
the use of this weapon, and superb horsemanship.
Enemies of the Huns found themselves engulfed
in a veritable deluge of armour piercing arrows Steppe Bow Rule
by an enemy who usually could only be brought The Huns carry a Steppe Bow, which in
to close quarters on his own terms. game terms has the equivalent ranges
of a normal bow but gains a +1 to hit at
Under leadership of Attila, the Huns became close range or medium range as would a
even more successful, carving out an empire longbow. Cost 10 points.
centred on the plains of Hungary. From this base,
the Huns regularly raided German and Roman
territory.

42
The Huns
Troop type (Notes) Morale CS BS WND ATT T&L Move Armour Points

Hun Nobles (1) (2) Seasoned Avg Good 3 2 7 8 Light 109

Hand Weapons, Mounted, Steppe Bow, Parthian Shot


Upgrades To Veteran (+20 pts and +1 Wnd), Armour to Medium (+5 pts), T&L to 8 (+2 pts)

Hun Horse Archers (2) (3) Trained Avg Avg 3 2 6 8 None 82

Hand Weapons, Mounted, Steppe Bow, Parthian Shot, Feigned Flight


Upgrades To Regular (+10 pts), BS to Good (+5 pts), T&L to 7 (+2 pts), Armour to light (+5 pts)

Light Hun Horse Archers (2) Trained Avg Avg 2 1 5 8 None 75/2

Hand Weapons, Mounted, Steppe Bow, Parthian Shot, Skirmishers


Upgrades To Regular (+10 pts), BS to Good (+5 pts), T&L to 6 (+2 pts), Armour to light (+5 pts)

Horse Archers Trained Poor Avg 2 1 4 8 None 66/2

Mounted, Hand Weapons, Bow, Skirmishers, Parthian Shot


Upgrades To Regular (+10 pts), Armour to Light (+5 pts), BS to Good (+ 5 pts), T&L to 5 (+2 pts)

Building and playing a Hun Restrictions and Leaders


Army (1) No more than one unit of Hun Nobles may be
upgraded to Veteran.
This is a simple army to build – lots of Hun
Archers! German allies will provide you with
(2) At least 50% of points must be spent on Hun
some solid infantry options, but the main strength
Nobles, Hun Horse archers or Light Hun Horse
of the army is the archers, who can disrupt and
Archers.
damage enemy units before charging in for the
kill. The trick is knowing when to do this, and
(3) There must be at least one unit of Hun Horse
being able to keep your distance in the meantime.
Archers for every other unit in the army.
Hun Archers are only lightly armoured, and even
Hun Nobles only have medium armour, so they
(Special) Up to 30% of points may be spent on
cannot take too much punishment. They are also
units from the Late German list.
expensive points-wise. But if used correctly you
will be able to sweep your enemies before you,
The Huns may use the following standard Leader
just as Attila did over 1,500 years ago.
for 100 points:

T&L Modifier: 0
Morale Modifier: +2
Melee Modifier: +2

Alternatively, the Huns may use the Special Hun


Leader Attila for 150 points:

T&L Modifier: 0
Morale Modifier: +3
Melee Modifier: +3

43
Crusader Rules
Ammendments

These are official rule changes, clarifications and Should you want to work out the points for a pre
additions. There is always an upto date errata designed leader simple add all of his bonuses for
sheet on the Crusader Publishing Web site morale, Combat and T&L and then multiply by 25
which also has more information and answers to get his actual points cost.
frequently asked questions. 12th July 2009
Phalanx To count as being in phalanx (page 51)
Visibility in woods Any stand within 2” of the a unit must be in at least 2 ranks, not in a march
edge of light woods may see out and be seen column (page 4) and so – by default – must have
by those outside. Visibility inside light woods is at least 5 stands in the unit.
4” For heavy woods it is 1” from the edge and
2” inside. Phalanx formation bonus (+2) is lost if the unit
is inside any type of rough ground, woods or is
Charge reactions A unit may only choose a straddling an obstacle or stream. Units will still
single charge reaction from those available get any applicable bonuses for their weapons.
to them – either evade, counter charge or fire
defensively.

Training and Leadership tests T&L tests are


made using 2D6

Missile fire procedure Roll D10 for each attack


and modify the die roll – the final modified result
will determine if you hit.

Movement table. Where the table refers to ‘#%


shaken if charged’ should read ‘#% chance for a
charging unit to become shaken’
Light troops Only infantry may be given the
Skirmish movement Skirmishers may combine Light troops (page 51) ability – never cavalry or
a forward and backward movement in the same chariots (or elephants!)
turn. This is an exception to the sidestep and
retire rule on page 9 Light units do not get any melee results bonus for
outnumbering enemy (+1) or for having deeper
Army Break Points An elephant or war wagon ranks than the enemy (+1)
is now worth ½ an army point, skirmish unit 1
army point and formed unit 2 army points. The Light Troops ability does not cost any points
as its good and bad effects cancel out.
Leaders These cost 100 points and their abilities
are rolled for randomly from the table on page 47. Light troops may wheel and move obliquely at
An army should generally only have one leader their full speed rather than being forced to do so
unless there is a big battle, an obvious ‘split’ to at half speed like other formed troops.
the army or as part of a pre-generated scenario.

44
Cannons and Bolt Throwers No armour The maximum drift is 45 degrees either side of
penalties apply to shots from cannon or bolt straight ahead (the same as the units firing and/
thrower – please amend fast play sheet and all or charge arc)  See B1 and B2 in the example on
references to this. Ignore the targets armour page 10. The unit will be affected by terrain as
when firing with these weapons. usual but any movement will cost double unless
skirmishers or light troops.
Hand to hand combat modifiers table Change
‘attackers skill’ to ‘Your skill’ and Defenders skill Wheeling Movement The unit will wheel as
to ‘opponents skill’. Table is still used exactly normal but the actual distance wheeled will
the same way – just change the descriptions to cost double the normal movement. With both
avoid confusion. wheeling and oblique it is just the actual distance
covered that costs
extra movement. So
if a unit with 8” move
performed a 3” wheel on
the tabletop this would
use 6” of its movement
allowance and leave it
2” more to move with.

Interpenetration This
is not allowed except
where it is actually
stated in the rules. As
such, Skirmishers can
interpenetrate and be
interpenetrated by other
units - either formed or
skirmish but they cannot
be charged through
or fired through (Page
Morale Change the first reason of when to 45). Though if you have a unit of skirmishers in
take morale tests to ‘When a unit has lost 25% front of a formed unit there is nothing to stop you
casualties in stands – taken immediately but not activating the skirmishers first, retiring through the
at all if it is in melee at the time’. formed unit and then leaving the formed troops
a valid line of sight to charge. Also - skirmishers
Melee and Morale The morale tests are factored keep this free interpenetration ability even if they
into the charge test (if required) and the melee are routing or routed through (page 43)
results. Neither side takes morale tests in a
melee – the only way the unit can rout is through Drilled troops can only interpenetrate other
losing the melee. Either unit can be wiped out or drilled troops (or skirmishers obviously) and
dispersed if down to only 25% or less of starting suffer no penalties for this (Page 50) (this allows
number of stands. (Page 20) the Republican Roman Principes/Hastati/Triari
to relieve each other - but only if both units are
Impetuous ability This does not cost any points drilled)
and is only given to units as part of the army list
- may not be chosen and must be taken if listed. A routing formed unit may be forced to
interpenetrate another formed unit during its rout
Oblique Movement With oblique movement and will cause a T&L test on that unit if it does
your unit keeps the same facing as previously so - except if the unit interpenetrated is drilled.
but can drift to one side at the same time as (page 43). Other than these instances there is
moving forwards.  no interpenetration of units allowed.

45
Forced Back into enemy units If a unit is forced
back into an enemy and cannot carry out all of its
forceback result then it suffers the next higher Camel Rules
defeat on the victory table and is moved back Any cavalry unit that is not ‘used to camels’
as far as it can be so that no units are touching.  will become shaken immediately upon
The unit that won  the combat carries out its contact with a camel mounted unit. Camel
breakthrough as far as it can without contacting ability costs 5 points.
the previously defeated enemy.

New special ability – Schiltron This ability is


only available to formed infantry units with spears
or long spears and the formation must be at least
2 ranks deep. ALLIED Leader Rule
Instead of moving the unit can take a T&L test to Whenever an Allied leader attempts to use
change formation to schiltron. Once in schiltron his T&L Modifier or Morale Modifier on a
If it moves in any way the formation will be lost. friendly unit not directly under his control,
roll a d6. On a roll of 1-3 the modifier does
While target is in schiltron any unit attacking it will not apply as the allied troops ignore him!
not get the +2 in flank or rear modifier though all Note that the Leader can always apply his
other effects and modifiers remain the same as Melee Modifier.
before – ie – the unit will become shaken if hit by
formed troops, does not get to counter charge,
will not get the benefit of pikes or spears etc.

Defensive fire modifiers The firing unit is being Steppe Bow Rule
charged modifiers have changed depending on
the morale class of the troops being charged The Huns carry a Steppe Bow, which in
with poorer class troops suffering more than game terms has the equivalent ranges
experienced. of a normal bow but gains a +1 to hit at
close range or medium range as would a
Regular or better firing unit being charged -1 longbow. Cost 10 points.
Trained or worse firing unit being charged -2

Revised Missile Range Table


Weapon Close Range Medium Range Long Range
Bow/Light Xbow/Steppe Bow 5” 10” 20”
Hvy Crossbow 6” 12” 24”
Late Handgun 5” 10” 20”
Early Handgun 4” 8” 16”
Sling 4” 8” 16”
Staff Sling 5” 10” 20”
Short/horse bow 4” 8” 16”
Longbow 5” 10” 20”
Javelins/Darts 4” NA NA
Light Cannon/ Bolt Thrower 8” 16” 30”
Heavy Cannon 10” 20” 40”

46
47
48
The Roman Empire
120 AD

49
Thanks and Stuff

Crusader Miniatures Warfare in the Classical World by John Warry gives an


excellent over view of the classical period.
Crusader USA for customers in the US and Canada,
Crusader UK for everywhere in the world outside of the Credits
US.
Map on page 49 http://creativecommons.org/licenses/by-
Crusader USA - www.crusaderminiaturesusa.com sa/3.0/ Author Andrei Nacu
Front Cover by Peter Dennis, courtesy of Warlord Games
Crusader UK - www.crusaderminiatures.com

Crusader Yahoo Group. http://games.groups.yahoo.com/


Thanks
group/crusaderminis/
Wargames Illustrated www.wargamesillustrated.net
Darren & Andy at Gripping www.grippingbeast.com
References and further reading Henry at Battlegames www.battlegames.co.uk
Nick at North Star www.northstarfigures.com
The Complete Roman Army by Adrian Goldsworthy is the John & Paul at Warlord Games www.warlordgames.co.uk
best introduction to the Roman army around. Javier Gomez ‘El Mercenario’
Wargames Soldiers & Strategy
Barbarians! by Terry Jones & Alan Ereira is an entertaining
Nathan at lonelygamers.blogspot.com
account of the history of the barbarian tribes.

50
51
Imperial Rome and its Enemies 107BC to 476AD
Imperium is the second supplement for the Crusader wargames rules covering the
armies and enemies of Imperial Rome. You will need a copy of the rules to gain
the most from this supplement but there is enough information (and some very nice
photographs) to make this a worthwhile book in its own right.

There are 13 lists enclosed, each with its own background information, army guide-
lines, allies, special rules and points values.

Late Republican Rome 107 to 27 BC


Early Imperial Rome 27 BC to 117 AD
Middle Imperial Rome 117 to 285 AD
Late Imperial Rome 285 to 378 AD
Foederate Roman 382 to 476 AD
The Barbarians 105 BC to 476 AD
Spartacus’ Revolt 73 to 71 BC
Jewish Revolt 69 to 73 AD
Sarmatian Tribes 250 BC to 370 AD
Parthia 238 BC to 225 AD
Sassanid Persia 225 to 649 AD
Palmyra 250 to 273 AD
Huns 370 to 454 AD

www.crusaderpublishing.com

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