Pages

Monday, January 28, 2013

The Battle on the Piave: May 8, 1809

    Barry and I have arrangements to get together for a game next Sunday; I had considered doing an 1813 game, but Lutzen seemed too big for two players, and I didn't have time to develop a scenario for the Katzbach; maybe next time. So, I've decided to run one of the more unusual scenarios from my 1809 scenario book, Prince Eugene's Battle on the Piave. This battle was one of the first few games I played using the original Piquet: Les Grognards by Bob Jones back in 1998; it will be interesting to see how it goes with Brent Oman's Piquet: Field of Battle (2nd edition). Presumbaly Barry, being highly Francophobic, will take the role of Ezherzog Joghann, while I play the dashing Viceroy Eugene. (Cheer up Barry, the next game will definitely be an 1813 scenario!)


The Battle on the Piave


Table Size: 6 x 9 feet
Troop Scale: 1 Infantry unit = 1000 men, 1 Cavalry unit = 600 men, 1 Artillery = 8 - 12 guns.

Background: Prince Eugene and his Army of Italy have returned to the offensive after an initial defeat at the opening of the campaign at Sacile. The defeat of the Austrian Hauptarmee has necessitated the gradual withdrawal of the Austrian army of Erzherzog Johann. Eugene's army is attempting to cross the shallow but broad river Piave. The Austrians have burned all the bridges, but there are still three fords which can be used to cross the river. However, each day the melting of snow in the Alps makes the river rise progressively as the day goes on, sometimes dramatically so! The Austrian surveillance was very lax, and the initial crossing got under way with many men crossing naked, holding their clothes and muskets over their heads, and then dressing on the far bank. It was a bold but inherently risky move, but Eugene was eager to redeem himself in the eyes of his Imperial father in law!

Map: the River Piave is unfordable except at the three marked fords 4” wide, which are Class II terrain; the river may be crossed in Attack or March Column formations (also special scenario rules for the rising waters). The Piavisella stream is Class II, as is the dike. The villages are Class II terrain.




Scenario Rules: Add two Sapper Task cards to the French Sequence Deck (Use blank cards or some other non standard card). There is no impetus cost to turn this card, but upon its appearance, the French C-In C rolls his LD against the Austrian C-in-C's LD in the same fashion as for a Lull. If the French roll is higher, then a section of bridge has been completed at Priula; if and when three sections are completed, then the bridge is ready for use by all arms.

Rising Waters: The battle begins at 8AM. Starting with the 4th French MOVE card, the Austrian player rolls a D12. If the score is less than the number of French MOVE cards turned to date, then the water has risen to the point where the river is no longer fordable; however bridging operations may continue, and thereafter, on each Sapper task Card one unit may cross each of the existing fords by boats. Continue to roll an Austrian D12 on each subsequent appearance of French MOVE cards; if the score exceeds the number of French MOVE cards turned thus far, then bridging operations must cease, but Ferrying on Sapper Task cards as above may continue. Continue the Austrian D12 roll for subsequent French MOVE cards, and if the score is once again less than the number of French MOVE cards turned thus far, then the current has become too swift, and even these ferrying operations must cease.

Deployment: As shown on the map (the artillery of Broussier's and Lamarque's divisions are deployed in a battery along the river to their left). However, only the Austrian Rearguard may act on the first Austrian MOVE card.


Reinforcements: Waiting behind the Priula Ford (middle ford) are the troops of Baraguey's Corps, which may enter at any time, and similarly the remaining troops of Grenier's Corps my enter behind the San Nichiol Ford (on the French right) at any time.

Victory Conditions: If the Austrian Army breaks from Army Morale, the French win a Major Victory – Decisive if more than 1/3 of the Austrian units are routed or destroyed. If the French break from Army Morale, the Austrians win a Decisive Victory. If the Austrians end the battle with more Morale Points than the French, they win a Major Victory if the French are at zero Morale Points, otherwise Minor. If he French end the battle with more Morale Points than the Austrians, they win a Minor Victory if the Austrians are at zero Morale Points, otherwise battle is a draw. The game will end after the 9th French MOVE card, if not before (5PM).


Orders of Battle: 


Army of Inner Austria, Erzherzog Johann Abysmal
23 Infantry, 5 Cavalry, 6 Artillery * Army Morale Points:


Rear guard, FML Frimont Poor

1st Brigade, GM von Splenyi Average
1/IR #52,EH Franz Karl Regular 
2/IR #52 EH Franz Karl Regular
1/Grenz #3 Ogulin Raw 
2/Grenz #3 Ogulin Raw

Cavalry Brigade, Oberst Anon Abysmal
Hussar Regt #2 EH Joseph Crack
Hussar Regt #9 Frimont Crack

6# Cavalry Battery Regular
6# Cavalry Battery Regular


VIII Korps, FML Albert Gyulai Poor

1st Brigade, GM Colloredo Abysmal
IR #27 Strassaldo Regular 
1/IR #61 St. Julien (Hungarian) Regular 
2/IR #61 St. Julien (Hungarian) Regular
3# Foot Battery Regular 

2nd Brigade, Gm von Gajoli Poor
IR #62 Franz Jellacic (Hungarian) Regular 
1/Grenz Regt #10 1st Banal Raw 
2/Grenz Regt #10 1st Banal Raw 
Hussar Regt #5 Ott Crack 


IX Korps, FML Ignaz Gyulai Poor

1st Brigade, GM Kalnassy Abysmal
1/IR #13 Reisky Regular 
2/IR #13 Reisky Regular 
1/IR #43 Simbschen Regular 
2/IR #43 Simbschen Regular 
3# Foot Battery Regular 

2nd Brigade, GM Marziani Poor
1/ IR #19 Alvintzi (Hungarian) Regular
2/ IR #19 Alvintzi (Hungarian) Regular
4th Inner Austrian Volunteers Raw 
3# Foot Battery Regular

3rd Brigade, GM Gavisini Abysmal
1/Grenz #2 Ottocac Raw 
2/Grenz #2 Ottocac Raw 

4th Brigade, GM Kleinmayrn Poor
1/Grenz #4 Szulin Raw 
2/Grenz #4 Szulin Raw
1st Grenadiers Elite 
2nd Grenadiers Elite 

Dragoon Brigade, FML Wolfskeel Poor; LD , CR
Dragoon Regt #2 Hohenlohe Crack 
Dragoon Regt #5 Savoy Crack 
6 # Cavalry Battery Regular



Army of Italy, Viceroy Eugene de Beauharnais Average
Sequence Deck: (note that it is very unlikely all the troops will be able to cross)
43 Infantry, 14 Cavalry, 6 Artillery * Army Morale Points:

Advance Guard, GB Dessaix Excellent
1st Combined Voltigeurs Crack 
2nd Combined Voltigeurs Crack 
3rd Combined Voltigeurs Crack 
4th Combined Voltigeurs Crack 
9th Chasseurs a Cheval Regular 
4# Horse Battery Crack 


Ad Hoc Corps A, GD MacDonald Skilled

1st Division, GD Broussier Skilled
1/9e Ligne Regular
4/11e Ligne Regular
1/84e Ligne Regular
2/84e Ligne Regular
1/92e Ligne Regular 
2/92e Ligne Regular 
6# Foot Battery Regular

2nd Division, GD Lamarque Average
1/18e Leger Crack
1/13e Ligne Regular 
2/13e Ligne Regular
1/23e Ligne Regular
1/29e Ligne Regular 
2/29e Ligne Regular
6# Foot Battery Regular 


Ad hoc Corps B, GD Baraguey d'Hilliers Skilled

Italian Division, GD Fontanelli Average
1st Italian Line Regular 
2nd Italian Line Regular 
3rd Italian Line Regular 
7th Italian Line Regular
Dalmatian Regimental Regular
1/112e Ligne Regular 
2/112e Ligne Regular 
Italian 6# Battery Regular 

Italian Royal Guard, GB Lecchi Average
Guard Dragoons/Honor Guards Crack 
Velites of the Guard Crack 
Grenadiers of the Guard Elite 


Ad hoc Corps C, GD Grenier Skilled

1st Division, GB Abbe Skilled
3/8e Leger Crack 
1/1er Ligne Regular 
2/1er Ligne Regular 
1/52e Ligne Regular 
2/52e Ligne Regular 
1/102e Ligne Regular 
2/102e Ligne Regular 
Italian Dragoons “Napoleon” Regular
6# Foot Battery Regular 

2nd Division, GD Durutte Skilled
4/22e Leger Crack 
1/23e Leger Crack 
2/23e Leger Crack 
3/60e Ligne Regular 
1/62e Ligne Regular 
2/62e Ligne Regular 
6# Foot Battery Regular 

Light Cavalry Division, GD Sahuc Skilled
6e Hussars Crack 
6e Chasseurs a Cheval Regular 
8e Chasseurs a Cheval Regular 
25e Chasseurs a Cheval Regular 

1st Dragoon Division, GD Grouchy Excellent
7e Dragoons Regular 
30e Dragoons Regular 
Italian Dragoons, “Queen's” Regular 

2nd Dragoon Division, GD Pully Skilled
23e Dragoons Regular 
28e Dragoons Regular 
29e Dragoons Regular


Army Reserve

Infantry Division, GD Seras Average
1/53e Ligne Regular
2/53e Ligne Regular 
3/79e Ligne Regular 
1/106e Ligne Regular 
2/106e Ligne Regular
6# Foot Battery Regular 

********************************************************************************

This scenario makes good use of the flexibility of the Piquet/Filed of Battle system, I think. It is based upon the accounts and OOB in Gill's Thunder on the Danube and also Epstein's Prince Eugene at War:1809.  It is said that a rising tide carries all boats with it - we will see if this is the case on the Piave this time!

Peter

Thursday, January 24, 2013

Young Guard Tirailleurs

    What would become the "Young Guard" was born in January, 1809, with the creation of  (ultimately) the 1st and 2nd Tirailleur-Grenadiers, Tirailleur-Chassuers, Conscript-Grenadiers, and Conscript-Chasseurs (See my earlier post on the foot regiments of the French Imperial Guard through 1809 for details of these units). These Young Guard units saw action in Spain after the 1809 campaign in Germany wound down. At the very end of 1810 (December 30), the 1st and 2nd Tirailleur-Grenadiers and the 1st and 2nd Conscript Grenadiers (February 10, 1811) became respectively the 1st - 4th Tirailleurs. Similarly, on the Chasseur side of the Young Guard, the 4 existing regiments became the 1st - 4th Voltigeurs of the Guard; more about then in a separate post in the near future.


My newest troops - two units of Front Rank 28mm Tirailleurs de la Garde Imperiale, just finished yesterday; the matt varnish is barely dry!


    The Tirailluers added a 5th regiment in May 1811, and a sixth Regiment in August. Following the Russian debacle of 1812, the former regiments were reconstituted, and a 7th regiment of Tirailleurs was added Feb 15, 1813, an 8th Regiment in March 1813, and then the 9th - 13th regiments in April 1813. More were to follow - 14th-16th regiments in early January 1814, and the 17th -19th regiments later the same month. Thus, in less than a year, 13 new regiments were added. Not surprisingly, by 1814, the Guard composed almost 1/3 of the Army's effective strength. most of it made up of these Young Guard units. Not surprisingly, by this point the quality of the later Tirailleur regiments was little different from that of the line.


1st Battalion, 1st Tirailleurs. You knew I had to do them in the distinctive red over white plumes, right?


  Tracing the uniforms of the Tirauileur regiments can be more than a bit confusing; their initial uniform was essentially that of the Tirailleur-Grenadiers, and coat remained essentially the same with minor differences. A shorter cut dark blue coat was worn, with the lapels blue piped in white. The pointed cuffs and turnbacks were red piped white. The collar was red, sometimes piped blue. The turnbacks were ornamented with white eagle badges, and the false pockets on the back of the jackets were piped in white. The pointed shoulder straps were red piped in white. Buttons were yellow metal. The jacket initially had the lapels cut to a point, showing the white vest; later (April, 1813, at least theoretically), the lapels were cut square and extended all the way to the bottom of the jacket front. White pants were worn (dark blue often in service dress, or even brown in Spain), along with short black gaiters. Finally, a black shako was worn, with a brass Eagle plate on the front and brass chinstraps.While the original Tirailleur-Grenadier shakos had had  white cords, when the regiments were reorganized into Tirailleurs, red cords were worn (until all cords were abolished in April 1813). White lace chevron "V'"'s were worn on the sides of the shakos as well, until they were also abolished in April 1813.


Like all of the Imperial Guard Infantry except the Old Guard, the Tirailleurs did not have or carry Eagles. They did carry fanions of unspecified design (except they were not to have an inscription or indicate in any way that they belonged to a Guard unit). In March 1812, the fanions were officially decreed to be white. Exceptions to this are definitely known, however (notably the 5th regt)!


The drummers had gold lace piping on their cuffs and lapels, and shoulder wings, as seen here, but no other distinctions. It seems the new Imperial Livery didn't apply to the Guard!.

    Then there is the matter of the plumes to be addressed! Initially  in full dress at least,  the 1st Tirailleurs had tal plumes with a white pom pom at the base, the plume being red over white in equal proportions (same as they had worn as the 1st Tirailleur-Grenadiers), and it seems the 2nd regiment wore white over red plumes over a white pompom, with the 3rd Tirailleurs (and ? probably the 4th) wearing solid red. Later all the regiments had solid red plumes for full dress, until they were abolished in April 1813 and replaced with a spherical red pom-pom (boo, hiss!) for all regiments. For ordinary dress, until April 1813, the pom poms distinguished the regiments:

1st Tirailleurs: spherical pom pom, red over white
2nd Tirailleurs: sperical pompom, white over red
3rd Tirailleurs: red lentile disc with white center
4th Tirailleurs: white lentile disc with red center (or all red)
5th Tirailleurs: white lentile disc with blue center (or all white)
6th Tirailleurs: blue lentile disc with white center


The officers wore solid red plumes, as seen here, aside from the Major and Colonel, who had white. They also had gold cords on their shakos, as well as a band of black velvet along the top of the shako, piped in gold and bearing gold five pointed starts; I have settled for just solid gold - even these superb Front Rank figures didn't have the star braiding modeled on!

A final view of the 1st Battalion, 1st Tirailleurs; this rear view shows the turnbacks; again, you will have to forgive me, as I didn't attempt to paint the white eagle badges on!

The same uniform was worn by Tirailleur regiments during the 1815 "Hundred Days" campaign, except that red epaulettes replaced the earlier shoulder straps  Michael Head's Almark book shows  the epaulettes on the jacket starting in 1812, but the text doesn't indicate this.


This picture and those that follow are of the 2nd Battalion, 1st Tirailleurs. You can see the Eagle plates on the flaps of the cartridge boxes, a cast on detail. The main difference (in my case) between the units  is the slightly different pose (Front Rank makes quite a variety of poses for the Tirailleurs, in addition to being one of the few manufacturers that actually makes a Tirailleur figure in the first place!


The figure in the front rank to the left of the fanion bearer is painted as an NCO; prior to the austerity measures of 1813, their shakos were distinguished by red mixed with gold cords (similar to Fusilier-Grenadier NCO's), and red chevrons edged in gold on the sides of the shako.


This view shows the pointed shoulder straps well. Front Rank are beautiful figures, but they are HUGE; I'd say 32mm. At least Barry's Front Rank Russians can now pick on someone their own size in the French camp!  :-)


Their Fanion is by GMB designs. Note again the details of the NCO's shako. I'm happy with how these guys came out, but they did take me considerably longer than usual to paint, in part because their surface area is just greater than that of smaller figures, LOL!


And lastly, a top down view of the 2nd battalion, 1st Tirailleurs of the Young Guard.  These fellows should see a lot of action in the upcoming 200th anniversary 1813 scenarios! Next month it will be the turn of the Young Guard Voltigeurs.


Peter

Sources:
Foot Regiments of the Imperial Guard, Micahel Head, Almark Publications, January 1973
L'Uniforme et Les Armes des Soldats du Premier Empire, Fred and Liliane Funken, Casterman. 1969
The Anatomy of Glory: Napoleon and his Guard, Henry Lachouque and Anne S. K. Brown, Grenhill Books,  London, 4th edition, 1999.
Napoleon's Guard Infantry (2), Philip Haythornwaite, Osprey Publishing Ltd, London, `1985, ereprinted 1988

Saturday, January 19, 2013

Parliamentary Cavalry pt 2

    Continuing on through my vintage 1970's ear 25mm Minifigs English Civil War armies, next up are two regiments of Parliamentarian Horse.


The first unit is Sir William Tirrell's Regiment of Horse (also spelled Tyrrell, and the same name in the US Terrell, and other variants).  The regiment wears white coats with stylish adornments (yellow wings and blue rings on the sleeves of their jackets). 


The flag is a historical one, and was carried by this regiment specifically. It is illustrated in the Almark book "The English Civil War" by R. Potter and G. A. Ebleton (1973). The scroll reads "Sanes Craindre", which as best as I can tell, means "Nothing to Fear", and the aloof countenance of the rider seems almost akin to the image accompanying the Fool in the Trumps Major of a Tarot deck!


A stylish regiment, their saddle blankets being light blue with white trim - purely whimsy on my part... a bit reminiscent of the later French Carabiniers of the Napoleonic Wars!


Their orange tawny sashes mark them as Parliamentarians for sure! I have this regiment mounted on the narrower bases originally called for by George Gush's Renaissance rules for "trotters (cavalry relying more on their Pistols than their swords). 


This regiment of "Lobsters" (men wearing 3/4 armor, or Cuirassiers in European parlance of the time) was raised by Sir Arthur Haselrig early in the course of the English Civil War.The flag is historical; the inscription reads "Only in Heaven"


Sir Arthur had good reason to raise troops to oppose King Charles I; he was one of the "Five Members" o f Parliament that King Charles attempted to arrest for treason in January 1642, thus provoking the Civil War itself. The regiment was said to be 550 men strong, and fought at Edgehill, Landsdowne, Roundway Down, and Cheriton. 


Once again, the orange sashes certainly mark the unit as Parliamentarian! Haselrig was a staunch Republican, and after initially supporting Cromwell, subsequently came to oppose him, and later Lambert. Upon the Restoration of Charles II, General Mock intervened upon his behalf preventing his execution, but he was imprisoned in the Tower of London and died there in 1661. It is more than a bit ironic that his regiment was then taken up into Royal service, becoming the Oxford Blues after the color of their coats. Eventually, that regiment became the Royal Horse Guard Blues in 1750. As usual,  history is stranger than fiction!

Down with Tyrants!

Peter

Sunday, January 13, 2013

Of Dice and (Tin) Men: Legio Quaternarius


    My first two years of Medical School saw very little gaming, especially the first year. Not that there is anything surprising about that when you have classes from 8AM to 5PM Monday through Friday, and 8-12 on Saturday as well. During the brief times when I was home on vacation, I still got together with the hometown crew, chiefly for D&D, and later our new Sweet-inspired Ancients rules. Like most medical students, I think, I found these years a bit depressing; you are just about literally force fed a tremendous amount of information that it is absolutely impossible to really master. Is there any physician out there with *good* memories of learning the damned Krebs Cycle and related esoterica?  You can do it, otherwise you wouldn't have been accepted in the first place, but many, including myself, start to wonder if you really made the right choice. I also found that I really didn't care much for about 80% of my medical school class of 80 students; I really can't fully  explain it, but so it was. Indeed, many years later I attended my 25th class reunion, along with my wife. I had an OK time, but commented to her afterwards, knowing that the few people I would have enjoyed seeing wouldn't be there, "OK yeah, now I remember - I didn't really like most of these guys much back then, either! The four of us who had been UConn undergrads all got along well; three of us were Chemistry majors, and one, John,  was also a fellow Marching Band and Band Fraternity (Kappa Kappa Psi) member, and my closest friend in the class; not a gamer at all, though.

    That year also saw two of the biggest snowstorms in Connecticut history, closing down the highways for several days not once but twice (four wheel drive vehicles were rare in those days); the first one actually resulted in our end of term exams being rescheduled. The second storm placed so much snow on the roof of the Hartford Coliseum that it actually collapsed! Fortunately, it was very early in the morning, and no one was inside. My good friend from college, Tom, was then working in Hartford, having gotten a jopb with Price Waterhouse, one of the (then) Big Ten national Accounting firms. He was commuting from an hour away, so he got stuck in the city during the second storm, and stayed overnight with me for a day or two while we waited for the snow to be cleared away. In the course of the visit, we were sitting in my living room, and Tom observed a large plastic baggie containing a non-descript green/yellow/brown mixture. Now, understand that both of us were relatively liberal politically, but personally quite conservative with regard to our own lives and conduct. "Peter, not you too?", he inquired, obviously thinking the bag contained some kind of "funky herbs". I was a bit perplexed at first, and then I realized what he was referring to. I laughed and said something like "Not hardly!", and showed him it was the flocking mixture for my bases! Good thing it wasn't a cop, I suppose, LOL!  Even better that no one tried smoking the Woodlands Scenics flock!

    Anyway, the one good thing was that at the end of the first year, they gave us four weeks off to study for part I of the National Board exam. Now, I knew myself well enough to know that anything that I hadn't learned already that I reviewed more than 2 weeks before the test was pretty much a waste of time. So, I used the first 2 weeks of to paint non stop!  :-)  Most of my first Ancient army, using the new (and still quite excellent castings, even by today's standards) 25mm Minifigs Assyrians, was completed in that time. I was living alone in an apartment in Hartford, and since no one I knew would see more for a month, I decided to also use the time to try growing a moustache. I was pretty sure I wouldn't like it, but I figured what the heck, now's the time if ever. I was right; after 4 weeks, I had a fuzzy looking upper lip that did nothing for me at all, so off it came, bzzzzt, LOL!

   We did have the first summer off after exams, so I returned home and worked for Union Carbide for the summer, doing some quality control work for their clinical chemistry anaylzers. That was interesting, and they guys I worked with in the lab were a lot of fun. It also taught me not to accept those nice neat numbers that labs spit out as carved in stone, a lesson which has served me well more than a few times over the years. I got in a decent amount of gaming with my old crew over the summer, as well as painting my second Ancient army, Carthagenians. again 25mm Minifigs.

   Most of our limited gaming during this time was done using our Sweet and Legion! inspired fast Ancients Rules; we originally played them on a hex gridded table, but they should work fine using a Table with a 3" square grid as well (for 25mm figures, mostly mounted on 60mm frontage stands). The rules are very ,uch of the "Rock, Paper Scissors Type", being ultimaterly inspired by the WRG Ancients  (? 3rd or 4th edition by this time)., which I played a few times but found too fussy for my tastes... plus those reactions tests; way too time consuming for what usually resulted in "Carry on as Ordered".


 This Minifig Sassanid Persian Army was one of the ones I painted during this time.

For those interested, the rules we used follow, which I have named:


Legio Quaternarius

1) Sequence

There are two possible options:

A) A turn consists of both players firing with all eligible units, then player 1 moves all of his units that he desires, then melees are fought. Both players then fire again, player 2 moves all of his units that he desires, then melees are fought. Repeat this sequence next turn. 

B) same as above, except that at the start of each turn, both players roll a D10; the winner chooses whether to move first or second that turn; re-roll ties. 


2) Units

For the purpose of game mechanics, all units except engines are considered to have two stands, each one of which can take 2, 3, or 4 hits. Some units will only have 1 stand physically (Heavy Chariots) due the size of the models, but are still considered to have two stands for the purpose of game mechanics, a stand being lost when the unit has reached 50% casualties. 



Unit Type
Physical Appearance
Hits Taken
Light Infantry (LI)
2 stands of 2 figures each
2 x 2 = 4
Light Medium Infantry (LMI)
2 stands of 3 figures each
2 x 3 = 6
Light Heavy Infantry (LHI)
2 stands of 3 figures each
2 x 3 = 6
Medium Infantry (MI)
2 stands of 4 figures each
2 x 4 = 8
Heavy Infantry (HI)
2 stands of 4 figures each
2 x 4 = 8
Light Chariots (LCh)
2 stands of 1 2-horse chariot each
2 x 2 = 4
Heavy Chariots (HCh)
1 stand of 1 4-horse chariot
2 x 2 = 4
Elephants (El)
2 stands of 1 elephant each
2 x 2 = 4
Engines (Eng)
1 stand of 1 engine w/ 2 crew figures
1 x 2 = 2
Light Cavalry (LC)
2 stands of 2 figures each
2 x 2 = 4
Medium Cavalry (MC)
2 stands of 3 figures each
2 x 3 = 6
Heavy Cavalry (HC)
2 stands of 3 figures each
2 x 3 = 6
Extra Heavy Cavalry (EHC)
2 stands of 3 figures each
2 x 3 = 6
Super Heavy Cavalry (SHC)
2 stands of 3 figures each
2 x 3 = 6


** Camels are mounted and generally treated the same as the corresponding type of cavalry 
(thus LCam, MCam, HCam, EHCam)

3) Movement

All movement is strictly by squares (or hexes). Movement must be in the direction faced, +/- 45 degrees (60 degrees for hexes). Changes of facing cost 1/2 sqare (1 hex) for each 45 dgrees (60 degrees for hexes) turned. Moves along the diagonal for squared grids cost 1.5 squares. Only one friendly unit may occupy a square (hex) at a time, but all freindly units may freely interpenetrate one another without penalty, except retreating elephants. 

LI, LMI, LHI, LC, LCam and LCh may form skirmish order. ( 1 stand to each of two squares (hexes), adajacent if at all possible; this costs two squares (hexes) to form, and also two to recover from back into formed order. Skirmishing stands MUST retreat  a full half move (round up) if attacked by formed troops, or be destroyed. They re also destroyed if attacked despite having already made such a retreat. The retreat my be in any direction away from the attackers; they do not change facing as a result of the retreat. retreating skirmishers may fall back through their own troops without penalty, and may add an extra square (hex) to their retrograde movement if the half move is insufficient to get them clear. If however, this is still inadequate, the stand is destroyed instead. Skirmnishing troops attacked by other skirmish order troops may elect to either make a retreat as above, or to stand and fight. 




MAXIMUM MOVE DISTANCES & DISORGANIZATION DUE TO TERRAIN

Troop Type
Open
River
Woods
Gentle Hill
Steep Hill
SHC
4
2  DD
NA
2  DD
NA
EHC, HC, MC
6
3  D
NA
3  D
NA
LC
8
4
4  D
6
4  D
LCh
7
NA
NA
3  DD
NA
HCh
5
NA
NA
NA
NA
El
4
2  D
NA
2  D
NA
HI, MI
3
2  DD
2  DD
2  D
1  DD
LI, LMI, LHI
4
3 D
4
3
2 D
PHALANX (Pikes)
3
1 DD
NA
1 DD
NA
ENGINE
2
NA
NA
1
NA
All units fall back at 1/2 speed - round up.
Add one square (hex) if entire move made on Roads - 2 if Chariots.
Costs 2 squares (hexes) to form or recover from Skirmish.

4) Fire

Each infantry unit with missile weapons may fire at any target within range along a line of sight within +/_ 45 degrees (60 degrees for hexes) of their front, +/- 90 degrees for skirmishers. Elephants hAVE A 360 degree field of fire. Chariots may fire everywhere exept directly to their rear, =/- 45 degrees (60 deg for hexes). Formed cavalry may fire 45 degrees (60 for hexes) to their right, and 135 degrees (hexes 120 degrees) to their left. Skirmish cavalry may fire 90 degrees to their right and 135 degrees (120 deg for hexes) to their left. 

Units on hills may fire overhead, and be fired at overhead, providing they are otherwise eligible. Any other unit with a friendly unit in the square (hex) directly in front of it may NOT fire. 


Missile WeaponsRange (Squares/Hexes)
Javelins (Horse and Foot)
3
Horse/Camel Archers
7
Elephant/Chariot (Bow)
8
Elephant/Chariot (Javelin)
4
Foot Archers
10
Foot Crosbowmen
12
Horse, Chariot, Elephant Crossbow
8
Slingers
8
Staff Sling
10
Engines
14


To fire, each STAND rolls %tile dice; if the roll is less than or equal to the units modified missile factor, a hit is scored on the target.  Minimum factor is 5% after modifiers.
NOTE: EHC count as a SHC target from front zones, but HC target from flanks and rear!


Misile
Weapons
SHCHCMCLCHILHIMILI/LMIElChENG
Javelin
Darts
Sling
Bow
1020302020153020202010
Crossbow
Staff Sling
1525251025102510151010

-10%
Target in Cover

-5%
Target in Skirmish
Shooting Uphill
Slings, Bows or Crossbows over 1/2 range
Each Degree Shooters Disorganized

+5%
Target is Shieldless*
Elite Unit Firing
General with Firing Unit

* Firers shooting into the rear or shieldless flank of their target count them as Shieldless, even if the target carries shields, but ENG, El, HCh. LCh, and SHC are never considered shieldless.


5) Engine Fire

Engines fire in a completely different fashion.  An actual shooting catapult device is placed anywhere behind the engine stand, and a clay disc is fired. Overhead fire is allowed. A target within 1" of the center of the disc which is also in the engine's field of fire, and in range is hit. If two or more targets are within 1", then the shooter has his choice which takes the hit, unless there are both friendly and enemy units within one inch, in which case one eligible unit from each side, of the opponent's choice, suffers a hit. Each engine gets one shot in each firing phase; any losses inflicted and/or morale checks caused by engine fire are assessed and carried out before any other missile fire.

6) Morale

A unit must check Morale for:
a) each hit suffered due to misile fire, and
B) each melee casualty suffered, but ONLY if it was not already forced to retreat as a result of melee resolution.

Morale checks are made at the end of the phase in which the losses were inflicted (exception: see engine fire above). Morale points and modifiers are given later in these rules. Retreats are made towards the friendly edge of the table as much as possible. Units never retreat of the field (table). Units surrender only if surrounded by enemy troops and required to retreat. 

Morale Checks are made by rolling %tile dice; if the result exceeds the modified Morale Point of the unit, the effect depends upon the degree by which the roll exceeds the modified Morale Point; if several checks are required, only the worst result is applied. Note that a six figure unit which suffers four hits would check for the third and fourth hits counting the modifier for having lost a stand.  Retreated units move normally subsequently, except that if they move in the very next movement phase only, they may not move  into melee contact.

In addition, Elephants and Levy which wish to attack under normal circumstances must make a special morale roll; if they fail, they do not retreat or take hits, but may not move into melee contact on that movement phase. They may till move normally otherwise, and may defend and shoot normally as well.

If Elephants fail any OTHER morale check, , they retreat as usual, but if they interpenetrate any friendly unit(s), they will fight a round of melee against it, with the friendly troops unable to reply. No melee resolution roll is made, BUT the affected unit must still check morale as usual if it suffers any hits. 





Morale Point:
90
85
80
75
70
65
55
50
Unit Types
SHC
EHC
LHI
MC
LMI
LI
ENG
LEVY

HI
HC

MI

LC






HCh

LCh








El




Modifiers to Morale Point  (all are cumulative):
-10%    Each Degree Disorganized
-5%      Each stand lost (figure for EL)           No shields, if applicable        Primary weapon is bow/sling
+5%    Elite Unit                                                     General with Unit                     Uphill/In Cover
+10%   El, HCh, or LCh charging or in Melee


Exceeded mod Morale Point by:
Effect
01   -  10
Fall back 1 move facing enemy
11  -  30
Fall back 1 move, Backs to enemy, lose 1 figure
31+
Fall back 1 move, Backs to enemy,  lose 2 figures

7) Melee

Opposing units are in melee if it is the Melee phase, in adjacent squares (hexes), and  either

A) they are attackers and face into an enemy occupied square (hex), or
B) they are defenders under attack, or
C) they are defenders with an enemy to their 1) Front, 2) Left Front, or 3) Right Front, and they choose to participate in melee. In this case, the defenders melee factors MUST be applied to the enemy unit occupying the lowest numbered position in the preceding list. 
NOTE:  If there are one or more enemy units facing into the attacker's (moving player's) square (hex), the attacker's unit MUST face into one of those squares (hexes). If the units move allowance is insufficient to fulfill this condition, the unit may NOT attack from that hex that phase. 

Units attacked from their flank or rear, but with no units to their front fight their attackers, but do not change their facing. 

Each unit in a melee determines the enemy unit it is fighting as above, and then figures out its modified melee factor against that unit. Note that situations where unit A fights X, and unit B fights Y, while on the other side X fights B and Y fights A will not be rare. 

Each stand involved in the melee then rolls %tile dice; a roll equal to or less than its modified factor is a hit upon the enemy; factors over 100 mean one automatic hit and a % chance of a second hit.  If an enemy unit is eliminated and there are still more stands to roll against it, such defending units MAY elect to roll against the next unit on their priority list.For the purpose of resolving the order of attacks within a melee, units fighting a common opposing unit roll in order of their modified melee factors, highest factor first. 


Melee Factors and Modifiers (Minimum 5%)

Weapon/Target
SHC
HC
MC
LC
HI/LHI
MI/LMI
LI
EL
Ch
ENG
CAVALRY
Lance*
40
60
90
90
40
60
60
20
40
60
Short Spear
20
40
70
90
30
50
80
30
40
80
Javelin
20
30
60
80
20
40
80
30
50
80
Sword (Bow)
10
20
40
50
20
30
70
20
30
70
INFANTRY
Pike*
40
80
120
50
120
150
150
50
80
150
Long Spear
30
60
80
80
60
80
90
30
40
90
Short Spear
20
40
60
70
50
70
100
30
40
100
Pilum/Equiv.
20
30
40
50
40
60
80
20
40
80
Javelin
10
30
40
50
40
60
80
20
40
80
2-Handed
60
80
90
90
80
100
90
30
40
90
Sword (Bow)
10
10
20
20
30
40
60
10
20
60
OTHER
Elephant
30
70
70
70
70
90
30
70
90
30
Lt Chariot
10
20
30
30
20
30
40
10
70
40
Hvy Chariot
30
40
50
50
40
50
60
30
90
60
* Note special rules for Lance.Pike,and EHC.
El and Ch are never considered Shieldless; Pikes and 2-Handed are always considered Shieldless.

-20
Enemy behind Walls

-10
Each degree Disorganized
Enemy is Uophill
Unit is Levy

+10
Attacking Rear or Shieldless Flank (unless unit has no shields)
Elephants and Chariots attacking Infantry
Elite Unit
General is with unit

+20
Opponent is Shieldless


In any case, following simultaneous removal of casualties, the modified factors as actually used are totaled for all surviving stands involved in the melee on each side, and the larger total divided by the smaller to obtain the Victory Quotient (VQ). The VQ is looked up on the table, rounding down, and %tile dice rolled. If the roll is less than the score listed, the side with the higher total wins; if it is greater, the side with the lesser total wins. The results listed on the table are applied, with the hits being distributed as logically as possible. All units which lost one or more hits in the melee, and were not already required to retreat as a result of the melee resolution roll, must then check for morale for each casualty suffered in the melee. Do not forget the penalties for units which were Disorganized as a result of being attacked in flank or rear,, or by terrain, etc. 



“VQ”VICTORY %DEVIATIONRESULT
5.0+
100
0
Both stand and take 1 hit
4.0
95
01 - 14
Stand and take 1 hit
3.4
90
15 - 29
Stand and take 2 hits
3.0
85
30 - 39
Stand and take 3 hits
2.6
80
40 - 49
Fall back 1 and take 3 hits
2.2
75
50 - 59
Fall back 1 and take 4 hits#
1.8
70
60 - 69
Fall back 2 and take 5 hits#
1.5
65
70 - 79
Fall back 2 and take 6 hits#
1.2
60
80 or more
Fall back 2 and take 7 nhits#
Edge
55
Even
50
# = face with backs to enemy!

Units which remain in melee after the above may not fire or be fired upon  Units is such a carried over melee may, on their own move, remain stationery and change facing, or they may retreat from the melee. Units retreating from a continuing melee may not make an attack on the same move. The value of lance and Pike in the second and subsequent rounds of a continuing melee drop to short spear and long spear respectively. EHC in the second and subsequent rounds of a continuing melee, and/or when attacked from the flank or rear count as HC; in all other circumstances they count as SHC. 


8) Disorder

A) Any cavalry or chariots within 4 squares (hexes) of an elephant or camelry unit, or within 1 square (hex) if such units are found on their own side, are first degree Disorganized. 

B) A cavalry or infantry unit is first degree disorganized if it fought elephants or chariots on the previous move. 

C) most units contacted in Flank or Rear are second degree Disorganized, except Phalanx (pike) units, which are fourth degree Disorganized. Chariots are only Disorganized by attacks from their rear, and Elephants are never Disorganized by attacks from any direction. 

D) terrain can also Disorganize units passing through, standing in, or attacking into it. Defending units are never Disorganized by terrain their opponents are occupying. 

Degrees of Disorganization are cumulative up to a maximum of four, but is/are removed when the cause(s) of the Disorganization no longer apply. 


9) Generals

Generals move like Heavy cavalry, except that they have unlimited free changes of facing. Generals improve the Morale, Firing, and Melee capability of units they are with. A general must check for each melee or missile fire (but not morale inflicted) hit suffered by the unit that he is accompanying  a roll of 96 or more kills him. The General must also check if he is within 1" of a catapult shell but is either alone or the unit that he is attached tio does not suffer a hit from the shell. If the unit the General is accompanying must retreat, the General must retreat with it. 


********************************************************************

Legio Quaternius  - Battle Set Up

Use a 4 by 6 foot table for standard battles with 25mm figures, and 3' squares/hexes. Divide the table into four 2 x 3 foot sections. Roll for each section on the following table; use the Open terrain column for clear terrain for battles generated from campaigns, and for set piece battles. Use the Non-Clear column for other terrain types. The number ios the number of Terrain prices to be used in that section:



D10 Roll
Open Terrain
Non Clear Terrain
1
1
2
2
1
3
3
2
3
4
2
3
5
2
4
6
3
4
7
3
4
8
3
5
9
4
5
0
4
6



Once the number of pieces for eac section of the table has been determined, roll on the table below to determine their nature, and place them randomly within the 2 x 3 foot sector.  A piece of terrain is 2 adjacent squares (hexes) of woods, marsh, hills, works, or houses, 3 squares (hexes) of sand or lake, or roughly 3 feet of road or stream.




D10
Open
Hills/Mtns
Desert
Marsh
Town
Woods
1
road
road
road
road
road
road
2
house
house
house
stream
road
house
3
stream
stream
sand
stream
house
stream
4
swamp
woods
sand
lake
house
lake
5
woods
woods
oasis
lake
house
woods
6
woods
hill
sand
marsh
works
woods
7
woods
hill
sand
marsh
works
woods
8
hill
hill
sand
marsh
stream
woods
9
hill
steep hill
sand
marsh
woods
woods
0
hill
steep hill
hill
woods
hill
hill

Marsh and Sand are treated as Woods for game purposes, except they never give any sort of cover or protection in melee; Camel mounted troops treat sand as Open terrain. Roads will generally connect to table edges and/or houses; wherever a roasd crosses a stream, a bridge is placed.


************************************************************************


Points cost for Troops


TYPE
POINTS
TYPE
POINTS
TYPE
POINTS
SHC
21
General
25
MI- SS
7.5
EHC
18
HI- Pike/2H
15
MI- Bow
5
HC
15
HI
14
LMI- 2H
7.5
HC-Bow
10
HI- SS
13
LMI
7
MC
10
HI - B/sling
7
LMI- SS
6.5
LC
9
LHI
12
LMI- B/sling
4
LC-Bow
7
LHI- 2H
13
LI- 2H
4.5
H Chariot
15
LHI-SS
11
LI
4
L Chariot
12
LHI- B/sling
7
LI- B/sling
2.5
Elephant
16
MI - Pike/2H
8.5
LEVY - SS
4
Engine
12.5
MI
8
LEVY - Bow
3

Elite units:  +3 for base value 18+, +2 for BV 10-17.5, +1 for BV less than 10
Extra Weapon: +2 for BV of 15 or mkre, +1 if BV less than 15
Reduction for troops w/o Shields:
NONE for Bows and Crossbows (ADD +1 for BV 10+, 0.5 for others if they carry shields)
For 2H or Pikes - -1 for BV 10+, - 0.5 for BV 4 to 9.5
For Others: -2 for BV 10+, -1 for BV 4 to 9.5, - 0.5 for BV less than 4


***************************************************************************


Standard Army Lists for Legio Quarternarius

#1 New Kingdom Egypt

QTY
Unit Description
Unit Type
Cost
Subtotal
8
Light Chariots
LCh*B*Elite
14
104
6
Spearmen
MI*SS*Sh
7.5
45
8
Archers
MI*B
5
40
2
Macemen
HI*2H, noSh
15
30
4
Light Archers
LI*B
2.5
10
2
Stone throwers
ENG
12.5
25
1
General
General
25
25
33
TOTALS
279


#2 Later Assyria (circa 750 - 600 BC)

QTY
Unit Description
Unit Type
Cost
Subtotal
1
Quradu (Royal Guard)
HI*SS,Sh*Elite
15
15
5
Heavy Spearmen
HI*SS,Sh
13
65
3
Heavy Archers
LHI*B, Mantlet
7.5
21.5
1
Heavy Slingers
LHI*Sl, no Sh
6
6
1
Pioneers
LHI*2H Mace*no Sh
12
12
3
Light Spearmen
LMI*SS,Sh
6.5
19.5
2
Heavy Cavalry
HC*SS,B,noSh
14
28
1
Light Cavalry
LC*B
7
7
2
Heavy Chariots
HCh*B*Elite
17
34
1
Light Chariots
LCh*B
12
12
2
Light Archers
LI*B
2.5
6
1
Light Slingers
LI*Sl, no Sh
2
2
1
Light Javelinmen
LI*J, Sh
4
4
2
Light Stone throwers
ENG
12.5
25
1
General
General
25
25
27
TOTALS
281

#3 Mauryan India     (350 - 200 BC)

QTY
Unit Description
Unit Type
Cost
Subtotal
3
Indian Elephants
El*B
16
48
2
Heavy Chariots
HCh*B
15
30
2
Light Cavalry
LC*J,Sh
9
18
2
Medium Cavalry
MC*J,Sh
10
20
7
Indian Archers
MI*2H,B, No Sh
9
63
2
Indian Javelinmen
MI*J, 2H, Sh
9.5
19
2
Indian Spearmen
MI*SS,2H,Sh
9.5
19
2
Skirmishers
LI*B,2H, No Sh
5
10
2
Light Bolt Throwers
ENG
12.5
25
1
General
General
25
25
25
TOTALS
277
Special Rules:
All Indian Elephants are+15 on Morale and +10 in Combat
All Indian Infantry is -10 on Morale
Indian Cavalry and Chariots never suffer disorganization due to theb proximity of Elephants

#4  Later Carthage    (300 - 200 BC)

QTY
Unit Description
Unit Type
Cost
Subtotal
2
Liby-Phoenician Cv
HC*J,Sh
15
30
1
Noble Cavalry
HC*SS,Sh*Elite
17
17
1
Gaulish Cavalry
MC*J,Sh
10
10
1
Spanish Med Cav
MC*LS,Sh
10
10
1
Spanish Light Cav
LC*J,Sh
9
9
2
Numidian Light Cv
LC*J,Sh*Elite
10
20
2
African Elephants
El*J
16
32
3
Libyan Infantry
MI*LS,Sh
8
24
1
Sacred Band Inf
HI*LS,Sh*Elitre
16
16
3
Spanish Scutarius
LMI*Pilum,Sh
7
21
3
Gaulish Warriors
LMI*J,Sh
7
21
2
Balearic Slingers
LI*Sl,Sh
2.5
5
4
Spanish/Numidians
LI*J,Sh
4
8
2
Light Bolt Throwers
ENG
12.5
25
1
General
General
25
25
29
TOTALS
281

#5  Macedonian Successor States  (300 - 100 BC)

Core Units - common to all Succesor Armies

QTY
Unit Description
Unit Type
Cost
Subtotal
5
Phalanx
HI*PK,Sh
15
75
2
Hypaspists
LHI*LS,Sh*Elite
14
28
2
Successor Hvy Cav
HC*SS,Sh
15
30
2
Succesor Light Cav
LC*J,Sh
9
18
1
African Elephant
EL*J
16
16
2
Light Bolt Throwers
ENG
12.5
25
1
General
General
25
25
15
TOTALS
217

Antigonad (Macedonian)

1
Thracian Peltasts
LMI*2H,J,Sh
8.5
17
2
Thracian Archers
LI*B
2.5
5
1
Thracian Lances
LI*LS,No Sh
8
8
2
Javelinmen
LI*J,Sh
4
8
2
Slingers
LI*Sl,Sh
2.5
5
1
Staff Slingers
LI*Staff Sling, no Sh
2.5
2.5
1
Scythians
LC*B
7
7
25
TOTALS
277

Ptolemaic (Egyptian)


QTY
Unit Description
Unit Type
Cost
Subtotal
1
Camel Archers
LCam*B
8
8
1
Chariots
LCh*B
12
12
1
add. Successor HC
HC*SS,Sh
15
15
2
Peltasts
LMI*LS,J,Sh
8
16
4
Egyptian Archers
LI*B
2.5
10
24
TOTALS
278



Seleucid (Persian)

QTY
Unit Description
Unit Type
Cost
Subtotal
1
Cataphracts
EHC*LS, no Sh
16
16
1
Camel Archers
LCam*B
8
8
5
Selucid Archers
LI*B
2.5
12.5
3
Peltasts
LMI*LS*J,Sh
8
24
25
TOTALS
277.5

#6 Early Republican Rome  (300 - 100 BC)

QTY
Unit Description
Unit Type
Cost
Subtotal
4
Hastatus#
HI*Pi,Sh
14
56
4
Princeps#
HI*LS,Sh
14
56
2
Triarius
HI*LS,Sh*Elite
16
32
3
Velites
LI*J,Sh
4
12
2
Spanish Scutarius
LMI*PI,Sh
7
14
1
Cretan Archers
LI*B
2.5
2.5
1
Balearic Slingers
LI*Sl,Sh
2.5
2.5
2
Roman Knights
HC*J,Sh
15
30
3
Italian Aux. Cavalry
LC*J,Sh
9
27
2
Light Bolt Throwers
ENG
12.5
35
1
General
General
25
25
25
TOTALS
278

#Alternately, rate Hastatus as MI*Pi,Sh @8 each. Princeps as HI*Pi,Sh (same cost), and add one additional unit each of  Italian Auxiliary cavalry, Spanish Scutarius, and 2 units of Velites,

#7 Palmyra  (200 - 275 AD)

QTY
Unit Description
Unit Type
Cost
Subtotal
6
Cataphracts
SHC*LS
21
126
2
Heavy Camelry
HCam*J,B,Sh
18
36
1
Palmyran Reg LC
LC*J,B,Sh
10
10
1
Palmyran Irreg LC
LC*B
7
7
3
Spearmen
MI*LS,Sh
8
24
6
Palmyran Archers
LI*B
2.5
15
2
Javelinmen
LI*J,Sh
4
8
2
Light Bolt Throwers
ENG
12.5
25
1
General
General
25
25
24
TOTALS
276



#8 Sassanid Persia    (250  -  650 AD)

QTY
Unit Description
Unit Type
Cost
Subtotal
5
Clibinari
EHC*LS,B,Sh
20
100
2
Cataphractori
SHC*LS,Sh*Elite
24
48
2
Sassanid Lt Cav
LC*J,B,Sh
10
20
1
Elephant
EL*B
16
16
2
Archers
LI*B
2.5
5
2
Slingers
LI*Sl,Sh
2.5
5
2
Javelinmen
LI*J,Sh
4
8
6
Levy Sopearmen
MI*SS,Sh*Levy
4
24
2
Light Bolt Throwers
ENG
12.5
25
1
General
General
25
25
25
TOTALS
276

#9 Tagmatic/Basilian Byzantine  (800  - 1100 AD)


QTY
Unit Description
Unit Type
Cost
Subtotal
2
Klibanophori
SHC*LS,Sh*Elite
24
46
2
Kataphractoi
EHC*LS,Sh
18
36
2
Horse Archers
HC*B,Sh
11
22
1
Trapezetoi
LC*LS,B,Sh
10
10
1
Asiatic Merc LC
LC*J,B,Sh
10
10
4
Scutatoi
HI*LS,Sh
14
56
1
Varangian Guard
HI*2H,Sh*Elite
17
17
2
Support Archers
LHI*B
7
14
2
Psiloi Javelinmen
LI*J,Sh
4
8
2
Psiloi Crossbows
LI*CXB
2.5
5
1
Flamethrower
LHI*Flamethrower
2
2
2
Light Bolt Throwers
ENG
`12.5
25
1
General
General
25
25
23
TOTALS
278
Special Rules: Flamethrower unit is a single stand and takes only 2 hits. It has a range of only 2 squares (hexes), but has a fire factor of 80% against ALL targets. Target checks morale with a penalty of -10; -20 if Chariot, Cavalry, Camelry, or Elephant. The Flamethrower has no melee combat factor, and is destroyed if forced into melee. However, any unit attacking a flamethrower must undergo a flame attack (and morale check if it suffers a hit) once it reaches 2 squares (hexes) range, unless it attacks from the flank or rear. The Flamethrower my use skirmish retreats also. Elephants are first degree Disorganized within 2 hexes of a flamethrower.

#10 Teutonic Knights


QTY
Unit Description
Unit Type
Cost
Subtotal
2
Brother Knights
EHC*LS,Sh*Elite
21
42
2
Allied Knights
EHC*LS,Sh
18
36
2
Sergeants
HC*LS,Sh
15
30
2
Axe-Throwers
HI*Pi,Sh
14
28
4
Spearmen
HI*LS,Sh
14
56
4
Crossbowmen
HI*Crossbow,no Sh
7
28
2
Archers
LI*B
2.5
5
2
Light Bolt Throwers
ENG
`12.5
25
1
General
General
25
25
21
TOTALS
275
This list was made at last as much to match my old Minifigs "Alexander Nevsky" range Teutonic Knights army as much as to be historically accurate, so be forewarned!

***************************************************************************

Obviously, many other armies and army lists can be adapted for use these rules. We have had a lot of fun playing with these rules and armies over the years. Each list is set up deliberately to have a bit of a flavor unto itself, with that taking precedence over the strictly historical when necessary.

Peter