UNITS:
Grekos Troops
Hoplites ............. 7 pts
This powerful unit is the main body of the Grekos Army and all States contribute men into a pool, in which replacements can be called from. As all men are bound to serve some time in the army, the hoplite units are very well trained, especiallt against cavalry. Their Phalanx formation, once encountered is not easily forgotten as to the potency of locked shields and pikes.
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Hoplites 433331317
Equipment: Light armour, shild and handweapon.
Saves: 5+
Options: May have spear +1, or pike +4. 1 unit can carry a magical standard.
Special Rules:
Shild Wall: Hoplites may form a Shield Wall giving them +1 to their Save.
0-1 unit of Grekos Phalangites ........ 7 pts
These great warriors are veteran Hoplites. Kept on for their experiance in warfare.
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Phalangites 443331417
Equipment: Handweapon and Shield.
Save: 6+
Options: May have light armour +2, heavy armour +3, spear + 1 or pike +4.
Special Rules:
Shild Wall: Phalangites may form a Shield Wall giving them +1 to their Save.
Grekos Psyloi ......... 6 pts
Young warriors of the Grekos City States. They rae trained to harass the enermy before the Hoplites close in. They adopt a skirmish formation and fire stones from their slings.
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Psyloi 433331317
Equipment: Handweapon and Sling.
Save: None
Options: May have a shield +1.
Special Rules:
Skirmish: May adopt Skirmish formation
0-1 unit of Grekos Companions .......... 21 pts
These are the elite forces of Grekos City States. They are superb Horsemen and form the Generals Bodygaurd.
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Companion 443431417
Warhorse 830331315
Weapons: Light armour, shield, spear and handweapon.
Save: 4+
Options: May carry a Magical Standard. Mounts may have barding for +8 per figure. May be armed with lances +2 per figure.
Indhi Troops
Maiden Gaurd ......... 10 pts
Daughters of high officals and the Maharaja's daughters from their wives and concubines. They are trained by the best teachers in the art of war, and act as the personal gaurd to the maharajas palace.
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Maiden Gaurd 554331417
Equipment: Handweapon and Shield.
Save: 6+.
Options: May have long bows +3, extra handweapons +1, light armour +2, may carry a Magical Standard.
Special Rules:
Parry: Opponets lose 1 attack in the first round of combat.
0-1 unit of Gurka's ...... 10 pts
Brought up in the forests of Gurkas, they are expert scouts able to move through woods, jungle and forest with ease. They are always used as skirmishers and never as a normal unit. They may be set up after all figures have been placed by both sides, and it can be deployed anywere on the board that is out of the sight of the enemy.
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Gurka 443431317
Equipment: 2 handweapons and Darts
Save: None
Special Rules:
Infiltarte: Gurkas may infiltrate.
Skirmish: Gurkas may skirmish.
Sharp Swords: Gurka's are suerb souts and fighters and disdain any armour. However their swords are so sharp they gain an extra -1 to the armour save.
Rajputs .............. 8 pts
By far the most common foot troops within the Indhi Army. They are used for many duties, including garrison, patrol and bodyguard for minor officals. They can also be hired by wealth merchants to protect their caravans.
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Rajputs 433331317
Equipment: 2 handweapons and Shields
Save: 6+
Options: May have javelin +1 or longbow +3.
0-1 unit of Sikhs .......... 12 pts
These battle hardened warriors come from all over the empire. Only the best warriors are chosen and then given that extra training to make them among the best in the army.
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Sikhs 443431417
Equipment: 2 handweapons, light armour and shields
Save: 5+.
Options: May have javelin +1 or longbow +3. May also carry a Magic Standard.
Shatriya ........ 7 pts
Some Rajputs are trained as skirmishers and they are called Shatriya.
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Shatriya 433331317
Equipment: 2 handweapons
Save: None
Options: May have javelin +1, longbow +3 and shield +1.
Special Rules:
Skirmish: Must be in a Skirmish formation.
Pandavas ........... 11 pts
Pandavas, though less common then Rajputs. They are used for exactly the same roles, only being mounted on Indhi horses. Indhi horses are immune to terror caused by elephants.
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Pandavas 43333I317
Horse 830331315
Equipment: Handweapon and shild
Save: 5+
Options: May have javelin +1, longbow +3 and lightarmour +2.
Special Rules:
Indhi Cavalry: Indhi Cavalry are immune to terror caused by Elephants.
Skirmish: Pandavas may Skirmish.
Beast Masters ........ 72 pts
These hunters are employed by the Rajahs to capture and train tigers for use within the Army, or for pleasure as pets. The Beast Master may send his tigers to attack any enemy within charge range. Unless in combat the tigers will try and remain within 12" of their master.
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Beast Master 443431317
Tiger 740542634
Equipment: Handweapon
Save: None
Note: The 72 pts is for a Beast Master and 2 Tigers. Your army may inclued any number of Beast Masters each accompanied by 2 Tigers.
Chariots:
An important part of the Indhi Army are its chariots. They are used for hard hitting strikes against their enermies. Light chariots are called Gauravas and heavy chariots are called Vedas.
Gauravas ............. 93 pts
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Crew 433331317
Horse 830331315
Chariot 000773100
Equipment: 1 Driver with handweapon and two crew with longbows and 2 hand weapons. Chariot is drawn by 2 horses.
Options: Chariots may have scythes +20. Crew may have light armpur at +2 per crew.
Vedas .............. 132 pts
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Crew 433331317
Horse 830331315
Chariot 000773100
Equipment: These are heavy chariots drawn by 4 horses, with a rider on each of the outside horses. They have a driver and 4 crew. The outriders are armed with a handweapon, javalin and shield. The driver is armed with a handweapon and the other four crew have two hand weapons and long bows.
Options: Chariot may have scythes for +20. Crew may have light armour for +2 each.
Elephants .............. 205 pts
These are the most hard hitting element of the Indhi Army. Many Indhi Generals have based their whole army around large units of these awesome creatures. Along with the large crew that is able be carried. Great destruction usually follows.
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Crew 433331317
Elephant 860777345
Equipment: 1 driver armed with a handweapon.
Save: Crew: 6+ Elephant: 5+
Options: May ahve upto 4 extra crew @ 5 pts each. These may be armed with a spear +1, longbow +3, shield +1, light armour +2.
Special Rules:
Terror: Due to the size of the animal, an elephant causes terror. Note, units on horse back take test as -1 Ld.
Trample: A charging elephant, due to it's size and bulk, causes an additional D6 Str 7 hits. In a way similar to a chariot.
Shooting at Elephants: When shooting at it and it's crew, roll to hit as normal adding +1 due to it being a large target. For each hit roll a D6 and see table below:
D6 Roll:
1-4 The Elephant is hit
5-6 The Crew is hit
Hand To Hand Combat: The Elephant is so huge, that choosing a target in H-to-H is very difficult as such roll on the table below:
D6 Roll:
1-3 The Crew is hit
4-6 The Elephant is hit
The Elephant is a herd animal. If all the crw are slain it will copy the nearest Elephants actions. If no other Elephants are visible they become subject to stupidity.