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Warhammer Ancient Battles
Unoffical Armies Listings
(Site last updated on July 29, 2002)
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Warhammer Ancient Battles - Renaissance 1455-1650Unit Size:
Mounted cannot be over 12 figures and are removed if broken and less then 4 figures.Mixed Armor:
Counts as heavy armor until 1/4 casualties inflicted count as light armor until 1/2 casualties, no armor for remaining. If engaged on flank, the BEST count is light armor. If engaged in rear, always counts as no armor. Note that the Spanish do not have this option, the newly discovered Americas provided Spain with so much wealth that they were able to afford large, well equipped & trained, regular armies.Pike Phalanx:
-1 to hit from front in hand to hand or shooting with arrows/crossbows. Can march forward, turn 180, or wheel (without marching). Drilled pike can reform and turn as desired. Required rank bonus (of PIKES) at least +1 and at least 16 pikemen. Cannot lap around in combat, but can expand frontage to fit.Attachments:
Are part of physical pike/Bill unit - they occupy either the front rank or the rear rank. Fighting/shooting is always against parent unit. Defender can apply hits as he wishes, with the pikes taking more hits than either attachment. (Wounds are determined once applied to the unit or attachments.) A front attachment will not stop pikes from attacking with two ranks. Attachments cannot have standards or leaders. They don't have leadership tests independent from their parent unit.Tercio:
Originally a Spanish formation. Large squares of pikes, surrounded by Shot. Originally there must be at LEAST 25 pikes, with enough Shot to surround formation. Cannot march move. The unit has no flanks or rear.Caracole:
Pistoleers in front rank fire all their pistols, then retire to rear & reload while back ranks move forward to fire. Required at least two nearly equal ranks & 3" room on at least one side to perform this maneuver. Allows front rank of pistoleers to fire twice as long as the unit does not move.Pistol:
Range 6", S4, and -1 to the armor save. Characters can use pistols in hand to hand, in addition to a normal hand weapon.Arquebus/Musket/Handgunne:
The Shot of this era were superior to the very early handgunne of the late middle ages. I've deviated from the handguns, and I am allowing the arquebus to move or shoot, but can shoot each round Range is 24", S4, and -2 to the armor save. Handgunne is 18" S4 -1 to armor save. Musket can move 4"and shoot 24",S4 -2 to Armor Saves.C-C/Hero/ Battle Std.
Max of 1 General + a Hero or Battle Std. MUST have a General OR Merc. Captain
25%+ |
|
Mercenary Inf. |
0-75% |
Artillery |
0-20% |
Cavalry |
0-75% |
National infantry is infantry from the same nation as the general, such as Swiss general will have at least 25% swiss troops. (Historically, of course, they probably had more.) Troops that are not specifically labeled with a nationality, such as the ordinary pike below, can used as any nationality.
0-1 General
140 points
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
4 |
5 |
5 |
4 |
3 |
3 |
6 |
2 |
9 |
EQ:
Must be equiped from equipment from below.0-1 Army Standard
75 points
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
4 |
4 |
4 |
4 |
3 |
2 |
5 |
2 |
8 |
EQ:
Must be equiped from equipment from below.0-1 Heros
80 points
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
4 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
8 |
EQ:
Must be equiped from equipment from below.0-1 Minor Lords, Mercenary Captains
60 points
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
4 |
4 |
4 |
4 |
3 |
2 |
5 |
2 |
8 |
EQ:
Must be equiped from equipment from below.0-1 Master Artillerist
50 points
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5 |
EQ:
Must be equiped the same as the battery he accompanies.Only independant characters and characters that lead mounted units may be mounted for Free M=8.
Additional hand weapon |
+2 |
Double handed weapon |
+3 |
Halbard |
+3 |
Pike |
+3 |
Thrusting Spear |
+2 |
Lance |
+3 |
Missile Weapons |
|
Long Bow |
+3 |
Crossbow/Handgunne |
+3 |
Arquebus |
+4 |
Musket |
+5 |
Pistol |
+2 |
Armor |
|
Buckler |
+1 |
Shield |
+2 |
Light Armour |
+3 |
Heavy Armour |
+4 |
EHA |
+5 |
Barding for steed |
+4 |
Training/Psych |
|
Drilled |
+2 |
Stubborn |
+3 |
Hate |
+4 |
Terror |
+4 |
Frenzy |
+4 |
Ferocious |
+5 (French Gendarme, Winged Hussars,Teutonics) |
Swiss Halberdiers
12 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Halberdiers |
4 |
4 |
3 |
3 |
3 |
1 |
7 |
1 |
7 |
EQ:
Armed with halberds. May wear light armor (+3 points), mixed armors (+3 points), or heavy armor (+4 points).Swiss Pikemen
12 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Pikemen |
4 |
4 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
EQ:
Armed with pikes. May wear light armor (+3 points), mixed armors (+3 points), or heavy armor (+4 points).German Landsknechts
9 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Landsknecths |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
EQ:
Armed with pikes. May wear light armor (+2 points), mixed armors (+2 points), or heavy armor (+3 points).0-1 German Dopplesoldners
12 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Dopplesoldners |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
EQ:
Two handed sword as Halberd. May wear light armor (+3 points), mixed armors (+3 points), or heavy armor (+4 points).Spanish Pikemen
11 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Pikemen |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
5 |
EQ:
Armed with pikes and light armor. May upgrade their armor to heavy armor (+1 point).National Pikemen
7 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Pikemen |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5 |
EQ:
Armed with pikes. May wear light armor (+2 points), mixed armors (+2 points), or heavy armor (+3 points).Halberdiers
7 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Blades |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5 |
EQ:
Armed with halberds. May wear mixed armors (+2 points), or heavy armor (+3 points).Levies
3 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Peasants |
4 |
2 |
2 |
3 |
3 |
1 |
<2<> |
1 |
5 |
EQ:
Mixed weapons (treat as hand weapons and javelins.) May trade hand weapons for crossbows (+2 points) or Shot (+3 points).Swordsmen
7 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Blades |
4 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
7 |
EQ:
Hand weapons. May be armed with a buckler (+1 points) or a two handed weapon (+2 points), and may wear light armor (+2 points), mixed armors (+2 points), or heavy armor (+3 points). Turks ,Irish may have Shot +3 pointsHighlanders
6 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Scots |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
5 |
EQ:
Pikes or bows or 2HCW( +1). May wear light armor (+2 points) or mixed armor (+2 points).English and Welsh Archers
7 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Bow |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
EQ:
Longbow. May wear light armor (+2 points), mixed armors (+2 points), or heavy armor (+3 points).2HCW(+2pts)Shot
8 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Shot |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
EQ:
Arquebus/Musket(+1) Handgunne(-1). May wear light armor (+2 points), mixed armors (+2 points), or heavy armor (+3 points).Crossbowmen
8 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Crossbow |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
EQ:
Crossbow. May wear light armor (+2 points), mixed armors (+2 points), or heavy armor (+3 points).War Wagons
40 points each plus crew cost
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
War Wagon |
4 |
3 |
3 |
4 |
4 |
3 |
3 |
crew |
5 |
War Wagon has a crew of 3 and they are armed as ; Melee Halberds Shooting (1) xbow (2) Handgunnes. Wagons do not follow-up in combat. All mounted troops attacking them get NO weapons pluses. War Wagons count as Heavy armor for save throws. Wagons may move full and shoot if so armed. Close Combat a wagon has no Flanks or Rear and is STUBBORN. Large target for shooting. No rank bonus in Melee result for wagons. War wagons can operate with 4" gaps in the unit. The opponent gets a +2 to Results of Close Combat if a Wagon is destroyed . 1 crew can be armed with Heavy Handgunne (+25 points) as organ gun.
Mounted Missle Troops
18 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Archers |
8 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 |
Crossbow |
8 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 |
Shot |
8 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 |
EQ:
Longbow, crossbow, or Shot .Range 12" for all . Crossbow is S3 only. May wear light armor (+2 points), mixed armors (+2 points), or heavy armor (+3 points).Light Cavalry
15 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
LH |
8 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
EQ:
Hand weapons. May have thrusting spears (+1 point) or lances (+2 points). May have bucklers (+1 point) and/or light armor (+2 points). Additionally they may purchase bows (+2 points).Reiters (Pistoleers)
19 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Pistoleers |
8 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
EQ:
Pistols. May wear light armor (+2 points) or heavy armor (+3 points).Heavy Cavalry
22 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Cavalry |
8 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
EQ:
Hand weapons. May have light lance (thrusting spear, +1 point) or lance (+2 points). May use buckler (+1 point) or shield (+1 point). May wear light armor (+2 points), or heavy armor (+4 points) Barding (+4 points). May countercharge mounted.Gendarmes (Nobility, fully armored, etc.)
30 points each
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Knights |
8 |
4 |
3 |
4 |
3 |
1 |
4 |
2 |
8 |
EQ:
Lance and heavy armor. EHA(+5) .May have bucklers (+1 point) or shields (+2 points). May have barding (+4 points). May countercharge mounted.
M |
S |
T |
W |
Damage |
Range |
Crew |
Cost |
|
Culvern |
4 |
10 |
7 |
3 |
d6 |
60" |
5-7 |
100 |
Light Cannon |
4 |
6 |
7 |
2 |
d3 |
48" |
3-5 |
60 |
Galloper |
8 |
5 |
6 |
2 |
1 |
50" |
3-5 |
60 |
Mortar |
4 |
7 |
7 |
3 |
d3 |
12"-48" |
4-8 |
70 |
Culvern |
4 |
5 |
7 |
3 |
Special |
24" |
2-3 |
75 |
Crew
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
|
Crew |
4 |
4 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
EQ:
Crew can wear light armor, at a cost of +2 points per model.Swiss:
Swiss would not fight against their countrymen. If both sides have Swiss allies, the side with the least number of Swiss units will not show for the battle. This rule does not apply to national Swiss armies fighting in a civil war, though.Mercenary:
Landsknetchs were the worst form of soldier for hire - they had little loyalty to any but gold. For each Landsknetchs unit, roll a d6 before the game begins. On a 1 your opponent has bought them and they do not show for battle.Batteries:
Artillery units within 4" of one another can form units called batteries. They act as a single unit and can share crew. If engaged in hand to hand, all will fight.Elephants
180 points each + crew
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cost |
|
Elephant |
6 |
4 |
0 |
7 |
6 |
6 |
3 |
4 |
4 |
180 |
Mahout (free) |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
6 |
Free |
Crew |
4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
6 |
16 |
EQ:
May have Crew as model at points above armed with spears, bow, longbow,javelins or firearms(+5). Elephant can be barded for (+16).This page hosted by Get your own Free Home Page