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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 1455-1650

by Anthony Edwards/modified edited by Clif Castle (6/30/00)

  1. Troop/Armor/Formations
  2. Troop Allowences
    1. Characters
    2. Equipment List
    3. Infantry
    4. Cavalry
    5. Artillery
  3. Optional


Troop/Armor/Formations

Unit 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.

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Troop Allowences

C-C/Hero/ Battle Std.     Max of 1 General + a Hero or Battle Std.     MUST have a General OR Merc. Captain

National Inf.

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.

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Characters

0-1 General 140 points

M

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.
SP: Army general.

0-1 Army Standard 75 points

M

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.
SP: Army standard bearer.

0-1 Heros 80 points

M

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.
SP: Stubborn.

0-1 Minor Lords, Mercenary Captains 60 points

M

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.
SP: Must lead their retinue OR the Army, they cannot lead and operate as individual models ecept as C-C.

0-1 Master Artillerist 50 points

M

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.
SP: Must lead an artillery crew or battery, and cannot leave to operate independantly. (Although the entire crew can move to different machines as normal.) Any crew or battery with a master artillerist can reroll a single to hit, scatter, or range die once per turn. Any misfires are resolved at a -1 on the misfire result table.

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Equipment list

Only independant characters and characters that lead mounted units may be mounted for Free M=8.

Hand Weapons

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)

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Infantry

Swiss Halberdiers 12 points each

Profile

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).
SP: Stubborn, hate landsknecths.

Swiss Pikemen 12 points each

Profile

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).
SP: Stubborn, hate landsknecths

German Landsknechts 9 points each

Profile

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).
SP: Stubborn, mercenary, hate swiss. May have arquebusers as front attachment,

0-1 German Dopplesoldners 12 points each

Profile

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).
SP: Stubborn, mercenary, hate swiss. +1 morale if rear attachment for landsknecth unit & Dopplesoldners are not engaged in combat. If fielded as an independant unit, these gentlemen would usually accept the most difficult of assignments. As a result,t they are immune to panic.

Spanish Pikemen 11 points each

Profile

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).
SP: Drilled. May be fielded as a tercio.

National Pikemen 7 points each

Profile

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).
SP: May be used as national troops for any army.

Halberdiers 7 points each

Profile

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).
SP: Spanish halberd units are +2 points each, are drilled, may not have mixed armor. Landsknecth halberd units (+2 points) are stubborn and hate the swiss. May be used as any national army.

Levies 3 points each

Profile

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).
SP: Warband. Units armed with hand weapons are light infantry. Units with crossbows or Shot are skirmishers.

Swordsmen 7 points each

Profile

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 points
SP: Light infantry Spanish swordsmen are drilled (+2 points). Landsknecth swordsmen are stubborn (+3 points) & hate the swiss.

Highlanders 6 points each

Profile

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).
SP: Warband. Considered light infantry if armed with bows.

English and Welsh Archers 7 points each

Profile

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)
SP: May plant stakes (once) instead of moving. May be mounted (+8 points, M=8, +1 save) but use the mounted archer profile if engaged in combat while mounted. They can dismount & then use the normal profile.

Shot 8 points each

Profile

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).
SP: Spanish arquebusers are drilled (+2 points). Landsknecth arquebusers are stubborn (+3 points) and hate the swiss. Swiss arquebusers are stubborn (+3 points) and hate the landsknecths. May be fielded as skirmsishers.

Crossbowmen 8 points each

Profile

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).
SP: Light infantry.

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Cavalry

War Wagons 40 points each plus crew cost

Profile

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

Profile

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).
SP: Light cavalry.

Light Cavalry 15 points each

Profile

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).
SP: Light cavalry. Can countercharge mounted IF Lance armed.

Reiters (Pistoleers) 19 points each

Profile

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).
SP: May perform caracole.

Heavy Cavalry 22 points each

Profile

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.
SP: None.

Gendarmes (Nobility, fully armored, etc.) 30 points each

Profile

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.
SP: None.

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Artillery

Name

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

Profile

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.
SP: None.
Movement: Artillery (except the horse drawn gun) cannot move and fire. The artillery pieces cannot march move. All are allowed a free turn to face the direction they wish to shoot.
Shooting: Estimate range and draw a straight line from the cannon's barrel the estimated range in inches. Roll the Artillery Dice ,the ball hits 2" in direction of arrow and bounces the number rolled hitting all in path. A MISFIRE= roll again 5-6 gun explodes doing 1 S5 hit to all within 6". Everything in the straight line between where the ball hits the ground & how far it rolls is considered hit. Armor saves are not allowed.
Horse drawn gun: The horse drawn gun can move and shoot in the same round.
Mortar: The minimum range of a mortar is 12". It shoots like a catapult - see the basic rulebook for details.
Organ Gun: These were really mini-cannons, usually used as anit-personal guns. Aim the organ gun at the intended target, Roll 3 d6 per gunner need 6 to hit with S5 , Armor saves ok. UNIT MUST take Panic test even if no casualties.

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Optional

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

Profile

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).
SP: Elephant rules apply

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