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Limits and Special Notes:: TH TH
Limits and Special Notes:: TH TH
(Cambodian) Empire. During this period, the country was involved in constant
wars against the Cham (Vietnamese) Thai and Burmese. It also offers a great
game against Samurai, Chinese and Nomadic armies!
This list is my attempt to provide an army that’s a little different and something
of a challenge to balance. If you don’t agree with some of my assumptions please
feel free to change them. With a little bit of work you should be able to create
other South East Asian armies with ease.
ARMY COMPOSITION
CHARACTERS: The army MUST have an Army General and may have an
Army Standard Bearer
Maiden Guard units may not be larger than 20 figures. If a unit of mounted
maidens are fielded as well as the infantry option then the total figures used must
not exceed 20.
If Maiden Guards are fielded the Army General must remain with them. If on
Mounted Maiden Guards are fielded, then the Army General MUST be mounted
or riding an elephant. If riding an elephant the Maiden Guard must attempt to stay
within one elephant move of the Army General at all times. This may seem harsh
but after all the Maiden Guard should be just that A GUARD UNIT!!
SPECIAL RULES
‘Used to elephants’
All troops in a Khmer army are used to elephants. This means that Khmer infantry
do not fear elephants at all whilst cavalry only fear them rather than being
terrified of them.
CHARACTERS
1 Army General
M WS BS S T W I A LD PTS
Army General 4 6 6 4 4 3 6 4 7 140
Armed with a hand weapon. May have shield +2pts, light armour +3pts, longbow
+3pts, javelins +2 pts. May be mounted on a horse for free (increase M to 8) or an
elephant (paid for from the list below). A General on horseback may be given
thrusting spear at +2 pts
M WS BS S T W I A LD PTS
Standard Bearer 4 5 5 4 4 2 5 3 6 88
Armed with a hand weapon. May have shield +2 pts, light armour +3pts, longbow
+3pts, javelins +2 pts. May be mounted on a horse for free (increase M to 8) or an
elephant (paid for from the list below). If on horseback may be given thrusting
spear at +2 pts.
Elephants
M WS BS S T W I A LD PTS
Elephant 6 4 0 7 6 6 3 4 4 182
Mahout 4 4 2 3 3 1 3 1 6
Crew 4 4 4 3 3 1 4 1 6
Elephants have an unarmed mahout and one or two crew armed with hand weapons.
May have shield +2 pts, light armour +3pts, longbow +3pts, javelins +2 pts.
Cavalry
M WS BS S T W I A LD PTS
Cavalry 6 3 3 3 3 1 3 1 5 15
Armed with a sword, throwing spear and shield. May have light armour at +3pts. May
replace throwing spear with thrusting spear at no extra cost. Every second unit of
cavalry may have barding at +4pts.
INFANTRY
M WS BS S T W I A LD PTS
Maidens 4 4 4 3 3 1 4 1 6 12
Armed with a sword, and shield. May have spear +1pt, light armour +3pts. The unit
may be split to provide a mounted guard for the General. These troops must be given
a horse at +4pts.The horses may be given barding for +4pts
Regular Infantry
M WS BS S T W I A LD PTS
Archers 4 3 3 3 3 1 4 1 5 7
Swordsmen 4 3 3 3 3 1 4 1 5 7
Spearmen 4 3 3 3 3 1 4 1 5 7
Phak’akmen 4 3 3 3 3 1 4 1 5 8
Armed respectively with hand weapon and Bow, sword and shield, spear and shield or
Phak’ak (counting as double handed weapon). May be given light armour at +3pts.
May be given Javelins +1pt. Archers may be given shield at +1pt.
Militia
M WS BS S T W I A LD PTS
Militia Archers 4 2 2 3 3 1 3 1 3 4
Militia Swordsmen 4 2 2 3 3 1 3 1 3 4
Militia Spearmen 4 2 2 3 3 1 3 1 3 4
Armed respectively with hand weapon and Bow, sword and shield, or spear and
shield. May be given Javelins +1pt. Archers may be given shield at +1pt
M WS BS S T W I A LD PTS
Skirmishers 4 2 3 3 3 1 3 1 5 5
Armed with sword and longbow OR sword and assorted blowpipes, javelins, slings
and the like all counting as javelins for game purposes (this allows for a varied
appearance with simplicity of calculation). May upgrade sword to two handed sword
for +2pts. May have shields at +1 pt
Arbalests
M WS BS S T W I A LD PTS
Crew 4 3 3 3 3 1 3 1 5 8
Arbalest - - - - 5 1 - - - 30
Each Arbalest must have a crew of two or 3 figures. All crew are armed with a sword
And may be given shield at +1 pt each.
Normal game rules for bolt throwers apply. Range 48”, Strength 4/-1 per rank, NO
SAVE. D3 wounds per hit
Archers may also be crossbowmen. They are still treated as being bow armed, as it is
unlikely that they were as powerful as later European crossbows. You will also note
that the Arbalest is not as powerful as ‘European’ models for similar reasons.