Professional Documents
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Age of Warlords v1.0
Age of Warlords v1.0
By Andy Hawes
(with hindrance and editing by Rob Broom)
Version 1.0 September 2015
1
AGE OF WARLORDS
THE ROMANO-BRITISH
5th – Early 6th Century AD
The following army organisation list Ambrosius and supposedly the man
(AOL) will enable you to build a who invited the Saxon brothers
Romano-British army for War & Hengest and Horsa into Britain. As
Conquest. such, this can be viewed as a rather
The list is divided into two variants, ‘pseudo-historical’ list, but is typical
enabling you to field either a more of most current views of the
‘Romanised’ variant of the army Arthurian Romano-British and is
(loosely based on the armies of based on current knowledge of how
Amrosius Aurelianus, Riothamus or the contemporary Romano-Gallic
Arthur himself) or the more forces were organized on the
Foederate version usually attributed continent.
to Vortigern, sworn enemy of
2
‘THE LAST OF THE ROMANS’
THE ARMIES OF AMBROSIUS AURELIANUS, RIOTHAMUS AND ARTHUR.
This list allows you to build a more This would have a core of
‘Romanised’ Romano-British force professional trained soldiers,
from the 5th Century AD. It is based supplemented as necessary by any
on the premise that, after the break local defence forces organized by
from Rome around 410AD, the the leaders of the individual civitates.
remaining British military This list would also work well for Late
commanders used their remaining Roman forces in Britannia in the late
resources to create a force that was 4th Century.
organized on the continental ‘field
army’ model.
Army Composition
Personalities of War Skirmish Formations
Up to 25% of the points value of the Up to 10% of the points value of the
army. An Army General must be army
selected. If the Army General is
killed during the battle, then another Supporting Formations
Personality who has the capability to Up to 25% of the points value of the
become Army General may assume army. These entries represent a
command. Strategy Intervention range of allied warriors that might be
Points are automatically pooled in a found in a Romano-British army.
Romano-British army.
Legends of War
Warrior Formations Assuming they are being used, up to
At least 50% of the points value of an additional 25% of the points value
the army. May have up to one unit of of the army may be taken as
Commanipulares (Foot or Mounted ) Legends of War. If none are chosen
for each full 1,000pts of troops. So, then you can increase the size of
in a 2,000pt battle you may have 2 your army with extra formations
units of Commanipulares (e.g. one selected from any or all of the above
mounted and one on foot) perhaps noted categories.
representing the combined forces of
several powerful warlords. In armies
of 2000pts or more, at least one unit
of Pedyt spearmen must be fielded.
3
PERSONALITIES OF WAR
0-1 Dux Tribune
Mo L S Pts Mo L S Pts
9 3 +2 180 8 2 +2 130
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special: May act as the Army General if
The Dux has 2 Strategy Intervention a Dux is not in the army or is killed
Points and a Zone of Command of 10”. during the battle. A Tribune has 1
He may add up to 1 additional Strategy Strategy Intervention Point and a Zone
Intervention Point for 20 points. A Dux of Command of 10”. He may add 1
may move independently and should he additional Strategy Intervention Point for
do so, we can assume he has a good 20 points. A Tribune must be placed
horse at his disposal, and an Armour with a unit at the start of the battle and
Value of 3. remain there throughout.
4
Warrior Formations
Mounted Commanipulares Foot Commanipulares
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 3 8 22 4 3 3 8 16
Formation: Light or Regular (depending Formation: Regular
on equipment chosen - see below) Equipment: Shield, light armour, hand
Equipment: Horse, hand weapon, light weapon, javelins, throwing spear.
armour, shield, javelins and throwing May exchange shield for large shield at
spear. May exchange javelin, light +1 point per model. May exchange
armour and throwing spear for thrusting thrown weapon for heavy throwing
spear and Heavy Armour at no points weapon for +1 point per model.
cost. Special: Shieldwall. May be drilled for 4
Special: Mounted Commanipulares who points per model. Although not as well
are armed with javelins and throwing 'drilled' as the earlier Roman Legionary
spear are classed as ‘light formation’. troops, in the context of the early Dark
Those equipped with thrusting spear are Ages, these would be some of the best
classed as ‘regular formation’ to better trained soldiers – following in the
reflect a more ‘shock’ cavalry role as per traditions of the Late Roman field army.
increasing numbers of Romano-
Barbarian cavalry in continental Europe.
May be drilled for 4 points per model.
Although not as well 'drilled' as the
earlier Roman troops, in the context of
the early Dark Ages, these would be
some of the best trained soldiers –
following in the traditions of the Late
Roman field army.
Milites Pedyt
CA SA KA Mo Pts CA SA KA Mo Pts
3 3 3 7 10 2 3 3 5 7
Formation: Regular
Formation: Regular
Equipment: Hand weapon, shield, Equipment: Shield, hand weapon and
throwing spear and javelins. thrusting spear.
May replace shield with large shield for May exchange shield for large shield at
+1 point per model. One unit per +1 point per model.
2000pts (or part thereof) may upgrade Special: Shieldwall.
to light armour for +1 point per model.
Special: Shieldwall.
5
Skirmish Formations
Skirmish Pedyt
CA SA KA Mo Pts
2 3 2 5 4
Formation: Skirmish
Equipment: Javelins.
May replace javelins with slings or shortbows at no cost. May have a buckler for 1 point
per model.
Supporting Formations
These are allies/mercenaries for the Romano-British. Players must choose any
allies/mercenaries from within one ‘nationality’ only.
Highland British (Welsh) Warriors are subject to the following rules that reflect the nature
of their fighting style and the terrain in which they lived and fought.
Born to the Highlands: All Highland British Ponies: British ponies are
British (Welsh) warriors advance, incredibly hardy and spend most of their
double-pace and charge normally in time living wild in the highland
uneven terrain. They treat difficult terrain environments so are used to harsh
as uneven terrain as per WaC page 58. terrain. Warriors mounted on British
Ponies have an advance move of 7”.
They are also subject to the ‘Born to the
Highlands’ rule above.
6
THE ARMY OF VORTIGERN
This list allows you to build a more access to vast numbers of trained
‘Foederate’ Romano-British force professional warriors, had access to
from the 5th Century AD. This list the financial resources to hire
represents the forces of those mercenaries in larger numbers.
Magnates who, while not having
Army Composition
Personalities of War Skirmish Formations
Up to 25% of the points value of the Up to 10% of the points value of the
army. An Army General must be army
selected. If the Army General is
killed during the battle, then another Supporting Formations
Personality who has the capability to At least 25% of the points value of
become Army General may assume the army. These entries represent
command. Strategy Intervention the mercenaries hired by the
Points are automatically pooled in a Magnates to supplement the
Romano-British army. dwindling military forces of the
civitates.
Warrior Formations
Up to 50% of the points value of the Legends of War
army may be spent on Assuming they are being used, up to
Commanipulares and Pedyt. Players an additional 25% of the points value
may only select one unit of of the army may be taken as
Commanipulares per 2000pts or part Legends of War. If none are chosen
thereof. Players must therefore then you can increase the size of
choose whether to field their your army with extra formations
Commanipulares on foot or mounted selected from any or all of the above
when playing at 2000pts or less. Up noted categories.
to 20% of the points value of the
army may be spent on milites. At
least one unit of Pedyt must be
fielded.
7
PERSONALITIES OF WAR
0-1 Magnate Tribune
Mo L S Pts Mo L S Pts
9 2 +1 150 8 2 +2 130
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special: May act as the Army General if
The Magnate has 2 Strategy a Magnate is not in the army or is killed
Intervention Points and a Zone of during the battle. A Tribune has 1
Command of 10” He may add up to 1 Strategy Intervention Point and a Zone
additional Strategy Intervention Point for of Command of 10”. He may add 1
20 points. A Magnate may move additional Strategy Intervention Point for
independently and should he do so, we 20 points. A Tribune must be placed
can assume he has a good horse at his with a unit at the start of the battle and
disposal, and an Armour Value of 3. remain there throughout.
8
Warrior Formations
Mounted Commanipulares Foot Commanipulares
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 3 8 22 4 3 3 8 16
Formation: Light or Regular (depending Formation: Regular
on equipment chosen - see below) Equipment: Shield, light armour, hand
Equipment: Horse, hand weapon, light weapon, javelins, throwing spear.
armour, shield, javelins and throwing May exchange shield for large shield at
spear. May exchange javelin, light +1 point per model. May exchange
armour and throwing spear for thrusting thrown weapon for heavy throwing
spear and Heavy Armour at no points weapon for +1 point per model.
cost. Special: Shieldwall. May be drilled for 4
Special: Mounted Commanipulares who points per model. Although not as well
are armed with javelins and throwing 'drilled' as the earlier Roman Legionary
spear are classed as ‘light formation’. troops, in the context of the early Dark
Those equipped with thrusting spear are Ages, these would be some of the best
classed as ‘regular formation’ to better trained soldiers – following in the
reflect a more ‘shock’ cavalry role as per traditions of the Late Roman field army.
increasing numbers of Romano-
Barbarian cavalry in continental Europe.
May be drilled for 4 points per model.
Although not as well 'drilled' as the
earlier Roman troops, in the context of
the early Dark Ages, these would be
some of the best trained soldiers –
following in the traditions of the Late
Roman field army.
Milites Pedyt
CA SA KA Mo Pts CA SA KA Mo Pts
3 3 3 7 10 2 3 3 5 7
Formation: Regular Formation: Regular
Equipment: Hand weapon, shield, Equipment: Shield, hand weapon and
throwing spear and javelins. thrusting spear.
May replace shield with large shield for May exchange shield for large shield at
+1 point per model. One unit per +1 point per model.
2000pts (or part thereof) may upgrade Special: Shieldwall.
to light armour for +1 point per model.
Special: Shieldwall.
9
Skirmish Formations
Skirmish Pedyt
CA SA KA Mo Pts
2 3 2 5 4
Formation: Skirmish
Equipment: Javelins.
May replace javelins with slings or shortbows at no cost. May have a buckler for 1 point
per model.
Supporting Formations
These are allies/mercenaries for the Romano-British. Players must choose any
allies/mercenaries from within one ‘nationality’ only
Highland British (Welsh) Warriors are subject to the following rules that reflect the nature
of their fighting style and the terrain in which they lived and fought.
Born to the Highlands: All Highland British Ponies: British ponies are
British (Welsh) warriors advance, incredibly hardy and spend most of their
double-pace and charge normally in time living wild in the highland
uneven terrain. They treat difficult terrain environments so are used to harsh
as uneven terrain as per WaC page 58. terrain. Warriors mounted on British
Ponies have an advance move of 7”.
They are also subject to the ‘Born to the
Highlands’ rule above.
10
Saxon Bucklers
Archaeological evidence is increasingly Units equipped with Saxon Bucklers
suggesting that early Saxon raiders may re-roll their hit dice (all the dice, not
tended to favour a smaller buckler over just the misses) on any turn in which
a larger shield in combat during the 5th they successfully charge into combat.
and 6th centuries. These bucklers had This is to represent them using the
large prominent occasionally slightly buckler to smash down the enemy
spiked bosses and were probably used shield or clout him in the face as the
offensively as well as defensively in the battle-lines clash, then using it in a more
more open, fluid light infantry warfare traditional style as the fighting settles
practised by these barbarian raiders. down.
Legends of War
Hengest and Horsa
Vortigern has invited the Saxon brothers Hengest and Horsa into Britannia, primarily to
defend the Northern civitates against Pictish raids.
Hengest Horsa
Mo L S Pts Mo L S Pts
9 2 +3 150 8 2 +2 80
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit
Special: Army General. Special:
Hengest has 2 Strategy Intervention Horsa may only influence the morale of
Points and a Zone of Command of 10” his own Geoguth unit.
11
AGE OF WARLORDS
The Western Patrician Romans 420 - 480AD
The following army organisation list (AOL) will enable you to build a Western Patrician Roman
army for War & Conquest. The list is designed to represent the forces of the last warlords of the
Western Roman Empire, including Ricimer, Aetius, Aegidius & Syagrius,
By about 420AD, the situation in the The few comitantenses units would have
Western Roman Empire was somewhat remained good quality soldiers and
confused. Italy was still held by the Romans, remained generally well-equipped from
with the Praesental field army controlled by those imperial fabricate (arms factories)
the emperor’s generals in Ravenna. that remained in Roman hands. However,
However, in the Western provinces, the they were largely irreplaceable, as
situation was very unstable and had been recruitment was difficult – there was little
since the great migration of Franks, incentive to join the army at this time. This
Vandals, Visigoths, Burgundians, etc across led to increasing numbers of barbarian
the frozen Rhine river in the winter of foederati being recruited into the field
406AD. armies as well as the hiring of
These barbarian groups were roaming at allied/mercenary warbands to supplement
will throughout Gaul and into Spain, the local forces. By the time of the final
gradually setting themselves up as collapse of the Empire in 476AD, the only
independent kingdoms within Roman Roman enclave remaining in Gaul was
territory. At times, they allied with the around Soissons, with the remainder of the
Romans against other barbarian groups. At province divided among the various
others, they fought against the Romans. In barbarian races.
addition to this, Armorica declared itself as
an independent kingdom at some point prior This list allows the player to field the armies
to the great invasion of Attila and his of the last Roman warlords in the West. The
Hunnic/Germanic horde in 451AD. This forces contain an eclectic mixture of the last
meant that the only frontier forces remaining Roman units, the warlords’ own
(limitanei) were now long gone, especially private armies called Bucellarii (usually
along the Rhine frontier, leaving the only made up of barbarian mercenaries) and
Roman forces to be comprised of the foederate (employed by the Romans) and
remaining comitatenses (field army troops.) allied barbarian forces from the newly
There may have been some local city militia established local kingdoms.
forces garrisoning major towns, but these
would have been lower quality and probably
of little real use in the field.
12
The Western Patrician Roman Army
420 – 480AD.
Army Composition
Personalities of War Skirmish Formations
Up to 25% of the points value of the army. Up to 10% of the points value of the army
An Army General must be selected. If the
Army General is killed during the battle, Supporting Formations
then another Personality who has the Up to 25% of the points value of the army.
capability to become Army General may These entries represent a range of allied and
assume command. Strategy Intervention mercenary warriors that might be found
Points allocated to Roman officers are fighting alongside a Western Patrician
automatically pooled but can only be used to Roman army and are intended for use in
influence Roman troops. Foederate or specific scenarios where allied contingents
Allied/Mercenary barbarian personalities are required.
may only use their own SIPs to influence the
morale of warrior formations of their own Legends of War
type. Assuming they are being used, up to an
additional 25% of the points value of the
Roman Formations army may be taken as Legends of War. If
From 20% to 50% of the points value of the none are chosen then you can increase the
army must be selected from Roman size of your army with extra formations
formations. The army may include one unit selected from any or all of the above noted
of Bucellarii who are the General’s categories.
Comitatus.
Foederate Formations
Up to 80% of the points value of the army
must be selected from Foederate barbarian
forces. Foederate noble models must not
outnumber foederate warrior models in the
army. Each unit of Foederati troops must be
either ‘Germanic’ or ‘Steppe Nomad’ and
must be armed and equipped accordingly.
13
PERSONALITIES OF WAR
0-2 Magister Militum Junior Roman Officer
Mo L S Pts Mo L S Pts
9 3 +2 170 7 2 +1 80
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit
Special: Army General. Special: A Decurio must be placed in a unit
The Magister Militum has 2 Strategy at the start of the battle and remain there
Intervention Points and a Zone of Command throughout. He may use Strategy
of 10”
He may add up to 1 additional Intervention Points and have a Zone of
Strategy Intervention Point for 20 points. He Command of 10”. He may use SIPs to
may use SIPs to influence Roman and influence Roman troops, but NOT Foederate
Foederate troops, but NOT allied/mercenary or allied/mercenary troops.
troops. The Magister Militum must be
placed with a Bucellarii unit at the start of Army Standard (Vexillatio or
the battle and must remain with them Draconarius)
throughout. Mo L S Pts
7 2 +1 70
Senior Roman Officer Formation: Personality
Mo L S Pts Equipment: As unit
8 2 +2 110 Special: Increases the Army General’s Zone
Formation: Personality of Control by 5”. The army standard must be
Equipment: As unit. placed with a unit at the beginning of the
Special:. A Tribune has 1 Strategy battle and remain there throughout.
Intervention Point and a Zone of Command
of 10”. He may add 1 additional Strategy Foederate or Allied/Mercenary Noble
Intervention Point for 20 points. He may use Mo L S Pts
SIPs to influence Roman and Foederate 8 2 +1 100
troops, but NOT allied/mercenary troops. A Formation: Personality
Tribune must be placed with a unit at the Equipment: As unit
start of the battle and remain there Special: Must be allocated as ‘Germanic’ or
throughout. May be upgraded to act as the ‘Steppe Noble.’ Foederate and
Army General if a Magister Militum is not allied/mercenary nobles each have 1 SIP and
in the army or is killed during the battle for have a Zone of Command of 10” but may
+20 points. only influence troops of their own type (i.e
‘Germanic’ or ‘Steppe Nomad’ or Allied).
The noble is placed with a unit at the start of
the battle and must remain there throughout.
14
ROMAN FORMATIONS
0-1 Bucellarii: Please note that, if fielding a Magister Militum and therefore needing
to field a unit of Bucellarii, you must choose whether to field EITHER Steppe Noble
OR Germanic Noble Bucellarii.
15
FOEDERATI FORMATIONS
Steppe Noble Cavalry Germanic Foot Warriors
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 3 7 19 3 3 3 7 10
Formation: Light Formation: Regular
Equipment: Horse, hand weapon, shield, Equipment: Hand weapon, shield, javelins
bow and thrown weapon. May have Light and throwing spear.
Armour for +1 point per model. May Special: Fabricae. Up to one unit of either
exchange thrown weapon for thrusting spear Foederati Noble Warriors or Foederati
at no extra cost. If they do this, they fight in Warriors may be equipped from the Roman
Regular formation. fabricate. They may be supplied with light
Special: Players fielding Steppe Noble armour, large shield and heavy thrown
Foederati must decide whether they are weapon for a total cost of +3pts per model
Alans or Huns. If they are Huns, they gain Warband ‘Weight of Numbers’ (WaC page
Feigned Flight and Nomad Cavalry special 128)
rules at an additional cost of 4 points per
model. If they are Alans they gain Nomad Foederati Warrior Cavalry
Cavalry rules for +2 points per model and CA SA KA Mo Pts
are subject to Warband ‘Surge’ (WaC page 3 3 3 7 16
128) Formation: Light
Equipment: Horse, hand weapon, shield,
Germanic Noble Cavalry javelins and throwing spear. May replace
CA SA KA Mo Pts javelins with bows. If they do this, they
4 3 3 7 19 become Steppe Nomad cavalry and must
Formation: Light gain the Nomad Cavalry rule for a total
Equipment: Horse, light armour hand additional cost of 3 points per model.
weapon, shield, javelins and thrown weapon. Special: Steppe Nomads may upgrade to
May exchange thrown weapon for thrusting Hun Foederati by upgrading SA to 4 and
spear at no extra cost, in which case they feigned flight for a cost of 4 points per
become Regular formation. model.
Special: Hun Steppe nomads may Skirmish; Steppe
Nomad cavalry that do not upgrade to Huns
Germanic Noble Foot Warriors may not skirmish and are subject to
CA SA KA Mo Pts Warband ‘Surge’ Rules (WaC p128)
4 3 3 7 12
Formation: Regular
Equipment: Hand weapon, shield, javelins
and throwing spear. May have Light Armour
for +1 point per model.
Special: Fabricae. Up to one unit of either
Germanic Foederati Noble Foot Warriors or
Germanic Foederati Warriors may be
equipped from the Roman fabricate. They
may be supplied with light armour, large
shield and heavy thrown weapon for a total
cost of +3pts per model
Warband ‘Weight of Numbers’ (WaC page
128)
16
SKIRMISH FORMATIONS
Roman Sagitarrii
CA SA KA Mo Pts
2 3 2 5 5
Formation: Skirmish
Equipment: Bow
May have a buckler for 1 point per model.
SUPPORTING FORMATIONS
These are barbarian allies and mercenaries for the Western Patrician Romans. Players must
choose any allies/mercenaries from within one ‘nationality’ only.
17
LEGENDS OF WAR
Aetius
Mo L S Pts
9 3 +2 210
Formation: Personality
Equipment: As unit
Special: Army General.
Aetius has 3 Strategy Intervention Points and a Zone of Command of 10”. He may add up to 1
additional Strategy Intervention Point for 20 points. He may use SIPs to influence ANY troops in
the army that are in his command range. Aetius must be placed with the Bucellarii unit at the start
of the battle and must remain with them throughout.
Friend of the Huns: Although known for his defeat of Attila’s Hun confederation at Chalons in
451, Aetius actually spent a significant amount of time amongst the Huns and brought
contingents of their warriors to serve as Foederati and his Bucellarii.
This means that:
Aetius’ Bucellarii MUST be fielded as Steppe Nomads.
Any Hun Steppe Nomads fighting as Foederati or Allies in the army may have their
morale value raised by +2 if taking a Morale test within command range of Aetius.
18
THE EARLY ANGLES/SAXONS
LATE 4TH – MID 7TH CENTURY AD
The following army organisation list Archaeological evidence is increasingly
(AOL) will enable you to build an Early suggesting that early Saxon raiders
Angle/Saxon army for War & Conquest. tended to favour a smaller buckler over
The list is divided into three variants, a larger shield in combat during the late
enabling you to field either a force of 4tth to mid 6th centuries. These bucklers
Angle/Saxon raiders, an army from one had large prominent occasionally slightly
of the early Angle/Saxon kingdoms or spiked bosses and as such were
an army from a kingdom of the probably used offensively as well as
Heptarchy. The former represents defensively in the more open, fluid light
Angle/Saxon pirate forces who raided infantry warfare practised by these
Britannia and parts of Late Roman Gaul, barbarian raiders at the time. Similar
Armorica, etc, from the late 4th Century style bucklers have also been found in
AD. The latter two represent the settled Alemmanic graves. Players should not
Angle/Saxon kingdoms formed in confuse these with the typical buckler
Britannia during the 5th Century AD. The used by Classical Greek skirmishers.
first two variants of this list allows These Germanic bucklers are larger
players to field troops armed with the (probably approx. 30 – 40 cm diameter)
Saxon Buckler, while the latter variant and more ‘shield-like’. However, they
allows players to field an army during are smaller than the typical Dark Age
the shift to more defensive ‘shieldwall’ warrior shield and, as such, warrant
tactics seen in the traditional Viking era slightly different rules as follows.
Saxon army.
Saxon Bucklers
Units equipped with Saxon Bucklers buckler to smash down the enemy
may re-roll their hit dice (all the dice, not shield or clout him in the face as the
just the misses) on any turn in which battle-lines clash, then using it in a more
they successfully charge into combat. traditional style as the fighting settles
This is to represent them using the down.
19
‘Early Angle/Saxon Raiders’ –
The Armies of Hengest and Horsa and Pirate
Raiders of the Late 4th – 5th Century AD.
This list allows you to build a force of The forces are led by Warlords hungry
Angle/Saxon pirate raiders who for loot and fame and, as such, attract
terrorized the Eastern and Southern large numbers of professional fighters
coast of Britannia as well as the coast of and eager young men to their following.
Armorica and Roman Gaul fro the Late The key advantage of this army is its
4th Century AD. mobility.
Army Composition
Personalities of War Skirmish Formations
Up to 25% of the points value of the Up to 5% of the points value of the army
army.
An Army General must be Supporting Formations
selected. If the Army General is killed Up to 25% of the points value of the
during the battle, then another army. These entries represent a range
Personality who has the capability to of allied warriors that might be found in
become Army General may assume an Early Angle/Saxon Raider army.
command.
Strategy Intervention Points Legends of War
are not pooled in an Early Angle/Saxon Assuming they are being used, up to an
army. Each personality may only use his additional 25% of the points value of the
own allocated SIPs. army may be taken as Legends of War.
Warrior Formations If none are chosen then you can
At least 50% of the points value of the increase the size of your army with extra
army.
May have up to one unit of formations selected from any or all of
Gedriht (Foot or Mounted ) for each full the above noted categories.
1,000pts of troops. So, in a 2,000pt
battle you may have 2 units of Gedriht
(e.g. one mounted and one on foot) as
this accurately represents the large
number of professional fighters who
would be attracted to the life of a pirate
raider, with the high likelihood of
plentiful loot and much fame and glory.
20
PERSONALITIES OF WAR
Warlord Atheling
Mo L S Pts Mo L S Pts
9 3 +2 170 8 2 +2 130
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special: May act as the Army General if
One Warlord must be chosen to lead the the Warlord is killed during the battle. An
army. He has 2 Strategy Intervention Atheling has 1 Strategy Intervention
Points and a Zone of Command of 10” Point and a Zone of Command of 10”.
He may add up to 2 additional Strategy He may add 1 additional Strategy
Intervention Points for +20 points each. Intervention Point for 20 points. An
The Warlord must be placed with a unit Atheling must be placed with a unit at
at the start of the battle and must remain the start of the battle and remain there
there throughout. throughout.
21
Warrior Formations
Mounted Gedriht Foot Gedriht
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 4 8 26 4 3 4 8 20
Formation: Light Formation: Light
Equipment: Horse, hand weapon, Light Equipment: Hand weapon, Light
Armour, Saxon Buckler, javelins and Armour, Saxon Buckler, javelins,
throwing spear. throwing spear.
Special: Subject to the Warband ‘Surge’ Special: Subject to the Warband ‘Surge’
rule (WaC page 128) rule (WaC page 128)
Skirmish Formations
Angle/Saxon Skirmisher
CA SA KA Mo Pts
2 3 2 5 4
Formation: Skirmish
Equipment: Javelins.
May replace javelins with slings or shortbows at no cost.
22
Supporting Formations
These are allies for the early Angle/Saxon Raiders. As raider bands would, in all
probability, work largely on their own, and would be unlikely to waste good looted gold
on hiring mercenaries, the number of allies and mercenaries available to this army is
limited. However, it is widely believed that, during the ‘Great Barbarian Conspiracy’ in
the late 4th Century, Saxon raiders and Picts acted in collaboration is a massive
incursion into Roman Britannia. Acordingly, Pictish allies are an option for players
fielding Early Angle/Saxon Raiders.
Pictish Warriors are subject to the following rules that reflect the nature of their fighting
style and the terrain in which they lived and fought.
Born to the Highlands: All Pict warriors British Ponies: British ponies are
advance, double-pace and charge incredibly hardy and spend most of their
normally in uneven terrain. They treat time living wild in the highland
difficult terrain as uneven terrain as per environments so are used to harsh
WaC page 58. terrain. Warriors mounted on British
Ponies have an advance move of 7”.
Pictish Crossbow: Treat exactly the They are also subject to the ‘Born to the
same as a bow (WaC page 169) Highlands’ rule above.
Legends of War
Coastal Raiders - Cost : 120pts
This warband is rightly feared for it’s that the force is due to arrive and makes
ability to sail rapidly up river or along the a Command test for the personality
coast and land without warning to bring leading the flanking force. Strategy
slaughter to their enemies. During Intervention points may used. If passed
deployment the Early Saxon player may then the force is deployed using the
declare that up to 25% of his units are rules for returning to the table on page
arriving as a flanking force. The force 99. They may make a normal move or
must contain a Personality to act as its double pace on to the battlefield during
leader until it arrives on the battlefield the players Round of Play. They may
and must be composed of either Saxons not declare charges in the Round of
or Picts. The player should note the Play they are deployed. If failed then the
flank and turn on which the force is to force will arrive in the players next
arrive. At the start of that players Round of Play.
nominated Round of Play he declares
23
The Army of The Early Angle/Saxon Kingdoms
This list allows you to build a force from Players must therefore either equip their
one of the early Angle/Saxon kingdoms models with the Saxon Buckler, in which
such as Deira/Bernicia, etc. It maintains all infantry formations remain Light, or
the options for the raiding style of they may equip them with shields, in
warfare seen in the Angle/Saxon Raider which case, all infantry formations
list, but also allows players to opt for a become Regular.
more ‘transitional’ force to simulate the
kingdom becoming more settled and
moving to a more static style of fighting.
Army Composition
24
PERSONALITIES OF WAR
0-1 Cyning Atheling
Mo L S Pts Mo L S Pts
9 3 +2 170 8 2 +2 130
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special: May act as the Army General if
The Cyning may be chosen to lead the the Warlord is killed during the battle. An
army. He has 2 Strategy Intervention Atheling has 1 Strategy Intervention
Points and a Zone of Command of Point and a Zone of Command of 10”.
10”
He may add up to 2 additional He may add 1 additional Strategy
Strategy Intervention Points for +20 Intervention Point for 20 points. An
points each. The Cyning must be placed Atheling must be placed with a unit at
with a unit at the start of the battle and the start of the battle and remain there
must remain there throughout. throughout.
25
Warrior Formations
Mounted Gedriht Foot Gedriht
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 4 8 26 4 3 4 8 20
Formation: Light Formation: Light
or Regular
Equipment: Horse, Light armour, hand Equipment: Hand weapon, Light
weapon, Saxon Buckler or Shield, armour, Saxon Buckler or Shield,
javelins and throwing spear. javelins, throwing spear.
Special: Subject to the Warband ‘Surge’ Special: Subject to the Warband ‘Surge’
rule (WaC page 128) rule (WaC page 128) if light infantry with
Saxon bucklers. Subject to full Warband
rules if regular infantry with shields
26
Supporting Formations
These are allies for the Angle/Saxon Kingdoms of the Early Saxon Kingdoms. Players
should choose from one ‘nationality’ only if selecting allies.
Pictish and Highland British (Welsh) Warriors are subject to the following rules that
reflect the nature of their fighting style and the terrain in which they lived and fought.
Born to the Highlands: All Pict or British Ponies: British ponies are
Highland British (Welsh) warriors incredibly hardy and spend most of their
advance, double-pace and charge time living wild in the highland
normally in uneven terrain. They treat environments so are used to harsh
difficult terrain as uneven terrain as per terrain. Warriors mounted on British
WaC page 58. Ponies have an advance move of 7”.
Pictish Crossbow: Treat exactly the They are also subject to the ‘Born to the
same as a bow (WaC page 169) Highlands’ rule above.
27
Legends of War
Aelle, first ‘Bretwalda’.
Aelle, king of the South Saxons, was Aelle is a charismatic leader and has
allegedly the first ‘Bretwalda’, Saxon a zone of command of 15”. Saxon
High King in Britain. He is famous for warriors flock to his banner in the
reducing the Romano-British coastal hope of conquest in Britannia. Aelle
fort at Pevensey and slaughtering may not field any allied or mercenary
the defenders to the last man, just troops – he has the pick of the best
one of many victories against the Saxon warriors in the land. He has
native British. selected the bravest and the best
warriors for his army, so any Gedriht
on foot may be Drilled for a cost of
80pts per unit.
Aelle
Mo L S Pts
9 3 +3 190
Formation: Personality
Equipment: As unit
Special: Army General.
Aelle must be chosen to lead the army. He has 2 Strategy Intervention Points and a
Zone of Command of 15” He may add up to 2 additional Strategy Intervention Points for
+20 points each. He must be placed with a unit of Gedriht at the start of the battle and
must remain there throughout.
28
The Armies of The Heptarchy
This list allows you to build a force from This army sees all Saxon infantry
one of the kingdoms of the Anglo-Saxon formations classed as Regular and there
Heptarchy as it emerged during the 7th is no longer the option for the Saxon
Century. Buckler. Infantry units also gain the
This army represents the forces of the ‘shieldwall’ ability. There is also the
kingdoms of the Heptarchy, seeing a option to include large units of Ceorls,
shift towards the familiar shieldwall which represent the militia/levy of the
tactics of the Viking era. kingdom
Army Composition
29
PERSONALITIES OF WAR
0-1 Cyning Atheling
Mo L S Pts Mo L S Pts
9 3 +2 170 8 2 +2 130
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special: May act as the Army General if
The Cyning may be chosen to lead the the Warlord is killed during the battle. An
army. He has 2 Strategy Intervention Atheling has 1 Strategy Intervention
Points and a Zone of Command of Point and a Zone of Command of 10”.
10”
He may add up to 2 additional He may add 1 additional Strategy
Strategy Intervention Points for +20 Intervention Point for 20 points. An
points each. The Cyning must be placed Atheling must be placed with a unit at
with a unit at the start of the battle and the start of the battle and remain there
must remain there throughout. throughout.
Thegn
Mo L S Pts
7 2 +1 80
Formation: Personality
Equipment: As unit
Special: A Thegn must be placed in a unit at the start of the battle and remain there
throughout. He may use Strategy Intervention Points and have a Zone of Command of
10”.
Army Standard
Mo L S Pts
8 2 +1 80
Formation: Personality
Equipment: As unit
Special: Increases the Army General’s Zone of Control by 5”. Must join a unit at the start
of the battle and remain there throughout.
30
Warrior Formations
Mounted Gedriht Foot Gedriht
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 4 8 26 4 3 4 8 20
Formation: Light Formation: Regular
Equipment: Horse, Light armour, hand Equipment: Hand weapon, Light
weapon, Shield, javelins and throwing Armour, Shield, javelins, throwing spear.
spear. Special: Subject to the Warband
Special: ‘Weight of Numbers’ Rule (WaC page
128); Shieldwall
Ceorls
CA SA KA Mo Pts
2 3 3 6 8
Formation: Regular
Equipment: Hand weapon, Thrusting Spear, Shield.
Special: Subject to the Warband ‘Weight of Numbers’ Rule (WaC page 128);;
Shieldwall; Undisciplined;
Skirmish Formations
Angle/Saxon Skirmisher
CA SA KA Mo Pts
2 3 2 5 4
Formation: Skirmish
Equipment: Javelins.
May replace javelins with slings or shortbows at no cost.
31
Supporting Formations
These are allies for the Angle/Saxon Kingdoms of the Heptarchy.
Highland British (Welsh) Warriors are subject to the following rules that
reflect the nature of their fighting style and the terrain in which they lived
and fought.
Born to the Highlands: All Highland British Ponies: British ponies are
British (Welsh) warriors advance, incredibly hardy and spend most of their
double-pace and charge normally in time living wild in the highland
uneven terrain. They treat difficult terrain environments so are used to harsh
as uneven terrain as per WaC page 58. terrain. Warriors mounted on British
Ponies have an advance move of 7”.
They are also subject to the ‘Born to the
Highlands’ rule above.
Highland British (Welsh) Highland British (Welsh)
Cavalry Warriors
CA SA KA Mo Pts CA SA KA Mo Pts
3 3 3 7 15 3 3 3 7 9
Formation: Light Formation: Light
Equipment: Horse, hand weapon, Equipment: Hand weapon, shield and
shield and javelins. javelins. May have Thrown Weapons for
May have thrown weapons for +1 point +1 point per model.
per model Special: Warband Surge (WaC p128);
Special: May Skirmish; May have Undisciplined
feigned flight for +2pts per model
Legends of War
Northumbrian Cavalry
The kingdom of Northumbria borders the lands of the Northern British and the Picts and
the tactics of those peoples have been learned in the kingdom. All mounted units in the
Saxon Heptarchy army may use Feigned Flight at a cost of +2 points per model.
32
AGE OF WARLORDS
The Early Merovingian Franks
The following army organisation Unlike Angle and Saxon
list (AOL) will enable you to build settlement in Britain, the 5th
an Early Merovingian Frankish Merovingian Franks embraced
army for War & Conquest. The list Roman culture and city life was
represents the forces of the early generally maintained within their
Merovingian warlords operating lands. Many Frankish warriors had
within Roman Gaul in the mid - served as Foederati in Roman
late 5th century AD. armies during the 4th and 5th
centuries and had settled within the
These warbands were both allies empire as a result.
and enemies of the Patrician
Romans and were ultimately Frankish armies have a reputation
responsible for the destruction of for aggression and are often
the last Roman enclave in Gaul, portrayed as infantry-heavy forces.
which was based around the city of I have kept this distinction in the
Soissons in the late 5th century AD. absence of any other confirmed
It was the Frankish king Clovis, information in order to keep the
who established the kingdom that Franks a little different from other
reached its zenith under barbarian armies of the era.
th
Charlemagne in the 9 century.
33
ARMY COMPOSITION
Personalities of War Skirmish Formations
Up to 25% of the points value of the army. Up to 5% of the points value of the army
An Army General must be selected. If the
Army General is killed during the battle, Supporting Formations
then another Personality who has the Up to 20% of the points value of the army.
capability to become Army General may These entries represent a range of allied or
assume command. Strategy Intervention mercenary warriors that might be found in
Points are automatically pooled in an early an Early Merovingian Frankish army.
Merovingian Frankish army.
Legends of War
Warrior Formations Assuming they are being used, up to an
At least 50% of the points value of the army. additional 25% of the points value of the
May have up to one unit of Pueri (Foot or army may be taken as Legends of War. If
Mounted) for each full 1,000pts of troops. A none are chosen then you can increase the
Frankish army may have a maximum of 1 size of your army with extra formations
mounted unit per 1000ts. selected from any or all of the above noted
categories.
PERSONALITIES OF WAR
Rex/Warlord Dux
Mo L S Pts Mo L S Pts
9 3 +2 170 8 2 +2 130
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special: May act as the Army General if the
One Rex/Warlord must be chosen to lead the Rex/Warlord is killed during the battle. A
army. He has 2 Strategy Intervention Points Dux has 1 Strategy Intervention Point and a
and a Zone of Command of 10” He may add Zone of Command of 10”. He may add 1
up to 2 additional Strategy Intervention additional Strategy Intervention Point for 20
Points for +20 points each. The points. A Dux must be placed with a unit at
Rex/Warlord must be placed with a unit of the start of the battle and remain there
Pueri at the start of the battle and must throughout.
remain there throughout.
34
WARRIOR FORMATIONS
Mounted Pueri Mounted Franci
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 3 8 23 3 3 3 7 16
Formation: Regular Formation: Light
Armour Value: 4 Equipment: Horse, hand weapon, shield,
Equipment: Horse, hand weapon, heavy thrown weapon and javelins. Up to one unit
armour, shield, javelins and thrown weapon. per 2000pts may have light armour for +1
Special: Subject to the Warband ‘Surge’ points per model.
rule (WaC page 128); May be Drilled for Special: Subject to the Warband ‘Surge’
+4pts per model rule (WaC page 128); Unarmoured Franci
may skirmish.
Foot Pueri
CA SA KA Mo Pts Franci
4 3 3 8 17 CA SA KA Mo Pts
Formation: Regular 3 3 3 7 10
Armour Value: 3 Formation: Regular
Equipment: Hand weapon, heavy armour Equipment: Hand weapon, javelins, shield,
shield, javelins, thrown weapon. thrown weapon
May upgrade to heavy thrown weapon (+1pt Special: Subject to the Warband rules (WaC
per model). page 128); Fabricae – one unit per 2000pts
Special: Subject to the Warband rules (WaC may have light armour and replace their
page 128); May be Drilled for +4pts per thrown weapons with heavy thrown
model weapons for a total cost +2pts per model.
SKIRMISH FORMATIONS
Frankish Skirmisher
CA SA KA Mo Pts
2 3 2 5 4
Formation: Skirmish
Equipment: Javelins.
May replace javelins with slings or short bows at no extra cost.
SUPPORTING FORMATIONS
These are allies/mercenaries for the early Merovingian Franks.
Tribal Warriors
CA SA KA Mo Pts
3 3 3 6 8
Formation: Regular
Equipment: Hand weapon, shield, thrown weapon.
Special: Subject to the Warband rules (WaC page 128); Undisciplined.
These are tribesmen from across the Rhine who have never yet settled in Roman territory or
served in Rome’s armies.
35
LEGENDS OF WAR
Clovis
This Frankish Rex was renowned for his uncompromising approach to rule – he certainly seems
to have been the sort of chap one would not wish to mess with and seems to have inspired loyalty
in his men!
Clovis replaces the Rex/Warlord as general of your army.
Clovis has the same stats as a regular Frankish Rex/Warlord, but with the additional special rules
below:
Mo L S Pts
9 3 +2 230
Formation: Personality
Equipment: As unit
Special: Army General.
If taken, Clovis must be chosen to lead the army replacing the usual Rex/Warlord. He has 2
Strategy Intervention Points and a Zone of Command of 15” He may add up to 2 additional
Strategy Intervention Points for +20 points each.
Clovis must be placed with a unit of Pueri at the start of the battle and must remain there
throughout. In addition, any Warrior formation within command range of Clovis may add +2
when taking Morale tests.
36
AGE OF WARLORDS
The Huns
Late 4th – Mid 5th Century AD
The following army organisation list (AOL) will enable you to build a
Hun army for War & Conquest. The list is designed to represent the
Hun raiders whose movements from the Asian steppes triggered the
Westward migration of peoples such as the Goths in the late 4th
and 5th centuries.
37
THE HUN RAIDERS.
ARMY COMPOSITION
Personalities of War Supporting Formations
Up to 25% of the points value of the Up to 30% of the points value of the
army. An Army General must be army. These entries represent a
selected. If the Army General is range of subject tribal warriors that
killed during the battle, then may have accompanied the early
another Personality who has the Hun armies.
capability to become Army General
may assume command. Strategy Legends of War
Intervention Points are Assuming they are being used, up to
automatically pooled in the Hunnic an additional 25% of the points
army. value of the army may be taken as
Legends of War. If none are chosen
Hun Warrior Formations then you can increase the size of
There is no limit to the points value your army with extra formations
of the army that may be selected selected from any or all of the above
from Hun Warrior formations. This noted categories.
allows players to field a purely
Hunnic cavalry raiding force in this
army. Players may field up to 2
units of Hun noble cavalry per
2000pts. However, noble cavalry
must always be outnumbered by
horsed archers both in terms of the
number of units fielded and in the
number of models fielded in those
units (i.e. if you field 2 units of
noble cavalry you must also field 3
units of horsed archers and the total
number of horsed archer models
must be greater than the number of
noble cavalry models.) In addition,
elite horsed archers must be
outnumbered by horsed archers in a
similar way.
38
PERSONALITIES OF WAR
0-3Hun Warlord Hun Chieftain
Mo L S Pts Mo L S Pts
9 3 +2 180 8 2 +2 120
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special:. A Hun Chieftain has 1
The Hun Warlord has 2 Strategy Strategy Intervention Point and a
Intervention Points and a Zone of Zone of Command of 10”. He may
Command of 10” He may add up to add 1 additional Strategy
2 additional Strategy Intervention Intervention Point for 20 points.
Points for 20 points each. He may May be upgraded to act as the Army
use SIPs to influence any troops in General if a Hun Warlord is not in
the army. the army or is killed during the
May move independently, so is battle for +20 points.
assumed to have a good horse and May move independently, so is
an armour value of 3. assumed to have a good horse and
an armour value of 3.
39
HUN WARRIOR FORMATIONS
Hun Noble Cavalry Hun Elite Horsed Hun Horsed Archers
Archers
CA SA KA Mo Pts CA SA KA Mo Pts CA SA KA Mo Pts
4 4 3 8 27 3 4 3 7 23 3 3 3 7 21
Formation: Light Formation: Light and Formation: Light and
Equipment: Horse may skirmish. may skirmish.
and light armour, Equipment: Horse, Equipment: Horse,
hand weapon, shield, hand weapon, shield, hand weapon, shield,
bow and thrown bow, throwing spear. bow, throwing spear.
weapons. Up to one Armour Value: 2 (3 if Armour Value: 2 (3 if
unit may exchange skirmishing) skirmishing)
thrown weapons and Special: Feigned Special: Feigned
shield for kontos and Flight; Nomad Cavalry Flight; Nomad Cavalry
buckler (+ 2pts per
model) in which case
they become Regular
formation.
Armour Value: 3 (4 if
skirmishing)
Special: Nomad
Cavalry
Hun noble cavalry in
light formation may
skirmish and may use
feigned flight for an
additional cost of
+2pts per model.
40
SUPPORTING FORMATIONS
These are barbarian subject warriors for the Hun Raider army.
41
THE HUN CONFEDERATION, CIRCA 430 – 453AD.
ARMY COMPOSITION
Personalities of War Supporting Formations
Up to 25% of the points value of the Up to 50% of the points value of the
army. An Army General must be army. These entries represent a
selected. If the Army General is range of subject and allied forces
killed during the battle, then joining the Hun confederation in its
another Personality who has the wars against the Eastern and
capability to become Army General Western Roman Empires
may assume command. Strategy
Intervention Points are Legends of War
automatically pooled in the Hunnic Assuming they are being used, up to
army. an additional 25% of the points
value of the army may be taken as
Hun Warrior Formations Legends of War. If none are chosen
From 30% to 50% of the points then you can increase the size of
value of the army may be selected your army with extra formations
from Hun Warrior formations. selected from any or all of the above
However, noble cavalry must always noted categories
be outnumbered by horsed archers
both in terms of the number of units
fielded and in the number of models
fielded in those units (i.e. if you field
1 unit of noble cavalry you must
also field 2 units of horsed archers
and the total number of horsed
archer models must be greater than
the number of noble cavalry
models.) In addition, elite horsed
archers must be outnumbered by
horsed archers in a similar way.
42
PERSONALITIES OF WAR
Hun Warlord Hun Chieftain
Mo L S Pts Mo L S Pts
9 3 +2 180 8 2 +2 120
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special:. A Hun Chieftain has 1
The Hun Warlord must be taken as Strategy Intervention Point and a
army general. He has 2 Strategy Zone of Command of 10”. He may
Intervention Points and a Zone of add 1 additional Strategy
Command of 10” He may add up to Intervention Point for 20 points.
2 additional Strategy Intervention May be upgraded to act as the Army
Points for 20 points each. He may General if a Hun Warlord is not in
only influence Hun warrior the army or is killed during the
formations in the army. battle for +20 points. He may only
May move independently so is influence Hun warrior formations.
assumed to have a good horse and May move independently so is
an armour value of 3. assumed to have a good horse and
an armour value of 3.
43
PERSONALITIES OF WAR (CONTINUED)
Subject Noble (Alani/Gepid/Herul)
Mo L S Pts
8 2 +1 70
Formation: Personality
Equipment: As unit
Special: The noble is placed with a unit at the start of the battle and must
remain there throughout.
44
SUPPORTING FORMATIONS
Ostrogoth Gardingi (Nobles) Ostrogoth Fideles
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 3 8 16 3 3 3 7 10
Formation: Light if mounted and Formation: Regular if on foot. Light
not taking upgrades. Regular if on if mounted.
foot or if mounted and taking Equipment: Hand weapon, javelins,
upgrades. shield, thrown weapon. May add a
Armour Value: 2 (3 if mounted) horse for +6pts per model.
Equipment: Hand weapon, light Special: Fideles on foot are subject
armour, shield, javelins, thrown to Warband ‘Weight of Numbers’
weapon. May add a horse for +6pts (WaC p128). Mounted Fideles may
per model. Mounted Gardingi may skirmish.
upgrade their armour for +1pt per
model giving them armour value 4. Alan Cavalry
Mounted gardingi may also replace CA SA KA Mo Pts
thrown weapons with thrusting 3 3 3 6 16
spear (free) or kontos (+2pts). Formation: Light
Kontos armed Gardingi must swap Armour Value: 2 (3 if skirmishing)
their shield for buckler (free). Equipment: Horse, hand weapon,
Special: Gardingi on foot are bow.
subject to Warband ‘Weight of May have thrown weapons for +1
Numbers’ (WaC p128) point per model; May add shield for
+1 point per model.
Special: Nomad Cavalry;
Undisciplined; Subject to Warband
‘Surge’ (WaC page 128) May
skirmish.
45
LEGENDS OF WAR
Attila
Attila was an incredibly powerful and ruthless leader of the Hun Empire, albeit
for a very short time in the mid 5th Century, leading a confederation of Huns and
Germanic tribesmen on a lengthy campaign of conquest into the Western Roman
Empire. Despite an unsuccessful day-long battle against Aetius’ Romano-
Barbarian alliance at Chalons in 451AD, he held his confederation together and
took it into Italy from whence he was eventually forced to withdraw.
Attila
Mo L S Pts
10 3 +2 240
Formation: Personality
Equipment: As unit
Special: Army General.
Attila replaces the Hun Warlord as the army general. He has 2 Strategy
Intervention Points and a Zone of Command of 10”. He may add up to 2
additional Strategy Intervention Points for 20 points each.
May move independently so is assumed to have a good horse and an armour
value of 3.
Attila is subject to the following special rules:
46
AGE OF WARLORDS
The Goths (5th Century AD)
The following army organisation list (AOL) will enable you to build a 5th
Century AD Goth army for War & Conquest.
47
THE VISIGOTHS
This list allows you to build a Visigoth army such as those around Aquitaine in the mid
5th Century or the forces of Theoderic, enemy and eventual ally of Aetius.
ARMY COMPOSITION
Personalities of War Skirmish Formations
Up to 25% of the points value of the Up to 10% of the points value of the
army. An Army General must be army
selected. If the Army General is killed
during the battle, then another Supporting Formations
Personality who has the capability to Up to 25% of the points value of the
become Army General may assume army. These entries represent a range of
command. Strategy Intervention Points allied or mercenary warriors that might
are automatically pooled in a Visigoth be found in a Visigoth army.
army.
Legends of War
Warrior Formations Assuming they are being used, up to an
At least 50% of the points value of the additional 25% of the points value of the
army. May have up to one unit of army may be taken as Legends of War.
Gardingi (Foot or Mounted ) for each If none are chosen then you can increase
full 1,000pts of troops. the size of your army with extra
formations selected from any or all of
the above noted categories.
48
PERSONALITIES OF WAR
Dux Comes
Mo L S Pts Mo L S Pts
9 3 +2 170 8 2 +2 130
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special: May act as the Army General if
One Dux must be chosen to lead the the Dux is killed during the battle. A
army. He has 2 Strategy Intervention Comes has 1 Strategy Intervention Point
Points and a Zone of Command of 10”. and a Zone of Command of 10”. He may
He may add up to 2 additional Strategy add 1 additional Strategy Intervention
Intervention Points for +20 points each. Point for 20 points. A Comes must be
The Dux must be placed with a unit at placed with a unit at the start of the
the start of the battle and must remain battle and remain there throughout.
there throughout.
49
WARRIOR FORMATIONS
Mounted Gardingi (Comitatus) Foot Gardingi (Comitatus)
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 3 8 23 4 3 3 8 16
Formation: Light Formation: Regular
Armour Value: 4 Armour Value: 2
Equipment: Horse, hand weapon, heavy Equipment: Hand weapon, light armour,
armour, shield, javelins and thrown shield, javelins, thrown weapon.
weapon. May exchange thrown weapon Special: Warband ‘Weight of Numbers’
for thrusting spear for no increased (WaC Page 128)
points cost. If they do this, they become
a Regular formation.
Unfree Warriors
CA SA KA Mo Pts
2 3 3 6 8
Formation: Regular
Equipment: Hand weapon, shield, thrusting spear. Every other unit after the first may
exchange thrusting spear and shield for bow for no extra points cost. If they do this, they
become Light formation
Special: Undisciplined; At least one unit must be taken for every 2000pts.
Warband ‘Weight of Numbers’ (WaC p128)
SKIRMISH FORMATIONS
Visigoth Skirmisher
CA SA KA Mo Pts
2 3 2 5 4
Formation: Skirmish
Equipment: Javelins.
May replace javelins with slings or shortbows at no extra cost.
50
SUPPORTING FORMATIONS
These are allies/mercenaries for the Visigoths.
LEGENDS OF WAR
Theodoric
This Visigothic king spent a number of years sparring with Aetius, supposedly after an
unspecified incident that led to a cessation of his warriors’ foederate service with the
Romans. He set up his own kingdom in Aquitaine. He eventually allied himself with
Aetius again in the face of the threat of Attila’s invasion and, in the climactic battle of
Chalons, his Visigoth contingent held the flank of the Roman army despite Theodoric
himself being slain in the battle. In fact, it is said that his death prompted his men to
even greater feats of bravery!
51
THE OSTROGOTHS
This list allows you to build an Ostrogoth army such as the contingent that accompanied
Attila in his invasions of the Western Roman Empire in the mid 5th century. It may also
be used to represent the forces of the Ostrogoths in Italy in the late 5th/6th century.
ARMY COMPOSITION
Personalities of War Skirmish Formations
Up to 25% of the points value of the Up to 10% of the points value of the
army. An Army General must be army
selected. If the Army General is killed
during the battle, then another Supporting Formations
Personality who has the capability to Up to 30% of the points value of the
become Army General may assume army. These entries represent a range of
command. Strategy Intervention Points allied or mercenary warriors that might
are automatically pooled in an be found in an Ostrogoth army.
Ostrogoth army.
Legends of War
Warrior Formations Assuming they are being used, up to an
At least 50% of the points value of the additional 25% of the points value of the
army. May have up to one unit of army may be taken as Legends of War.
Gardingi (Foot or Mounted ) for each If none are chosen then you can increase
full 1,000pts of troops. the size of your army with extra
formations selected from any or all of
the above noted categories.
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PERSONALITIES OF WAR
Dux Comes
Mo L S Pts Mo L S Pts
9 3 +2 170 8 2 +2 130
Formation: Personality Formation: Personality
Equipment: As unit Equipment: As unit.
Special: Army General. Special: May act as the Army General if
One Dux must be chosen to lead the the Dux is killed during the battle. A
army. He has 2 Strategy Intervention Comes has 1 Strategy Intervention Point
Points and a Zone of Command of 10”. and a Zone of Command of 10”. He may
He may add up to 2 additional Strategy add 1 additional Strategy Intervention
Intervention Points for +20 points each. Point for 20 points. A Comes must be
The Dux must be placed with a unit at placed with a unit at the start of the
the start of the battle and must remain battle and remain there throughout.
there throughout.
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WARRIOR FORMATIONS
Mounted Gardingi (Comitatus) Foot Gardingi (Comitatus)
CA SA KA Mo Pts CA SA KA Mo Pts
4 3 3 8 23 4 3 3 8 16
Formation: Light Formation: Regular
Armour Value: 4 Armour Value: 2
Equipment: Horse, hand weapon, heavy Equipment: Hand weapon, light armour,
armour, shield, javelins and thrown shield, javelins, thrown weapon.
weapon. May exchange thrown weapon Special: Warband ‘Weight of Numbers’
for thrusting spear for no increased (WaC p128)
points cost. May exchange thrown
weapon and shield for kontos and
buckler for +2pts. If they choose either
of these options, they become regular
formation.
Unfree Warriors
CA SA KA Mo Pts
2 3 3 6 7
Formation: Light
Equipment: Bow
Special: Undisciplined; At least one unit must be taken for every 2000pts
SKIRMISH FORMATIONS
Ostrogoth Skirmisher
CA SA KA Mo Pts
2 3 2 5 4
Formation: Skirmish
Equipment: Javelins.
May replace javelins with slings or shortbows at no extra cost.
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SUPPORTING FORMATIONS
These are allies/mercenaries for the Ostrogoths.
3 3 3 6 8
Formation: Light
Equipment: Hand weapon, shield, javelins. May add thrown weapons for +1pt per model.
Special: Undisciplined
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LEGENDS OF WAR
Odoacer
Odoacer was the Ostrogothic warlord leading the Foederate forces in Italy at the end of
the Western Roman Empire in 476AD. It was he who exiled the boy emperor Romulus
Augustulus and sent the Imperial regalia to Constantinople, thereby ending the Western
Empire and establishing what became the Ostrogothic kingdom of Italy.
Fabricae: Odoacer has full access to all the Italian fabricae (arms factories).
Consequently, mounted Ostrogoth Gardingi may add barding to their mounts at
2 points per model and every second Fideles unit (mounted or foot) may add
light armour at 1 point per model
Foederati Warlord: Odoacer’s personal comitatus has been trained by Roman
advisors and is better drilled than the usual barbarian army. All Gardingi units in
the army count as Drilled at +4pts per model.
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