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Quick Reference Sheet v1.

1f TO THE
STRONGEST!
Activations
Easy activations
Either move or charge one box straight ahead, or two boxes straight ahead if mounted.
Move one box ahead and shoot (all javelin-armed lights) or move in front of a formed unit in the same box and shoot (javelin-armed light inf., only).
Shoot then move backwards one box or behind a formed infantry unit in the same box, facing in the same or opposite direction
Shoot,
(non-javelin armed lights, only).
Either shoot
shoot, or replenish one ammunition marker from the reserve.
Rally.
Rally
Difficult activations n.b. activations are never difficult for lights, except for light chariots in rough terrain
Either move or charge one box diagonally ahead, maintaining facing. Mounted units may either move or charge one further box straight ahead.
Move one box sideways, maintaining facing.
Move backwards one box (or two if mounted), facing in the same or the opposite direction.
Move, permitting units to change facing direction or exchange places within their box. After this, mounted units may move one box straight ahead.
Move
Either move or charge into or out of rough terrain (e.g. woods, marshes).

Save modifiers
Type Circumstance Modifier
Light infantry in rough ground, when charged by any except light infantry. +2
Foot (except elephants/escorted elephants and war wagons) when charged across fortifications. +2
Foot when charged uphill. +1
Foot (except pikemen & elephants /escorted elephants) in rough terrain and charged by mounted or pikemen. +1
Foot (except elephants /escorted elephants) behind stakes and receiving a frontal mounted charge. +1
Elephants or camels charging or charged by mounted. +2
Any, defending against a charge across a hedge, wall, stream, bridge or shoreline. +1
Melee
Pikemen, hoplites or spearmen receiving a frontal mounted charge. +1
Foot (except any elephants, artillery and light inf.) who are not disordered and receiving a frontal mounted charge. +1
Light infantry, melee weapons either charging or charged by lights. +1
Cataphracts or later knights, mounted or dismounted. +1
Charged by billmen or any armed with two-handed cutting weapons. -1
Light infantry charged by mounted in open terrain. -1
Unit is straddling, or mounted in rough terrain or mounted attacking into or out of rough terrain. -1
Foot (except elephants/escorted elephants) behind field fortifications, except when shot at by artillery. +2
Cataphracts, mounted later knights and dismounted knights - except when shot at by artillery or handguns +1
Shieldwall or war wagons - except when either shot at by artillery or handguns. +1
Shooting Units in cover, testudo or behind pavises - except when any shot at by artillery or handguns. +1
Dismounted later knights - except when shot at by artillery or handguns. +2
Light units and artillery. +1
Unit is straddling, or hit from behind a flank or the rear, or hit by incendiary weapons. -1
A general is present in the box. +1
Rally/Rout
Fanatics +2

Useful reminders
Type Notes
Shooting All hit on 8+. Bowmen, longbowmen and artillery (organ guns) may play 2 to-hit cards, except when disordered,
to-hit in rough terrain or shooting overhead.
Melee All hit on 6+, except for disordered troops, all light troops, artillery, bowmen, crossbowmen, longbowmen,
to-hit war wagons and mobs who require an 8+.
3+ if mounted in the open evading foot, or foot in rough terrain evading any enemy.
Evade test 5+ if mounted in the open evading mounted, or foot in the open evading foot.
7+ if mounted in the rough, or if foot in the open evading mounted.
Difficult To succeed with a difficult activation, units must play a card one pip greater than usual, or two pips greater if deep.
Activations Outaofdoubly
For difficult activation, units must play a card two pips greater than usual, or four pips greater if deep.
command units (other than lights) must play a card one pip greater than usual, or two pips greater if deep.
Quick Reference Sheet v1.1f TO THE
STRONGEST!
Generals, Heroes and Units
Unit types & modifiers Hits Ammo Save Cost VPs
Attached general on foot - - 2+ 4 2
Attached mounted general - - 2+ 5 2
Upgrade to detached - - - +1 -
Generals
Upgrade to heroic - - 3+ - -
Upgrade to senior - - - +1 -
Upgrade to brilliant or great leader - - - +4 3
Heroes - - - 1 -
Standards - - - 2-4 1-3
Cataphracts 2 - 6+ 11/1616 2, 3
Cavalry/camelry/chariotry javelin/lance 2 2 7+ 9/1313 2, 3
Cavalry/camelry/chariotry bow/crossbow 2 3 8+ 9/1313 2, 3
Heavy chariots shock/javelin/longbow/bow/crossbow 2 1, 2, 3 6+ 11 2
Mounted Knights 2, 3 - 6+ 11, 16 2, 3
Later knights 2, 3 - 6+ 14, 21 2, 3
Light cavalry/chariots/camelry javelin 1 2 7+ 5 1
Light cavalry/chariots/camelry bow/crossbow 1 3 8+ 5 1
Scythed chariots 1 - 7+ 5 -
Artillery 1 6 7+ 7 1
Auxiliaries 2 - 6+ 8 2
Billmen 2 - 7+ 7, 10 2, 3
Bowmen 2 6 8+ 7 2
Crossbowmen 2 6 8+ 7 2
Elephants African/Indian 1 - 7+/6+ 6, 8 1
Hoplites 2, 3 - 6+ 8, 12 2, 3
Javelinmen 2, 3 2 7+ 7, 10 2, 3
Legionaries 2 - 6+ 10 2
Light infantry, javelin or light infantry, melee weapon 1 2, 0 7+ 4 1
Foot
Light infantry other, bow/sling/crossbow/longbow/handgun 1 3 8+ 4 1
Light infantry, African/Indian elephant screen 1 3 7+/6+ 5, 6 1
Longbowmen 2 6 8+ 8 2
Mobs 3 2 8+ 7 3
Pikemen 3 - 7+ 13 3
Shieldwall 2, 3 - 7+ 7, 10 2, 3
Sparbara 3 9 8+ 12 3
Spearmen 2, 3 - 7+ 7, 10 2, 3
War wagons 3 6 6+ 13 3
Warriors 3 - 7+ 10 3
Downgrade a light/standard/deep/extra deep unit to raw - -1 +1 -1, -2, -3, -4 -
Upgrade a light/standard/deep/extra deep unit to veteran - +1 -1 +1, +2, +3, +4 -
Downgrade a standard unit to small -1 - - -50% -1
Upgrade a light/standard unit with extra missile weapons - 2 or 3 - +1, +2 -
Unit
Modifiers Upgrade with pavises, boats, stakes, 2HCCW, - - - +1 -
extra ammo, mounts for infantry
Upgrade a deep unit to extra deep +1 - - +4 +1
Upgrade elephants to escorted +1 3 - +4 +1
Change a unit to fanatics - - +1 - -
Other Camps or fortifications, per 1 box-side length - - - 1 -
NB. Unit costs in bold typeface indicate deep or extra deep units.

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