Posts by Pete H

    10 skirmishers and 8 warband/ heavy inf and a bard completed. Need a few more points before I can field the bard but he gives hatred to the unit he's with so worth getting him ready plus it's a nice mini ( donated by Dave).

    Mitch

    Here are the options for your force. I'd keep cav units around 9 to 12, inf units between 18 to 30 with 24 a good balance. Skirmishers a min of 9 say going up to 12.

    I will have 24 Ligurian warband finished which you can proxy for tribes or celtiberians if you want. I have 12x singers if you need them.

    Frenzy:-

    Must charge if enemy are in range.

    Can't use Flee or Fire and Flee responses if charged.

    Fight with +1 attack eg A profile of 1 then fight with 2.

    Must always pursue a broken or fleeing enemy and must always follow up those who give ground,

    Ignore any panic tests.

    They ignore any other psychological rules, eg Fear, Terror, Hate, Stubborn.

    Must still take break tests if defeated in combat. If broken their Frenzy is then after lost.


    Stubborn:-

    Ignore Panic tests causedn by fleeing friends within 4" (other Panic causes are still applied).

    First time lose in combat can choose to Give Ground rather than take a break test.

    If lose to a unit that would auto break them roll a D6 123 they break, 456 take a break test and chose to Give Ground if failed.


    Stealth:-

    Move through difficult terrain at full speed. If fighting in difficult terrain or across obstacles they lose their combat rank bonus. They casn't March in difficult terrain and must pay normal movement costs if charging in difficult terrain or across obstacles.

    Warband:-

    Roll D6 at start of turn. On a 1 the unit surges forward. Charge the nearest enemy or move towards them. Can still move if it is able. It will push through skirmishers. Even units Giving Ground must take this test.

    Warband that charges and defeats an enemy unit in the first round auto breaks them if they outnumber them. Otherwise take break test.

    Warband that charges and defeats enemy in first round combat must pursue.

    Warband in C/O moves at half rate unless moving straight ahead ( don't apply if charging, fleeing, surging etc). EG marching 8" reduce to 4" if wheeling.

    Warband in C/O LD is +1 per rank behind front rank ( up to +3 ) . There must be at least 4 model frontage ranks. Max LD is 10.

    Warband can use a characters LD (inc AG) as per warband rule if the character also has warband. Otherwise use either characters LD or warband LD

    I'll put a few rules summaries out to help.

    Lt Chariots.


    Move 8" Weapon Skill 4 Ballistic Skill 4 Strength 3 Toughness 4 Wounds 2 Initiative 4 Attack 2 Leadership 6



    Lt Ch operate in squadrons of three, either base to base in a line or spread out by up to 2".

    Can't cross obstacles. If move into difficult terrain destroyed on a roll of 1. Can march at the double as per inf /cav rules and at triple if in column.

    Each model has 2 wounds, these are against the squadron. Two wounds removes one Lt Ch.

    Each model has two attacks as per a cav figure with mixed weapons (re-roll any failed to hit dice in first round of any combat).

    In open order (spread 2") only those contacting the enemy fight. In subsequent rounds of combat move non-contact Lt Ch into the combat.

    Each crewman can shoot twice with javelins so 1x Lt Ch has 4 shots. Penalties for moving and shooting apply.

    Lt Ch as targets are -1 due to fast movement.

    Lt Ch Armour saves go as the light armoured shielded inf crewman plus 2 - save on a 3 up.

    First move fleeing roll 2D6 thenafter 3D6. If they flee into difficult terrain roll for destruction as above.

    If they don't get done we can proxy in something else, Mitch. I remember when Alex ran a Bolt Action game and forgot a USA tank so proxied a building for it^^. Maybe not as extreme as that!

    Looking at the Ligurians for future reference:-

    1x24 upgraded warband with command @207pts

    1x18 Hvy Inf with command @213pts ( I need to paint 6 more of warband and heavies).

    9x Skirmishers @ 45pts (need 9 skirmishers)

    1x Chieftain @87pts.

    As these are allies they'd not have an ASB.

    Eventually I'll add another unit of 24 Capilataii with command @255pts and a Bard @82pts to give 878pts of allies to one side or another.

    I had a look through the Hannibal book and we could use the following forces from those in the last two games.


    Gauls.

    3x Chariots @108pts

    2x18 Fanatics inc command @ 390pts

    2x 24 Warband ( these would have the 12 heavies split between them so mixed armour) inc command 306pts

    2x9 skirmishers (note you'd need 2 more Sk figs Dave) @108pts

    1x AG Chieftain @147pts

    1x ASB @57pts

    using the AG and ASB in a warband that's -12pts so 1104pts in total.



    Spanish

    2x24 Scutarii + command @462pts (note you'd need 6 more figures Mitch)

    1x12 Lt Cav + command @219pts

    1x 12 Balearic slingers @ 132pts

    1x15 slingers @75pts ( i've got slingers for these Mitch)

    1x AG @150pts

    1x ASB @80pts

    using AG & ASB in a scutarii unit that's 1118 - 18 so 1100pts in total.


    If you want to have a WAB game with these then let me know & I'll post up the rules pertaining to each troop type/ weapon type.

    Maybe we could have Dave's Gauls versus some mercenaries? I can lend a unit of Germanic cav to fight with the Gauls. I do of course have lots of Germans as well.