About this deal
Armies of Chivalry. Designed to extend Warhammer Ancient Battles to a slightly later medieval period, this includes new rules as well as a set of summary army lists covering Europe in the 14th-16th centuries. M WS BS S T W I A Ld Pts Scout 6 2 3 3 3 1 2 1 6 12 Equipment: Hand weapon, javelins. Special Rules: Skirmishers, Camelry, Only after 1000BC
Skirmisher 4 2 2 3 3 1 3 1 5 3 Equipment: Sling, hand weapon May have bow instead of sling (+1) Special Rules: Skirmishers AAMU WARRIOR M WS BS S T W I A Ld Pts Chariot 6 3 3 3 4 2 4 2 7 45 Equipment: One crewman with hand weapon, javelins and shield with a driver. Special Rules: Heavy Chariots, Unruly, Only until 1760BC 0-1 EQUID MOUNTED SCOUTS MELUKHKHAN AND PRE-VEDIC INDIAN 2700-1500BC CHARACTERS: Up to 25% INFANTRY: At least 65% SPECIAL: Up to 10% Equipment: Thrusting spear, hand weapon May have light armour (+2) and large shield (+2). May be Stubborn (+2) and Veterans (+2) ROYAL ARCHER
The movement rules require either very large (by North American standards) gaming tables or the substitution of centimetres for inches, with a corresponding reduction in unit frontages. We played most games on 4×4’ or 4×6’ tables. Using centimeters, this was lots of room. Scaled up to the inches, this was the equivalent of gaming on (roughly) 10×10’ or 10×15’ tables. We did not find any gameplay problems associated with scaling distances down, and we think this is a strength of the system. A game played on a 4×12’ table using inches saw basically no room for maneuver (units were in proximity on the first turn) and suggests that when using inches, a minimum table depths of 6 feet is desirable if you want an opportunity to maneuver. Equipment: Hand weapon, javelins, shield, light armour Special Rules: Light Chariots, Only from 11250-660BC IRREGULAR HEAVY CHARIOTS
Equipment: Hand weapon, Bow, shield and light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. The Ally-King acts as Army General but only for units from his allied contingent.
Building Ancient Armies
HYKSOS 1645-1537BC CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 50% INFANTRY: At least 25% ALLIES: Up to 25% Games of Warhammer Ancient Battles model hypothetical battles between historical armies. [3] Battles are fought between armies of miniatures. [4] The game is played on a table laid out with model scenery to look like a battlefield, on which the units of miniatures are maneuvered. Large numbers of dice are needed to resolve combat and shooting. [5] Development [ edit ]