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Briton army


 

The Britons list covers the time of the Roman invasion and some centuries before and after. Just another Barbarian list the Britons have all the usual Barbarian stuff and ... Fanatics.

Name Type Att. H Sv Cmd Sz Units Pts.  
Warriors Inf 3 3 0 - 3 8/- 40 *1
Fanatics Inf 5 3 0 - 3 -/1 75 *2,1
Javelin Men Inf 3/1 3 0 - 3 -/10 45 *3,1
Skirmishers Inf 2/1 3 0 - 3 -/8 45 *3,4,5,1
Cavalry Cav 3/1 3 6 - 3 2/4 85 *3,1
Chariots Cht 2 3 5 - 3 -/6 80  
General Gen 2 - - 8 1 1/-1 95  
Chieftain Her 1 - - 7 1 -/2 45  
Shaman Wiz 0 - - 8 1 -/1 80 *6
Chariot CM 1 - - - 1 -/2 10  

*1 - Warbands are less well organized and trained than regular units. Especially strong is the effect of numbers and success and casualties on the units morale.

If all units of a brigade are classified as Warband and the brigade consists of at least 3 units, the brigades command value is increased by 1. Remember: a command roll of 11 or 12 is always a failed test.

If a Warband has to roll for drive backs without loosing a stand, the unit rolls 1 dice less than usual. If a Warband has to roll for drive backs after loosing at least one stand, the unit has to roll 1 dice more than usual.

Each stand of a Warband gets +2 attacks instead of the usual +1 when the Warband pursues. Each stand of a Warband looses 1 attack when the Warband fights an pursuing enemy (i.e. the Warband retreated).

*2 - Ignore terror. Have to charge on initiative. Cannot be driven back. Whenever possible they must pursue and advance in combat.



*3 - The unit has a reduced range of 15cm, because of short ranged weapons.

*4 - The unit has a firing arc of 360 degrees.

*5 - Skirmishers are used to harass the enemy with missile fire, but stay out of close combat.

Skirmishers are allowed to shoot before they move. They can shoot even before they move on initiative. When they shoot before they move they can not shoot in the shooting phase. The drive back is still resolved at the end of the ordinary shooting phase. When a unit that has been shot at by skirmishers is charged, it will not be driven back, but has still to roll the appropriate number of dices to see if it is confused.

*6 - Shamans are wizards in all respects, but can not cast spells. The shamans are able to work the troops into frenzy. For that reason a shaman adds +1 to every stand of the unit he is with.

 

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