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This is the army list used for the Newark Irregulars' tournament "Age of Tyrants" (12th November 2000). Notes are also included for using the list in more general battles. The list is the work of James Moris and myself. It reflects our view of Dark Age warfare. The bulk of an army would be of quite low quality troops, with most of the fighting done by the personal bodyguards (comitatus) of the battling warlords. To this end, most of the troops in the list are quite low-powered, typically WS and BS of 2 and correspondingly low leadership ratings. This encourages careful generalship, particularly in campaigns. Good troops are virtually irreplacable and you have to rely on you characters to get most of your army fighting. ARMY COMPOSITION (Tournament) 1000 Points Maximum
ARMY COMPOSITION (General use)
The mininimum size for a Regiment is five infantry or cavalry models. There is no upper limit. One model in each unit may be upgraded to Leader at +5 pts, Standard Bearer at +5 pts and Musician at +5 pts. There may be no more leader, standard and musician models in total than there are non-skirmisher units in the army. In the tournament, with armies of 1000 points or less, the upgrades to leader, standard or musician are free.
SPECIAL RULES Units may form shieldwall if permitted by the army list, such units may form a shield wall instead of moving. A unit that has formed a shieldwall may not cross an obstacle, march or charge without breaking the shieldwall, the formation is also lost of the unit is a warband forced to advance by rolling a "1" on its warband check. The distance moved is halved if the unit wheels more than one inch during its movement, unless it is Drilled. As long as the unit is in a shieldwall, then the unit gains a +1 armour save modifier (up to a maximum of 4+) against all shooting and hand-to-hand attacks from the front of the unit. The unit benefits from the shieldwall as long as it does not lose a round of hand-to-hand combat or use any weapon other than hand weapons, or thrusting or throwing spears. A unit may normally only stand or flee when charged. However a unit that may use feigned flight, and that opts for the 'fire and flee', or 'flee' charge response, rallies immediately at the end of their movement. They may reform facing in any direction. If the charging enemy troops contact them, the fleeing troops are not destroyed, but instead fight in hand-to-hand combat. Their opponents still count as charging however. WARBANDS Part 1: Warbands add their close combat rank bonus to their leadership score up to a Leadership of 10, OR they may use the Ld of an attached character. If Warbands are fleeing or skirmishing then they receive no rank or leadership bonus. Part 2: If a Warband charges and wins the then the enemy unit is automatically broken if it is outnumbered. CHARACTERS0-1 KING, PRINCE or DUX
Equipment: Sword, shield and Light Armour. May ride a horse for free (increase M to 7), javelins for +2, throwing spear for +2. Special Rules: Army General.
0-1 ARMY STANDARD BEARER
Equipment: Sword, shield and Light Armour. May ride a horse for free (increase M to 7), javelins for +2, throwing spear for +2. Special Rules: Army Standard.
0-1 PRIEST or SHAMAN
Equipment: Sword, club or spear. Special Rules: Priest or shaman has an automatic armour save of 4,5,6 due to his faith (unmodified for anything). A unit led by a priest (i.e. in the front rank) is more steadfast and can re-roll any one PANIC TEST per battle. As killing holy men is considered to anger supernatural forces any characyer or unit who slays a priest must take an immediate PANIC TEST.
NOBLEMAN
Equipment: Sword, shield and Light Armour. May ride a horse for free (increase M to 7), javelins for +2, throwing spear for +2. May be made ARMY GENERAL for +25 points.
HERO
Equipment: Sword, shield and Light Armour. May ride a horse for free (increase M to 7), javelins for +2, throwing spear for +2.
HOUSEHOLD TROOPS0-1 HOUSEHOLD SPEARMEN
Equipment: Shield, Light Armour, Throwing Spears, Javelins. Special Rules: SHIELDWALL, May be LIGHT INFANTRY for free.
0-1 HOUSEHOLD CAVALRY
Equipment:Shield, Light Armour, Throwing spears, Javelins. Special Rules: LIGHT TROOPS.
BRITISH TROOPSSPEARMEN
Equipment: Shield, Thrusting Spears. May replace thrusting soears with throwing spears for free. May have javelins for +1 point. Special Rules: SHIELDWALL. May be LIGHT INFANTRY for free.
LEVY
Equipment: Shield, Thrusting Spears. Special Rules: SHIELDWALL.
0-1 LIGHT CAVALRY
Equipment: Horse, Javelins. May have shield for +1 point, throwing spears for +1 point, feigned flight for +2 points. Special Rules: LIGHT TROOPS.
0-1 SCOUTS
Equipment: Javelins. May have throwing spears for +1 or may exchange javelins for shortbow/sling for +1, shield for +1, feigned flight for +1. Special Rules: SKIRMISHERS.
PEASANT SKIRMISHERS
Equipment: May have shield for +1 point, may exchange javelins for shortbow/sling for +1 point. Special Rules: SKIRMISHERS.
MERCENARY TROOPS0-1 IRISH WARBAND
Equipment: Shield, Javelins. May have throwing spears for +1. Special Rules: WARBAND, LIGHT TROOPS.
0-1 SAXON WARBAND
Equipment: Shield, Thrusting Spears. Special Rules: WARBAND, SHIELDWALL. note: shieldwall is lost if the warband is forced to make an advance due to a failed warband test.
VARIATIONSTo differentate between British Kingdoms in the "Age of Tyrants" tourney, we developed the following special rules. Gwent
Demetia
Equipment: Sword, Shield. Special Rules: Subject to WARBAND psychology rules. Powys
Gwynedd
BARD
Equipment: Harp. May ride a horse for free (increase M to 7) Special Rules: The bard must remain with the army general at all times. As long as the bard lives he increases the General's command radius by 6 inches. The bard also functions as a priest/shaman and can allow one PANIC TEST re-roll per battle and if killed causes a PANIC TEST in his slayer.
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