Age of Tyrants

The army list

Romano British Army

last updated 27th November 2000.

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

  • Characters: Up to 250 points.
  • Household Troops: Up to 250 points.
  • British Troops: At least 400 points
  • Mercenary Troops: Up to 100 points.

ARMY COMPOSITION (General use)

  • Characters: Up to one quarter of the army.
  • Household Troops: Up to 250 points.
  • British Troops: At least 400 points
  • Mercenary Troops: Up to 200 points.

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

SHIELD WALL

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.

FEIGNED FLIGHT

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.


CHARACTERS

0-1 KING, PRINCE or DUX

  M WS BS S T W I A Ld Points
King/Prince/Dux 4 5 4 4 4 2 5 3 9 100

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

  M WS BS S T W I A Ld Points
Standard Bearer 4 4 3 4 4 2 4 2 8 70

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

  M WS BS S T W I A Ld Points
Priest/Shaman 4 3 3 3 3 1 4 2 8 40

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

  M WS BS S T W I A Ld Points
Nobleman 4 4 3 4 4 2 4 2 8 50

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

  M WS BS S T W I A Ld Points
Hero 4 4 4 4 4 2 4 2 8 30

Equipment: Sword, shield and Light Armour. May ride a horse for free (increase M to 7), javelins for +2, throwing spear for +2.

 


HOUSEHOLD TROOPS

0-1 HOUSEHOLD SPEARMEN

  M WS BS S T W I A Ld Points
Household Spearmen 4 3 3 3 3 1 4 1 8 12

Equipment: Shield, Light Armour, Throwing Spears, Javelins.

Special Rules: SHIELDWALL, May be LIGHT INFANTRY for free.

 

0-1 HOUSEHOLD CAVALRY

  M WS BS S T W I A Ld Points
Household Cavalry 7 3 3 3 3 1 4 1 8 20

Equipment:Shield, Light Armour, Throwing spears, Javelins.

Special Rules: LIGHT TROOPS.

 


BRITISH TROOPS

SPEARMEN

  M WS BS S T W I A Ld Points
Spearmen 4 2 2 3 3 1 3 1 6 6

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

  M WS BS S T W I A Ld Points
Levy 4 2 2 3 3 1 2 1 5 4

Equipment: Shield, Thrusting Spears.

Special Rules: SHIELDWALL.

 

0-1 LIGHT CAVALRY

  M WS BS S T W I A Ld Points
Light Cavalry 8 2 2 3 3 1 3 1 6 15

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

  M WS BS S T W I A Ld Points
Scouts 5 2 3 3 3 1 3 1 7 6

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

  M WS BS S T W I A Ld Points
Skirmishers 4 2 2 3 3 1 2 1 5 3

Equipment: May have shield for +1 point, may exchange javelins for shortbow/sling for +1 point.

Special Rules: SKIRMISHERS.

 


MERCENARY TROOPS

0-1 IRISH WARBAND

  M WS BS S T W I A Ld Points
Irish warband 5 2 2 3 3 1 2 1 5 4

Equipment: Shield, Javelins. May have throwing spears for +1.

Special Rules: WARBAND, LIGHT TROOPS.

 

0-1 SAXON WARBAND

  M WS BS S T W I A Ld Points
Saxon warband 4 2 2 3 3 1 2 1 5 5

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.

 


VARIATIONS

To differentate between British Kingdoms in the "Age of Tyrants" tourney, we developed the following special rules.

Gwent

  • may upgrade any units of spearmen or household spearmen (not levy) to large shields for +1 point per figure
  • may upgrade any character on foot to large shield for +2 points
  • may upgrade any ONE onit to drilled status for free
  • May not pick any mercenary troops from the army list

Demetia

  • may include any number of mercenary irish warband units, spending as many points as they wish from their "British" points allowance.
  • may upgrade their smallest Irish warband unit to frenzied status for +1 point per figure
  • add one Irish Champion to the army for free
  •   M WS BS S T W I A Ld Points
    Irish Champion 5 4 2 4 4 1 4 2 8 free

    Equipment: Sword, Shield.

    Special Rules: Subject to WARBAND psychology rules.

  • may not use any household cavalry

Powys

  • may use up to 3 mounted units.
  • may upgrade their household cavalry to feigned flight for +2 points per figure
  • may purchase Saxon warband for 4 points per figure rather than the usual 5 points
  • may not use Irish mercenaries.

Gwynedd

  • may include one free musician in every British or Household, non-skirmisher unit. These do not count towards the limit for leaders, standards and musicians.
  • may include a bard for free
  • BARD

      M WS BS S T W I A Ld Points
    Bard 4 3 3 3 3 1 4 2 8 free

    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.

  • may spend up to 200 points on Irish warband in up to 3 units
  • may not use household cavalry.
  • may not use a priest/shaman.