Warhammer Ancient Battles Army Lists



'The final point I'd like to make is that although I find ancient history fascinating, and while these rules are based on a lot of careful reading, when all is said and done they have been written because I like playing games with model soldiers and they reflect that fact. Put simply, there's nothing I like better than seeing a few hundred well-painted miniatures laid out on nicely made terrain. Or at least, I like nothing better than this except winning a hard fought battle with said miniatures (rare though such victories are!). This is the reason I started wargaming and why I still do today.'- Foreward
Warhammer Ancient Battles, pg. 2

SPECIAL EXCEPTION: Select Italian Wars Renaissance Army Lists will be posted so WHFB players with Empire Armies can convert them for use in Warhammer Ancient Battles. (See website listed above.) Base size - as per the rulebook suggestions on page 9. However for formed infantry 20mm is more acceptable than 15mm and therefore players should.

Warhammer Ancient Battles Army Lists War

Armies of Antiquity contains army lists for use with the Warhammer Ancient Battle rules. The lists cover all of the most famous armies of the ancient world, from the chariot armies of ancient Egypt through to armies of crusading knights. New rules to use in your Warhammer Ancient Battles games. I had planned to field a Romano-British army for the annual 'Winter King' Warhammer Ancient Battles tournament that my new club has every year, but although I had three units painted and some more to paint, I realised that I was quite a bit short of a full army.

Building Ancient Armies

Armies for Warhammer Ancient Battles are built by spending points, aided by an army list. The main rulebook provides only two army lists - Romans (100 B.C. to 250 A.D.) and Barbarians (500 B.C. to 500 A.D., representing Celts, Britons, and Germans) - though other lists are available in supplements or over the Internet.

Army lists generally restrict a player's ability to spend points, either by requiring a minimum amount spent on a particular type of force, or by preventing a player from spending more than a maximum amount on some element.

Example: The Roman army list from the main rulebook places these limits on would-be Roman commanders:
  • up to 1/4 of his points can be spent on Characters
  • at least 1/4 of his points must be spent on Legionaries
  • up to 3/4 of his points may be spent on Auxilaries
  • up to 1/4 of his points may be spent on Special Units

Within the army lists, forces are usually categorized into three types: Characters (individuals), Units (bodies of ordinary troops), and War Machines (cumbersome military devices). The Units category is often broken down even further - into infantry and cavalry, or regulars and reserves, etc.

Then comes the listing of available forces, rated with a point cost. Characters and War Machines are generally purchased singly, while infantry and cavalry must be formed into units of at least 5 similar models. In some cases, extra points may be spent to upgrade a troop type's base equipment, or to convert it into a special-purpose troop for its unit - a leader (extra die in combat), standardbearer (bonus in close combat) or musician (close combat bonus, march bonus).

Example: Let's say that I have 8 Celtic chariots that I want to come up with Warhammer Ancient Battles stats for. Looking up 'Chariots' in the main rulebook's Barbarian Army List, I find that chariots cost 36 points each.

In addition, for 5 extra points I can turn one chariot per unit into a leader or a standardbearer. Or extra points can be spent for a shield or spear (in addition to the default weapon - javelins).

So if I decided to pay for an 8-chariot warband, including one leader and one standardbearer, but no extra equipment, it would cost:

The individual entries also list the ratings for each troop type, as well as any special rules which apply to them. The nine Characteristics which form a figure's Profile are:

  • Movement Allowance (M)
  • Weapon Skill (WS) [melee weapons]
  • Ballistic Skill (BS) [ranged weapons]
  • Strength (S)
  • Toughness (T)
  • Wounds (W) [hit points - most warriors have 1 Wound]
  • Initiative (I) [determines striking order in close combat]
  • Attacks (A) [number of strikes a figure can make per turn, usually 1]
  • Leadership (Ld)
Example: Here is the main rulebook's entry for Roman Legion Light Infantry:

Warhammer Ancient Battles Army Lists Ranks

And finally, the army lists try to inspire players by providing a brief history and background of a particular army from antiquity.

Going to War

The designers provide multiple means by which players can take their armies to war. First, there are a variety of scenarios provided (which may be mutually agreed upon by the players, or randomly selected by a dieroll):

  • Pitched Battle
  • Meeting Engagement
  • Surprise Attack
  • Flank Attack
  • Breakthrough
  • Ambush
  • Last Stand
  • Skirmish

Each scenario provides special rules for deployment, limits to army size (using the points-value system), and victory conditions.

To give further variation, a Scenery Generation Table allows players to determine terrain set-up options through dice rolling.

After giving tantalising suggestions as to how to run a historical campaign, the main rulebook provides actual rules for an ahistorical campaign. This mapless system lets players roll dice to determine their three initial territories. The fourteen territory types provide special bonuses, such as adding characters or units to an army, or expanding the allowed point total.

All of the players in the campaign may play each other freely, without use of any schedule. When players meet, each stakes one of their territories on the coming battle. In addition, a new territory is generated by dieroll. The winner has his choice of taking the new territory (and letting his opponent keep his staked territory), or taking his opponent's staked territory (in which case, his opponent gets the new territory).

When rolling for new territories, it is also possible to create Spies or cause Random Events. The actions of a Spy are randomly determined prior to play, and may result in enemy units becoming unavailable or a change in the territory at stake. There are eleven random events, such as Volcanic Eruption or Revolt, which result in the loss of territories or territorial bonuses.

As a way of concluding a campaign, the designers suggest allowing the first two twelve-territory-empire players to fight one final battle for ultimate mastery.

Rules are also provided to grant benefits to veteran units and characters. A unit which captures an enemy standard receives an 'elite' bonus, allowing it to re-roll all of its attack dice once per game. Elite status is lost once the unit is broken or destroyed. Characters gain veteran bonuses for heroic feats, but the benefits are lost if the character is slain. Victorious generals receive a one-time bonus, determined randomly, which they may use in their next battle.

Sequence of Play

The game is played in a series of Turns, each of which consists of one player-turn for each player. A player-turn consists of the following steps:

  1. Start of the Turn Phase
  2. Movement Phase
    1. declare charges
    2. rally
    3. compulsory moves
    4. charge movement
    5. remaining movement
  3. Shooting Phase
  4. Close Combat Phase
    1. engage in combat
    2. determine results
    3. break tests
    4. panic tests
    5. fleeing
    6. pursuit
    7. redress ranks

Certain units may be required, as a result of the course of battle, to make various rolls 'at the start of the turn.' This is what the Start of the Turn Phase is for.

Movement

A troop type's Profile indicates its movement speed, though this may be modified if extra armour has been purchased for the unit. With restrictions, units can move at march rate (double speed) and fast march rate (triple speed). Terrain penalizes movement rates.

Figures travel in formations of one or more ranks, moving straight ahead unless taking advantage of the allowed manoeuvres:

  • wheel (pivoting around a front corner)
  • turn (figures turning in place)
  • change formation (grow or shrink number of ranks)
  • reform (unit sacrifices movement in order to change direction and/or formation)
War

Compulsory Moves are those moves which the player has limited control over, such as when a unit is fleeing due to a bad morale result. This movement occurs before charges are resolved.

Charging is how units enter hand-to-hand combat, and must be declared at the start of the Movement Phase. The actual charge occurs several sub-phases later, after units have attempted to rally and have made any 'fleeing' movement. First, the target unit's player must select a response: Stand & Shoot, Hold, Flee, or Fire & Flee. If movement or firing occurs, they are resolved immediately. If the charging unit succeeds at any required morale checks (due to casualties), charge movement occurs (double the normal rate of movement). Since no pre-measurement is allowed, it is possible that a unit might fail to make contact with its target - in which case, the charging unit is moved back to where it would have moved under normal movement.

Ranged Combat

During the Shooting Phase, the player whose player-turn it is selects his ranged-weapon units and conducts 'shooting' type attacks. A figure can attack if it can see its target, and if the target is in range of the weapon being used. (Exception: 'rear rank' archers can fire over the heads of soldiers in front of them, but only at half effect and only if the unit does not move.) Units generally mass their fire against a single target.

'You will have gathered by now that it is necessary to roll quite a few dice to resolve shooting - whole handfuls at once in fact! This doesn't take as long as you might imagine because all the dice are rolled together.'Fast Dice Rolling,
Warhammer Ancient Battles, pg. 27

To resolve ranged combat, one die is rolled for every shooter. Modifiers apply to the dieroll, due to range, target size, movement, formation and cover. The modified result is compared against the troop type's Ballistic Skill (BS) to see if the shot hit. Rolls of '1' always miss, and a '6' always hits.

Next, a roll is made to see if the hit succeeds in wounding the target. The weapon's Strength rating is compared to the target's Toughness to determine a score. Then one die is rolled per hit, and compared against the score to see if a Wound occurs. (A penalty to the dieroll may apply, if the original hit was scored by an automatic hit despite severe modifiers.)

The defender then gets a chance to see if armour negates the damage. One die is rolled per Wound. The score needed is determined by the troop type (infantry or cavalry) and armour. Modifiers may apply due to the Strength of the weapon (reflecting armour penetrating ability). Each successful armour saving throw negates one Wound. (An infantry figure without armour or shield does not receive an armour saving roll.)

Generally, one figure is removed for each Wound scored. Casualties are taken from the rear ranks, reflecting new soldiers stepping forward to take the place of losses.

Example: Let's say that a unit of 10 Celtic slingers opens fire on a unit of 5 Roman auxiliary cavalrymen. All slingers are in range (18'), but only the front rank (5 slingers) can see their target.
  1. One die is rolled for each slinger. With a Ballistic Skill of 3, slingers need a '4' or better to hit. However, a -1 modifier applies to each dieroll due to firing at long range (for slings, 9' or more). The Celtic player rolls 3, 4, 5, 5, 6 - and scores three hits.
  2. For each hit, one die is rolled. The sling's Strength of 3 compared against the cavalry's Toughness of 3 tells us that a '4' or better is needed. The Celtic player rolls 1, 4, 6 - good enough to score two Wounds.
  3. Now the defender rolls two dice (one for each Wound). The auxiliary cavalry has light armour and a shield, giving it an armour saving number of 4 or better. The sling's Strength provides no modifier. The Roman player rolls 3 and 6 - good enough to negate one Wound, but he still must remove one of his cavalrymen.

Melee Combat

During the first sub-phase of Close Combat, hand-to-hand combat is worked out between units in physical contact. Sometimes this involves one friendly and one enemy unit, but it can include multiple units. During the Close Combat phase - unlike the Shooting phase - both players will have the chance to make attacks.

Warhammer 40k Army Builder

Within each close combat, models fight in Initiative (I) order - so that higher Initiative figures attack first (and casualties are removed) before lower Initiative figures may attack. Models which charged may attack before anyone else. Only models in contact with the enemy may fight. In some cases, both a rider and his mount may attack.

The melee procedure is nearly identical to the shooting system. The differences are that Weapon Skill (WS) is used instead of Ballistic Skill (BS) when making the 'to hit' roll, and that the attacker's Strength (and not the weapon's Strength) is used when figuring the 'to wound' result. Casualties are noted, but are not immediately removed from the table.

Example: We'll say that our unit of 4 Roman auxiliary cavalry now has managed to charge a unit of 10 Celtic light cavalry from the flank. Close combat ensues. Both players may attack. However, since the Romans charged, their attacks are made first.

The Roman rolls one die for each of his 4 cavalry. Comparing their Weapon Skill (WS) of 3 vs. the Celts' WS of 3, the player discovers he need to roll a '4' or better. He rolls 1, 2, 4, 4 - 2 hits.

Now he rolls for Wounds. Comparing his cavalry's Strength of 3 vs. the Celts' Toughness of 3, he finds he needs a '4' or better. Rolling 2 and 5, he inflicts one Wound.

Since the Celtic light cavalry are unarmoured except for a buckler, they need a '5' to save. The Celtic player rolls...and gets a 6. No Wounds are inflicted.

Now, the Celts may strike back. One roll may be made for each of the 2 light cavalrymen in contact with the Romans. Like the Roman player, he needs a '4' or better to hit. He rolls 4, 5 - 2 hits.

Rolling for Wounds, he finds he also needs a '4' or better. (Most troops have Strength and Toughness of 3.) He rolls 2 and 5 - one Wound.

The Romans are better armoured (light armour and shield), so they need a '4' or better to save. Rolling a '6,' the Romans avoid taking damage.

After all combats have been resolved, the players use the next sub-phase to determine which side 'won' each individual fight. Each side scores 1 point per Wound inflicted (this is why casualties must be left on the table until now), plus bonus points for having a standard, being on high ground, making a flank or rear attack, destroying chariots, and for number of ranks in the unit. In the case of a tie, the side with musicians wins (if both sides have musicians, competing dierolls are made to see who wins).

Units on the 'losing' side of close combat must take a Break Test. Two dice are rolled, with the margin by which they lost the fight acting as a modifier to the result. The modified score is compared against the unit's Leadership (Ld) to determine if it breaks. A broken unit is marked by turning its figures to face the rear. (A unit of fewer than 5 figures always breaks if it loses a close combat.)

Next, Panic Tests are taken. A Panic Test is similar to a Break Test, although different modifiers apply. A unit is required to take a Panic Test if 'bad things' have happened to it (i.e., heavy losses) or near it (friendly units have broken or been destroyed, general is slain, etc.) [Panic Tests may also be called for during the Start of the Turn phase, if a unit is close to a friendly fleeing unit.]

(If a General is present, his Leadership value may be substituted for the unit's value when taking Break and Panic Tests. If the army's battle standard is present, the unit may re-roll any failed Break Tests.)

After Break and Panic Tests have been resolved, fleeing occurs. Unlike normal movement, the movement rate of a fleeing unit is determined by dieroll. Next, victorious units may choose to pursue their fleeing opponents. Pursuit movement is also determined randomly. If a pursuing unit succeeds in catching its fleeing opponent, the fleeing unit is destroyed.

Example: Continuing our combat example, the players must now determine who 'won' the combat. Since neither the Romans nor the Celts scored any Wounds, only bonus points will determine this victor. With only 4 models in their unit, the Roman auxiliary cavalry unit is too small to get the bonus points for a flank attack. On the other hand, the Celts receive a +1 bonus for having a standard bearer. So the Celts win, 1 point vs. 0 points.

Since the Romans have lost, they must take a Break Test. Their Leadership (Ld) is 7. The Romans roll 3 and 4, which totals 7, but must add +1 (the amount they lost the combat by) for a final result of '8.' Since this is greater than the unit's Ld, the Romans break.

Rolling 3 dice, the roll is 2, 4, 5 - so the Romans flee 11' away. The Celts pursue, and roll 1, 3, 6 - 10' of movement, not enough to catch the fleeing Romans! The Romans have narrowly avoided complete destruction.

Units engaged in close combat are not allowed to move during the Movement phase. Therefore, the 'redress ranks' sub-phase (at the end of the Close Combat phase) is a player's chance to move figures around within a unit. Units can expand their frontage or, if victorious in this turn's close combat, can 'lap around' with its figures to engage an enemy's flank or rear.

A unit which feels it is in a bad spot may attempt to disengage from close combat. Disengagement is declared during the 'declare charges' sub-phase, and resolved during 'compulsory movement.' A roll vs. Leadership (Ld) is required - if successful, the unit may move up to double its normal movement rate away from the combat; if unsuccessful, the unit breaks (and its opponent may pursue). (In some circumstances, cavalry may disengage without a Leadership roll.)

A Character involved in a close combat has the option of issuing a Challenge before combat is resolved, if the enemy has a Character involved in the same fight. If the challenge is declined, then an enemy character must be removed to the rear ranks for the current turn. Otherwise, the two characters engage in a 'private' fight within the greater melee, which continues over several turns until one of them flees or dies.

Warhammer ancient battles army lists ww1

Warhammer Historical Wargames

Warhammer 40k army builder

Special Rules

The core rules for the game are given in less than 40 pages, including examples, illustrations, and historical anecdotes. An additional 27 pages add supplemental rules, covering:

  • specific weapons (daggers, two-handed weapons, figures with two melee weapons, polearms, slings)
  • armour and shield types
  • psychology (fear, terror, frenzy, hatred, stubborn, warbands)
  • light troops, including skirmishers
  • chariots
  • elephants
  • war machines
  • buildings and fortifications

Additional rules are given in the various army lists, both in the main rulebook and in the supplements.

Warhammer 40k List Builder Online

Asculum

Scenario Asculum 279 BC

'If we defeat the Romans in one more such battle,

we shall be completely ruined'

The Background
One of the successors of Alexander the Great, Pyrrhus from Epirus, was tempted to invade Italy to get the Romans of the back of the Greek city of Tarantum. The first encounter was at Heraclea. This battle was the second encounter between Pyrrhus and the Roman legion. The two armies were equally numbered.

The Romans had more infantry (four legions, 20,000 Romans, plus allies) and 300 anti-elephant wagons.

Pyrrhus deployed Macedonian en Epirote Phalanx and cavalry, Greek mercenary infantry, allied Italian Greeks (including Tarantine), 19 elephants, and Samnite infantry and cavalry. The Epirote army had an advantage in horses and the 19 elephants. In order to counter the more flexible Roman legion, Pyrrhus had mixed some light Italic troops to his phalanx.

Both armies deployed with their cavalry on the wings and infantry in the centre. Pyrrhus held his Guard cavalry in reserve behind the centre under his personal command. The Elephants were also kept initially in reserve.

Romans lost 6,000 men; Pyrrhus had 3,500 casualties, among which were many of his officers. A narrow victory. Also the Romans refused to give up (a quality Hannibal would learn too, many years after). Pyrrhus left Italy to try his luck in Sicily against the Carthaginians.

The Historians write different stories about the battle of Asculum. Orosius says it was a devastating defeat for Pyrrhus. Some write Pyrrhus got wounded. Some talk about two days of battle, some only about one day. But the most detailed description is given to us by Dionysius of Halicarnassus. I decided to take this account as the basis for this scenario.

The Historical Battle

Having agreed through heralds upon the time when they would join in battle, they descended from their camps and took up their positions as follows: King Pyrrhus gave the Macedonian phalanx the first place on the right wing and placed next to it the Italiot mercenaries from Tarentum; then the troops from Ambracia and after them the phalanx of Tarentines equipped with white shields, forced by the allied force of Bruttians and Lucanians; in the middle of the battle-line he stationed the Thesprotians and Chaonians; next to them the mercenaries of the Aetolians, Acarnanians and Athamanians, and finally the Samnites, who constituted the left wing. Of the horse, he stationed the Samnite, Thessalian and Bruttian squadrons and the Tarentine mercenary force upon the right wing, and the Ambraciot, Lucanian and Tarentine squadrons and the Greek mercenaries, consisting of Acarnanians, Aetolians, Macedonians and Athamanians, on the left. The light-armed troops and the elephants he divided into two groups and placed them behind both wings, at a reasonable distance, in a position slightly elevated above the plain. He himself, surrounded by the royal agema, as it was called, of picked horsemen, about two thousand in number, was outs the battle-line, so as to aid promptly any of his troops in turn that might be hard pressed.
The consuls arrayed on their left wing the legion called the first, facing the Macedonian and Ambraciot phalanx and the Tarentine mercenaries, and, next to the first legion, the third, over against the Tarentine phalanx with its white shields and the Bruttian and Lucanian allied forces; adjoining the third army they placed the fourth, facing the Molossians, Chaonians and Thesprotians; and the second on the right wing opposite the mercenaries from Greece — the Aetolians, Acarnanians and Athamanians — and the Samnite phalanx that was equipped with oblong shields. The Latins, Campanians, substitutes, Umbrians, Volscians, Marrucini, Peligni, Ferentani, and their other subjects they divided into four divisions and mingled them with the Roman legions, in order that no part of their lines might be weak. And dividing the cavalry, both their own and that of their allies, they placed it on both wings. Outside the line they stationed the light-armed troops and the waggons, three hundred in number, which they had got ready for the battle against the elephants. These waggons had upright beams on which were mounted movable traverse poles that could be swung round as quick as thought in any direction one might wish, and on the ends of the poles there were either tridents or swordlike spikes or scythes all of iron; or again they had cranes that hurled down heavy grappling-irons. Many of the poles had attached to them and projecting in front of the waggons fire-bearing grapnels wrapped in tow that had been liberally daubed with pitch, which men standing on the waggons were to set afire as soon as they came near the elephants and then rain blows with them upon the trunks and faces of the beasts. Furthermore, standing on the waggons, which were four-wheeled, were many also of the light-armed troops — bowmen, hurlers of stones and slingers who threw iron caltrops; and on the ground beside the waggons there were still more men.


Elephants attack the anti-elephant wagons

This was the battle order of the two armies that had taken the field. The forces on the king's side numbered 70,000 foot, of whom the Greeks who had crossed the Ionian gulf amounted to 16,000; on the Roman side there were more than 70,000, about 20,000 of them being from Rome itself. Of horse the Romans had about 8,000, while Pyrrhus had slightly more, as well as nineteen elephants.
When the signals for battle were hoisted, the soldiers first chanted their war songs, and then, raising the battle-cry to Enyalius, advanced to the fray, engaged and fought, displaying all their ski in arms. The cavalry stationed upon both wings, knowing beforehand in what tactics they had the advantage over the enemy, resorted to those tactics, the Romans to a hand-to-hand, stationary combat, and the Greek horse to flanking and deploying manoeuvres. The Romans, when they were pursued by the Greeks, would wheel their horses about, and checking them with the reins, would fight an infantry battle; the Greeks, when they perceived that the Romans were their equals in combat, would swerve to the right and countermarching past one another, would whirl about their horses once more to face forward, and applying the spurs, would charge the enemy's ranks. Such was the character of the cavalry battle. The fighting of the infantry was in some respects similar to it, in other ways different; it was similar on the whole, but different in details. For the right wing of each army was the stronger one, the left being weaker. Nevertheless, neither side turned its back ignominiously to the foe, but both maintained good order, remaining with the standards and protecting themselves with their shields while gradually falling back. Those who distinguished themselves for valour were, on the king's side, the Macedonians, who repulsed the first Roman legion and the Latins arrayed with it; and, on the Roman side, those who constituted the second legion and were opposed to the Molossians, Thesprotians and Chaonians. When the king had ordered the elephants seem to be led up to the part of the line that was in difficulties, the Romans mounted on the pole-bearing waggons, upon learning of the approach of the beasts, drove to meet them. At first they checked the onrush of the beasts, smiting them with their engines and turning the fire-bearing grapnels into their eyes. Then, when the men stationed in their towers no longer drove the beasts forward, but hurled their spears down from above, and the light-armed troops cut through the wattled screens surrounding the waggons and hamstrung the oxen, the men at the machines, leaping down from their cars, fled for refuge to the nearest infantry and caused great confusion among them. The Lucanians and Bruttians arrayed in the middle of the king's battle-line, after fighting for no great while, turned to flight when repulsed by the fourth Roman legion. When once these gave way and their part of the line was broken through, the Tarentines also, who had their station next to them, did not remain, but they too turned their backs to the enemy and fled.
When King Pyrrhus learned that the Lucanians, Bruttians and Tarentines were in headlong flight and that their part of the line was disrupted, he turned a part of the squadron that was with him over to other commanders, and from the right wing sent other horsemen, as many as he thought would be sufficient, as reinforcements to those who were being pursued by the Romans. But during the time that this was going on, there was a manifest intervention of the divine power on the side of the Romans. Some of the Daunians, it seems, from the city of Argyrippa, which they now call Arpi, four thousand foot and some four hundred horse who had been sent to the assistance of the consuls, arrived near the royal camp while proceeding by mere chance along the road that led in the enemy's rear, and saw the plain full of men. After stopping there a short while and indulging in all manner of speculations, they decided not to descend from the heights and take part in the battle, since they did not know either where there was a friendly force or where a hostile one, nor could conjecture in what place they should take their stand in order to render some aid to their allies; and they thought it would be best to surround and destroy the enemy's camp, since not only would they themselves get much fine booty if they should capture the baggage, but they would also cause much confusion to their enemies if these should see their camp suddenly ablaze. (The scene of the battle was not more than twenty stades distant.) Having come to this decision and having learned from some prisoners, who had been captured when they had gone out to gather wood, that only a very few were guarding the camp, they attacked them from all sides. Pyrrhus, learning of this through the report of a cavalryman who, when the siege of the camp began, drove his horse through the enemy's lines, and applying the spurs, was soon at hand, decided to keep the rest of his forces in the plain and not to recall or disturb the phalanx, but sent the elephants and the boldest of the horse, carefully selected, as reinforcements for the camp. But while these were still on the way, the camp was suddenly taken and set on fire.
Those who had accomplished this feat, upon learning that the troops sent by the king were coming down from the heights against them, fled to the summit of a hill which could not easily be ascended by either the beasts or the horses. The king's troops, having arrived too late to be of assistance, turned against the Romans of the third and fourth legions, who had advanced far ahead of the others after routing the foes who faced them. But the Romans, becoming aware in advance of their approach, ran up to a lofty and thickly-wooded spot and arrayed themselves in battle order. The elephants, accordingly, being unable to ascend the height, caused them no harm, nor did the squadrons of horse; but the bowmen and slingers, hurling their missiles from all sides, wounded and destroyed many of them. When the commanders became aware of what was going on there, Pyrrhus sent, from his line of infantry, the Athamanians and Acarnanians and some of the Samnites, while the Roman consul sent some squadrons of horse, since the foot needed such assistance. And at this same time a fresh battle took place there between the foot and horse and there was still greater slaughter.


Tarantine 'White Shields'

Following the king's lead, the Roman consuls also recalled their troops when it was near sunset, and taking them across the river led them back to their camp as darkness was already coming on. The forces of Pyrrhus, having lost their tents, pack-animals and slaves, and all their baggage, encamped upon a height, where they spent the following night under the open sky, without either baggage or attendance and not well supplied with even the necessary food, so that many wounded men actually perished, when they might still have been saved had they received assistance and care. Such was the outcome of the second battle between the Romans and Pyrrhus, near the town of Asculum.

The opposing Armies

The lists are based upon the forthcoming Punic Wars and Successors WAB supplements. The scale is 1:200.

The armies converted into WAB army lists with as starting point the two thoughts:
1) To keep the number of models in line with the historical proportions to get a genuine army.
2) To keep the number of points equal for both armies to keep things playable.

The characters will have the same weapons as the troops they fight with (for free).


Chalcidian Helmet (Louvre Museum, Paris)

To keep the impact of the light troops low I had only a few small units on the flanks.

Roman Army
The
Romans
had 70,000 infantry (more likely 40,000), 8000 cavalry and 300 anti-elephant wagons.

The Republican Roman Cohort consisted of one maniple of 120 velites, being the poorest Romans, one maniple of 120 hastati, one maniple of 120 principes and one maniple of 60 triarii. To represent this, I choose to let each legion consist out of 12 hastati, 12 principes and 4 triarii. You must combine the triarii of 2 legions into one unit, because that plays better in Warhammer. The hastati and principes used Pilums, the hastati being the younger and poorer of the two, so that they usually fought without armour. The triarii and Principes still used thrusting spears.

There is no evidence that the Legions from the allies were differently build, but Dionysius does say that the Romans put the allies in between their own units to prevent weak spots. Therefore I choose to make the allied legions not drilled.

TypeOriginModelsPoints
Command1 consul (equipment free)
1 consul (equipment free, sub general)
290
StandardBattle Standard (equipment free)80
20,000 Romans
4 Legions:
-Hastati
-Principes
-Triarii
Each legion consists of:
12 Hastati (LSM, drilled, Lsh, Pilum)
12 Principes (LSM, drilled, LSh, LA, Thrust)
4 Triarii *)
(LSM, drilled, stubborn, LSh, LA, Thrust)

4x132
4x144
4x52
Leves 6 Leves (jav)
6 Leves (jav)
6 Leves (jav)
6 Leves (jav)
24
24
24
24
20,000 Allies
4 Allied Legions:
(Latins, Campanians, Substitutes, Umbrians, Volscians, Marrucini, Peligni, Ferentani and others)
Each legion consists of:
12 Hastati (LSM, Lsh, Pilum)
12 Principes (LSM, LSh, LA, Thrust)
4 Triarii
*)
(LSM, drilled, stubborn, LSh, LA, Thrust)

4x108
4x120
4x52
8,000 Cavalry
8,000 Roman and Italian Cavalry9 Roman/Italian Cavalry (LSM, Throw, Sh, LA)
9 Roman/Italian Cavalry (LSM, Throw, Sh, LA)
9 Roman/Italian Cavalry (LSM, Throw, Sh, LA)
9 Roman/Italian Cavalry (LSM, Throw, Sh, LA)
168
168
168
168
300 Anti-elephant300 Anti-Elephant Wagons4 Anti-Elephant Wagons340
4000 Flanking Force4000 Daunians (Apulia)20 Italian Spearmen (Throw, LA, LSh, light)175
TOTAL of 3 characters, 236 infantry, 36 cavalry, 20 flanking force, 4 anti-elephant wagons, +/- 4000 points

*) Note that The triarii should be combined into units of 8 models.

Pyrrhus' Army
Pyrrhus had 70,000 infantry (more likely 40,000), 9,000 cavalry and 19 elephants.

I wanted to make the opposing cavalry, infantry and elephant forces equal, so 2 elephants oppose the 4 anti-elephant wagons. The Epirote cavalry has slightly more models than the Romans, but one of their units (the Agema) is in reserve).

Dionysius described the Samnites as a phalanx. I kept them a normal unit, but added pila to make them more of a match against the Romans, and to represent the fact that many believe the Romans adopted the pilum from the Samnites.

The Thessalian wedge has thrusting spears instead of Xyston, because they do not only represent Thessalians, but also other Greek cavalry. The Agema wedge has Light Armour for the same reason.

TypeOriginModelsPoints
Command
Pyrrhus Pyrrhus (equipment free) 195
Sub General Strategos (equipment free, sub general) 165
Standard Battle Standard (equipment free) 80
16,000 Greeks
5,000 Macedonians 20 Macedonian Phalanx (LSM, Pike, La, Sh, stubborn) 315
11,000 other Greek Phalanx
(Mollosian, Thesprotians, Chaeonians)
25 Epirote Phalanx (LSM, Pike, La, Sh)
25 Epirote Phalanx (LSM, Pike, La, Sh)
20 Chaeonian Guards (LSM, Pike, La, Sh, drilled, stubborn)
265
265
335
24,000 infantry
Tarantum Phalanx 25 Tarantine Phalanx (LSM, Pike, La, Sh, levy) 165
Italian Allies:
-Samnite
-Bruttians, Lucanians
-Mercenaries from Tarantum

20 Oscan/Samnite Warriors (LSM, Pila, LA, LSh, Formed)
20 Oscan/Samnite Warriors (LSM, Pila, LA, Sh, Formed)
25 Italiote Hoplites (LSM, Thrust, LA, LSh, Phalanx)

195
195
290
Greek mercenaries:
- Aetolians
- Acarmanians (South Epirus)
- Athamanians (East Epirus/Thessaly)

20 Aetolian Peltasts (LM, Jav, thrust Sh, light, feigned flight)
20 Mercenary Peltasts (LM, thrust, Sh, light)

170
150
Skirmishers 6 Expert Slingers (Sling, pelta)
6 Psiloi (jav)
6 Cretan Archers (Bow, Sh)
6 psiloi (jav)
42
24
60
24
8,000 Cavalry
2000 agema 9 Agema Cavalry (LSM, Xyston, La, stubborn, wedge) 240
Greek Cavalry:
- 500 Thessalian
- 500 for the other Greek mercenaries:(Acarnamians, Aetolians, Macedonians, Athamanians, Ambraciot)
10 Thessalian Cavalry (LSM, Thrust, LA, wedge, drilled, light) 275
6,000 Italian cavalry
10 Samnite Cavalry (LSM, Jav, Sh, LA, Throw)
10 tarantine Cavalry (LSM, Jav, LSh, Light, Feigned flight)
215
175
19 elephants 19 elephants 2 Elephant models 308
TOTAL of 3 characters, 229 infantry, 39 cavalry, 2 elephants, +/- 4000 points

Deployment

  • The table should be 4 x 8 feet. (See map 1 & map 2)

  • On the Epirote side two hills are situated in the corners.

  • Deploy up till 12' from your table edge, and not closer than 12' to the table edge on the sides. The wooded hill the Dauni sheltered must be on the left wing of the Epirotes, because the Athamanians, Akarnanians and Samnite (on the left) were sent to them.

  • The hills are treated as normal terrain for movement purposes.

  • The Romans must divide their army into four equal parts. Each part consisting out of 1 Roman legion and 1 allied legion close together.

  • The Roman general and Battle Standard start at the rear of the Roman legions.

  • Pyrrhus is with the Agema unit at the rear of the Epirotes. The Battle standard is somewhere behind the infantry line.

  • Both sides have a camp that may be placed anywhere in the deployment zone.

  • The units should oppose each other like described in the table below. Divide the deployment zone into 8 sectors to do this.


Map 1

ROMANS EPIROTES

2 anti-elephant wagons with Leves

1 Elephant and 2 skirmish units (1 with missiles) at a distance on a hill.

2 Roman and allied cavalry units

1 unit of Samnite cavalry (Samnite, with some Thessalian and Bruttian and the Tarantine mercenaries)

2 consuls and
Battle Standard

Legion I

1 Macedonian phalanx
1 Italiot hoplite unit
(mercenaries from Tarantum)

1 unit of Agema with Pyrrhus
Battle Standard

Legion III

1 Tarantine Phalanx (white shields)
1 unit of Oscans (Allied force of Bruttians and Lucanians)

Legion IV

1 Epirote (Mollosian) Phalanx
1 Epirote (Thesprotian) Phalanx
1 Chaeonian Guard Phalanx

Legion II

1 unit of Aetolians Peltasts (Mercenaries of Aetolia)
1 unit of Peltasts (Acarmanians and Athamanians)
1 unit of Samnites (with oblong shields)

2 Roman and allied cavalry units

1 unit of Tarantine cavalry (Ambraciot, Lucanian and Tarantine)
1 unit of Thessalians (Acarnamians, Aetolians, Macedonians, Athamanians)

2 anti-elephant wagons with Leves

1 Elephant and 2 skirmish units (1 with missiles) at a distance on a hill.

map 2

Turns

  • The Epirotes have just taken the hills and wood, now it is up to the Romans to respond: the Romans have the first turn.

  • On (their) turn 3 the Roman allied Daunii arrive on the Roman Right table edge.

  • Skirmishers may not make an extra 4' move before the game starts.

  • The battle lasts 8 rounds.

Special rules

  • When you capture the camp (the turn after you touched it with a non-fleeing unit), you will receive 100 pts victory points.

  • Romans are unused to and afraid of elephants and can’t use the “open lanes” rule, even though they are drilled!

  • The Epirote side does not suffer from fear or terror for elephants.

  • Normal victory conditions count (p. 85 of the rulebook)

  • The Anti Elephant wagons function as follows:

M

WS

BS

S

T

W

I

A

Ld

Pts

Anti Elephant Wagon

6

4

4

3

3

1

4

1

8

85

Equipment: It is accompanied by 6 velites with bows, javelins, shield and swords.
Special rule: The wagon is a heavy chariot. The elephants fear this wagon and will not charge it voluntarily. The wagon may not charge units other than elephants. The velites must stay in contact with the wagon or themselves.

Let me know what you think of this scenario. I am eager to learn!


The Theoretical Tactics

The Epirotes can hold the Roman cavalry at bay using the elephants. But are they up to the anti-elephant units?

The wedges are very strong against the cavalry if you can manoeuvre them right.

Where must Pyrrhus go? To his left to counter the arrival of the Daunii, or to the right to support the outnumbered Samnite cavalry?

The Epirotes have some weak spots in the phalanx line. Can the Romans use this to their advantage?

Use the high manoeuvrability of the maniples, but do not give up your formation to fast. On their own the maniples are vulnerable.

The Daunii can give the Romans the upper hand when put to good use.

Learn more about the Roman Tactical Checkerboard Formation here.

The Practical Tactics
See how things worked out when we played this scenario here.

Sources

  • Plutarch, Pyrrhus 21(5-10)

  • Zonaras 8:5

  • Orosius 4:1

  • Livy, Epitome 13

  • Appian, Samnite wars

  • Warfare in the classical world (John Warry)

  • Battles of the Greek and Roman World (John Drogo Montagu)

  • Fighting techniques of the Ancient World (Anglim, Jestice, Rice, Rusch and Serrati)

  • Armies of the Macedonian and Punic Wars (Duncan Head)

  • Early Roman Armies (N. Sekunda & S. Northwood)

  • WAB successors (Jeff Jonas) & WAB Hannibal and the Punic Wars (Allen Curtis)

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Warhammer Ancient Battles Army Lists World War 2