Army list variant by JP Chapleau
Based on an original list by Jeff Jonas
Building the Army
Army Composition: Late Ptolemaic Successor Army
Characters: Up to 25 % of the Army’s total points.
Cavalry: Up to 25 % of the Army’s total points.
0-1 Agema Cavalry, 0-1 Kleruch Cavalry, 0-1 Elite Light Cavalry, Ethnikoi Cavalry
Heavy Infantry: At least 25 % of the Army’s total points.
Mercenary Phalanx, Machimoi Phalanx. Imitation legions count as part of the phalanx percentage.
Light Infantry: Up to 33 % of the Army’s total points.
Border Garrisons, 0-1 Neo-Agrianians.
Special troops: Up to 25 % of the Army’s total points.
0-3 War Machines, or 0-3 African elephants.
Mercenaries: Up to 33 % of the Army’s total points.
Territorial Troops: Up to 25 % of the Army’s total points.
Allies: Up to 25 % of the Army’s total points.
Sometimes two armies would join forces and are listed as Allies. These are separate armies that have joined temporarily and may have their own Chieftains or other leaders in command. In larger games 2001 pts or higher the allies may have their Army General command the allied forces. These units may not use the Successor General and Army Standard Bearer’s abilities.
Special Rules
Elephants
If an elephant is included all units in the Ptolemaic Army count as being "Used to" elephants. Mercenaries and Territorial troops are not "Used to" elephants unless specifically noted.
Elephant Escorts
These skirmisher units initially deploy within 3" of an elephant. After deployment they may move freely and do not have to follow their parent at all. Escorts are treated as runners. Escorts may charge an enemy already engaged by an elephant by charging into gaps. Elephants may charge through a unit of escort, even if the gap is not wide enough, it is assume the escort can dodge out of the way. They can even do this if the escorts are engaged by the enemy; simply push the escorts aside until there a gap wide enough to allow the elephant to fit through.
Expert Slingers
Expert Slingers do not suffer the -1 penalty for long range. Expert Slinger units may not exceed the size of the smallest skirmisher unit in the army. (Example: if an army had three units of skirmishers, one of 12, one of 8, and one of 10 models, the Expert Slinger unit could have 5-8 models maximum).
Feigned Flight
If cavalry with feigned flight choose to flee or fire and flee as a charge reaction, they rally automatically at the end of their movement, and may reform facing in any direction. This means that should the charging enemy encounter them, the cavalry are not destroyed, and may instead fight in the close combat phase. Their opponents still count as charging.
Levies
Levy troops fear enemy units they do not outnumber by at least 2:1, reflecting their general lack of motivation. Levies do not fear other Levies, fleeing troops or skirmishers.
Medium Shield
Medium shields provide a +2 save against missiles and +1 in hand to hand.
Parthian Shot
Cavalry with Parthian Shot make a normal move immediately after shooting. This is allowed in the shooting phase, is not a charge reaction and the unit may not march or move within 1" of any enemy unit.
Phalanx
Unit with the Phalanx rule have a number of special rules. Units with this rule may have a unit standard, and benefit from the army standard bearer.
Movement and Maneovre
The Phalanx may wheel normally during march or charge movement.
A phalanx is allowed to the following manoevers: About Face (turn through 180') and Adjust its Ranks (change formation).
A phalanx in incapable of doing a Left Face or Right Face and thus turn left or right by 90'.
A phalanx may never change facing when engaged on its flanks or rear in subsequent combat rounds (see Armies of Antiquity p. 46).
A phalanx may reform.
Combat
To gain the following phalanx combat benefits, the unit must contain at least 16 models, and must have at least a +1 combat rank bonus.
A phalanx may charge and still fight in two ranks to the front.
All enemy attacks (shooting and hand-to-hand) at the front of the phalanx suffer a -1 to hit modifier.
Mounted units such as cavalry, camelry, and light chariots may not willingly charge the front of the phalanx. If pursuit or compulsory movement would bring such a unit into frontal combat with a fresh enemy phalanx, the unit makes a failed charge move (ie moves half the pursuit distance rolled) or stops 1" away, whichever is shortest. The unit will still destroy the enemy it was pursuing if it rolled higher than the Flee roll, even if it could not move the full distance. Note that elephants, scythed and Heavy chariots may charge the front of a phalanx.
Loss of combat effects
A unit armed with pikes or spears may only fight in two ranks to its front.
Only one rank may fight to flank or rear.
A phalanx attacking across obstacle and all types of difficult terrain (ie, rivers, woods or walls) will lose both combat ranks and phalanx benefits. Elephants and spara walls remove combat rank bonus but do not negate the phalanx combat benefits.
Mounted units such as cavalry, camelry, and light chariots may not willingly charge the front of the phalanx. If pursuit or compulsory movement would bring such a unit into frontal combat with a fresh enemy phalanx, the unit makes a failed charge move (ie moves half the pursuit distance rolled) or stops 1" away, whichever is shortest. The unit will still destroy the enemy it was pursuing if it rolled higher than the Flee roll, even if it could not move the full distance. Note that elephants, scythed and Heavy chariots may charge the front of a phalanx.
Stealth
Troops labelled as having Stealth may move through difficult ground, such as woods, and obstacles at normal pace, even if formed. However, stealthy units do not retain combat rank bonuses if fighting in difficult ground or across obstacles. Stealthy units must still be able to see their foe before charging, may not march move, and must pay normal movement costs charging in difficult ground or across obstacles.
Used to Elephants
Units with this rule do not feat elephants. Cavalry fears them instead of suffering from terror. Cavalry must pass a fear test when charged by an elephant or flee. Cavalry may never declare a charge against elephants.
CHARACTERS
1 Army General
M
WS
BS
S
T
W
I
A
Ld
Pts
Successor King
4
5
5
3
4
3
6
2
9
160
Strategos
4
5
4
3
4
3
6
3
9
150
Hyparchos
4
5
4
3
4
3
5
2
8
130
Equipment: Sword. May have light armour +2 pts, or heavy armour +3 pts.
Options: On foot: May have thrusting spear (free), or javelins +2 pts, or pike +3 pts. May have a shield +2 pts.
On horseback: May ride a horse (free) or a Warhorse +3 pts. May have thrusting spear +2 pts, or javelins +2 pts, and shield +2 pts. Or may have xyston +3 pts, or kontos +3 pts. May add half-barding +3 pts, or barding +4 pts. May have extra heavy armour + 6 pts.
On an Elephant: If the character rides an elephant, he replaces one crew member. The elephant’s points are taken from the special troops section, not Character points. The character is equipped as if "on foot", but may not use a shield. Only one character is allowed to ride each elephant.
Special Rules: Army General. Drilled and Stubborn. A Strategos or Hyparchos may also be a Subordinate General if the King is present.
Special Rules: If a Successor King is chosen roll 1D6 on the chart below before the game starts, the effects last for the entire game:
Roll
Effect
1
Devotion Although a rake and flighty, the Army worships their King. Add +1 to his leadership rating.
2
Charismatic The King and any unit he is attached to may re-roll any one failed leadership test once per game.
3
Fearless The King and any unit he is attached to are immune to panic tests, by any cause. The unit may still be broken in hand to hand combat.
4
Athletic The King adds +1 Strength to his profile.
5
Stoic The King gains +1 Wound.
6
Rash The King gains +1 Attack. However the King and any attached unit must always pursue a defeated foe.
0-1 Army Battle Standard
M
WS
BS
S
T
W
I
A
Ld
Pts
Standard Bearer
4
5
5
3
4
2
5
2
8
80
Equipment: Same as the General.
Options: Same as the General; however, may not have a pike or xyston, or kontos.
Special Rules: Army Battle Standard. Drilled and Stubborn.
Officers
M
WS
BS
S
T
W
I
A
Ld
Pts
Taxiarch
4
4
4
3
4
2
4
2
7
45
Hipparch
8
4
4
3
4
2
5
2
7
50
Elephantarch
4
4
4
3
4
2
4
2
7
40
Equipment: Same as the General.
Options: Same as the General. A Hipparch rides a horse or a Warhorse +3 pts. An Elephantarch must ride an elephant.
Special Rules: Drilled and Stubborn.
CAVALRY
Heavy Cavalry
M
WS
BS
S
T
W
I
A
Ld
Pts
Agema Cavalry
8
4
3
3
3
1
4
1
8
25
Kleruch Cavalry
8
3
3
3
3
1
3
1
7
19
Equipment: Sword, xyston, and light armour. May replace light armour with heavy armour +2 pts.
Special Rules: May form in Wedge. Agema are Stubborn.
Options: May replace xyston with thrusting spear and shield +1 pt.
Light Cavalry
M
WS
BS
S
T
W
I
A
Ld
Pts
Elite Light Cavalry
8
4
3
3
3
1
3
1
8
18
Ethnikoi Cavalry
8
3
3
3
3
1
3
1
7
14
Equipment: Sword, javelin or throwing spear. May add shield +2 pts. Elite Light Cavalry may add light armour +2 pts.
Special Rules: Light cavalry.
Elite Light cavalry represents later Thessalian or Perhaibian mercenaries, and late Tarentine cavalry that were much more interested in closing into hand to hand combat than the earlier shoot and scoot Italian Tarentines. Ethnikoi were cavalry raised from the countryside, and included native Africans.
HEAVY INFANTRY
Phalanx
M
WS
BS
S
T
W
I
A
Ld
Pts
Veteran Phalanx
4
3
3
3
3
1
4
1
8
11
Mercenary Phalanx
4
3
2
3
3
1
3
1
7
10
Machimoi Phalanx
4
2/3
2
3
3
1
2
1
5
6
Equipment: Sword, pike, and shield. Mercenary and Veterans have light armor. Veteran and Mercenary Phalanx may replace light armour with heavy armour +1 pt.
Special Rules: Phalanx. Machimoi are Levies. Every second unit of phalangites or imitation legion may be Machimoi.
Baptism of fire: The first time any Machimoi unit declares a charge, or is charged by any enemy unit, the unit must take a leadership test, (only an attached character can enhance their leadership for this test). If the leadership test fails, then the unit will fight with WS2. If the Machimoi unit passes this test, they fight with WS3 for the duration of the game. All Machimoi units will be affected by this initial "Baptism of Fire" test, if one unit passes then all Machimoi units are WS3, if the first unit fails then all units will be WS2.
Imitation Legions
M
WS
BS
S
T
W
I
A
Ld
Pts
0-1 Guards legion
4
3
3
3
3
1
3
1
8
10
Egyptian legion
4
2
3
3
3
1
3
1
5
4
Equipment: Sword, throwing spear, and shield. May add light armour +2 pts. May replace shield with large shield +1 pt. May replace throwing spear with pilum (heavy throwing spear) +1 pts.
Special Rules: Egyptian legions are Levies.
LIGHT INFANTRY
Light Infantry
M
WS
BS
S
T
W
I
A
Ld
Pts
Border Garrisons
5
2
3
3
3
1
3
1
6
5
Neo-Agrianians
5
2
3
3
3
1
3
1
5
4
Equipment: Border garrisons are armed with sword, javelins or throwing spear, and shield. Neo-Agrianians are armed with sword, javelins and shield.
Special Rules: Border garrisons are Light Infantry. Neo-Agrianians are Skirmishers, Elephant Escorts.
SPECIAL TROOPS
War Elephants
M
WS
BS
S
T
W
I
A
Ld
Pts
African Elephant
6
4
-
6
5
5
3
4
4
135
Mahout
4
2
3
3
3
1
3
1
7
-
Crew
4
3
3
3
3
1
3
1
7
-
Equipment: The mahout has light armour and is armed with a goad. Two crewmen with light armour and armed with swords and javelins are included. Any crewman may add bow +1 pt, and add pike +2 pts. The elephant has a howdah (tower). Shields may be hung on the sides and back of the tower for a total cost of +4 pts.
Options: An additional crewman armed with sword and javelins may be added for +8 pts. May add barding +12 pts. This lowers movement to 5", but raises the elephant’s frontal save to 3+ and gives the beast an armor save of 6+ to the side. Barding does not affect the crew.
Special Rules: Elephants.
Raphia Effect: African elephants are skittery around Indian ones. If they wish to charge an Indian elephant they must pass a check on their mahout’s leadership, otherwise they fail their charge. If charged by an Indian elephant they must pass leadership or the elephant will hit on 6’s.
War Machines
M
WS
BS
S
T
W
I
A
Ld
Pts
Light Ballista
-
-
-
-
5
2
-
-
-
35
Heavy Ballista
-
-
-
-
6
2
-
-
-
50
Stone Thrower
-
-
-
-
7
3
-
-
-
75
Crew
4
3
3
3
1
1
3
1
7
6
Equipment: Each machine includes a crew of two men armed with swords. One extra crewman can be taken for a heavy Ballista, two extra crewmen for a Stone Thrower +6 pts per model. The crew may add shield +1 pt, and light armour +2 pts.
MERCENARIES and TERRITORIALS
Mercenaries are specialized non-Egyptian troops that would fight for their Ptolemaic paymasters. Territorial units are from the "Spear Won" lands and represent reasonably loyal troops that fought in their provincial style.
Integration: Mercenary and Territorial troops may use the General’s leadership radius and Army Standard Bearer’s re-roll, but these units may not be joined by the army’s characters unless specifically noted. Territorial troops may be joined by a Hipparch or Taxiarch, who represents an Imperial governor or provincial leader.
Option: Sometimes an option is noted for a specific period or army. Earlier period options may be used in all armies, but Successor Empires options may only be used if the troops are part of a Successor Empire army.
Africa Territorial Units
Territorial Infantry
Trained Libyans fought in a formation similar to a phalanx.
M
WS
BS
S
T
W
I
A
Ld
Pts
Libyan Levy
4
2
2
3
3
1
3
1
5
6
Trained Libyan
4
3
3
3
3
1
3
1
7
10
Nubian Infantry
5
2
3
3
3
1
3
1
5
5
Equipment: Armed with sword, thrusting spear, light armor and a large shield. Nubians are armed with javelins and shield. May be equipped with throwing spears +1pt or thrusting spear +1 pt.
Special Rules: Libyan Levies are Levy. Trained Libyans fight in two ranks with their thrusting spears when charging. Nubian infantry are subject to Warband (rule 1 only) and Stealth.
0-1 Nubian Cavalry
M
WS
BS
S
T
W
I
A
Ld
Pts
Nubian Cavalry
8
3
4
3
3
1
4
1
7
21
Equipment: Armed with sword, javelins and buckler. May replace buckler with shield +1pt.
Special Rules: Light Cavalry. Feigned Flight, Parthian Shot. May not outnumber any other units of cavalry in the army.
Skirmishers
M
WS
BS
S
T
W
I
A
Ld
Pts
Egyptian Skirmishers
5
2
3
3
3
1
3
1
5
5
Nubian Skirmishers
5
3
3
3
3
1
3
1
6
7
Equipment: Armed with javelins and buckler. May replace javelins with bow (+1pt). Egyptians may replace buckler with shield for free and may replace their javelins with slings for free. Nubians may replace their buckler with shield +1pt.
Special Rules: Skirmishers.
Galatian Mercenaries
Integration: Galatian mercenaries may never use the General’s leadership or the army battle standard’s re-roll. Galatian units may not be joined by Ptolemaic characters.
Galatian Chieftain
Galatian chieftains represent the leaders of a tribal contingent within the army. Chieftains are particularly fearsome or experienced warriors noted for their martial prowesses and their leadership.
M
WS
BS
S
T
W
I
A
Ld
Pts
Gatalian Chieftain
5
5
5
4
4
2
5
3
6
70
Equipment: Armed with sword.
Options: May have thrusting or throwing spear +2 pts, javelins +2 pts, light armor +3 pts, or a shield +2pts. May ride a horse for free (increases movement to 8).
Special Rules: Warband, Up to one chieftain may be chosen for each unit of Galatians in the army.
Galatian Cavalry
M
WS
BS
S
T
W
I
A
Ld
Pts
Gatalian Cavalry
5
3
3
3
3
1
3
1
5
5
Equipment: Armed with shield and mixed weapons (counts as hand weapon and javelin).
Special Rules: Fast Cavalry, warband
Galatian Warriors
M
WS
BS
S
T
W
I
A
Ld
Pts
Gatalian Warriors
5
3
3
3
3
1
3
1
5
5
Equipment: Armed with shield and mixed weapons (counts as hand weapon and javelin).
Special Rules: Warband
Greek Mercenaries
Integration: Greek mercenaries may use the General’s leadership or the army battle standard’s re-roll. They units may not be joined by Ptolemaic characters.
Greek Skirmishers
M
WS
BS
S
T
W
I
A
Ld
Pts
Cretan Archer
5
3
4
3
3
1
3
1
7
10
Expert Slingers
5
2
3
3
3
1
3
1
5
6
Neo-Cretan
5
2
3
3
3
1
3
1
5
6
Equipment: Cretans are armed with sword, shields and composite bow. Expert slingers are armed with dagger, sling, Pelta (bucklers).Neo-Cretans are armed with sword and bow. May have buckler +1pt or replace bow with sling (free).
Special Rules: Skirmishers, May take 0-1 Cretan Archers. Cretans may not be the biggest unit of skirmishers in the army.Expert slingers are Expert Slingers. May take 0-1 Expert Slingers.
Greek Horse
Tarentine Cavalry no longer came only from Tarento. They were gathered from throughout the Greek and Roman world as elite skirmishing cavalry.
M
WS
BS
S
T
W
I
A
Ld
Pts
Greek Horse
8
2
3
3
3
1
3
1
6
13
Tarentine Cavalry
8
2
4
3
3
1
3
1
7
20
Equipment: Greek Horse are armed with swords, and javelins. May have peltas (bucklers) +1 pt. or Medium shields +2pts. Tarentine cavalry are armed with hand weapons, javelins, and Medium Shield
Special Rules: Light Cavalry. Tarentine cavalry have Feigned Flight and Parthian Shot.
Greek Hoplites
M
WS
BS
S
T
W
I
A
Ld
Pts
Mercenary Hoplite
4
3
3
3
3
1
3
1
7
10
Equipment: Armed with sword, thrusting spear and large shield. May have light armor +1pt.
Special Rules: Phalanx
Greek Light Infantry
The Thorakites were a type of soldiers similar to the thureophoroi. The name has its root in the word "thorax" meaning these warriors wore linothorax armor. Both fought with a celtic-style oval shield and could line up either are formed or skimishing infantry.
M
WS
BS
S
T
W
I
A
Ld
Pts
Greek Peltats
5
2
3
3
3
1
3
1
5
6
Thorakites
8
2
3
3
3
1
3
1
6
8
Thureophoros
5
3
3
3
3
1
3
1
7
7
Equipment: Greek Peltasts are armed with Hand weapon, javelins, Pelta (bucklers). May replace Pelta with shield +1. Thorakites are armed with javelins, thrusting spear, light armor and shield. May take up to one unit of thorakites. Thureophoroi are armed with sword, javelins, and shield. May have thrusting spears +1pt.
Special Rules: Light Infantry
Illyrian and Thracian Mercenaries
Integration: Galatian mercenaries may never use the General’s leadership or the army battle standard’s re-roll. Illyrians and Thracian units may not be joined by Ptolemaic characters.
Illyrian Chieftain
Chieftains represent the leaders of a tribal contingent within the army. Chieftains are particularly fearsome or experienced warriors noted for their martial prowesses and their leadership.
M
WS
BS
S
T
W
I
A
Ld
Pts
Illyrian Chieftain
5
5
5
4
4
2
5
2
6
55
Thracian Chieftain
5
5
5
4
4
2
5
3
6
70
Equipment: Illyrian chiefs are armed with sword and thrusting spear. Thracian chiefs are armed with sword.
Options: Thracian Chieftains May have javelins +2 pts. May have a light armor +3 pts or heavy armor +4pts. May a buckler (pelta) +2pts or a shield +3pts. May ride a horse for free (increases movement to 8). Thracian chieftains may have thrusting spear +2 pts.
Integration: Galatian mercenaries may never use the General’s leadership or the army battle standard’s re-roll. Galatian units may not be joined by Ptolemaic characters.
Special Rules: Warband, Stealth, up to one chieftain may be chosen for each unit of their tribe in the army.
Warriors
M
WS
BS
S
T
W
I
A
Ld
Pts
Illyrian
5
3
3
3
3
1
3
1
5
6
Highland Thracian
5
3
3
3
3
1
3
1
6
6
Lowland Thracian
5
3
3
3
3
1
3
1
5
5
Equipment: Illyrians are armed with sword, javelins, throwing spears and bucklers. May upgrade to shields +1pt, or large shields +2pts. 0-1 unit may have light armor +2pts. Thracians are armed with sword, javelins and buckler. Lowland tribesmen may add thrusting spears +1pt. Mountain tribesmen may add rhomphaia (halberd) +2 pts.
Special Rules: Light Infantry, Warband, Stealth. Thracian warriors must always pursue a fleeing enemy, they cannot hold themselves back.
Thracian Cavalry
M
WS
BS
S
T
W
I
A
Ld
Pts
Noble Cav
8
4
4
3
3
1
3
1
8
25
Light Cav
5
3
3
3
3
1
3
1
5
15
Equipment: Noble cavalry have sword, light armor and thrusting spears. May have shield +2pts. May upgrade to heavy armor +1 pt. Light Cavalry are armed with sword, javelins and bucklers.
Special Rules: Light Cavalry, Warband, Stealth. Every second unit may be Nobles. Nobles may fight in Wedge.
Thracian Skirmishers
M
WS
BS
S
T
W
I
A
Ld
Pts
Skirmisher
5
2
3
3
3
1
3
1
5
5
Equipment: Armed with sword, javelins and bucklers. May replace javelins with slings +1pt or short bows +1pt.
Special Rules: Light Infantry, Warband, Feigned Flight.
ALLIES
Roman Allies
The Late Ptolemaic army may recruit allies from the Roman army list from either the Late Republican (from Spartacus) or Early Imperial Roman (from WAB rulebook).
Historical Personalities
Cleopatra VII
Cleopatra VII, 51-31. The last Greek ruler of Egypt. Co-ruled with her brother. Eventually gained the throne with Julius Caesar’s aid. Later allied with Marc Antony and they were decisively defeated at Actium in 31 BC.