Warhammer: Ancient Battles

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Warhammer: Ancient Battles

Warhammer: Ancient Battles

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M WS BS S T W I A Ld Pts Chariot 6 3 3 3 4 2 4 2 7 45 Equipment: One crewman with hand weapon, javelins and shield with a driver. Special Rules: Heavy Chariots, Unruly 0-1 STRADDLE CARS

Equipment: Bow, hand weapon Special Rules: Only Guti in 2250BC using Elamite Allies MAKKANITE WARRIORS Spearman 4 3 3 3 3 1 3 1 7 7 Equipment: Thrusting spear, hand weapon May have light armour (+2) and shield (+1) May be Early Phalanx (+1) MILITIA ARCHERS I would still advise anyone looking for a GOOD set of Ancients Rules to both have a look and try Hoplon (as a look really isn't going to give a person a real feel for the game). I got some pretty decent exposure at Historicon for Hoplon, and I imagine that if I can keep making appearances at Conventions that next year I should have quite a lot of interest in Hoplon. I am also happy to see that both Vis Bellica and Armati have pretty good showings as well. I will be happy if in a couple of years I see more Armati, Vis Bellica and Hoplon that I do DBM (or I see a new and improved DBM that actually works properly).The combat and morale mechanics worked fine, adopting the threefold “hit-save-effect” approach common to GW systems. We appreciated some of the nuances that were built into the combat mechanics. For example, many units were able to support their friends (representing short-range missile fire and skirmishing on the flanks) while some units were not, representing historical weapon selections. This ability is set out in the presence or absence of a short-range missile fire value for the supporting unit, thus there is no special rules to remember about who can and cannot support.

M WS BS S T W I A Ld Pts Spearman 4 3 3 3 3 1 3 1 7 7 Equipment: Hand weapon, thrusting spear May have light armour (+2) and large shield (+2). Special Rules: Early Phalanx, Only from 2600-2100BC HOUSEHOLD ARCHER Skirmisher 4 2 2 3 3 1 3 1 5 3 Equipment: Sling, hand weapon May have bow instead of sling (+1) Special Rules: Skirmishers AAMU WARRIOR

Building Ancient Armies

M WS BS S T W I A Ld Pts Conscript 4 2 2 3 3 1 3 1 5 3 Equipment: Hand weapon May be upgraded to Warband (+1) Special Rules: Levy Equipment: Hand weapon, javelins, shield, light armour Special Rules: General is Army General. One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. The Ally-General acts as Army General but only for units from his allied contingent. May ride a two-horse chariot bought at additional cost. May ride a horse (+8, M8). Each army comprises a number of (typically) multi-base units. Units represent an unspecified number of troops (e.g., a Roman cohort). Units are grouped into divisions, to which a commander is assigned. An army comprises several divisions and has a general in charge. Equipment: Hand weapon, double-handed weapon May have light armour (+2) and shield (+1). May be Stubborn (+2) and Veterans (+2) Special Rules: Only before 1900BC SPEARMEN

My long term aim is to eventually expand the army out so that I can field several flavours of the Alexandrian or Successor armies; from that of Philip II and his son Alexander which conquered Persia, to that of the Antigonid successor dynasty that also clashed with Pyrrhus before itself being eventually vanquished by Rome. On the Tabletop! CONTENT I/1 Early Sumerian (3000BC - 2250BC I/2 Early Egyptian (3000BC - 1543BC) I/3 Nubian (3000BC - 1480 BC) I/4 Zagros and Anatolian Highlanders (3000BC - 950BC) I/5 Early Susiana and Elam (3000BC - 800BC) I/6 Early Bedouin (3000BC - 312BC) I/7 Early Libyan (3000BC - 74BC) I/8 Makkan, Dilman, Saba, Ma'in and Qataban (2800BC - 312BC) I/9 Early Syrian (2500 BC - 2200 BC) I/10 Melukhkhan and Pre-Vedic Indian (2700BC - 1100BC) I/11 Akkadian and Third Dynasty of Ur (2334BC - 2004BC) I/12 Sumerian Successor States (2027BC - 1460BC) I/13 Hsia and Shang Chinese (2000BC - 1027BC) I/14 Early Northern Barbarians (2000BC - 315BC) I/15 Later Amorite (1894BC - 1595BC) I/16 Hittite Old and Middle Kingdom (1680BC - 1380BC) I/17 Hyksos (1645BC - 1537BC) I/18 Minoan and Early Mycenaean (1600BC - 1250BC) I/19 Mitanni (1600BC - 1274BC) I/20 Syro-Canaanite or Ugaritic (1700BC - 1100BC) I/21 Kassite and Later Babylonian (1595BC - 747BC) I/22 New Kingdom Egyptian (1543 - 1069BC) I/23 Vedic Indian (1500BC - 512BC) I/24 Hittite Empire (1380BC - 1180BC) I/25 Middle Assyrian and Early Neo-Assyrian (1365BC - 745BC) I/26 Later Mycenaean and Trojan War (1250BC - 1150BC) I/27 Early Hebrew (1250BC - 1000BC) I/28 Sea Peoples (1231BC - 1165BC) I/29 Philistine (1165BC - 600BC) I/30 Dark Age and Geometric Greek (1160BC - 650BC) I/31 Neo-Hittite and Aramaean (1100BC - 710BC) I/32 West. Chu and Spring&Autumn Chinese (1100BC - 480BC) I/33 Villanovan Italian (1000BC - 650BC) I/34 Later Hebrew (1000BC - 587BC) I/35 Cypriot and Phoenician (1000BC - 332BC) I/36 Italian Hill Tribes (1000BC - 290BC) I/37 Mannaian and Taurus/Zagros Highlanders (950BC - 610BC) I/38 Libyan Egyptian (946BC - 712BC) I/39 Urartian (880BC - 585BC) I/40 Medes, Zikirtu, Andia or Parsua (835BC - 550BC) I/41 Phrygian (800BC - 676BC) I/42 Neo-Elamite (800BC - 639BC) I/43 Kimmerian, Skythian or Early Hu (750BC - 50BC) I/44 Neo-Babylonian (746BC - 482BC) I/45 Neo-Assyrian Empire (745BC - 681BC) I/46 Kushite Egyptian (745BC - 593BC) I/47 Illyrian (700BC - 10AD) I/48 Thracian (700BC - 46AD) I/49 Early Vietnamese (700BC - 938AD) I/50 Lydian (687BC - 546BC) I/51 Neo-Assyrian Later Sargonid (680BC - 609BC) I/52 Early Hoplite Greek (680BC - 450BC) I/53 Saitic Egyptian (664BC - 335BC) I/54 Early Macedonian (650BC - 355BC) I/55 Latin, Roman, Etruscan and Umbrian (650BC - 290BC) I/56 Kyrenean Greek (630BC - 74BC) I/57 Etruscan League (600BC - 280BC) I/58 Meroitic Kushite (600BC - 350AD) I/59 Tullian Roman (578BC - 400BC) I/60 Early Achaemenid Persian (550BC - 420BC) I/61 Early Carthaginian (550BC - 275BC) I/62 Lykian (546BC - 300BC) I/63 Paionian (512BC - 284BC) The movement rules require either very large (by North American standards) gaming tables or the substitution of centimetres for inches, with a corresponding reduction in unit frontages. We played most games on 4×4’ or 4×6’ tables. Using centimeters, this was lots of room. Scaled up to the inches, this was the equivalent of gaming on (roughly) 10×10’ or 10×15’ tables. We did not find any gameplay problems associated with scaling distances down, and we think this is a strength of the system. A game played on a 4×12’ table using inches saw basically no room for maneuver (units were in proximity on the first turn) and suggests that when using inches, a minimum table depths of 6 feet is desirable if you want an opportunity to maneuver. Equipment: Hand weapon, javelins, shield, light armour Special Rules: Light Chariots, Only from 11250-660BC IRREGULAR HEAVY CHARIOTS Equipment: Hand weapon, javelins, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. May ride a two-horse chariot bought at additional cost.The morale rules worked fine. The instances where a test is required differ between shooting and melee. And the outcomes of a roll differ for foot, mounted and skirmishers. The 54 different results effectively preclude memorization and was the only mechanic that players thought might be tweaked (see below). M WS BS S T W I A Ld Pts Crew 4 3 3 3 3 1 3 1 7 - Thrower - - - - 6 2 - - - 36 Equipment: Hand weapon. The crew may have light armour (+4). Range 36”, S4/-1 per rank, no save, D3 wounds per hit Special Rules: Bolt Thrower LIGHT CANNON (50pts) (See rulesbook page 130) Each machine has a three man crew. KASSITE AND LATER BABYLONIANS 1595-747BC CHARACTERS: Up to 25% CAVALRY&CHARIOTS: Up to 25% INFANTRY: At least 50% ALLIES: Up to 25% M WS BS S T W I A Ld Pts Bodyguard 4 3 3 3 3 1 3 1 5 7 Equipment: Hand weapon, light armour Special Rules: Warband JAVELINMEN

Equipment: Hand weapon, double-handed weapon May have shield (+1), thrusting spear instead of double-handed weapon (+2) and light armour (+2). May be Stubborn (+2) and Veterans (+2) JAVELINMEN AND QUIVER CARRIERS In the UK, the "Warhammer Players Society" organises a yearly "Grand Tournament", while Warhammer Historical run a yearly gaming weekend. Equipment: Hand weapon, javelins, shield, light armour Special Rules: General is Army General and may be upgraded to Ld10 (+50). One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. The Ally-General acts as Army General but only for units from his allied contingent. May ride a light chariot bought at additional cost. May ride a heavy chariot after 890BC.

Ranged Combat

EARLY SUMERIAN 3000-2250BC CHARACTERS: Up to 25% CHARIOTS & CAVALRY: Up to 25% INFANTRY: At least 50% ALLIES: Up to 25% M WS BS S T W I A Ld Pts Chariot 6 3 3 3 4 2 4 2 7 45 Equipment: One crewman with hand weapon, javelins and shield with a driver. Special Rules: Heavy Chariots, Unruly, Only after 2800BC 0-1 STRADDLE CARS M WS BS S T W I A Ld Pts Javelinman 4 2 2 3 3 1 3 1 5 3 Equipment: Javelin, hand weapon Special Rules: Skirmishers EGYPTIAN MERCENARIES Equipment: Hand weapon, bow and light armour, shield Special Rules: General is Army General. One sub-commander can be designated as Army Standard Bearer (+15) and one as Army General (+25) if no General is taken. The Ally-King acts as Army General but only for units from his allied contingent. Only Guti 2250-2112BC: General may ride a Straddle Car (see List I/1 for cost and profile) Only Hurrian after 1780BC or Early Kassites, Gasgans, Nairi lands or similar after 1650BC: General, sub-generals and ally-general may ride a light chariot at additional cost



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