Units
Points based on Jeff Bolton's work.
Scale
1 grid square = 15mm = 50 paces
Movement / Diagonal | Combat versus | Combat Results | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Element Type | Code | Cost | Size | Type | Road | Good | Bad | Stonghold or Foot | Aerial or Mounted | Equal | LessThan | Doubled | Notes |
Airboat | Ab | 8 | 2x4 | Aerial | 10 / 7 | 10 / 7 | 10 / 7 | +5 | +3 | Draw | Flee from Mg else R | D | |
Artillery | Art | 7 | 2x3 | Foot | 6 / 4 | 4 / 3 | 0 / 0 | +4 | +4 | Draw | D if in CC | D | |
Beasts | Bs | 5 | 2x3 | Mounted | 8 / 6 | 8 / 6 | 8 / 6 | +3 | +4 | Draw | D by Mounted in CC else R | D | (F) |
Behemoth | Bh | 10 | 2x3 | Mounted | 8 / 6 | 6 / 4 | 4 / 3 | +4 | +5 | Draw | Flee from Mg, Dr or Art else R | D | (F) |
Blades | Bd | 5 | 2x1 | Foot | 8 / 6 | 4 / 3 | 4 / 3 | +5 | +3 | Draw | D by Wb else R | D | |
Clerics | Cl | 7 | 2x2 | Foot | 8 / 6 | 4 / 3 | 4 / 3 | +4 | +4 | Draw | D by Kn if in GG, or by Wb else R | D | |
Dragon | Dr | 10 | 2x4 | Aerial | 24 / 17 | 24 / 17 | 24 / 17 | +6 | +6 | Draw | D by Ahr, Hr or Pa else flee field | D | (G) |
Flyers | Fl | 4 | 2x2 | Aerial | 24 / 17 | 24 / 17 | 24 / 17 | +2 | +2 | Draw | Flee from Mg else R | (4) | |
God | Gd | 10 | 2x2 | Aerial | 24 / 17 | 24 / 17 | 24 / 17 | +6 | +6 | Draw | Flee field from Gd, Mg or Cl | D | (G) |
Hero, Aerial | Ahr | 15 | 2x2 | Aerial | 24 / 17 | 24 / 17 | 24 / 17 | +5 | +5 | (1) | E by Mg. D by Ahr, Hr, Pa or Art. Flee from Str else R | D | |
Hero | Hr | 10 | 2x2 | Mounted | 10 / 7 | 10 / 7 | 4 / 3 | +5 | +5 | (1) | E by Mg. D by Ahr, H, Pa or Art. Flee from Str else R | D | |
Hordes | Hd | 2 | 2x2 | Foot | 8 / 6 | 4 / 3 | 4 / 3 | +2 | +2 | Draw | D by Kn if in GG or Wb else R | D | |
Knights | Kn | 7 | 2x2 | Mounted | 8 / 6 | 6 / 4 | 4 / 3 | +3 | +4 | Draw | D by Bh, or by Mg, Sh or Art contacted this bound, or if in BG else R | D | (F) |
Lurkers | Lk | 1 | 2x2 | Foot | 8 / 6 | 4 / 3 | 4 / 3 | +2 | +2 | Draw | Flee field | D | (G) |
Magicians | Mg | 10 | 2x3 | Foot | 10 / 7 | 10 / 7 | 4 / 3 | +4 | +4 | (2) | E by Mg. D by Ahr, Hr, Pa, Dr or Gd else R | D | |
Paladin | Pa | 10 | 2x2 | Mounted | 10 / 7 | 10 / 7 | 4 / 3 | +6 | +6 | (3) | D if in CC | D | (G) |
Riders | Rd | 6 | 2x2 | Mounted | 10 / 7 | 10 / 7 | 4 / 3 | +3 | +3 | Draw | D if in BG else R | D | |
Shooters | Sh | 5 | 2x1 | Foot | 8 / 6 | 4 / 3 | 4 / 3 | +3 | +4 | Draw | D by Mounted in CC else R | D | |
Sneakers | Sn | 7 | 2x1 | Foot | 8 / 6 | 6 / 4 | 6 / 4 | +5 | +3 | Draw | Flee | D | (G) |
Spears | Sp | 4 | 2x1 | Foot | 8 / 6 | 4 / 3 | 4 / 3 | +4 | +4 | Draw | D by Kn if in GG or by Wb else R | D | |
Stronghold | Str | 50 | 12x12 | Stronghold | 0 / 0 | 0 / 0 | 0 / 0 | +6 | +6 | Draw | D by any except Aerials | D | |
Warband | Wb | 4 | 2x1 | Foot | 8 / 6 | 6 / 4 | 6 / 4 | +3 | +3 | Draw | D by Bh, or Kn if in GG else R | D | (F) |
Legend
D - Destroyed, CC - Close Combat, E - Ensorcelled, R - Recoil, GG - Good Going, BG - Bad Going Road, Good, Bad - Movement in grid squares along a Road, in Good Going or in Bad Going. The number before the / is along the grid, the number after is movement diagonally from corner to corner.
Notes
(1) Destroyed if in Close Combat with a Hero or Hero (Aerial) and the final score is odd.
(2) Destroyed if in Close Combat with a Paladin and the final score is odd.
(3) Destroyed if in Close Combat with a Magician and the final score is odd.
(4) Destroyed by Hero, Magician, Aerials or Shooters else Flees
(F) Follows up in combat
(G) Cannot be General
One general is required for every 75 points.
Each general is part of one of the army's elements. This must not be a God, dragon, paladin, lurkers or sneakers element.
Each army must also have a Stronghold used only if defending, the loss of which is fatal.