2000 Pt. Seleucid Empire Army |
Jeff Jonass Historicon 2001 List |
Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
Cost |
Antiochus (Gen) |
1 |
4 |
6 |
6 |
4 |
4 |
3 |
6 |
3 |
9 |
3 |
190.0 |
Kontos; Heavy Armor; Barding; Warhorse; Army General; Any unit within 12" of the General may use his Leadership when it takes a Leadership test; Must always test before other units in army |
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Warhorse |
1 |
8/7 |
3 |
- |
3 |
- |
- |
3 |
1 |
- |
- |
[0] |
Milo (Army
Battle Standard) |
1 |
4 |
4 |
4 |
4 |
4 |
2 |
4 |
2 |
8 |
3/2 |
93.0 |
Heavy Armor; Buckler; Barding; Warhorse; Battle Standard; Unit accompanied gains +1 Combat Result; Any unit within 12" may re-roll any failed Break tests . Buckler saves in hth ONLY! |
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Warhorse |
1 |
8/7 |
3 |
- |
3 |
- |
- |
3 |
1 |
- |
- |
[0] |
Agema |
8 |
8/7 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
9 |
3 |
303.0 |
Leader; Standard; Musician; Kontos; Heavy Armor; Barding; Wedge Formation; Stubborn |
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Greek Mercenaries (LtCav) |
8 |
8 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5 |
159.0 |
Leader; Standard; Musician; Throwing Spear; Javelin; Shield; Light Troops; Skirmish (Lt. Armor is depicted in lieu of shields) |
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Argyraspids (Regular
Phalanx) |
24 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5 |
255.0 |
Leader; Standard; Musician; Pike; Light Armor; Shield; Phalanx |
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Leucaspides (Regular
Phalanx) |
24 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5 |
255.0 |
Leader; Standard; Musician; Pike; Light Armor; Shield; Phalanx |
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Achaean Mercenaries (Levy Phalanx) |
24 |
4 |
2 |
2 |
3 |
3 |
1 |
2 |
1 |
5 |
5 |
135.0 |
Leader; Standard; Musician; Pike; Light Armor; Shield; Phalanx |
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Pantodapai |
24 |
4 |
2 |
2 |
3 |
3 |
1 |
2 |
1 |
5 |
5 |
135.0 |
Leader; Standard; Musician; Pike; Light Armor; Shield; Phalanx |
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Elephant Guards (MerSk) |
8 |
5 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
6 |
53.0 |
Leader; Javelin; Shield; Skirmish |
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Kyrtian slingers (MerSk) |
10 |
5 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
X |
50.0 |
Sling; Skirmish |
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Mysians (Skirm) |
8 |
5 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 |
6 |
45.0 |
Leader; Javelin; Shield; Skirmish |
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Asiatic Bowmen (Skirm) |
24 |
5 |
2 |
3 |
3 |
3 |
1 |
3 |
1 |
5 |
X |
120.0 |
Bow; Skirmish |
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African Elephant |
1 |
6/5 |
4 |
- |
6 |
6 |
5 |
3 |
4 |
4 |
6 or 3 |
157.0 |
Barding; Elephant; Fear; Terror . Saves frontally 3+, sides/rear 6+ |
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Crew |
2 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
5 |
[16*] |
Bow , armor save 5+ in tower |
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Mahout |
1 |
4 |
2 |
2 |
3 |
3 |
1 |
3 |
1 |
7 |
X |
[0] |
Bolt Thrower |
1 |
- |
- |
- |
- |
6 |
2 |
- |
- |
- |
X |
50.0 |
Range of 48"; Strength 5 / -1 per rank with no save (D4 wounds per hit); War Machine |
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Special Crew |
3 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
X |
[0] |
Option Footnotes: |
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Leader |
Unit gains +1A |
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Musician |
If Combat Result is tied, unit rolls D6 and adds to Combat Result, with higher net result winning by 1 |
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Standard |
Units gain +1 Combat Result in HTH |
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Kontos |
Cavalry gain +1S on charge; Always strike first, regardless of Initiative or who charged, except against pikes |
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Pike |
Infantry may fight in 2 ranks if no movement; Cavalry gain +1S on charge; Always strike first in HtH |
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Throwing Spear |
Infantry may fight in 2 ranks in first round of each combat; Infantry in Skirmish formation and all Cavalry may re-roll to-hit dice that miss (once) in first turn of each combat |
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Composite Bow |
Range 24" @ S3 |
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Javelin |
Range 8" @ Strength of thrower; No penalty for long range nor for moving and shooting |
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Sling |
Range 18" @ S3; May shoot twice a half range (9") if no movement |
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Buckler |
Usable by Skirmishers versus all attacks; Usable by other troops only in HtH |
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Elephant |
Unit causes Fear in enemy infantry and Terror in enemy cavalry; Base Save is 4+ to the front; May not March Move; Movement halved if not directly ahead; Riders may double attacks with bows and javelins; Leadership tests based on Mahout unless he is dead; Location Chart: 1-4=Elephant, 5-6=Riders; In HtH, all attacks are made upon WS of elephant, then randomized between elephant and riders; In HtH, no rank bonuses may be counted for either side; Immune to psychology, except for stampede; If HtH combat if lost, elephant automatically stampedes; If elephant suffers 1+ Wound from missile fire, make Ld test or stampede; If mahout is killed, make Ld test or stampede |
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Phalanx |
While unit has at least 16 models and a +1 rank bonus, the following rules apply: Cavalry may not charge the front of a phalanx; Unit may charge and still fight in two ranks; All enemy attacks to front of unit (HtH and missiles) suffer -1 to-hit |
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Wedge Formation |
Unit may utilize a wedge formation, gaining the following abilities: Unit's front, flank, and rear arcs are based on the models in the rear rank of the unit; If one model is in contact with enemy, then all models in unit may fight, and 1 extra enemy model may fight for every 2 non-contacting models of the wedge formation (applies even if charged in any arc); Unengaged models in a wedge may only attack an enemy unit that was charged by the wedge |
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Light Troops |
May Skirmish; Maximum rank bonus of +2 in rank formation |
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Skirmish |
No movement penalty over obstacles or difficult ground; Move at double-pace all the time; Enemy -1 to-hit with missile fire; Friendly units in ranks ignore Panic due to skirmished units; May open ranks to allow scythed chariots to pass through on frontal charge if Ld test is made; Only hit by an elephant on a to-hit roll of 6+ |
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Stubborn |
Ignore first Break test in a battle |
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War Machine |
Shooting location: 1-4=Machine, 5-6=Crew; If damaged or casualties suffered, must roll D6 greater than total wounds suffered by crew and machine to continue firing |
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Total Army Cost: 2000.0 Pts. |
*Armybuilder
has a points error, it charges an extra point for an archer on an elephant, crewmen
may have bows or javelins at 8 pts., This has been reflected in the totals. Deployment Units: 13 including leaders Models: 166 (counting elephant as 1 and war machine as 1, AoA page 46) 25% Break point: 41 models remaining on table |
Troop Type |
Count |
Points |
Percent |
Characters |
N/A |
283.0 |
14% |
Cavalry (0% - 50%) |
N/A |
462.0 |
23% |
Infantry (25% - 100%) |
N/A |
1048.0 |
52% |
Allies (0% - 50%) |
N/A |
207.0 |
10% |
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