2000 Pt. Seleucid Empire Army

Jeff Jonas’s 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

  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!

  Warhorse

1

8/7

3

-

3

-

-

3

1

-

-

[0]

Agema
(Royal Guard Cavalry)

8

8/7

4

4

3

3

1

4

1

9

3

303.0

Leader; Standard; Musician; Kontos; Heavy Armor; Barding; Wedge Formation; Stubborn

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)

Argyraspids

(Regular Phalanx)

24

4

3

3

3

3

1

3

1

7

5

255.0

Leader; Standard; Musician; Pike; Light Armor; Shield; Phalanx

Leucaspides

(Regular Phalanx)

24

4

3

3

3

3

1

3

1

7

5

255.0

Leader; Standard; Musician; Pike; Light Armor; Shield; Phalanx

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

Pantodapai
(Levy Phalanx)

24

4

2

2

3

3

1

2

1

5

5

135.0

Leader; Standard; Musician; Pike; Light Armor; Shield; Phalanx

Elephant Guards (MerSk)

8

5

2

3

3

3

1

3

1

7

6

53.0

Leader; Javelin; Shield; Skirmish

Kyrtian slingers (MerSk)

10

5

2

3

3

3

1

3

1

7

X

50.0

Sling; Skirmish

Mysians (Skirm)

8

5

2

3

3

3

1

3

1

5

6

45.0

Leader; Javelin; Shield; Skirmish

Asiatic Bowmen (Skirm)

24

5

2

3

3

3

1

3

1

5

X

120.0

Bow; Skirmish

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+

  Crew

2

4

3

3

3

3

1

3

1

7

5

[16*]

Bow , armor save 5+ in tower

  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

  Special Crew

3

4

3

3

3

3

1

3

1

7

X

[0]

Option Footnotes:

 

 

  Leader

Unit gains +1A

 

  Musician

If Combat Result is tied, unit rolls D6 and adds to Combat Result, with higher net result winning by 1

 

  Standard

Units gain +1 Combat Result in HTH

 

  Kontos

Cavalry gain +1S on charge; Always strike first, regardless of Initiative or who charged, except against pikes

 

  Pike

Infantry may fight in 2 ranks if no movement; Cavalry gain +1S on charge; Always strike first in HtH

 

  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

 

  Composite Bow

Range 24" @ S3

 

  Javelin

Range 8" @ Strength of thrower; No penalty for long range nor for moving and shooting

 

  Sling

Range 18" @ S3; May shoot twice a half range (9") if no movement

 

  Buckler

Usable by Skirmishers versus all attacks; Usable by other troops only in HtH

 

  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

 

  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

 

  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

 

  Light Troops

May Skirmish; Maximum rank bonus of +2 in rank formation

 

  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+

 

  Stubborn

Ignore first Break test in a battle

 

  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

 

 

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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