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  • 8/9/2019 WAC Armies Book Renaissance V1

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    V1

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    WAR & CONQUESTARMIES OF THE RENAISSANCE 1500-1700AD

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    V1

    WAR & CONQUESTARMIES OF THE RENAISSANCE 1500-1700AD

    No ARMIES OF THE RENAISSANCE

    V/1 Italian Condotta (1500-1553AD)

    V/2 Italian Wars French (1500-1559AD)

    V/3 Swiss Confederate (1500-1515AD)V/4 Venetian Italian (1500-1617AD)

    V/5 German Minor States (1500-1609AD)V/6 Valors French (1500-1561AD)V/7 Maximilian Imperial (1500-1518AD)

    V/8 Early Tudor English (1500-1558AD)

    V/9 Ottoman Turk (1500-1645AD)

    V/10 Anatolian Turkoman (1500-1515AD)

    V/11 Mamluk Egyptian (1500-1517AD)

    V/12 Hungarian (1500-1526AD)V/13 Knights of St John (1500-1575AD)

    V/14 Venetian Colonial (1500-1606AD)

    V/15 White Sheep Turkoman (1500-1504AD)V/16 Wallachian or Moldavian, Transylavanian (1500-1648AD)

    V/17 Ming Chinese (1500-1683AD)

    V/18 Mongolian (1500-1700AD)V/19 Jurchen (1500-1635AD)

    V/20 Korean (1500-1700AD)

    V/21 Japanese (1500-1614AD)V/22 Tibetan (1500-1700AD)

    V/23 Aztec (1500-1521AD)

    V/24 Tarascan or Tlaxcalan (1500-1521AD)V/25 Mixtec or Zapotec (1500-1521AD)

    V/26 Pueblo Cultures (1500-1692AD)V/27 North West American (1500-1700AD)

    V/28 Maya (1500-1697AD)

    V/29 Inca (1500-1572AD)V/30 Amazonian (1500-1662AD)

    V/31 Natchez and Mound Builders (1500-1700AD)

    V/32 Eastern Forest American (1500-1700AD)V/33 Old Irish (1500-1601AD)

    V/34 Scandinavian Union (1500-1523AD)

    V/35 Russian Traditional (1500-1647AD)V/36 Jagiellonian Polish and Lithuanian (1500-1575AD)

    V/37 Tartar (1500-1700AD)V/38 Georgian or Circassian (1500-1700AD)V/39 Siberian Tribes (1500-1700AD)

    V/40 Moghul (1500-1700AD)

    V/41 Muslim Indian (1500-1687AD)V/42 Hindu Indian (1500-1700AD)

    V/43 Portugese Colonial (1500-1700AD)

    V/44 Maghrebi (1500-1700AD)V/45 Tuareg (1500-1700AD)

    V/46 West Sudanese (1500-1700AD)

    V/47 Tupi or Tapuya (1500-1692AD)V/48 West African Forest People (1500-1700AD)

    V/49 East African Pagan (1500-1700AD)

    V/50 Arab (1500-1700AD)V/51 Zanj (1500-1700AD)

    V/52 Somali (1500-1700AD)

    V/53 Abyssinian (1500-1700AD)V/54 Wadj (1500-1700AD)

    V/55 Alwa (1500-1504AD)

    V/56 Indonesian or Malay (1500-1700AD)

    V/57 Vietnamese (1500-1700AD)

    V/58 Siamese, Burmese, Laotian,Cambodian/Khmer (1500-1700)

    V/59 Sinhalese (1500-1700AD)V/60 Polynesian or Melanesian (1500-1700AD)

    V/61 Neapolitan Spanish (1500-1518AD)

    V/62 Safavid Persian (1500-1639AD)V/63 Funj Empire (1504-1700AD)

    V/64 Scots Common Army (1513-1602AD)

    V/65 Spanish Imperial (1519-1558AD)V/66 Spanish Colonial (1524-1700AD)

    V/67 Early Danish (1524-1587AD)

    V/68 Early Vasa Swedish (1524-1617AD)V/69 Free Cossack (1550-1700AD)

    V/70 Austrian Imperial (1556-1609AD)

    V/71 Elizabethan English (1559-1603AD)

    V/72 Low Countries Spanish (1559-1659AD)

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    WAR & CONQUESTARMIES OF THE RENAISSANCE 1500-1700AD

    SPECIAL RULES

    BATTALION GUN (75pts)Counts as Light Cannon (see below) but must be attached to a

    rank&file unit of Shot. Must move like the unit, but is unable to

    quick march. Cannot move and shoot. Must stay at one flank ofthe unit. Have to shoot at the same target as the unit. If not fired

    last turn it is able to choose stand and shoot as charge reaction if

    the shot unit is charged. In case of a hit one model per rank get aKA3 hit, D3 hits for skirmishers.

    CAMEL GUNCA SA KA S L Mo Pts

    Camel&crew 3 3 3 1 2 6 60

    Equipment: Light gun mounted on a camel. The camelrider hasa hand weapon. Range 36, in case of a hit one model per rank

    get a KA3 hit, D3 hits for skirmishers.

    Special Rules: Cannon, Camels

    CARBINES (+3)- range 16, KA3, Armor Piercing 1

    - mounted troops (except Dragoons) may not move and shoot

    COMMUNICATIONSAll armies may pool all their Strategy Intervention Points for 50points. Should they do this, any personality that may take SIPs

    may use them, even if they took none to begin with. All armies

    within that collection are allowed to do so, if they arent officialones that are not able to pool the SIP.

    DRAGOONS (+2)- counts as Light Infantry with basic move 8

    - cannot charge formed enemy units in the front

    FIELD GUN (75pts)CA SA KA S Mo L

    Cannon&Crew 3 3 3 2 7 4

    Equipment: Hand weapon.Range 48, in case of a hit one model per rank get a KA5 hit, D3hits for skirmishers.

    Special Rules: Cannon

    FIRELOCKS (+2)- foot and mounted troops with firelocks do not suffer the -1penalty for move and shoot

    GALLOPPER GUN (60pts)Counts asLight Cannonwith basic movement 8.

    GRENADOES (5 pts)- count as javelin with KA4 , D3 models hit

    - in case of a to hit roll of 1the thrower and his unit take the

    damage

    HEAVY CAVALRY (+5)Combat Rank Bonus of 1.

    LIGHT CANNON (50pts)CA SA KA S Mo L

    Cannon&Crew 3 3 3 2 7 4

    Equipment: Hand weapon.Range 36, in case of a hit one model per rank get a KA4 hit, D3

    hits for skirmishers.

    Special Rules: Cannon

    MEDIEAVAL PHALANXNo rear or flank bonus against this unit.

    MUSKETSUse Handgun rules- page 123

    - if not moved two ranks may shoot (salvoe), but may not shootin the next round. Enemy units have to make a Morale Test

    immediately if they take casualties. If 20% are caused, their

    Morale Value is reduced by 1 when taking this test.

    ORGAN GUN

    CA SA KA S Mo LCannon&Crew 3 3 3 2 7 4

    Equipment: Hand weapon.Range 20, D6 KA4 hits in case of a hit

    Special Rules: Cannon

    PIKEWith these lists, the rules for pikes in War & Conquest change.Cavalry may now charge the front of a pike armed formation.

    The other pike rules on page 121 remain the same.

    PIKE&SHOT- units of shot must remain within 3 to support or benefit from

    the support of a pike formation:- a unit of shot may use the stand &shoot reaction against enemy

    units charging a supporting pike unit. Normal rules for shooting

    at chargers apply see page 49- a unit of supporting shot starting a flee or fire&flee charge

    reaction with 3" may make an immediate Morale test after

    making the flee move. If passed unit is not routing.

    PISTOLS (+2)Use Thrown Missiles rule- page 123- range 6, KA3, Armour Penetration 1

    STAKESSee new rule.

    TERCIOA tercio group of formations may only make a basic move. Must

    be within 2" to qualify. However, formations facing to the rear

    or flank may make a normal basic move, even though they maybe facing in the wrong direction. A Command test is still

    required. If part of the formation charges then the formation will

    break down unless the 2" rule can be maintained.

    RIDING HORSES OR CAMELSUp to 8 with horses or 6 with camels a unit can move prior thebattle after deployment.

    UNMOTIVATEDUnits not allowed to use SIP for.

    WAGON LAAGERCA SA KA S L Mo Pts

    Wagon&crew 3 3 3 6 6 8 60

    Equipment: Six men crew armed with hand weapon, bow,throwing spears.A wagon has a 40x80mm base. Durability 8, Armour value 2. Up to 4 wagons per laager.Must be deployed first (within up to2 between the wagons) and cannot move, count as cover. Crewcannot shoot twice.

    WAR WAGONCA SA KA S L Mo Pts

    Wagon&crew 3 3 3 6 6 8 120

    Equipment: Six men crew armed with hand weapon, bow orhandgun or throwing spears.

    A wagon has a 60x120mm base. Durability 8, Armour value 3.Can move 6, Cannot charge, count as cover. Crew cannot shoot

    twice.

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    WAR & CONQUESTARMIES OF THE RENAISSANCE 1500-1700AD

    1. ITALIAN CONDOTTA (1500-1553AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 25%INFANTRY: At least 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    CONDOTTIERI OR LANZE SPEZZATE ELMETICA SA KA Mo Pts

    Horseman 4 3 3 7 23

    Equipment:Hand weapon, heavy armour, lance, warhorseMay have shield (+2) and cloth (+4) or plate (+6) barding.Special Rules: Shock Impact +1

    FAMIGLIA DUCALE ELMETI

    CA SA KA Mo PtsHorseman 4 3 3 8 29Dismounted 4 3 3 8 19

    Equipment:Hand weapon, heavy armour, shield, lance,warhorse

    May have cloth (+4) or plate (+6) barding.Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.

    May take partial or full plate armour (+2/+3)Special Rules:Shock Impact +2 if mounted,Drilled ifdismounted, Only Milan

    MOUNTED CROSSBOWMENCA SA KA Mo Pts

    Horseman 3 3 3 7 16

    Equipment:Hand weapon, light crossbow. Light armour (+2)Special Rules:Light Cavalry

    MOUNTED ARQUBUSIERSCA SA KA Mo Pts

    Horseman 3 3 3 7 18

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)

    Special Rules: Only Milan

    STRADIOTSCA SA KA Mo Pts

    Horseman 3 3 3 6 15

    Equipment:Hand weapon, throwing spear.May have bow (+2) and light armour (+2)Special Rules: Skirmishers, Feign Flight, Only Venetian

    INFANTRY

    MILITIA CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 3 4 3 7 14Equipment:Hand weapon, crossbow. Light armour (+2).Only after 1521AD: may have handgun instead of crossbow

    (free)Special Rules:Light Infantry

    MERCENARY CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 3 4 3 7 14Equipment:Hand weapon, crossbowOnly after 1521AD: may have handgun instead of crossbow

    (free)May have light armour (+1) and pavise (+2).

    ITALIAN ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11Equipment:Hand weapon, handgun.

    May have light armour (+1) or heavy armour (+3)Special Rules:Light Infantry

    MERCENARY SWORD-AND-BUCKLER-MENCA SA KA Mo Pts

    Swordsman 4 3 3 7 11Equipment:Hand weapon, light armour, bucklerMay have heavy armour (+2)

    LANDSKNECHT PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11Equipment:Hand weapon, pike.May have light armour (+2) or heavy armour (+3).

    Special Rules:Pike&Shot, Only Papacy and Florence, OnlySienna from 1552-1553AD

    LANDSKNECHT ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)

    Special Rules:Pike&Shot, Only 0-1 per twoLandsknechtpikemen units

    0-1 ORGAN GUN

    PIONEERSCA SA KA Mo Pts

    Levy 2 2 3 5 3Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    ROMANDIOLE PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11Equipment:Hand weapon, pike.May have light armour (+1) or heavy armour (+3).Special Rules: Only from 1500-1503AD, Only Papacy

    MILITIA PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 6 10Equipment:Hand weapon, pike.May have light armour (+1) or heavy armour (+3).

    Special Rules: Only after 1506AD, Only Florence

    ALLIES

    Italian Allies, V/1Only Papacy: Spanish Allies, V/60

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    2. ITALIAN WARS FRENCH (1500-1559AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 25%INFANTRY: At least 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armour Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    ORDONNANCE GENDARMESCA SA KA Mo Pts

    Horseman 4 3 3 8 29Dismounted 4 3 3 8 19

    Equipment:Hand weapon, heavy armour, shield, lance,warhorse

    May have cloth (+4) or plate (+6) barding.Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.May take partial or full plate armour (+2/+3)Special Rules:Drilled if dismounted, Shock Impact +2ifmounted

    ORDONNANCE ARCHERSCA SA KA Mo Pts

    Horseman 3 4 3 7 17

    Equipment:Hand weapon, bow.May have light (+2) or heavy (+3) armour

    Only 0-1 per unit of gendarmes

    Special Rules:Light Cavalry

    MOUNTED CROSSBOWMENCA SA KA Mo Pts

    Horseman 3 3 3 7 16

    Equipment:Hand weapon, light crossbow. Light armour (+2)Special Rules:Light Cavalry

    ELMETICA SA KA Mo Pts

    Horseman 4 3 3 7 23

    Equipment:Hand weapon, heavy armour, lance, warhorseMay have shield (+2) and cloth (+4) or plate (+6) barding.

    Special Rules: Shock Impact +1

    ITALIAN MOUNTED CROSSBOWMENCA SA KA Mo Pts

    Horseman 3 3 3 6 15

    Equipment:Hand weapon, light crossbow.May have light armour (+2)Only after 1512AD: May have handgun instead of light

    crossbow (+2)

    Special Rules: SkirmishersSTRADIOTS

    CA SA KA Mo PtsHorseman 3 3 3 6 15

    Equipment:Hand weapon, throwing spear.May have bow (+2) and light armour (+2)

    Special Rules: Skirmishers, Feign Flight

    ARGOULETSCA SA KA Mo Pts

    Horseman 3 4 3 7 22

    Equipment:Hand weapon, bow, light armourMay have heavy armour (+2)

    Only after 1522AD: May have handgun instead of bow (+3)Special Rules: Skirmishers, Nomad Cavalry, Feign Flight

    INFANTRY

    AVENTURIER CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 2 3 3 7 11

    Equipment:Hand weapon, crossbow. May have light armour(+2).

    Only after 1522AD: Have handgun instead of crossbow (free)Only after 1543AD and with handgun:Dragoons(+2)

    Special Rules: Skirmishers

    OLD BANDS OF PICARDY AND PIEMONTCA SA KA Mo Pts

    Pikeman 3 3 3 6 10

    Equipment:Hand weapon, pike.May have light armour (+2) or heavy armour (+3).

    Only after 1535AD: May be upgrade to 1/3 armed with

    handguns placed in the first rank (+1) to Combined Formation

    0-4 FIELD GUNSSpecial Rules: Cannon

    SWISS PIKEMENCA SA KA Mo Pts

    Pikeman 4 3 3 7 13

    Equipment:Hand weapon, pike.May have light armour (+2) or heavy armour (+3).May beDrilled(+2)

    Special Rules: Only 1500-1512 and 1522-1559AD

    SWISS SKIRMISHERSCA SA KA Mo Pts

    Skirmisher 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)May have crossbow instead of handgun (free)

    0-1 per two units of swiss pikemen

    Special Rules: Skirmishers, Only 1500-1512 and 1522-1559AD

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    ITALIAN ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)

    LANDSKNECHT PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+2) or heavy armour (+3).

    Special Rules:Pike&Shot, Only after 1512AD

    LANDSKNECHT ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun. May have light armour(+2) or heavy armour (+3)Special Rules:Pike&Shot, Only 0-1 per twoLandsknechtpikemen units

    AVENTURIER OR ITALIAN PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+2) or heavy armour (+3).Special Rules: Only after 1512AD

    ALLIES

    Only from 1515-1522AD: Venetian Allies, V/4

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    WAR & CONQUESTARMIES OF THE RENAISSANCE 1500-1700AD

    3. SWISS CONFEDERATE (1500-1515AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 25%INFANTRY: At least 50%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse if Milanese (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    MOUNTED CROSSBOWSCA SA KA Mo Pts

    Horseman 2 2 3 6 13

    Equipment:Hand weapon, light crossbow.May have handgun instead of light crossbow (+2)

    May have light armour (+2)

    0-1 FAMIGLIA DUCALECA SA KA Mo Pts

    Horseman 4 3 3 8 29Dismounted 4 3 3 8 19

    Equipment:Hand weapon, heavy armour, shield, lance,warhorse

    May have cloth (+4) or plate (+6) barding.Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.May take partial or full plate armour (+2/+3)

    Special Rules:Drilled if dismounted,, Shock Impact +2ifmounted, Only with a Milanese sub-general

    INFANTRY

    PIKEMENCA SA KA Mo Pts

    Pikeman 4 3 3 7 15

    Equipment:Hand weapon, heavy armour, pikeMay have plate armour (+3). May beDrilled(+2)

    SKIRMISHERSCA SA KA Mo Pts

    Skirmisher 2 2 3 6 9

    Equipment:Hand weapon, crossbow. Light armour (+2).May have handgun instead of crossbow (free)

    Special Rules: Skirmishers

    HALBERDIERSCA SA KA Mo Pts

    Halberdier 4 3 3 7 13

    Equipment:Hand weapon, heavy armour, halberdMay have plate armour (+3). May beDrilled(+2).

    0-2 LIGHT CANNONS

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    4. VENETIAN ITALIAN (1500-1617AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 25%INFANTRY: At least 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armour Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    ELMETICA SA KA Mo Pts

    Horseman 4 3 3 7 23

    Equipment:Hand weapon, heavy armour, lance, warhorseMay have shield (+2) and cloth (+4) or plate (+6) barding.

    Only from 1560AD: Downgrade to CA3 (-2)Special Rules: Shock Impact +1, Only until 1606AD

    0-1 MOUNTED CROSSBOWMENCA SA KA Mo Pts

    Horseman 3 3 3 7 16

    Equipment:Hand weapon, light crossbow. May have lightarmour (+2)

    Only from 1560AD: Have handgun instead of crossbow (+2)Special Rules:Light Cavalry

    MOUNTED ARQUBUSIERSCA SA KA Mo Pts

    Horseman 3 3 3 7 18

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)

    TURKSCA SA KA Mo Pts

    Horseman 3 4 3 7 22

    Equipment:Hand weapon, bow, light armourMay have shield (+2)Special Rules: Skirmishers, Nomad Cavalry, Feign Flight

    STRADIOTSCA SA KA Mo Pts

    Horseman 3 3 3 6 15

    Equipment:Hand weapon, throwing spear.May have bow (+2) and light armour (+2)

    Special Rules: Skirmishers, Feign Flight

    PISTOLEERS

    CA SA KA Mo PtsHorseman 3 4 3 8 29

    Equipment:Hand weapon, heavy armour, pistolsSpecial Rules:Heavy Cavalry,Pistols,Only from 1606AD

    INFANTRY

    MERCENARY ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)Only from 1606AD: Upgrade to SA4 (+2)

    Special Rules:Light Infantry

    MERCENARY FOOT CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 3 4 3 7 14

    Equipment:Hand weapon, crossbowOnly from 1560AD: Have handgun instead of crossbow (free)

    May have light armour (+2) and pavise (+2).

    MERCENARY SWORD-AND-BUCKLER-MENCA SA KA Mo Pts

    Swordsman 4 3 3 7 11

    Equipment:Hand weapon, light armour, bucklerMay have heavy armour (+2)

    ARCHERSCA SA KA Mo Pts

    Archer 2 2 3 6 6

    Equipment:Hand weapon, bow. May have light armour (+2).Special Rules: Skirmishers

    0-4 FIELD GUNS

    MILITARY PIONEERS

    CA SA KA Mo PtsLevy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    ROMANDIOLE PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+2) or heavy armour (+3).

    DRAGOONSCA SA KA Mo Pts

    Dragoon 3 4 3 7 17

    Equipment:Hand weapon, light armour, handgun.May have heavy armour (+2).

    Special Rules:Dragoons

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    WAR & CONQUESTARMIES OF THE RENAISSANCE 1500-1700AD

    5. GERMAN MINOR STATES (1500-1609AD)

    CHARACTERS: Up to 25%CAVALRY: Up to 25%INFANTRY: At least 50%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    GERMAN MEN-AT-ARMSCA SA KA Mo Pts

    Horseman 4 3 3 7 24Dismounted 4 3 3 7 12

    Equipment:Hand weapon, heavy armour, shield, lanceMay have cloth (+4) or plate (+6) barding.Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.

    May take partial or full plate armour (+2/+3)Up to half may downgrade to CA3, light armour, thrusting spear

    (-3 mounted/-2 dismounted) placed in the rear ranks

    Special Rules: Shock Impact +1if mounted, Only until 1544AD

    MOUNTED CROSSBOWMENCA SA KA Mo Pts

    Horseman 3 4 3 7 21

    Equipment:Hand weapon, light crossbow, light armourMay have heavy armour (+2)

    Special Rules: Skirmishers, Feign Flight

    0-1 PETRONELSCA SA KA Mo Pts

    Horseman 3 3 3 7 17

    Equipment:Hand weapon, heavy armour, pistolsMay have Mo6 and handgun instead of pistols (+2)

    Special Rules:Light Cavalry,Pistols

    REITERSCA SA KA Mo Pts

    Horseman 3 3 3 7 18

    Equipment:Hand weapon, heavy armour, thrusting spear,pistolsSpecial Rules:Pistols,Only from 1544AD

    INFANTRY

    LANDSKNECHT PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+2) or heavy armour (+3).

    Special Rules:Pike&Shot

    LANDSKNECHT ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)

    Special Rules:Pike&Shot, Only 0-1 per two Landsknechtpikemen units

    OTHER FOOT ARQUEBUSIERCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)

    Only from 1555AD: Upgrade to SA4 (+3)

    Special Rules:Light Infantry

    0-2 ORGAN GUNS OR LIGHT CANNONS

    0-2 FIELD GUNSSpecial Rules: Only from 1555AD

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    6. VALOIS FRENCH (1500-1561AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 25%INFANTRY: At least 50%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    ORDONNANCE GENDARMESCA SA KA Mo Pts

    Horseman 4 3 3 8 29Dismounted 4 3 3 8 19

    Equipment:Hand weapon, heavy armour, shield, lance,warhorseMay have cloth (+4) or plate (+6) barding.

    Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.May take partial or full plate armour (+2/+3)

    Special Rules:Drilled if dismounted,, Shock Impact +2if

    mounted

    ORDONNANCE ARCHERS OR CHEVAUX LGERSCA SA KA Mo Pts

    Horseman 3 4 3 7 17

    Equipment:Hand weapon, bow.May have light (+2) or heavy (+3) armour and thrusting spear

    (+2)Only 0-1 per unit of gendarmes

    Special Rules:Light Cavalry

    MOUNTED CROSSBOWMENCA SA KA Mo Pts

    Horseman 3 3 3 7 16

    Equipment:Hand weapon, light crossbow.May have light armour (+2)Special Rules:Light Cavalry, Only until 1512AD

    STRADIOTSCA SA KA Mo Pts

    Horseman 3 3 3 6 15

    Equipment:Hand weapon, throwing spear.May have bow (+2) and light armour (+2)

    Special Rules: Skirmishers, Feign Flight

    ARGOULETSCA SA KA Mo Pts

    Horseman 3 4 3 7 20

    Equipment:Hand weapon, bow, light armourMay have heavy armour (+2)

    Only after 1522AD: May have handgun instead of bow (+3)

    Special Rules: Skirmishers, Feign Flight, Only after 1512AD

    GERMAN MERCENARY REITERSCA SA KA Mo Pts

    Horseman 3 3 3 7 17

    Equipment:Hand weapon, heavy armour, pistolsSpecial Rules: Only from 1544AD

    INFANTRY

    OLD BANDS OF PICARDY AND PIEMONTCA SA KA Mo Pts

    Pikeman 3 3 3 6 10

    Equipment:Hand weapon, pike.May have light armour (+1) or heavy armour (+3).

    Only after 1525AD: May be upgrade up to 1/3 armed with

    handguns placed in the first rank (+1) to Combined Formation

    AVENTURIER CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 2 3 3 7 11

    Equipment:Hand weapon, crossbow.May have light armour (+1).

    Only after 1522AD: Have handgun instead of crossbow (free)

    Only after 1543AD and with handgun:Dragoons (+2, M8)Special Rules: Skirmishers

    FRANCS ARCHERSCA SA KA Mo Pts

    Archer 2 3 3 6 7

    Equipment:Hand weapon, bow.May have light armour (+2).

    Special Rules:Light Infantry

    0-4 FIELD GUNS

    Special Rules: Cannon

    LANDSKNECHT PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+1) or heavy armour (+3).

    Special Rules:Pike&Shot, Only after 1512AD

    LANDSKNECHT ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun. May have light armour(+2) or heavy armour (+3)Special Rules:Pike&Shot, Only 0-1 per two Landsknechtpikemen units

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    7. MAXIMILIAN IMPERIAL (1500-1518AD)

    CHARACTERS: Up to 25%CAVALRY: Up to 50%INFANTRY: At least 25%ALLIES: Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    BURGUNDIAN AND SIMILAR MEN-AT-ARMSCA SA KA Mo Pts

    Horseman 4 3 3 7 24Dismounted 4 3 3 7 12

    Equipment:Hand weapon, heavy armour, shield, lanceMay have cloth (+4) or plate (+6) barding.

    Dismounted - may take halberd (+2) or double-handed weapon(+3) no lance.

    May take partial or full plate armour (+2/+3)Special Rules: Shock Impact +1if mounted

    GERMAN MEN-AT-ARMSCA SA KA Mo Pts

    Horseman 4 3 3 7 24Dismounted 4 3 3 7 14

    Equipment:Hand weapon, heavy armour, shield, lanceMay have cloth (+4) or plate (+6) barding.

    Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.May take partial or full plate armour (+2/+3)

    Up to half may downgrade to CA3, light armour, thrusting spear

    (-5 mounted/free if dismounted) placed in the rear ranks

    Special Rules:Drilled if dismounted,, Shock Impact +1ifmounted

    MOUNTED CROSSBOWMENCA SA KA Mo Pts

    Horseman 3 4 3 7 22

    Equipment:Hand weapon, light crossbow, light armourMay have heavy armour (+2)Special Rules: Skirmishers, Feign Flight

    PETRONELSCA SA KA Mo Pts

    Horseman 3 3 3 7 17

    Equipment:Hand weapon, heavy armour, pistols

    May have Mo6 and handgun instead of pistols (+2)Special Rules:Pistols

    INFANTRY

    LANDSKNECHT PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.

    May have light armour (+1) or heavy armour (+3).Special Rules:Pike&Shot

    LANDSKNECHT ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+1) or heavy armour (+3)

    Special Rules:Pike&Shot, Only 0-1 per two Landsknechtpikemen units

    ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)

    Special Rules:Light Infantry

    0-2 ORGAN GUNS

    LANDSKNECHT VERLORENE HAUFENCA SA KA Mo Pts

    Halberdier 4 3 3 8 19

    Equipment:Hand weapon, light armour, halberdMay have double handed weapon (+1)

    Special Rules:Drilled, Only before 1507AD

    ALLIES

    English Allies, V/8

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    8. EARLY TUDOR ENGLISH (1500-1558AD)

    CHARACTERS: Up to 25%CAVALRY: Up to 25%INFANTRY: At least 25%ALLIES: Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armour Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    ENGLISH MEN-AT-ARMSCA SA KA Mo Pts

    Horseman 3 3 3 7 22Dismounted 3 3 3 7 10

    Equipment:Hand weapon, heavy armour, shield, lanceMay have cloth (+4) or plate (+6) barding.

    Dismounted - may take halberd (+2) or double-handed weapon(+3) no lance.

    May take partial or full plate armour (+2/+3)Special Rules: Shock Impact +1if mounted

    BURGUNDIAN AND SIMILAR MEN-AT-ARMSCA SA KA Mo Pts

    Horseman 3 3 3 7 22Dismounted 3 3 3 7 10

    Equipment:Hand weapon, heavy armour, shield, lanceMay have cloth (+4) or plate (+6) barding.

    Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.May take partial or full plate armour (+2/+3)

    Special Rules: Shock Impact +1if mounted

    ENGLISH DEMI-LANCERSCA SA KA Mo Pts

    Horseman 3 3 3 7 18

    Equipment:Hand weapon, light armour, shield, thrusting spearSpecial Rules: Shock Impact +1

    ENGLISH JAVELINS STAVESCA SA KA Mo Pts

    Horseman 3 3 3 7 17

    Equipment:Hand weapon, light armour, javelinsMay have shield (+2) and throwing spear (+2)

    Special Rules:Light Cavalry, Feign Flight

    INFANTRY

    ENGLISH LONGBOWMENCA SA KA Mo Pts

    Longbowman 3 4 3 8 15

    Equipment:Hand weapon, longbow.

    May have light armour (+2)May beDrilled(+4)

    ENGLISH BILLMENCA SA KA Mo Pts

    Billman 4 3 3 8 18

    Equipment:Hand weapon, heavy armourMay have shield (+1), partial or full plate armour (+2/+3),

    halberd (+2) or double-handed weapon (+3)

    Special Rules:Drilled, 0-1 per two units of longbowmen

    LANDSKNECHT PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+2) or heavy armour (+3).

    Special Rules:Pike&Shot, 0-1 per two units of longbowmen

    LANDSKNECHT ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)Special Rules:Pike&Shot, Only 0-1 per two Landsknechtpikemen units

    0-4 ORGAN GUNS

    0-1 WAGON LAAGER

    ALLIES

    Maximilian Imperial Allies, V/7Spanish Imperial Allies, V/64

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    9. OTTOMAN TURK (1500-1645AD)

    CHARACTERS: Up to 25%CAVALRY: Up to 50%INFANTRY: At least 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    QAPUKULU CAVALRYCA SA KA Mo Pts

    Horseman 4 4 3 8 24

    Equipment:Hand weapon, thrusting spear, light armour, bowMay have shield (+2), heavy armour (+2) and cloth (+4) or metal(+6) barding.Without barding may beNomad Cavalry(+2)

    Special Rules: Shock Impact +1

    FEUDAL SIPAHISCA SA KA Mo Pts

    Horseman 3 4 3 7 19

    Equipment:Hand weapon, thrusting spear, light armour, bowMay have shield (+2), heavy armour (+2)Only until 1595AD: May have CA4 (+2)

    Special Rules: May have a +2 rank bonus (+10 pts per model)

    AKINJISCA SA KA Mo Pts

    Horseman 2 3 3 6 14

    Equipment:Hand weapon, throwing spearMay have light armour (+2) and bow (+2)

    Special Rules: Skirmishers, Feign Flight, Only until 1595AD

    DELIS, KURDS OR BEDOUIN ARABSCA SA KA Mo Pts

    Horseman 3 3 3 7 14

    Equipment:Hand weapon, thrusting spearMay have light armour (+2) and shield (+2)

    Special Rules:Light Cavalry

    DJANBAZAN, TURKOMANS, TARTARS OR SIMILARHORSE ARCHERS

    CA SA KA Mo PtsHorseman 3 4 3 7 21

    Equipment:Hand weapon, bowMay have shield (+2), throwing spear (+2) and light armour (+2)Special Rules: Skirmishers, Nomad Cavalry, Feign FlightOnly before 1595AD

    INFANTRY

    JANISSARY ARCHERSCA SA KA Mo Pts

    Archer 3 4 3 8 15

    Equipment:Hand weapon, light armour, bow May have

    handgun (+3). May have Stakes(+20), Tethered Camels(+10).

    AZABSCA SA KA Mo Pts

    Skirmisher 2 3 3 6 6

    Equipment:Hand weapon, javelinsMay have sling instead of javelins (free) or bow (+1).With bow they may upgrade toLight Infantry(+1)

    Special Rules: Skirmishers

    LEVENDAT OR EUROPEAN LEVY INFANTRYCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weapon. May have shield (+1)

    Special Rules: Undisciplined, Unmotivated

    IAYLARSCA SA KA Mo Pts

    Ialyar 3 3 3 7 10

    Equipment:Hand weapon, shieldSpecial Rules: Warband, Fanatical, Only before 1595AD

    VOYNUKSCA SA KA Mo Pts

    Voynuk 4 3 3 8 17

    Equipment:Hand weapon, light armourMay have shield (+2), heavy armour (+2) and halberd (+2)

    Special Rules:Drilled, Only before 1595AD

    JANISSARY SKIRMISHERS WITH LONG ARQUEBUSCA SA KA Mo Pts

    Arquebusier 3 4 3 7 14

    Equipment:Hand weapon, handgun. Light armour (+1)Special Rules: Skirmishers, Only before 1595AD

    0-1 FIRE-LANCE FOOTCA SA KA Mo Pts

    Lancer 2 3 3 6 10

    Equipment:Hand weapon, fire lance (count as thrusting spear)Cause morale test if kill caused, no armour save allowed.

    Special Rules: Skirmishers, Only before 1595AD

    SLAV OR ANATOLIAN SHARPSHOOTERSCA SA KA Mo Pts

    Handgunner 3 4 3 7 14

    Equipment:Hand weapon, handgun.May have light armour (+2). May beDragoons(+2, M8)

    Special Rules: Skirmishers, Only after 1595AD

    0-1 WAGON LAAGER

    0-2 CAMEL GUNS

    0-2 WAR WAGONS WITH LIGHT GUNSSpecial Rules: Only before 1595AD

    ALLIESCrimean Tartar Allies, V/36

    Only before 1595AD: Wallachian Vassal Allies, V/16

    Only from 1533-1629AD: Transylvanian Allies, V/16

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    10. ANATOLIAN TURKOMAN (1500-1515AD)

    CHARACTERS: Up to 25%CAVALRY: At least 50%INFANTRY: Up to 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    NOBLESCA SA KA Mo Pts

    Horseman 3 4 3 7 23

    Equipment:Hand weapon, thrusting spear, light armour, bowMay have heavy armour (+2) and shield (+2)May have CA4 (+2) and then barding (+3)

    Special Rules: Shock Impact +1, Nomad Cavalry

    TRIBESMENCA SA KA Mo Pts

    Horseman 3 4 3 7 21

    Equipment:Hand weapon, bow.May have light armour (+2) shield (+2)Special Rules: Skirmishers, Nomad Cavalry, Feign Flight

    INFANTRY

    INFANTRYCA SA KA Mo Pts

    Tribesman 3 3 3 7 9

    Equipment:Hand weapon, thrusting spearMay have shield (+1) and light armour (+2).Up to half may have bow instead of spear (free)

    Special Rules: Warband,Combined Formation

    AKHIYA TOWN MILITIASCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    0-4 LIGHT CANNONS

    ALLIES

    Mamluk Allies, V/11

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    11. MAMLUK EGYPTIAN (1250-1517AD)

    CHARACTERS: Up to 25%CAVALRY: At least 50%INFANTRY: Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    MAMLUKSCA SA KA Mo Pts

    Horseman 4 4 3 7 23

    Equipment:Hand weapon, light armour, bow, thrusting spearMay have shield (+2), heavy armour (+2).

    Special Rules: Shock Impact +1

    BEDOUIN ARABSCA SA KA Mo Pts

    Horseman 3 3 3 7 14

    Equipment:Hand weapon, javelins. May have shield (+1), lightarmour (+2) and throwing spear (+2)

    Special Rules:Light Cavalry

    0-1 CAMEL MOUNTED SCOUTSCA SA KA Mo Pts

    Camelrider 3 3 3 7 14

    Equipment:Hand weapon, shieldMay have light armour (+2), bow (+2) and thrusting spear (+1)

    Special Rules: Skirmishers, Camels

    HALQA, ASHIR AND OTHER NON-MAMLUKARMOURED CAVALRY

    CA SA KA Mo Pts

    Horseman 3 3 3 7 17

    Equipment:Hand weapon, light armour, thrusting spearMay have shield (+2), heavy armour (+2)Special Rules: Shock Impact +1

    TURKOMANSCA SA KA Mo Pts

    Horseman 3 4 3 7 21

    Equipment:Hand weapon, bow.May have light armour (+2) and shield (+2)

    Special Rules: Skirmishers, Nomad Cavalry, Feign Flight

    INFANTRY

    HALQACA SA KA Mo Pts

    Archer 2 3 3 7 8

    Equipment:Hand weapon, bow.May have shield (+1) and light armour (+2).

    ASHIR OR OTHER ARCHERSCA SA KA Mo Pts

    Archer 2 3 3 6 7

    Equipment:Hand weapon, bow.Special Rules:Light Infantry

    JABALIYYA OR OTHER JAVELINMENCA SA KA Mo Pts

    Javelinman 3 3 3 7 9

    Equipment:Hand weapon, javelins, shieldSpecial Rules: Warband

    ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+2)Special Rules:Light Infantry, Only in the Red Sea or in1517AD

    0-4 OX-DRAWN WAR WAGONSSpecial Rules: Only in 1517AD

    0-4 CAMEL GUNS

    Special Rules: Only in 1517AD

    0-1 HURRIEDLY PURCHASED EX-SHIP CANNONSpecial Rules: Count asField Gun,Only in 1517AD

    LEVIESCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated, Only in 1517AD

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    12. HUNGARIAN (1500-1517AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 50%INFANTRY: At least 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    ROYAL BANDERIUMCA SA KA Mo Pts

    Horseman 4 3 3 8 29Dismounted 4 3 3 8 19

    Equipment:Hand weapon, heavy armour, shield, lance,warhorseMay have cloth (+4) or plate (+6) barding.

    Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.May take partial or full plate armour (+2/+3)

    Special Rules:Drilled if dismounted,, Shock Impact +2if

    mounted

    HUNGARIAN NOBLESCA SA KA Mo Pts

    Horseman 4 3 3 7 20

    Equipment:Hand weapon, heavy armour, thrusting spearMay have shield (+2) and cloth (+4) or plate (+6) barding.

    Special Rules: Shock Impact +1

    HUSSARSCA SA KA Mo Pts

    Horseman 3 3 3 7 15

    Equipment:Hand weaponMay have light armour (+2)

    May upgrade to CA4 (+2)Special Rules: Skirmishers, Feign Flight

    INFANTRY

    LANDSKNECHT PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.

    May have light armour (+1) or heavy armour (+3).Special Rules:Pike&Shot

    LANDSKNECHT ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun. May have light armour(+1) or heavy armour (+3)

    Special Rules:Pike&Shot, Only 0-1 per two Landsknechtpikemen units

    ITALIAN ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun. May have light armour(+1)

    POLISH DRABSCA SA KA Mo Pts

    Drab 3 3 3 7 8

    Equipment:Hand weapon, shieldMay have large shield (+2) and light armour (+2).

    Up to half may have bow (free)Special Rules: Combined Formation

    HUNGARIAN ARCHERSCA SA KA Mo Pts

    Archer 2 3 3 6 7

    Equipment:Hand weapon, bow.May have shield (+1) and light armour (+2).Special Rules:Light Infantry

    0-4 LIGHT CANNONS

    0-1 FIELD GUN

    0-1 WAGON LAAGER

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    13. KNIGHTS OF ST JOHN (1500-1575AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 50%INFANTRY: At least 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armour Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    BROTHER KNIGHTSCA SA KA Mo Pts

    Horseman 4 3 3 8 29Dismounted 4 3 3 8 19

    Equipment:Hand weapon, heavy armour, shield, lance,warhorse

    May have cloth (+4) or plate (+6) barding.Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.May take partial or full plate armour (+2/+3)Special Rules:Drilled if dismounted,, Shock Impact +2ifmounted

    SERVING BRETHRENCA SA KA Mo Pts

    Horseman 3 3 3 8 27Dismounted 3 3 3 8 17

    Equipment:Hand weapon, heavy armour, shield, lanceMay have cloth (+4) or plate (+6) barding.Dismounted - may take halberd (+2) or double-handed weapon

    (+3) no lance.

    May take partial or full plate armour (+2/+3)

    Only after 1522AD: Downgrade dismounted to Mo7 (-2)

    Special Rules:Drilled if dismounted,, Shock Impact +2ifmounted

    TURCOPOLESCA SA KA Mo Pts

    Horseman 3 3 3 7 16

    Equipment:Hand weapon, bow, light armourMay have shield (+2)

    Special Rules: Skirmishers, Feign Flight, Only until 1522AD

    INFANTRY

    GREEK AND CRETAN ARCHERSCA SA KA Mo Pts

    Archer 2 3 3 6 7

    Equipment:Hand weapon, bow.

    May have shield (+1) and light armour (+2).Special Rules:Light Infantry, Only until 1522ADGREEK, COLONIST AND MERCENARYCROSSBOWMEN

    CA SA KA Mo PtsCrossbowman 3 4 3 7 14

    Equipment:Hand weapon, crossbow.May have light armour (+1) and pavise (+2)

    MERCENARY HALBERDIERSCA SA KA Mo Pts

    Halberdier 4 3 3 8 20

    Equipment:Hand weapon, heavy armour, halberdMay have double handed weapon (+1) and plate armour (+3)

    Special Rules:Drilled, Only until 1522AD

    MERCENARY ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+1) or heavy armour (+3)

    Special Rules:Light Infantry, Only until 1522AD

    0-3 LIGHT AND ORGAN GUNS

    MERCENARY PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+1) or heavy armour (+3).

    Special Rules: Only after 1522AD

    MERCENARY ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+1) or heavy armour (+3)

    Special Rules:Light Infantry,Only after 1522AD

    MERCENARY OARSMEN

    CA SA KA Mo PtsOarsman 4 3 3 7 12

    Equipment:Hand weapon, heavy armour, shieldMay beDrilled(+2)Special Rules: Only after 1522AD

    MALTESE LEVIESCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weapon.Special Rules: Undisciplined, Unmotivated, Only in 1565AD

    ALLIES

    Only in 1565AD: Sicilian Allies, V/60

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    14. VENETIAN COLONIAL (1500-1606AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 50%INFANTRY: At least 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    STRADIOTSCA SA KA Mo Pts

    Horseman 3 3 3 6 15

    Equipment:Hand weapon, throwing spear.May have bow (+2) and light armour (+2)

    Special Rules: Skirmishers, Feign Flight

    ELMETICA SA KA Mo Pts

    Horseman 4 3 3 7 23

    Equipment:Hand weapon, heavy armour, lance, warhorseMay have shield (+2) and cloth (+4) or plate (+6) barding.Only from 1560AD: Downgrade to CA3 (-2)

    Special Rules: Shock Impact +1

    MOUNTED ARQUBUSIERSCA SA KA Mo Pts

    Horseman 3 3 3 7 18

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)Only until 1559AD 0-1

    MOUNTED CROSSBOWMENCA SA KA Mo Pts

    Horseman 3 3 3 7 16

    Equipment:Hand weapon, light crossbow.May have light armour (+2) or heavy armour (+3)

    Special Rules:Light Cavalry, Only until 1559AD

    REITERSCA SA KA Mo Pts

    Horseman 3 3 3 7 17

    Equipment:Hand weapon, heavy armour, pistolsSpecial Rules:Pistols,Only after 1559AD

    INFANTRY

    MERCENARY ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.

    May have light armour (+1) or heavy armour (+3)Special Rules:Light Infantry

    MILITIA ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+1) ,heavy armour (+3) and pavise (+2).

    0-3 FIELD GUNS

    MERCENARY FOOT CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 3 4 3 7 14

    Equipment:Hand weapon, crossbowOnly from 1560AD: Have handgun instead of crossbow (free)May have light armour (+1) and pavise (+2).

    Special Rules: Only until 1559AD

    MERCENARY SWORD-AND-BUCKLER-MENCA SA KA Mo Pts

    Swordsman 4 3 3 7 11

    Equipment:Hand weapon, light armour, bucklerMay have heavy armour (+2)Special Rules: Only until 1559AD

    ARCHERS

    CA SA KA Mo PtsArcher 2 2 3 6 7

    Equipment:Hand weapon, bow.May have light armour (+1).Special Rules: Skirmishers, Only until 1559AD

    LANDSKNECHT PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+1) or heavy armour (+3).

    Special Rules:Pike&Shot, Only after 1559AD

    LANDSKNECHT ARQUEBUSIERSCA SA KA Mo PtsArquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+1) or heavy armour (+3)

    Special Rules:Pike&Shot, Only 0-1 per two Landsknechtpikemen units

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    15. WHITE SHEEP TURKOMAN (1500-1504AD)

    CHARACTERS: Up to 25%CAVALRY:At least 50%INFANTRY: Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    PUSHAN-PUSHCA SA KA Mo Pts

    Horseman 4 3 3 7 20

    Equipment:Hand weapon, heavy armour, thrusting spearMay have shield (+2) and barding (+3).

    Special Rules: Shock Impact +1

    TIRKAH-BANDCA SA KA Mo Pts

    Horseman 3 3 3 7 19

    Equipment:Hand weapon, light armour, thrusting spear, bowMay have shield (+2).Special Rules:Light Cavalry, Nomad Cavalry

    QULLUGHCHICA SA KA Mo Pts

    Horseman 2 3 3 6 12

    Equipment:Hand weapon, throwing spearMay have shield (+2) and bow (+2).

    Special Rules:Light Cavalry

    TURKOMAN TRIBAL HORSECA SA KA Mo Pts

    Horseman 3 4 3 7 22

    Equipment:Hand weapon, bow, light armourMay have shield (+2)

    Special Rules: Skirmishers, Nomad Cavalry, Feign Flight

    KURDISH CAVALRYCA SA KA Mo Pts

    Horseman 3 3 3 7 17

    Equipment:Hand weapon, thrusting spear, light armourMay have heavy armour (+2) and shield (+2)Special Rules: Shock Impact +1

    INFANTRY

    ARCHERSCA SA KA Mo Pts

    Archer 2 3 3 7 8

    Equipment:Hand weapon, bow.

    May have light armour (+2) and shield (+1)May downgrade to Mo6 (-1)Special Rules:Light Infantry

    CAMP FOLLOWERS AND LEVY FOOTCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    HANDGUNNERSCA SA KA Mo Pts

    Handgunner 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+1)Special Rules: Skirmishers

    0-1 WAGON LAAGER

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    16. WALLACHIAN OR MOLDAVIAN (1500-1648) ANDTRANSYLVANIAN (1533-1629AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 50%INFANTRY: At least 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    RICH BOYARSCA SA KA Mo Pts

    Horseman 4 3 3 7 20

    Equipment:Hand weapon, heavy armour, thrusting spearMay have shield (+2) and cloth (+4) or plate (+6) barding.

    Special Rules: Shock Impact +1

    LESSER BOYARS AND VITEJICA SA KA Mo Pts

    Horseman 3 4 3 7 20

    Equipment:Hand weapon, bow, light armourMay have shield (+2)Until 1533AD: May upgrade toNomad Cavalry(+2)

    After 1533AD: Downgrade to SA3 and Mo6 (-4)

    Special Rules: Skirmishers, Feign Flight

    SZEKELERSCA SA KA Mo Pts

    Horseman 3 4 3 7 22

    Equipment:Hand weapon, bow, light armourMay have shield (+2).

    Special Rules: Skirmishers, Nomad Cavalry, Feign FlightOnly from 1606AD

    MERCENARY CUIRASSIERSCA SA KA Mo Pts

    Horseman 3 4 3 8 29

    Equipment:Hand weapon, heavy armour, pistolsSpecial Rules:Heavy Cavalry,Pistols,Only from 1606AD

    MOUNTED HARQUBUSIERSCA SA KA Mo Pts

    Horseman 3 3 3 7 18

    Equipment:Hand weapon, handgun.

    May have light armour (+2) or heavy armour (+3)Special Rules: Only from 1606AD

    INFANTRY

    PEASANTSCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weapon

    May have halberd (+2), double-handed weapon (+3) or javelins(+1)Special Rules: Undisciplined, Unmotivated

    ARMOURED VOYNUKSCA SA KA Mo Pts

    Voynuk 4 3 3 7 15

    Equipment:Hand weapon, heavy armour, halberdMay have shield (+1), partial or full plate armour (+2/+3)

    Special Rules:Drilled, Only before 1606AD

    ARCHERSCA SA KA Mo Pts

    Archer 2 3 3 6 7

    Equipment:Hand weapon, bowMay have light armour (+1). May have SA4 and Mo7 (+4)

    Special Rules:Light Infantry, Only before 1606AD

    MERCENARY CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 2 3 3 7 11

    Equipment:Hand weapon, crossbow.May have light armour (+1).Special Rules:Light Infantry, Only before 1606AD

    MERCENARY ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+1) or heavy armour (+3)Special Rules:Light Infantry, Only before 1606AD

    TRANSYLVANIAN HAIDUKSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.May have light armour (+1) or heavy armour (+3)

    Special Rules: Only after 1606AD

    TRANSYLVANIAN PEASANT HORDESCA SA KA Mo Pts

    Arquebusier 2 3 3 6 10

    Equipment:Hand weapon, handgun.Special Rules: Skirmishers, Only from 1606AD

    WALLACHIAN SEIMENICA SA KA Mo Pts

    Dragoon 3 3 3 6 14

    Equipment:Hand weapon, light armour, handgun.Special Rules:Dragoons, Only from 1606AD

    WALLACHIAN DOROBANTICA SA KA Mo Pts

    Arquebusier 3 4 3 8 17

    Equipment:Hand weapon, handgun.May have light armour (+1) or heavy armour (+3).May be Drilled (+4)

    Special Rules: Only from 1606AD

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    MERCENARY PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 7 11

    Equipment:Hand weapon, pike.May have light armour (+1) or heavy armour (+3).

    Special Rules:Pike&Shot, Only from 1606AD

    MERCENARY MUSKETEERSCA SA KA Mo Pts

    Musketeer 2 4 3 7 13

    Equipment:Hand weapon, musket.May have light armour (+2) or heavy armour (+3)

    Special Rules:Pike&Shot, Only 0-1 per two Mercenarypikemen units

    0-2 FIELD GUNSSpecial Rules: Only from 1606AD

    ALLIES

    Ottoman Allies, V/9

    Only Moldavians: Crimean Tartar Allies, V/36

    Only Moldavians: Polish Allies, V/35

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    17. MING CHINESE (1500-1683AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 25%INFANTRY: At least 50%ALLIES:Up to 25%SPECIAL:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    CHINESE REGULAR CAVALRYCA SA KA Mo Pts

    Horseman 4 3 3 7 21

    Equipment:Hand weapon, thrusting spear, light armour, bowMay have heavy armour (+2) and shield (+2)

    Special Rules: Shock Impact +1

    CHINESE MERCENARY CAVALRYCA SA KA Mo Pts

    Horseman 2 2 3 6 14

    Equipment:Hand weapon, thrusting spear, light armour, bowMay have heavy armour (+2) and shield (+2)

    INFANTRY

    CHINESE INFANTRYCA SA KA Mo Pts

    Trooper 3 3 3 7 8

    Equipment:Hand weapon, light armour

    May have shield (+1).

    CHINESE ARCHERS AND CROSSBOWMENCA SA KA Mo Pts

    Archer 3 4 3 7 11

    Equipment:Hand weapon, bowMay have light armour (+2) and crossbow instead of bow (+3)

    CHINESE HANDGUNNERSCA SA KA Mo Pts

    Handgunner 2 3 3 7 11

    Equipment:Hand weapon, handgun. May have light armour(+1) and pavise (+2)

    DARE-TO-DIE TROOPSCA SA KA Mo Pts

    Trooper 4 3 3 8 13

    Equipment:Hand weapon, light armourMay have heavy armour (+2) and shield (+1).May beDrilled(+4)

    Special Rules:Light Infantry0-2 LIGHT CANNONS

    CHINESE MILITIA OR LESSER ARMED PIRATEFOLLOWERS

    CA SA KA Mo PtsLevy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    CHUANG OR OTHER SOUTHERN TRIBESMENCA SA KA Mo Pts

    Tribesman 3 3 3 7 8

    Equipment:Hand weapon, shield. May have light armour (+2).Special Rules:Light Infantry, Warband

    0-2 FIELD GUNSSpecial Rules: Only after 1540AD

    MATCHLOCKMENCA SA KA Mo Pts

    Arquebusier 2 4 3 7 13

    Equipment:Hand weapon, handgun.May have light armour (+2).

    Special Rules: Skirmishers,Only Wo-kou pirates 1542-1570and southern Ming after 1644AD, Instead of chinese regular

    cavalry

    WAR WAGONS WITH LIGHT GUNSSpecial Rules: Only from 1568-1571AD

    PORTUGESE MUSKETEERSCA SA KA Mo Pts

    Musketeer 2 4 3 7 13

    Equipment:Hand weapon, musket.May have light armour (+1) or heavy armour (+3)

    Special Rules: Only after 1644AD

    SPECIAL

    0-2 ELEPHANTSCA SA KA Mo L S D Pts

    Elephant 4 3 4 7 6 5 8 190

    Equipment:Two warriors are armed with javelins and bow. Athird warrior may be added for 10 points. Armour value:1Special Rules:ElephantsOnly The Three Feudatories 1644-1681AD

    ALLIES

    Only Wo-kou pirates 1542-1570AD: Japanese Pirate Allies,

    V/21Only 1592-1598 and in 1616AD: Korean Allies, V/20

    Only before 1620AD: Jurchen Allies, V/19

    Only before 1624AD: Mongol Allies, V/18

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    18. MONGOLIAN (1500-1700AD)

    CHARACTERS: Up to 25%CAVALRY: At least 50%INFANTRY: Up to 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    MONGOL CAVALRYCA SA KA Mo Pts

    Horseman 3 3 3 7 20

    Equipment:Hand weapon, heavy armour, thrusting spear, bowMay have shield (+2) and barding (+3).May upgrade to CA4 (+2)

    Up to half may change to CA3, SA4, light armour and no spear

    (free) placed in the rear rank

    Special Rules: Shock Impact +1, Combined Formation

    MONGOL LIGHT CAVALRYCA SA KA Mo Pts

    Horseman 3 4 3 7 22

    Equipment:Hand weapon, bow, light armourMay have shield (+2) and throwing spear (+2)

    Special Rules: Skirmishers, Nomad Cavalry, Feign Flight

    MOUNTED MATCHLOCKMENCA SA KA Mo Pts

    Horseman 3 3 3 7 18

    Equipment:Hand weapon, handgun.May have light armour (+2) or heavy armour (+3)

    Special Rules: Only Oirat

    INFANTRY

    SERFS AND CAMP FOLLOWERSCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    ALLIES

    Only Oirat from 1640-1696AD: Tibetan Allies, V/22

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    19. JURCHEN (1500-1635AD)

    CHARACTERS: Up to 25%CAVALRY: At least 50%INFANTRY: Up to 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Ally General 1 SIP, may add up to 2 SIP for 20 points eachBrigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    CAVALRYCA SA KA Mo Pts

    Horseman 3 3 3 7 20

    Equipment:Hand weapon, heavy armour, thrusting spear, bowMay have shield (+2) and barding (+3).

    Up to half may change to CA3, SA4, light armour and no spear(-4) placed in the rear rank

    Special Rules: Shock Impact +1, Combined Formation

    INFANTRY

    SLAVES AND LEVIESCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    ALLIES

    Ming Allies, V/17

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    20. KOREAN (1500-1700AD)

    CHARACTERS: Up to 25%CAVALRY:Up to 50%INFANTRY: At least 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Ally General 1 SIP, may add up to 2 SIP for 20 points eachBrigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    CAVALRYCA SA KA Mo Pts

    Horseman 4 3 3 7 21

    Equipment:Hand weapon, thrusting spear, light armour, bowMay have heavy armour (+2) and shield (+2)

    Special Rules: Shock Impact +1

    LIGHT CAVALRYCA SA KA Mo Pts

    Horseman 3 3 3 6 15

    Equipment:Hand weapon, buckler, bowMay have light armour (+2)

    Special Rules:Light Cavalry

    INFANTRY

    ARCHERSCA SA KA Mo Pts

    Archer 3 4 3 7 11

    Equipment:Hand weapon, bow.May have light armour (+2).

    Only after 1598AD: Change to SA3 and handgun instead of bow(+free)

    HALBERDIERSCA SA KA Mo Pts

    Halberdier 4 3 3 7 12

    Equipment:Hand weapon, light armour, halberdMay have heavy armour (+2)

    SPEARMENCA SA KA Mo Pts

    Spearman 3 3 3 6 10

    Equipment:Hand weapon, pikesMay have light armour (+2).

    PEASANT SPEARMENCA SA KA Mo Pts

    Levy 2 2 3 5 5

    Equipment:Hand weapon, thrusting spearSpecial Rules: Undisciplined, Unmotivated

    0-1 MIXED SKIRMISHERSCA SA KA Mo Pts

    Thrower 2 3 3 6 9

    Equipment:Hand weapon, Grenadoe (count as javelins)Morale test if kill caused, no armour save allowed.

    Special Rules: Skirmishers

    0-4 LIGHT CANNONSSpecial Rules: Only until 1628AD

    GUERILLA BANDSCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, UnmotivatedOnly 1592-1598AD

    0-3 FIELD GUNSSpecial Rules: Only after 1628AD

    ALLIES

    Only until 1598AD: Jurchen Allies, V/19Only 1592-1598AD: Chinese Allies, V/17

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    21. JAPANESE (1500-1614AD)

    CHARACTERS: Up to 25%SAMURAI AND RETAINERS:25-50%ASHIGARU: 25-75%SPECIAL: Up to25%

    Early Age of War Pre 1550Strategy Intervention Points may not be pooled.Samurai and Retainers: May take naginata (+2) (instead of yari

    or bow)

    Ashigaru: May not take arquebus, veterans or nagae yari.Ashigaru combat formations may take naginata at (+2) (instead

    of yari)

    Allies and special units: May not take cannon.

    Mid Age of War 1551- 1587Strategy Intervention Points may only be pooled for

    Personalities from the same Clan May take two units of arquebus

    armed ashigaru and these must total no more than 25% of the

    total ashigaru models in the Clan. May not take skirmishersarmed with arquebus.

    Allies and special units: May not take cannon.

    Late Age of War 1588 OnwardStrategy Intervention Points may only be pooled for

    Personalities from the same Clan unless you upgrade oneDaimyo to a Unifier of Japan (+20). This enables the Strategy

    Intervention Points to be pooled but should the Unifier be killed

    or routed from the field of battle, any remaining Points are lost.There may not be more arquebus armed ashigaru models

    (including skirmishers) in the army than all other ashigaru.

    Allies and special units: May take cannon.

    WEAPONS AND ARMORTheyari is treated as a thrusting spear.

    The nagae-yari is treated as a long thrusting spear.

    The naginata is treated as halberd.

    The arquebus is treated as a hand gun

    Samurai Armour is treated as Cataphract armour.Katana and wakizashi are both treated as a hand weapon.

    Warriors equipped with a katana (even if they are not using it),

    may reroll their kill rolls in subsequent rounds of combat (so notin the round they are charged or charge). However, they must

    reroll all the dice, and not just the misses. The bonus is also lost

    for any round when fresh enemy charge into the ongoingcombat.

    SAMURAIWhere the term samurai is used, this applies to all samurai

    Personalities, samurai and samurai retainers and the following

    rule applies:

    Superior to those around themSamurai were of the warrior class, and considered themselves to

    be of a different status to the workers and the courtiersSamurai, and any unit led by a Samurai Personality, ignore

    Morale tests caused by peasants, chugen and civilians.

    Samurai BannersSamurai Personalities can also take a Personality who carries theSamurais personal banner (uma jirushi) . These Personalities are

    referred to as personal standards (or hata sashi). The following

    rules apply.

    - If a Samurai and his personal standard joins a unit of troops and

    both are alive, then the unit may re-roll a failed Combat Morale

    test.

    The Personal Standard must be within 4" of the Samurai

    Personality for the re-roll to be taken.Only one re-roll may be made, even though more personal

    standards may be present if more characters are involved.- The unit leader of a Samurai formation can be considered to bea senior retainer or perhaps a member of the lords hatamoto. The

    unit leader may take a personal banner and points from these still

    come from the Samurai and Retainers percentage.

    CHARACTERS

    Mo L S Pts

    Daimyo 9 3 +1 180Taisho 9 2 +1 140Hatamoto 8 1 +2 80

    Samurai Army Standard 8 1 +1 70Ashigaru Army Standard 6 1 +1 45Samurai Personal Standard 6 1 +1 70Ashigaru Personal Standard 6 1 +1 45

    Equipment and Armor Value:as unitSpecial Rules:Zone of Command 10. May ride a horse (AV4).

    A captain/individual hatamoto must be placed in a unit at the

    start of the battle and remain there throughout.

    Daimyo 3 SIP, may add one SIP for 20 points.

    Taisho 1 SIP, may add up to 2 SIP for 20 points each

    Army (or Great) Standard (o uma jirushi)Any Daimyo or taisho may take a Great Standard. These actexactly like an Army Standard for each Personality and extend

    their Zone of Command for using Strategy Intervention Points.

    A Great standard may move independently and should attempt toremain with their lord throughout the battle. We can assume

    samurai Great Standards have a horse at their disposal and an

    Armour Value of 4. Ashigaru carrying an o uma jirushi do nothave a mounted option, and so, if accompanying mounted

    samurai, will really need to live up to their name of light feet

    when attempting to keep up with their lord. They have anArmour Value of 1.

    Often a flag, but could also be an impressive three dimensionalobject such as a bell, the o uma jirushi located the position of the

    daimyo on the battlefield. Some standards required more than

    one attendant to carry.

    Personal standard (uma jirushi)Any Daimyo, taisho, captain or samurai unit leader may take aPersonal Standard. A Personal Standard uses the rule for

    Samurai Banners.

    A Personal standard may move independently and should

    attempt to remain with their lord throughout the battle. We can

    assume samurai Personal Standards have a horse at their disposal

    and an Armour Value of 4. Ashigaru carrying a uma jirushi donot have a mounted option, and so, if accompanying mounted

    samurai, will really need to live up to their name of light feet

    when attempting to keep up with their lord. They have anArmour Value of 1.

    Most daimyo, generals and high-ranking samurai had their ownpersonal standards known as uma jirushi (lesser or horse

    standard). Either retainers, or ashigaru carried these, but ineither case, by carrying the lords personal standard, thiswarrior would rarely be far from his masters side.

    SAMURAI AND RETAINERS

    0-2 SAMURAI BODYGUARDCA SA KA Mo Pts

    Mounted Guard 4 4 3 8 25Dismounted Guard 4 4 3 8 20

    Equipment:Katana. Samurai armour. Mounted Guard have ahorse. The formation may exchange yari for bow at 1 point per

    model if mounted, no points if dismounted.Special Rules: SamuraiThe guard must be deployed within 6 of the lord at the start of

    the battle, although they may subsequently move away. Youmust have at least twice as many samurai retainer models as

    guard models.

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    22. TIBETAN (1500-1700AD)

    CHARACTERS: Up to 25%CAVALRY:At least 25%INFANTRY: At least 25%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). May ride a horse (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    ARMOURED CAVALRYCA SA KA Mo Pts

    Horseman 3 3 3 7 19

    Equipment:Hand weapon, thrusting spear, light armour, bowMay have heavy armour (+2) and shield (+2)

    May have barding (+3) and then CA4 (+2)Special Rules: Shock Impact +1

    NOMAD NOBLESCA SA KA Mo Pts

    Horseman 3 3 3 7 18

    Equipment:Hand weapon, thrusting spear, bowMay have light armour (+2) and shield (+2)

    Special Rules: Shock Impact +1

    NOMADSCA SA KA Mo Pts

    Horseman 3 3 3 6 16

    Equipment:Hand weapon, bowMay have light armour (+2)

    Special Rules: Skirmishers, Feign Flight

    INFANTRY

    ARMOURED ARCHERSCA SA KA Mo Pts

    Archer 3 4 3 7 12

    Equipment:Hand weapon, light armour, bow

    LEVIED SERFSCA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    HERDSMEN WITH SLINGSCA SA KA Mo Pts

    Slinger 2 2 2 5 3

    Equipment:Sling.Special Rules: Skirmishers

    ALLIES

    Only before 1644AD: Ming Allies, V/17

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    23. AZTEC (1500-1521AD)

    CHARACTERS: Up to 25%INFANTRY: At least 50%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Ally General 1 SIP, may add up to 2 SIP for 20 points eachBrigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    WARRIOR PRIESTSCA SA KA Mo Pts

    Priest 3 3 3 7 8

    Equipment:Hand weapon, light armour. May have shield (+1)

    CUACHIC SHOCK TROOPSCA SA KA Mo Pts

    Warrior 4 3 3 8 13

    Equipment:Hand weapon, shield.May have light armour (+2) and thrusting spear (+2) or double-

    handed weapon (+3)Special Rules: Warband

    SUIT WEARERSCA SA KA Mo Pts

    Warrior 4 3 3 7 10

    Equipment:Hand weapon, light armour. May have shield (+1)and thrusting spear (+2) or double-handed weapon (+3)

    CLAN WARRIORSCA SA KA Mo Pts

    Warrior 2 2 3 6 4

    Equipment:Hand weapon. May have shield (+1) and thrustingspear (+2). May not be Undisciplined(+1)

    Special Rules: Undisciplined

    SKIRMISHERSCA SA KA Mo Pts

    Skirmisher 2 2 3 5 4

    Equipment:Hand weapon, sling. May have bow instead of sling(+1)

    Special Rules: Skirmishers

    MERCENARY ARCHERSCA SA KA Mo Pts

    Archer 3 3 3 7 9

    Equipment:Hand weapon, bow

    OTOMI MERCENARIESCA SA KA Mo Pts

    Mercenary 3 3 3 7 8

    Equipment:Hand weapon, shieldSpecial Rules: Warband

    ALLIES

    Toltec-Chichimec Allies, V/24

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    24. TARASCAN OR TLAXCALAN (1500-1521AD)

    CHARACTERS: Up to 25%INFANTRY: At least 75%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules:Zone of Command 10.Only Tlaxcalan after 1518AD: General may be upgraded toLd10 (+50).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    SUIT WEARERSCA SA KA Mo Pts

    Elite 4 3 3 7 11

    Equipment:Hand weapon, shield, light armourMay have double-handed weapon instead of shield (+2)

    ARCHERS AND SHIELDBEARERSCA SA KA Mo Pts

    Elite 3 4 3 7 12

    Equipment:Hand weapon, bow, shield

    ARCHERSCA SA KA Mo Pts

    Archer 3 3 3 6 8

    Equipment:Hand weapon, bow.

    SCOUTSCA SA KA Mo Pts

    Skirmisher 2 2 3 5 4

    Equipment:Hand weapon, slingMay have bow instead of sling (+1)

    Special Rules: Skirmishers

    OTOMI MERCENARIESCA SA KA Mo Pts

    Mercenary 4 3 3 8 13

    Equipment:Hand weapon, shieldSpecial Rules: Warband

    0-1 SPANISH WARHOUNDSOnly Tlaxcalan after 1518AD

    SPANISH SWORD AND BUCKLER MENCA SA KA Mo Pts

    Swordsman 4 3 3 8 18

    Equipment:Hand weapon, light armour, bucklerSpecial Rules:Drilled, Only Tlaxcalan after 1518AD

    SPANISH ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 3 4 3 7 15

    Equipment:Hand weapon, handgun, light armourSpecial Rules: Only Tlaxcalan after 1518AD

    SPANISH CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 3 4 3 8 18

    Equipment:Hand weapon, crossbow, light armourMay have pavise (+2)

    Special Rules:Drilled, Only Tlaxcalan after 1518AD

    0-2 SPANISH FIELD GUNSSpecial Rules: Only Tlaxcalan after 1518AD

    0-1 SPANISH LIGHT CANNONSpecial Rules: Only Tlaxcalan after 1518AD

    SPANISH TOTONAC LEVIESCA SA KA Mo Pts

    Totonac 3 3 3 7 8

    Equipment:Hand weapon, shieldSpecial Rules: Only Tlaxcalan after 1518AD

    0-1 SPANISH MOBILE TOWERSpecial Rules: War Wagon, Only Tlaxcalan after 1518AD

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    25. MIXTEC OR ZAPOTEC (1500-1521AD)

    CHARACTERS: Up to 25%INFANTRY: At least 50%ALLIES:Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.

    Ally General 1 SIP, may add up to 2 SIP for 20 points eachBrigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    WARRIORSCA SA KA Mo Pts

    Warrior 3 3 3 7 8

    Equipment:Hand weapon, shieldMay have light armour (+2), thrusting spear (+2) and atlatl (+2,

    counts as javelins with armour penetration 1)Only if Mixtec: 0-1 unit may have CA4 and Mo8 (+5) and then

    may have double-handed weapon (+3)

    Special Rules: Warband, Light Infantry

    SCOUTSCA SA KA Mo Pts

    Skirmisher 2 2 3 5 4

    Equipment:Hand weapon, slingMay have atlatl instead of sling (+2, counts as javelins with

    armour save -1)

    Special Rules: Skirmishers

    ALLIES

    Toltec-Cichimec Allies, V/24

    26. PUEBLO CULTURES (1500-1692AD)

    CHARACTERS: Up to 25%INFANTRY: At least 75%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules:Zone of Command 10.

    Army General 1 SIP, may add up to 2 SIP for 20 points each.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    WARRIOR SOCIETIESCA SA KA Mo Pts

    Warrior 4 3 3 8 13

    Equipment:Hand weapon, shieldMay have light armour (+2), thrusting spear (+2) and double-handed weapon (+3)

    Special Rules: Warband

    TRIBESMEN WITH BOWCA SA KA Mo Pts

    Skirmisher 2 3 3 6 7

    Equipment:Hand weapon, bowSpecial Rules:Light Infantry

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    27. NORTH WEST AMERICAN (1500-1700AD)

    CHARACTERS: Up to 25%INFANTRY: At least 75%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules:Zone of Command 10.

    Army General 1 SIP, may add up to 2 SIP for 20 points each.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    WARRIORSCA SA KA Mo Pts

    Warrior 3 3 3 6 8

    Equipment:Hand weapon, bowMay have double-handed weapon (+2)Special Rules:Light Infantry

    SKIRMISHERSCA SA KA Mo Pts

    Skirmisher 2 3 3 6 7

    Equipment:Hand weapon, bow

    Special Rules: Skirmishers

    28. MAYA (1500-1697AD)

    CHARACTERS: Up to 25%INFANTRY: At least 75%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules:Zone of Command 10.

    Army General 1 SIP, may add up to 2 SIP for 20 points each.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    MAYA WARRIORSCA SA KA Mo Pts

    Warrior 3 3 3 7 7

    Equipment:Hand weaponMay have shield (+1)Special Rules: Warband

    ARCHERSCA SA KA Mo Pts

    Archers 2 3 3 6 7

    Equipment:Hand weapon, bow

    Special Rules:Light Infantry

    PEASANT SLINGERSCA SA KA Mo Pts

    Slinger 2 2 3 6 5

    Equipment:Hand weapon, slingSpecial Rules: Skirmishers

    ROAD WEASELSCA SA KA Mo Pts

    Skirmisher 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Skirmishers

    0-1 HORNET NEST THROWERSCA SA KA Mo Pts

    Thrower 2 3 2 6 9

    Equipment:Hand weapon, hornet nest (count as javelins)Morale test if kill caused, no armour save allowed.

    Special Rules: Skirmishers

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    29. INCA (1500-1572AD)

    CHARACTERS: Up to 25%CAVALRY: Up to 25%INFANTRY: At least 50%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules: Zone of Command 10. General may beupgraded to Mo10 (+50). Brigade commander may ride horse ifspanish (AV3).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    CAVALRY

    0-1 SPANISH CAVALRYCA SA KA Mo Pts

    Horseman 4 3 3 8 23

    Equipment:Hand weapon, heavy armour, shield, warhorseMay have cloth (+4) or plate (+6) barding.

    May take partial or full plate armour (+2/3)Special Rules: Shock Impact +1, Only from 1533AD

    INFANTRY

    INCA REGULARSCA SA KA Mo Pts

    Trooper 3 3 3 7 8

    Equipment:Hand weapon, throwing spearMay have shield (+1) and light armour (+2).

    Special Rules: Warband

    MILITIACA SA KA Mo Pts

    Levy 2 2 3 5 3

    Equipment:Hand weaponSpecial Rules: Undisciplined, Unmotivated

    SLINGERSCA SA KA Mo Pts

    Skirmisher 2 2 3 6 5

    Equipment:Hand weapon, slingSpecial Rules: Skirmishers

    CHIMUCA SA KA Mo Pts

    Warrior 4 3 3 8 13

    Equipment:Hand weapon, shieldMay have light armour (+2)Special Rules: Warband, Only before 1533AD

    FOREST INDIAN ARCHERSCA SA KA Mo Pts

    Archer 2 3 3 6 7

    Equipment:Hand weapon, bow.Special Rules:Light Infantry, Only before 1533AD0-1 COLLA ARMED WITH BOLAS

    CA SA KA Mo PtsThrower 2 3 3 6 7

    Equipment:Hand weapon, bolaBola: Counts as javelins, but no armour save allowed

    Special Rules: Skirmishers, Only before 1533AD

    OTHER SUBJECTSCA SA KA Mo Pts

    Tribesman 2 2 3 5 4

    Equipment:Hand weapon, throwing spearSpecial Rules: Undisciplined, UnmotivatedOnly before 1533AD

    SPANISH SWORD AND BUCKLER MEN

    CA SA KA Mo PtsSwordsman 4 3 3 8 19

    Equipment:Hand weapon, heavy armour, bucklerSpecial Rules:Drilled, Only from 1533AD

    SPANISH CROSSBOWMENCA SA KA Mo Pts

    Crossbowman 3 4 3 8 17

    Equipment:Hand weapon, crossbow.May have light (+2) or heavy (+3) armour and pavise (+2)

    May beDrilled(+4).Special Rules: Only from 1533AD

    SPANISH ARQUEBUSIERS

    CA SA KA Mo PtsArquebusier 2 4 3 7 13

    Equipment:Hand weapon, handgun.May have light (+1) or heavy (+3) armour

    Special Rules: Only from 1533AD

    0-1 SPANISH WARHOUNDSSpecial Rules: Only from 1533AD

    0-1 FIELD GUN OR LIGHT CANNONSpecial Rules: Only from 1533AD

    SPANISH CANARI AUXILIARIESCA SA KA Mo Pts

    Trooper 3 3 3 7 10

    Equipment:Hand weapon, halberd, light armour.May have heavy armour (+2).

    Special Rules: Warband, Only from 1533AD

    INCA ARQUEBUSIERSCA SA KA Mo Pts

    Arquebusier 2 3 3 7 11

    Equipment:Hand weapon, handgun.Special Rules: Only Mancosrevolt 1536-1544AD

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    FOREST INDIAN ARCHERSCA SA KA Mo Pts

    Archer 2 3 3 6 7

    Equipment:Hand weapon, bow.Special Rules: Only Mancosrevolt 1536-1544AD

    WOMEN WITH SPEARSCA SA KA Mo Pts

    Levy 2 2 3 5 5

    Equipment:Hand weapon, thrusting spearSpecial Rules: Undisciplined, UnmotivatedOnly Mancosrevolt 1536-1544AD

    INCA PIKEMENCA SA KA Mo Pts

    Pikeman 3 3 3 6 10

    Equipment:Hand weapon, pikeSpecial Rules: Only the revolt of 1565AD

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    30. AMAZONIAN (1500-1662AD)

    CHARACTERS: Up to 25%INFANTRY: At least 75%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules:Zone of Command 10.

    Army General 1 SIP, may add up to 2 SIP for 20 points each.Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    ARCHERSCA SA KA Mo Pts

    Archer 3 3 3 6 8

    Equipment:Hand weapon, bow

    SPEARMENCA SA KA Mo Pts

    Spearman 2 2 3 5 5

    Equipment:Hand weapon, thrusting spearSpecial Rules: Undisciplined, Unmotivated

    BLOWPIPE MEN

    CA SA KA Mo PtsTribal 2 3 3 6 8

    Equipment:Hand weapon, blowpipe (count as javelins)Blowpipe: Rolled 6s to hit kill automaticallySpecial Rules: Skirmishers

    31. NATCHEZ AND MOUND BUILDERS (1500-1700AD)

    CHARACTERS: Up to 25%INFANTRY: At least 75%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules:Zone of Command 10.

    Army General 1 SIP, may add up to 2 SIP for 20 points each.Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    GUARDSCA SA KA Mo Pts

    Guard 2 3 3 6 7

    Equipment:Hand weapon, bowMay have light armour (+2)

    NOBLESCA SA KA Mo Pts

    Noble 3 3 3 7 8

    Equipment:Hand weapon, shieldMay have light armour (+2)

    HONOURED MENCA SA KA Mo Pts

    Archer 2 3 3 6 7

    Equipment:Hand weapon, bowMay have light armour (+2)

    Special Rules:Light Infantry

    LEVIESCA SA KA Mo Pts

    Levy 2 2 3 6 4

    Equipment:Hand weaponMay have shield (+1) and thrusting spear (+2)

    Special Rules: Undisciplines, Unmotivated

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    32. EASTERN FOREST AMERICAN (1500-1700AD)

    CHARACTERS: Up to 25%INFANTRY: At least 75%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armor Value:as unitSpecial Rules:Zone of Command 10.

    Army General 1 SIP, may add up to 2 SIP for 20 points each.Brigade Commander 1 SIP, may add up to one SIP for 20 points.

    INFANTRY

    WARRIORSCA SA KA Mo Pts

    Warrior 3 3 3 7 7

    Equipment:Hand weaponMay have shield (+1)

    Only after 1668AD: Up to 5 models may have handgun (+5)placed in the front rank

    Special Rules: Warband

    SKIRMISHERS, AMBUSHERS AND SCOUTSCA SA KA Mo Pts

    Skirmisher 2 2 3 6 5

    Equipment:Hand weapon, sling or javelinsMay have bow instead of sling or javelins (+1)Only after 1636AD: May have handgun and SA3 (+6)

    Only after 1668AD: May have Mo7 (+1)

    Special Rules: Skirmishers

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    33. OLD IRISH (1500-1601AD)

    CHARACTERS: Up to 25%CAVALRY: Up to 25%INFANTRY: At least 50%ALLIES: Up to 25%SIP: not pooled

    CHARACTERS

    CA SA KA Mo L S Pts

    Army General - - - 9 3 +2 170Ally-General - - - 8 2 +2 140Brigade Com. - - - 8 1 +1 90Army Standard - - - 8 2 +1 90

    Equipment and Armour Value:as unitSpecial Rules:Zone of Command 10.May ride a horse (AV3).General may be upgraded to Mo10 (+50).

    Army General 1 SIP (2 if upgraded), may add up to 2 SIP for 20.Ally General 1 SIP, may add up to 2 SIP for 20 points each

    Brigade C