After yesterdays lists for the Romans I thought I would try my hand at the Gauls. I'm not too sure about the points as they stand, but only play-testing will determine whether it works.
Even more unpainted figures... |
GALLIC LIST
WARRIORS
Gallic
warriors love to get into battle where they can hack and slash their way
through the enemy and collect a few heads along the way. They are ralatively
lightly armoured – some will have chainmail armour but many will simply have
their shields.
UNIT NAME
|
Warriors
|
POINTS
|
3
|
Attack
|
6+
|
Attack Value
|
5+
|
Move
|
5+
|
Defence Value
|
4+
|
Shoot
|
-
|
Shoot Value
|
-
|
Courage
|
4+
|
Maximum movement
|
8”
|
Armour
|
2
|
Special rules
|
Wild Charge
|
Models per unit: 12
SPECIAL RULES:
·
Wild
Charge: If a unit is within Attack range of an enemy unit, you must test to
activate an Attack; this is the only order the unit can be given. Wild Charge
may not be used if the unit is Battered.
UNIT UPGRADES:
·
Expert @ 2 points per unit. Attack value becomes
4+.
GAESTATI
These
chaps know how to make an impression. Charging wildly butt naked they are a
terrifying sight on the battlefield.
UNIT NAME
|
Gaestati
|
POINTS
|
4
|
Attack
|
5+
|
Attack Value
|
3+
|
Move
|
6+
|
Defence Value
|
6
|
Shoot
|
-
|
Shoot Value
|
-
|
Courage
|
4+
|
Maximum movement
|
8”
|
Armour
|
2
|
Special rules
|
Ferocious; Wild Charge; Counter-charge
versus infantry; Fleet Footed
|
Models per unit: 12
SPECIAL RULES:
·
Ferocious:
This unit uses its normal Attack/Defence
profile when fighting in rough terrain. Their Defence value remains 6.
·
Wild
Charge: If a unit is within Attack range of an enemy unit, you must test to
activate an Attack; this is the only order the unit can be given. Wild Charge
may not be used if the unit is Battered.
·
Counter-charge
against infantry: When an enemy has successfully diced to Attack this unit,
but before it moves, this unit may test for a counter-charge. This is an attack
order at 7+. If it succeeds, the two units meet a proportionate movement
distance between their start positions, and both count as attacking. If it
fails, it stands in place for the enemy’s charge. This rule does not apply
versus mounted units. Counter-charge may not be used if the unit is Battered.
·
Fleet
Footed: This unit does not halve its movement in Rough terrain.
UNIT UPGRADES:
·
None: all they need is to let it all hang out.
NOBLE CAVALRY
The
richer sort of Gaul rides a horse and wears good armour. Even Caesar likes to
hire these guys to fight for him, so you know they have to be good.
UNIT NAME
|
Noble
Cavalry
|
POINTS
|
4
|
Attack
|
5+
|
Attack Value
|
4+
|
Move
|
5+
|
Defence Value
|
5+
|
Shoot
|
-
|
Shoot Value
|
-
|
Courage
|
4+
|
Maximum movement
|
10”
|
Armour
|
3
|
Special rules
|
Wild Charge;
Counter-charge
|
Models per unit: 6
SPECIAL RULES:
·
Wild
Charge: If a unit is within Attack range of an enemy unit, you must test to
activate an Attack; this is the only order the unit can be given. Wild Charge
may not be used if the unit is Battered.
·
Counter-charge:
When an enemy has successfully diced to Attack this unit, but before it moves,
this unit may test for a counter-charge. This is an attack order at 7+. If it
succeeds, the two units meet a proportionate movement distance between their
start positions, and both count as attacking. If it fails, it stands in place
for the enemy’s charge. Counter-charge
may not be used if the unit is Battered.
UNIT UPGRADES:
·
None: They’re pretty hard as it is.
LIGHT CAVALRY
These
Gauls can afford horses but like to throw javelins from them and harass the
enemy rather than charge headlong into them.
UNIT NAME
|
Light
Cavalry
|
POINTS
|
4
|
Attack
|
7+
|
Attack Value
|
5+
|
Move
|
5+
|
Defence Value
|
6
|
Shoot
|
6+
|
Shoot Value
|
5+/6”
|
Courage
|
5+
|
Maximum movement
|
12”
|
Armour
|
3
|
Special rules
|
Skirmish;
Evade
|
Models per unit: 6
SPECIAL RULES:
·
Skirmish:
As an ordered activation, successful on a 6+, the unit may choose to make a
half move and Shoot either before or after this movement takes place. All
models in the unit shoot with -1 to their dice scores.
·
Evade:
When an enemy has successfully diced to attack this unit, but before it moves,
this unit may test to evade at 7+. If it succeeds, it immediately carries out a
skirmish action targeting the Attacking unit only, may not move closer to the
Attacking unit, and must avoid other units by 3” as usual; casualties inflicted
in the skirmish action cause a Courage test or Lucky Blow only at the end of
the Attack. The charging unit then moves its full charge distance following the
Evading unit; if it makes contact it Attacks with the evading unit reducing its
armour to 1, and if it cannot contact it must move as close as possible. If the
evade test fails, the unit stands in place and awaits attack without moving or
shooting, and its armour drops to 1 during the Attack. Evade cannot be used if
the unit is Battered.
UNIT UPGRADES:
·
Expert @ 2 points per unit: Will skirmish
without the -1 shooting penalty.
SKIRMISHERS
The Gauls have lost of young warriors who like to use bows,
slings, and javelins to harass and harm the enemy. Regardless of armament the
range remains the same as Gallic warriors do not like standing off too far from
their enemies.
UNIT NAME
|
Skirmishers
|
POINTS
|
2
|
Attack
|
7+
|
Attack Value
|
6
|
Move
|
5+
|
Defence Value
|
6
|
Shoot
|
7+
|
Shoot Value
|
5+/12”
|
Courage
|
5+
|
Maximum movement
|
8”
|
Armour
|
1
|
Special rules
|
Hard to target; Skirmish; Evade; Fleet
Footed
|
Models per unit: 6
SPECIAL RULES:
·
Hard to
target: Skirmishers count as Armour 2 versus Shooting and may only be
targeted within 12”.
·
Skirmish:
As an ordered activation, successful on a 7+, the unit may choose to make a
half move and Shoot either before or after this movement takes place.
·
Evade:
When an enemy has successfully diced to attack this unit, but before it moves,
this unit may test to evade at 7+. If it succeeds, it immediately carries out a
skirmish action targeting the Attacking unit only, may not move closer to the
Attacking unit, and must avoid other units by 3” as usual; casualties inflicted
in the skirmish action cause a Courage test or Lucky Blow only at the end of
the Attack. The charging unit then moves its full charge distance following the
Evading unit; if it makes contact it Attacks with the evading unit reducing its
armour to 1, and if it cannot contact it must move as close as possible. If the
evade test fails, the unit stands in place and awaits attack without moving or
shooting, and its armour drops to 1 during the Attack. Evade cannot be used if
the unit is Battered.
·
Fleet
Footed: This unit does not halve its movement in Rough terrain.
UNIT UPGRADES:
·
None
When I look at this photo it doesn't seem like many figures to paint at all. 1 unit of noble cavalry, 1 unit of light cavalry, 2 units of warriors, 2 units of skirmishers and 1 unit of Gaestati. |
As always, suggestions are more than welcome.
Nate
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