Monday, 23 February 2015

Eagle Rampant - The Gauls

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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