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 Guerre pirriche

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fuskens

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MessaggioTitolo: Guerre pirriche   Guerre pirriche Icon_minitimeMar Mag 25, 2010 10:16 pm

Una altra possibile campagna che Comprende
Roma
Con republic army list Guerre puniche

Polis della Magna Grecia
Greeck army list di AoA

Pirro re dell’epiro
army list di Pirro presente qui sotto





Guerre pirriche



Le Guerre pirriche furono un conflitto che vide tra il 280 a.C. ed il 275 a.C. la Repubblica romana affrontare l'esercito del re epirota, Pirro, a capo di una coalizione greco-italica. Ebbe luogo nell'Italia meridionale e coinvolse anche le popolazioni italiche del posto. Generato in seguito alla reazione della città della Magna Grecia, Taranto, all'espansionismo romano, la guerra coinvolse presto anche la Sicilia greca e Cartagine. Dopo alterne vicende, i Romani riuscirono alla fine a battere Pirro, costretto a lasciare definitivamente l'Italia, portando l'egemonia romana sulla Magna Grecia (ad eccezione della Sicilia).



Data: dal 280 al 275 a.C.

Luogo: Magna Grecia

Schieramenti
Repubblica romana
vs
Magna Grecia e Epiro


Forze in campo
.
Epiro, Taranto e Italioti
Sappiamo che gli Italioti (ovvero i Greci della Magna Grecia), dopo aver conferito a Pirro il comando supremo, gli promisero ben 350.000 armati. Il re epirota sbarcò in Italia nel 280 a.C. con circa 25.000 e 20 elefanti[5][4]:
• 20.000 opliti disposti a falange
• 3.000 cavalieri (comprendenti truppe provenienti dalla Tessaglia)
• 2.000 arcieri greci
• 500 frombolieri rodensi
• 20 elefanti da guerra[4]
In seguito si unirono 3.000 hypaspistai (sotto il comando di Milone di Taranto).


I Romani furono costretti a dividersi su due fronti, poiché la guerra etrusca a settentrione, non era ancora stata portata a termine. Nel 280 a.C. l'esercito romano del fronte meridionale schierato contro Pirro, era composto da circa 20.000 armati ed affidato al console di quell'anno a Marco Valerio Levino,[2][3][4] così suddivisi:
• 2 legioni di cittadini romani e 2 Alae di Socii (alleati italici, che erano posti alle ali dello schieramento), composte ciascuna da 4.200/5.000 fanti[59] per un totale di 16.800 / 20.000 fanti;[60][61]
• 600 cavalieri legionari[59] e 1.800 alleati,[62] pari a 2.400 complessivi.[61]
A questo esercito consolare andrebbe aggiunto un contingente di 4.000 armati, inviato a Reggio nel 280 a.C., a protezione della città alleata.[32]
Principali battaglia

Battaglia di Eraclea
La battaglia di Eraclea (o di Heraclea) si svolse nell'anno 280 a.C. tra le truppe della Repubblica romana guidate dal console Publio Valerio Levino e quelle della coalizione greca che univa Epiro, Taranto, Thurii, Metaponto ed Eraclea, sotto il comando del re Pirro d'Epiro.
Teatro dello scontro fu il territorio dominato dalla città di Eraclea, presso l'odierna Policoro[5]. Come narra Plutarco, Pirro si accampò nella pianura tra Pandosia[6] ed Eraclea, di fronte al fiume Siris (l'attuale Sinni)[7]. Tuttavia, poiché Tito Livio[8] e Plinio il Vecchio[9] precisano che Pirro era sì accampato vicino alla città, ma all'esterno dei suoi confini territoriali, si ritiene, con un certo grado di probabilità, che il suo campo fosse a circa 11 chilometri dal mar Ionio e a 6,5 da Eraclea, nell'attuale territorio di Tursi (nei pressi della frazione Anglona), laddove un tempo sorgevano le antiche mura della città di Pandosia[10][11].
All'inizio del III secolo a.C., Roma stava cercando di espandere la sua influenza sulla penisola italica e mirava alla conquista delle poleis magnogreche. Pirro accorse in difesa di Taranto con 25.500 uomini e 20 elefanti da guerra[4] e furono proprio i pachidermi, animali sconosciuti ai Romani, a rivelarsi determinanti ai fini della vittoria. La battaglia fu il primo scontro tra il mondo ellenistico e quello romano. Dal punto di vista politico, la vittoria greco-epirota si rivelò nell'immediato proficua per la coalizione, poiché dopo questo scontro molte poleis della Magna Grecia chiesero protezione al re epirota; questo evento, tuttavia, non risultò comunque decisivo da un punto di vista militare, poiché molte città campane e latine rimasero fedeli alla Repubblica romana.
Scenario

Guerre pirriche Heracl12
Regole dello Scenario


DA SISTEMARE ANCORA ......................


I giocatori si alternano con la distribuzione romana prima immissione.
Il giocatore romano deve schierare tutta la cavalleria prima di qualsiasi fanteria sono set-up, la cavalleria deve essere divisa in caselle di distribuzione sulla mappa. Un minimo di una unità di cavalleria deve essere distribuito in ogni casella.
Il giocatore romano può distribuire il Legioni romane I-IV sul tavolo, il latino Legioni I-IV entra nella tabella a girare a Roma 1. Le unità italiane possono essere distribuiti ovunque sul versante romano del fiume.

Il giocatore epirote può istituire come normale nel loro area di schieramento, però tutti i tiratori e fanteria leggera di screening sono in riva al fiume e deve essere istituito presso la fanteria leggera e la scatola tiratori.

I personaggi di entrambe le parti sono dispiegati scorso.

Tiratori non possono fare un ulteriore 4 "di andare avanti.

I Romani si terrà il primo turno. Il gioco dura 8 giri o fino a quando un lato è rotto.

Regole speciali:

Manipoli romani: I primi "legione camilliano riforma è armato con una linea di Astati con pesanti lance lancio e due righe di spinta lancia truppe armate .... Questo li rende morta in acqua con le regole attuali swapping. La dinamica a Hercalea ha dimostrato che la
Romani curva, ma non poteva essere spezzato, ed è per questo che ho sperimentato con "FBIGO swappin" ampiamente di questa legione era.
Manipoli che rompono da un combattimento perso può FBIGO contro ogni falange, vincere perdere o pareggiare. Essi non possono riforma, ma
loro FBIGO sempre andare dietro a una unità di supporto (di status manipular, di fronte alla stessa direzione) se entro 6 ". Ciò consente a qualsiasi manipoli di FBIGO dietro qualsiasi altre truppe manipular. Falangi che perseguono prenderà contatto con le unità di supporto .. Nel turno romano che ancora possono scegliere di 'swap' manipoli con le lance, ma può decidere di non quanto il manipolo conta allora come uno rango 'in quanto la tassazione. L' Epiro sono sfidati a forza indietro la fanteria romana inferiore, poi scatenare una devastante elefante e la cavalleria sostenuta attentato alla loro masse compressa, vanificando in tal modo il "FBIGO swappin" ...

Roman irruenza: Tutti Legione Romana fanteria schierato sulla mappa all'inizio di turno 1 deve caricare un'unità nemica o marcia andare avanti dritto. (Anche se questo significa correre attraverso i loro Leves!)

Elefanti: Gli elefanti causa di terrore per tutte le unità nemiche, la cavalleria nemica sono sempre soggette al terrore da elefanti nemico, anche se si passa una prima terrore. Epirote cavalleria Elefanti unica paura. Altri reggimenti dell'esercito epirota contano come "usato per le bestie".

River Siris: Il fiume è un ostacolo alla libera, tuttavia è solo 1 "di larghezza e le unità possono muovere marzo. attraverso la sofferenza normale (2 "ritardi movimento).

Ford: Vi sono due guadi marcati sul fiume Siris, questi guadi consentire a truppe di attraversare senza alcuna penalità.

Woods: I boschi sono tutti trattati come legno chiaro.

Corso del gioco:

Romano: Il giocatore romano deve avere le sue truppe al di là del fiume in fretta, altrimenti la falange sarà l'impossibilità di attraversare mai una volta che raggiunge le banche. Il giocatore romano ha bisogno spazio di manovra e se ne sta seduto allora le sue truppe sarà rinchiuso in, e una papera seduta per Elephant controlli terrore. La cavalleria romana è numerosa e ha bisogno di mantenere il cavallo epirote da accompagnamento le legioni, ma stare lontano dalla Elefanti! Trovare un modo per battere il Tarantini e comprimere un fianco, se l'epirota impegna i suoi elefanti .... così sia ... prova a tenere lì e sopraffare l'altro fianco ... cercare di sanguinosi la falange. Se si riesce a diffondere la sua linea e conquista la sua falange si vince. Devi essere paziente, e molto mente fredda su alleviare le vostre truppe.

Epirote: Il tuo esercito surclassa i Romani in luce le truppe, cavalleria, e le truppe missilistiche fare questo conteggio! La tua cavalleria sarà schiacciata bruscamente dai numeri romani, assicuratevi di non perdere la battaglia di cavalleria! Mantenere la linea di battaglia stretto ed i Romani non si vuole affrontare tutto, e, ovviamente, non si ottiene la fiancheggiavano. Gli elefanti devono essere al guinzaglio stretto, troppo presto utilizzare e saranno divorati con scarso effetto. I Romani alla fine erodere il tuo fianchi, le Bestie può collegare fori e si fermerà il freddo cavalleria romana. Gli elefanti sono i tuoi ricordi "Ace in the Hole", il gioco quando ne avete bisogno! Il Tarantini devono essere attentamente considerati in quanto possono sfuggire facilmente! Pirro è una grande risorsa in mano per combattere la mano, ma la sua leadership possa essere più bisogno di rafforzare il Tarantini.









Ascoli Satriano (279 a.C.)


Nel corso del 279 a.C. i Romani si scontrarono con Pirro ad Ascoli Satriano, dove furono nuovamente sconfitti (persero 6.000 uomini) infliggendo tuttavia, in proporzione, perdite talmente alte alla coalizione greco-italico-epirota (3.500 soldati) che Pirro fu costretto a ripiegare per evitare ulteriori scontri coi romani che avrebbero assottigliato ulteriormente le sue forze. Si narra abbia dichiarato, alla fine della battaglia, «Ἂν ἔτι μίαν μάχην νικήσωμεν, ἀπολώλαμεν» («un'altra vittoria così sui Romani e sarò perduto¹»). Da questo episodio l'uso del termine vittoria di Pirro o pirrica divenne proverbiale.



Guerre pirriche Asculu10

Ascoli battaglia
Punti da accordarsi tra i giocatori ma almeno 2.500 punti

Distribuzione

Il tavolo deve essere di 4 x 8 piedi. (Vedi mappa )

Sul lato dello schieramento di Epiro poni due collina sono situate agli angoli.

Schiera a 12 "dal vostro bordo del tavolo, e non più vicino di 12" al bordo del tavolo sui lati.

Le colline sono trattati come terreno normale per i fini del movimento.


I romani devono dividere il loro esercito in quattro parti uguali. Ogni parte consistente di 1 legione romana e il 1 ° legione alleati vicini.

Il generale romano e lo stendardiere vengono posti sul retro delle legioni romane.

Anche Pirro è con l'unità Agema cavlleria pesante viene posto nella parte posteriore dello schiremanto Epiro. Idem per lo standardo da battaglia è da qualche parte dietro la linea di fanteria.



Le unità dovrebbe opporsi a vicenda come descritto nella tabella sottostante. Dividere la zona di dispiegamento in 8 settori per fare questo.

Mappa 1

ROMANI
2 carri anti-elefante con Leves

Due romane e le unità di cavalleria alleati
Due consoli e
Battle Legion Standard
Legione III
Legione IV
Legione II
legione I

Epiro schiramento
Elephant 1 e 2 unità di schermaglia (1 con missili) a una distanza su una collina.

1 unità di cavalleria sannita (sannitica, con qualche Tessaglia e Bruttian ei mercenari tarantine)


falange macedone 1
1 italiota unità oplita
(Mercenari Tarantum)
1 unità di Agema con Pirro

Battaglia Standard

1 Tarantine Phalanx (bianco scudi)
1 unità di Osci (forza alleata della Bruzi e Lucani)


1 epirota (Mollosian) Phalanx
1 epirota (Thesprotian) Phalanx
1 Phalanx Guardia Chaeonian




1 unità di peltasti Etoli (Mercenari di Etolia)
1 unità di peltasti (Acarmanians e Athamanians)
1 unità di Sanniti (con scudi oblunghi),


1 unità di cavalleria tarantina (Ambraciot, lucana e tarantina)
1 unità di Tessali (Acarnamians, Etoli, macedoni, Athamanians)

Elephant 1 e 2 unità di schermaglia (1 con missili) a una distanza su una collina.




Turni

L'Epiro ha appena preso le colline e il legno, ora spetta ai Romani di rispondere: i romani hanno il primo turno.

Il (loro) turno 3 il romano alleati Dauni arrivare sul bordo romano tabella di destra.

Tiratori non possono fare un ulteriore 4 "mossa prima che il gioco ha inizio.

La battaglia dura 8 turni.





Norme speciali

Quando si cattura il quarti di campo si riceveranno 100 punti vittoria pts.

Romani non è abituata ad non aver paura e degli elefanti e non può utilizzare la regola di aprirsi e lasciarli passare


Il lato epirote non soffre di paura o terrore per gli elefanti.

Normali condizioni di vittoria di conteggio (p. 85 di regole)

I carri Elephant Anti funzionano come segue:
Anti Elephant Wagon
M WS BS S T W Io A Ld
6 4 4 3 3 1 4 1 8


punti85


Equipaggiamento: Essa è accompagnata da 6 Veliti con archi, giavellotti, scudi e spade.
Regola speciale: Il carro è un carro pesante. Gli elefanti temono che questo carro e non lo carica su base volontaria.. I Veliti deve rimanere in contatto con il carro o se stessi.



Fatemi sapere cosa ne pensate di questo scenario. Sono ansioso di imparare!




Le liste delle armate



The Epirote Army List
(revised 03/04)

Characters: Pyrrhus of Epirus must be the General. It may have an Army Standard Bearer. Characters may not total more than 25% of the army.

Cavalry: Up to 20% of the points value of the army.

Phalanx: At least 25% of the points value of the army. The army must contain one at least unit from this category.

Special Troops and Allies: Up to 50% of the points value of the army. One Elephant may be taken for each 1000 pts. in the army, however, at least one elephant must always be taken.

The minimum size for a regiment is five infantry models. There is no upper limit. One model in each unit may be upgraded to Leader (+5 points), Standard Bearer (+5 points), and Musician (+5 points).

Special Rules
WEDGE FORMATION
Use the rules form AtG page 6.

XYSTON
See AtG pages 4 and 5.

MACEDONIAN PHALANX
Use AtG page 5.

HYPASPISTS
Pyrrhus's Chaeonian Guards were capable of maneuvers that resembled Alexander's Hypapsists. (Athough in Pyrrhus's army Hypaspist was a title that applied to his Hetairoi or cadre of staff officers). If you think that they were'nt actual "Hypaspists" then treat them as "souped up" Macedonian Phalangites instead.
The Chaeonians may be armed with Pikes, or thrusting spears and javelins. In either case, the they may form into either a phalanx (if they have 16 models or more) or may form into looser light infantry formations, and may change their "style" by reforming. If they form into a phalanx then they lose -1 inch of movement. If they are armed with javelins they may even skirmish! Chaeonians with heavy armor may not skirmish.

Note: if the Chaeonians break down into light infantry they may not reform into phalanx for the duration of the game.



CONSCRIPT PHALANX
The hastily mustered and unenthusiatic Tarentines/Italiote Greeks may be formed into Conscript Phalanx's rather than using their traditional Hoplite style. Tarantine/Italiote Hoplites substitute shields for their large shields and wield pikes instead of thrusting spears. They use the Macedonian Phalanx rules above, but they have the following restrictions to reflect their lack of drill and seasoning:
If the Conscript Phalanx "March moves" or charges it may only do so straight ahead, no wheeling allowed, it may however adjust 1" to the right exactly the same as Greek Hoplite Phalanx.


TARENTINE CAVALRY
The Tarentine cavalry became the most sought after types of light cavalry when introduced during the wars of the Successors. Pyrrhus knew first hand of their skills because they served with Antigonus, his benefactor. The main thing that Tarentines did different was to use a shield on horseback, but they also developed tactics that made them somewhat slippery to deal with. Later many Hellenistic cavalry began to adopt shields and lose their Xystons.
Tarentine cavalry carry a large but not metal reinforced shield (certainly not a hefty Hoplon)- so for the sake of clarity they are regarded as carrying Medium shields. A Medium shield allows a +2 save vs. missiles and +1 vs. hand to hand casualties. Tarentine cavalry may use the PARTHIAN SHOT special rules.

NIGHT MARCH
Pyrrhus occasionally tried to outmanever his opponents by forced marches. Because of this any Chaonian unit may attempt to steal a march. If the army contains a Chaeonian Guard unit it may be held off the table, then roll on this chart at the start of the first Epirote turn:

1- The night march is successful, the Guard unit may deploy on any table edge (except 12" from the enemy baseline) along with one elephant (added to the night march from the army's list if present). They may not be placed within 8" of any enemy unit.

2- The Chaeonians lose their way but may be set up anywhere on the table outside the enemy deployment zone as long as no enemy unit is able to see them, and they are not placed within 8" of an enemy unit. If there is no place to hide them then they deploy normally in the Epirote deployment zone.

3- The night march is confused, the Chaonian guard enters on a table edge (except the enemy baseline) starting on turn two. Which table edge is determined by another dice throw: 1-3 the unit arrives on the left table edge, 4-6 on the right table edge but in all cases they must be further than 8" from any enemy unit to deploy, and they must not deploy within 12" of the enmy player's table edge.

4- Lost in the dark, re-roll on this chart again but add 1 to the die roll.

5- Lost and with no reliable guides, the Chaonians are turned back and arrive on the Epirote baseline table edge on turn one.

6- The night march is a disaster, the Chaonians are lost in the dark and stumble onto the enemy camp, they lose half their number and are placed on the Epirote baseline, on the first turn they count as "rallying", and may not move or shoot. One enemy unit of equal size must also be withdrawn to their table edge, as it is these troops that repelled the sneak attack!


EXPERT SLINGERS
The Rhodians and other famous slingers used cast lead sling bullets instead of stones. This plus their natural skills at using the sling made them sought after mercenaries , although they were never very numerous.
Expert Slingers do not suffer the -1 penalty for long range. Expert Slinger units may not exceed the size of the smallest skirmisher unit in the army. (Example: if an army had three units of skirmishers, one of 12, one of 8, and one of 10 models, the Expert Slinger unit could have 5-8 models maximum).

CHARACTERS
1 GENERAL...... 185 points
The "Eagle King" Pyrrhus is the only commander allowed as this was his own "freebooter" army
M WS BS S T W I A Ld
Pyrrhus 4 6 6 4 4 3 6 3 9
Warhorse 8 3 - 3 - - 3 1 5
Equipment: Sword. May have light armour at +3 pts, heavy armour at +4 pts, shield or buckler at +1 pt, large shield at +2 pts, Xyston at +3 pts (adds +1 Initiative), pike or kontos at +4 pts. May ride a warhorse at + 4 pts. May not have shield if mounted and using a Xyston.
Special Rules: Army General. STUBBORN. Pyrrhus is a "Warrior of Legend" and may re-roll one failed to hit roll, and one failed saving throw per turn.
Hyparchos...... 75 points

Subordinate Commander's were capable leaders that can inspire troops when the General is away!
M WS BS S T W I A Ld
Hyparchos 4 4 4 4 4 2 5 2 8
Warhorse 8 3 - 3 - - 3 1 5
Equipment: Sword. May have light armour at +3 pts, heavy armour at +4 pts, shield or buckler at +1 pt, large shield at +2 pts, Xyston at +3 pts (adds +1 Initiative), pike or kontos at +4 pts. May ride a warhorse at + 4 pts. May not have shield if mounted and using a Xyston.


0-1 ARMY STANDARD BEARER ...... 80 points
M WS BS S T W I A Ld
Army Standard 4 4 4 4 4 2 4 2 8
Warhorse 8 3 - 3 - - 3 1 5
Equipment: Sword. May have light armour at +3 pts, heavy armour at +4 pts, shield or buckler at +1 pt, large shield at +2 pts. May ride a warhorse at + 4 pts, or regular horse (free). May not have shield if mounted and using a Xyston.
Special Rules: Army Standard Bearer.


CAVALRY


SHOCK CAVALRY
0-1 AGEMA............................... 23 points per model
0-1 THESSALIANS*................ 25 points per model
M WS BS S T W I A Ld
Agema 8 4 3 3 3 1 5 1 7
Thessalians 8 4 4 3 3 1 4 1 8
Equipment: Armed with sword, Light Armor and Xyston (thrusting spear). Any unit may substitute throwing spears,javelins and shields for Xyston (lose -1 Initiative). Any unit may upgrade to heavy armor at +2 pts.
Special Rules: Xyston. Agema may fight in Wedge, Thessalians may fight in Wedge,or Rhomboid formation, or even as light cavalry if not upgraded to heavy armor. Agema are STUBBORN.


LIGHT CAVALRY
0-1 AMBRAKIOTS .........................15 points per model
0-1 MERCENARY HORSE........... 13 points per model (includes Acarnanian, Aitolians, Macedonians, and Athamanians)
M WS BS S T W I A Ld
Ambrakiots 8 3 3 3 3 1 3 1 7
Mercenary Horse 8 2 3 3 3 1 3 1 6
Equipment:Armed with swords, and javelins. May have peltas (bucklers) +1 pt. or Medium shields at +2pts.
Special Rules:Light Cavalry. Ambrakiots must Skirmish


PHALANX INFANTRY


ELITE PHALANX
0-1 CHAEONIAN GUARDS ....... 17 points per model
M WS BS S T W I A Ld
Chaeonians 4 4 3 3 3 1 4 1 8
Equipment: Armed with sword, pike, light armour and shield. May upgrade to Heavy armour at +1 pt. May substitute javelins and thrusting spear for pikes for free.
Special Rules: HYPASPISTS. Chaeonians are Stubborn. The Chaeonians may use Night March.

MACEDONIANS .......................13 points per model
EPIROTES.............................… 10 points per model (Includes the Ambrakiots, Molossians,Thesprotoi)
M WS BS S T W I A Ld
Macedonians 4 3 3 3 3 1 4 1 7
Epirotes 4 3 3 3 3 1 3 1 7
Equipment: Armed with sword, pike, light armour and shield. May replace light armour with heavy armour at +1 pt.
Special Rules: May fight in MACEDONIAN PHALANX formation (see above). Macedonians are Stubborn. (One Epirote phalanx regiment must be taken for each Macedonian phalanx regiment in the army).


LIGHT INFANTRY
0-1 AITOLIAN JAVELINMEN ........7 points per model
PELTASTS* .........................................6 points per model (Lucanians, Bruttians)
M WS BS S T W I A Ld
Aitolian Peltasts 5 3 3 3 3 1 4 1 6
Peltasts 5 2 3 3 3 1 3 1 5
Equipment: Armed with Hand weapon, javelins, Pelta (bucklers). May replace Pelta with shield +1.
Special Rules: Light infantry. Aitolians may use Feigned Flight tactics.


SKIRMISHERS

MERCENARIES .......................... 6 points per model (Includes Aitolians, Ambrakiots, Acarnanians, Illyrians)


0-1 CRETAN ARCHERS ............10 points per model
SKIRMISHERS* .......................... 4 points per model (Oscans, Bruttians, Siciliot and other Italian javelinmen)


0-1 RHODIAN SLINGERS ..........8 points per model
M WS BS S T W I A Ld
Mercenaries 5 2 3 3 3 1 3 1 6
Cretan Archers 5 3 4 3 3 1 3 1 7
Skirmishers 5 2 2 3 3 1 3 1 5
Rhodian Slingers 5 2 3 3* 3 1 3 1 6
Equipment: Armed with hand weapon, javelin, and Pelta (buckler). Cretan archers have swords, shields and Composite bow. Every second unit of Mercenaries or Skirmishers may be armed with bows at +2 pts, but they lose their peltas. Rhodian Slingers have daggers, sling and Pelta. The Rhodian contingent may not outnumber any other skirmisher unit in the army - including allies (Take that!)
Special Rules: Skirmishers. Rhodians are Expert Slingers.

SPECIAL TROOPS & ALLIES

ALLIES
Pyrrhus incorporated many allies into his forces, he forced the Tarentines to actually fight for their cause and it appears thay put only a half effort into it, the Samnites had been worn down to a nub by the wrath of the legions but many tribes joined in the alliance against Rome:

TARENTINE CONSCRIPTS* ...... 7 points per model
ITALIOTE HOPLITE ALLIES...... 12 points per model


M WS BS S T W I A Ld
Tarentine 4 2 2 3 3 1 2 1 6
Italiotes 4 3 3 3 3 1 3 1 7
Equipment: Tarentines/Italiotes are armed as Hoplites, they wear light armor, large shields, and thrusting spears, they may not carry standards. Or they may be fielded as CONSCRIPT PHALANX. They can upgrade to Heavy Armour at +1 pt.
Special Rules: Phalanx- or Conscript Phalanx. Tarentines are LEVIES and fear any enemy unit they don't outnumber bya at least 2:1.


0-1 TARENTINE CAVALRY*...... 15 points per model
M WS BS S T W I A Ld
Tarentines 8 2 4 3 3 1 3 1 6
Equipment: Armed with hand weapons, javelins, and Medium Shield (+2save vs. missiles, +1 vs. hth).
Special Rules: Skirmishers, Parthian shot.
Any units are allowed from the following lists as allies.
Samnites*, Italiote Greeks*, Siciliotes*, Campanians*, Apulians*, Oscans* from the "Punic Wars" army lists.
Barbarians **
Pyrrhus used many Galatian troops in his bid to capture the throne of Macedon in his later Campaigns.
He may take the following 0-1 Fanatic warband, Warband infantry, Light cavalry, and up to one Chieftain per 500 points of Galatians. Opposing Greek Hoplites and Macedonian Phalangites "hate" the Galatians in Pyrrhus' army- because of all the looting of burial mounds!
Greeks ** No Sacred bands, or Spartans allowed, and Thessalians will not ally in an army that contains Galatians!


ELEPHANTS
1-2 ELEPHANTS...... 170 points per model
M WS BS S T W I A Ld
Indian Elephant 6 4 0 7 6 6 3 4 4
Mahout 4 2 2 3 3 1 2 1 7
Crewman 4 3 3 3 3 1 3 1 7
Equipment: The mahout is armed with javelins and hand weapon. Two Crewmen are armed with javelins and wear light armour, all crew carry shields which are hung on the outside of the Howdah.
(Pyrrhus Elephants were appaarently the first to use Howdahs / towers)
Special Rules: ELEPHANTS. One Elephant must be taken by this army!

ARTILLERY
BOLT THROWER ......... 50 points per model(only in sieges)
STONE THROWER ...... 75 points per model (only in sieges)
M WS BS S T W I A Ld
Bolt Thrower - - - - 6 2 - - -
Stone Thrower - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Equipment: : Each machine has a crew of 2-3 men armed with swords. The crew may have light armour at +2 pts per crewman.
Special Rules: No more than one artillery piece per infantry unit in army, Stone throwers may only be used in Sieges.
Bolt Thrower: Range = 48", Strength = 5/-1 per rank, no save, D4 wounds per hit.
Stone Thrower: Range = 48", Strength = 7, no save, D3 wounds per hit.
Design Notes and Commentary
I really want to hear your comments and criticisms. If you use this list for a game please give me any details you can!
JJartist@earthlink.net

Created by Jeff Jonas 9/99


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Ancient Classical Greek Army Lists
(7th Century BC – 4th Century BC)
by David O'Connor


These lists are for creating the armies of the Greek city-states of Sparta, Athens,Thebes and others. They fought most notably against the Persians (1st and 2nd Persian wars) including the battles of Thermopylae, Marathon and Plataea, skirmished with the Scythians, Thracians, encountered Carthaginians, early Italian city states and threw back a Celtic/Galatian invasion (later) as well as fighting many smaller actions and innumerable wars against each other (most notably the Peloponnesian War between Athens and Sparta) before finally losing to the growing power of the Macedonians ushering in the later Hellenistic period and age of Alexander the Great.
The Greek armies of this time tended to be made up of dependable citizen Hoplites in phalanx formation (mainly amateurs or part-timers, with a few notable exceptions), although as the period progressed light troops, archers and cavalry became a greater part of the mix, although the phalanx continued to dominate tactical thinking and land warfare.

General Ancient Greek Special Rules
PHALANX:
Greek hoplites fight in a special formation called a phalanx. To represent this, as long as they are in a unit of at least 16 models and have a rank bonus of at least +1, then the following special rules apply. As soon as a phalanx is reduced to less than 16 models or loses its rank bonus (including when attacked in flank or rear) then the following rules no longer apply.
• Cavalry and light chariots may not charge the front of a phalanx.
• Models in a phalanx may charge and still fight in two ranks.
• All enemy attacks (shooting and hand-to-hand) at the front of a phalanx suffer a -1 to hit modifier.
• The only formation change allowed to a phalanx is an ‘about face’ (i.e. a turn through 180 degrees). Phalanx’s may wheel, but may not march or charge if they do so. However, they are allowed to ‘drift’ (or rather ‘slide’) one inch to the right when they march or charge. (as an optional rule: The Phalanx must drift one inch to right when they march unless adjacent to a Phalanx on it’s right which has not ‘drifted’).
• A hoplite unit which has lost its phalanx due to rank bonus/combat (and is still 16 models or more) may reform into phalanx formation if no longer in combat using the reform manoeuvre.
OMENS:

Ancient Greek armies may not have unit standards or army standard bearers (except an augur). Instead roll 1D6 per 1000 points (or D3 per 500 pts) in the army at the start of the battle and the score represents how good the omens were for the battle. Each point rolled may be used to add +1 to a combat resolution (up to a max of +2) or re-roll a failed leadership test once (per unit per turn). Once a point has been used it is ‘spent’ and may not be used again during the battle.

HAMIPPOS (infantry attached to cavalry units):

Some light infantry were trained to work with mounted units and are given the title ‘hamippos’ in the Greek era and rode ‘double’ or held onto the horses’ tails to keep up! Hamippos units may combine with cavalry and allow a rank bonus (up to +1) in combat. They receive half casualties from either missile fire or hand-to-hand combat and move with the cavalry at speed 6”. May not have more than 2 Hamippos per 1 Cavalry figure.

The Hamippos must start the game attached to a cavalry unit (not mercenary) to use the above rule, and may split from the cavalry unit at the beginning of the players movement phase - however once separated, hamippos may not rejoin with a cavalry unit during the rest of the battle.

ALLIES & MERCENARIES:
The first time a player wishes to move or shoot with mercenaries or allies he must roll a D6 for each unit.

On the roll of a 1, re-roll:
1, 2 = The mercenaries/Allies decide discretion is the better part of valour (or have been bought off), remove the unit(s) from play immediately.
3, 4 = The mercenaries/Allies unit(s) are pondering the wisdom of your strategy. The unit(s) must remain stationary and may not shoot, but defend itself if attacked or charged. Roll again on this table next turn.
5, 6 = After some democratic discussion the unit(s) decide to go along with your strategy. However the unit(s) must remain stationary this turn and may not shoot, but defend itself if attacked or charged. It may move normally next turn.
On a 2-6 it may act as the player wishes. Once a unit has successfully moved or shot it no longer needs to take this test. (as in the Carthage army list AoA).
If a player wishes to use Allies then he must purchase an Allied sub-general from the Army list. All Allied units may only test on the Allied sub-generals characteristics – no other charcters may be used. Likewise, the sub-general may not use his characteristics for ‘normal’ contingents.
The whole Allied contingent will be subject to one roll (ie they all stay, leave or remain stationary).
Note: Omen points may be used to re-roll any Mercenary or Allied result (subject to the re-roll rules – ie no result can be re-rolled twice, and the omen points are ‘spent’).
AUGURS:
Ancient Greeks believed very much in the power of priests and augurs to predict the future and get favourable omens, and although most Greek armies allowed the Senior officers/Generals to do this duty, it was preferable if a priest could accompany the army and perform these rites before battle.
If the battlefield included a sacred shrine or temple then the morale of the army would be increased as the eyes of the Gods would be watching..

To represent this an Augur may accompany an army and acts as a stationary character - please note that the combat values of priests is very low, and once deployed they may not be moved! (these represent a sacrificing group at an alter, sacred grove or temple + attendants), and provides an extra D3 omen points before the battle. During the battle the Augur acts as an army standard, but given it’s non-mobility it’s usefulness in this regard is limited.


SPARTA

Of all the Greek city-states only one came to dominate militarily for almost the entire period, the state of Sparta or Lakonia. Its entire structure was devoted to, and geared for war – all male citizens (Spartiates for Sparta, Lakedamonians for the rest of the state) were soldiers, all other professions were forbidden to them. This however necessitated a need for slaves to farm the land and tend to menial duties, and in emergency to be called up for war. Culturally the Spartans were an austere, stern and religious race, however they prided themselves on their courage, discipline, toughness and military supremacy on land. It was an acknowledged fact that one Spartan was worth many hoplites from other city-states, and about 20 Persians in battle.

Spartan Special Rules
PHALANX PROFFESIONALISM:
Units comprised solely of Spartiates or Lakedamonians may wheel when they march, and there is no ‘drift’ – units with this characteristic also count as drilled. This represents the improved training and formations that the Spartans (and some other Greek units) used on the battlefield compared to the ‘citizen’ phalanxes of other city-states. The only formation change still allowed is a 180 degree ‘about face’ or can form Square (see new formations). Generals in these units also automatically count as having Phalanx Proffesionalism.
SPARTAN GUARD:
The Spartan Guard (Hippeis or knights) may only be used if the Army General is a Spartan Battle-King. The General must attach and may not leave this unit. This unit represents the Kings own bodyguard and is immune to all psychology and will never rout. The max number of models in the unit cannot exceed 16 figures. They fight in phalanx formation (plus Phalanx professionalism) exactly as other hoplites but remain so until reduced to less than 10 figures or lose rank bonus.
Spartan Army Composition
Characters: The army may have a Battle King or General, and/or a sub-general and an augur.
Spartan Phalanx: At least 40% of the points value of the army.
Cavalry: Up to 15% of the points value of the army.
Neodamodeis, Helots and light Troops: Up to 40% of the points value of the army.
Allies, Mercenaries and Special Units: Up to 33% of the points value of the army.
Spartans may not have war machines.

Characters
0-1 Spartan Battle King...................185 points
Troop Type M WS BS S T W I A Ld
Spartan Battle King 4 6 4 4 4 3 6 3 10
Equipment: Armed with hand weapon, large shield, and light armour. May have heavy armour (+3 pts), thrusting spear at no extra cost. The Battle-King must lead and may not leave a Spartan Phalanx. The Battle-King is stubborn. If a unit of Spartan Guards are present he must lead this unit (and may not leave) and becomes immune to all psychology.


0-1 Army General...................175 points
Troop Type M WS BS S T W I A Ld
Spartan General 4 6 4 4 4 3 5 3 9
Equipment: Armed with hand weapon, large shield, and light armour. May have heavy armour (+3 pts), thrusting spear at no extra cost. The General must lead (and may not leave a Spartan Phalanx) The General is stubborn.


0-1 Allied Sub-General...................125 points
Troop Type M WS BS S T W I A Ld
Allied Sub-General 4 5 4 4 4 2 4 2 8
Equipment: Armed with hand weapon, large shield, and light armour. May have heavy armour (+2 pts), thrusting spear at no extra cost. The General must lead (and may not leave an Allied Hoplite phalanx).


0-1 Augur...................100 points
Troop Type M WS BS S T W I A Ld
Greek Augur 0* 2 3 3 3 2 3 2 8
Equipment: Armed with a large sickle or knife! – represents a group sacrificing at an alter/sacred grove, can be displayed as 1-3 figures – 40mm X 40mm base.

Special Rules: Allows an extra D3 omen points for use before battle, and acts as an Army Standard Bearer in a Greek army. *Note: Is stationary and may not be moved once deployed.


Spartan Phalanx

0-1 Spartan Guard (Hippeis)...............29 points per model
Troop Type M WS BS S T W I A Ld
Spartan Guard 4 5 3 3 4 1 4 1 8
Unit: 5-15 Hoplites.
Equipment: Armed with hand weapons, thrusting spears, large shield and light armour. May have heavy armour at +2 pts.
Special Rules: Uses Phalanx Professionalism, continues to use phalanx until reduced to less than 10 models. Can only be used if a Spartan Battle-King is present. The unit is immune to all psychology and will never rout – ever!

Spartiate Hoplites...........21 points per model
Troop Type M WS BS S T W I A Ld
Spartiate Hoplite 4 4 3 3 4 1 3 1 8
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).
Special Rules: Uses Phalanx Professionalism, Spartans are stubborn. Spartiates can either fight on their own and/or be split up and added to units of Lakedamonians. The Spartiates must be placed in the front rank(s) of the unit they are added to. As long as at least half (rounding up) of the front rank are Spartiates then the unit counts as having a leadership of 8.
Half of all missile casualties inflicted on a combined Spartiate/Lakedamonian unit count as being inflicted on Spartiate models. In hand-to-hand combat enemy models in base contact with a Spartiate must fight against him.


Lakedamonian Hoplites...........14 points per model
Troop Type M WS BS S T W I A Ld
Lakedamonian Hoplite 4 4 3 3 3 1 3 1 7
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).
Special Rules: Hoplites fight in phalanx formation. Uses Phalanx Professionalism, Lakedamonians are stubborn. May be mixed with Spartiates (see above).
Cavalry
Heavy Cavalry...........14 points per model
Troop Type M WS BS S T W I A Ld
Greek Cavalry 6 3 3 3 3 1 3 1 7
Equipment: Armed with hand weapons and javelins. May replace javelins with thrusting spear (+1pt) May have light armour (+2 pts), or heavy armour (+3pts).
Special Rules: None

Light Cavalry...........11 points per model
Troop Type M WS BS S T W I A Ld
Light Cavalry 6 2 3 3 3 1 3 1 5
Equipment: Armed with hand weapon and javelins.
Special Rules: Skirmishers.



Neodamodeis, Helots and Light Troops
Neodamodi Hoplites...........9 points per model
Helot Hoplites……………....6 points per model
Troop Type M WS BS S T W I A Ld
Neodamodeis Hoplite 4 3 3 3 3 1 3 1 6
Helot Hoplite 4 2 3 3 3 1 3 1 5
Equipment: Large shield, thrusting spear and hand weapon. Neodamodi Hoplites (only) may have light armour (+2 pts).
Special Rules: Hoplites fight in phalanx formation.


0-2 Peltasts...........6 points per model
0-2 Skitriati...........8 points per model
Troop Type M WS BS S T W I A Ld
Peltast 5 3 3 3 3 1 3 1 6
Skitriati 5 3 3 3 3 1 3 1 7
Equipment: Armed with hand weapon, javelins and shield. Peltasts may have thrusting spear (+1 pt).
Special Rules: Light Infantry. Skitriati are Hamippos and can be combined with cavalry units.

Skirmishers...........4 points per model
Troop Type M WS BS S T W I A Ld
Skirmishers 5 2 3 3 3 1 3 1 5
Equipment: Armed with a hand weapon and javelins. Every second unit may replace javelins with sling or short bow at no additional cost or bow (+1 pt).
Any model may be given a buckler (+1 pt).
Special Rules: Skirmishers.



NOTES ON THE SPARTAN ARMY LIST
Creating a Spartan list that captures the ‘flavour’ of the original in the AoA, yet is subtle enough to allow for the variations and re-organisations that occurred over the period is tricky, but I hope I have succeeded in most aspects.
Firstly the Phalanx Professionalism rule – this effects only the best troops in the Greek world and (nearly) puts them on a par with the later Macedonian phalanx, however the Spartans were truly a professional (some would say elite) force and that fact needs to be replicated on the table-top. Most other Greek armies have maybe 1 or 2 units that come close (and can also use this rule)– the phalanx is still going to be unwieldy, but at least this gives professional warriors a slight ‘edge’ in terms of manoeuvring. Note that they still may not wheel when they charge.
Royal Guard – these were the 300 Hoplites who served the King(s) as their bodyguard and fought famously at Thermopylae (and every other battle in which the Battle King would be involved). I personally consider them to be the best heavy infantry unit in the Ancient world bar none. In reality they usually formed up as part of the phalanx, however I like the idea of being able to field them independently (which they also were) – the stats are good, but the points are also high and bear in mind you must also take the Battle King, and that makes this an extremely expensive and small unit to take.

Figure limits: Although I don’t like the idea of putting upper limits on the amount of figures in a unit (scale is not represented in WAB) the idea of anything larger seemed ridiculous, so 16 for the unit seems about right (and I have done similarly for the Theban Sacred Band).

Now I know some players will scream that they want to do a 1:1 recreation of Thermopylae (for example) – common sense should prevail here – and how big would that Persian Army facing it have to be again??
Similarly, the small unit size needed to be looked at in terms of the phalanx rule – the guard should/could use phalanx so the rule ‘bends’ to accommodate (they keep phalanx until reduced to less than 10 models), this exception is only made to the Spartan Guards and Theban Sacred Band.
The splitting of the Spartans into Spartiates and Lakedamonians serves a couple of purposes. First, it allows players who weren’t happy with the high cost and toughness of Spartans to down-grade these troops (if so desired), secondly it allows the Spartan commander to field a half way decent amount of troops (although he will still be outnumbered by other Greek armies!) by not having just ‘Spartans’ or just ‘Greek’ Hoplites. In truth the Spartans were forced to mix units after the disastrous earthquake of 464 B.C. and Messianic revolts reduced the manpower below the level where just Spartiates could serve. By the end of this period, the amount of Spartiates (inc Royal guard) should be far fewer than Lakedamonians.
Whether you wish to field units of Spartiates and Lakedamonians together or separately is entirely up to taste – if you ‘mix’ the units you will need to have slightly different figures – or you will need to keep track of the number of Spartiates left in a unit. Note: you cannot have more than one leader or musician per unit!
Spartans were never fond of cavalry or light troops – and the Spartan cavalry is generally poor with no ‘elite’ options, although the quality appears to have improved near the end of the period. However the mercenary list is where a Spartan commander should look for more exotic troop types. This generally holds true for the peltasts as well, note that the Spartans have a limit on the amount of ‘home-grown’ Peltast troops – which other lists do not. Please also note that Spartan Peltasts have a lower Ld (6) to represent their slightly untrustworthiness, Skitriati were given ‘special status’ and so are not down-graded.
The Spartans made use of subjects (not so much allies as they were ‘under the thumb’!) and also drafted helots (slaves) to fight in dire need, often offering freedom (or the chance of) if they served. These helots often proved valuable serving as (limited) peltasts or as hoplites. If they performed well they would be granted ‘new citizen’ status (Neodamodeis).
If you belive that they should be even better, then use the Lakedamonian stats (and pay the points) instead.
With the ‘Battle-King’ I wanted a Spartan player to be able to field a commander if so desired, who was a little better than your average general (+1 inititive, +1 Ld). It should be noted that many Spartan Kings were killed in battle, and were fine warriors who lived and died with the Spartan ideal – so don’t be shy about getting up close and personal with the enemy. If you don’t like it, don’t use him!

Spartan Tactics
In many ways Sparta was the leading force in shaping warfare in the Greek Classical world, yet it’s outlook was very conservative often refusing to commit it’s dwindling manpower outside the Peloponnese. Sparta is credited with the creation of the first division/corps concept with Hoplites, cavalry and light infantry combined and they appear to have been the first state to (uniformly) lighten the hoplites armour to increase speed and mobility.
The usual Spartan battle tactic (and one most often employed by other states) was the right flank envelopment – due to the ‘drift’ effect the right flank of each line tended to outflank the other, so by placing your best men at this posistion a commander could (in theory) roll up the enemy line – of course the enemy would be trying to do exactly the same… hence the revolving door syndrome – against the Spartans though most other Greeks were at a disadvantage.
The Spartans seem to have refined this by occasionally using a smaller body of men (sometimes the Guard) stationed on the far right who would detach from the line and attack the enemy flank directly, this appears to been attempted at Leutra – but was itself caught in the flank by the Theban Sacred band.



On the WAB battlefield a Spartan Commander is likely to have similar problems to that faced Sparta historically – ie lack of numbers!! Against other greek armies the proportion of hoplites to Spartans is going to be about 2:1 if not, then your opponent is going to be fielding more lights/cav than you could imagine, however the main strength of any Greek army lies in the hoplites – destroy these and the rest should flee or become largely irrelevant – destruction of the enemy generals phalanx (and general) often does the trick quickly.
A Spartan commander should quite literally ‘go for the throat’ of any opposing Greek army – a prolonged skirmishing match should be avioded. The strength of the Spartans in combat is considerable – they have better WS, toughness and leadership than your average hoplite so don’t be afraid to hurl them into the fray – so no namby-pamby hanging around getting shot at here! (unless your omens really are that bad!). As the Spartans initiative is 3 (average) try to get the first charge in as that will help no end if your opponent is not stubborn.

If defence is your goal, then use terrain - especially to protect the flanks and consider a small reserve force (cavalry can be good) because the flanks are the real weakness for any phalanx – if an enemy gets past the line then expect trouble, here – not the front, is where a canny commander should station his lights/peltasts/cav as against another Greek army they too can threaten the flanks of the enemy and cause all sorts of problems – a phalanx which loses its ‘phalanx bonus’ is in deep trouble if already engaged to the front by one which has not.
Consider the army compasistion too – do you want all Spartiates?? That’s going to be a very small army – mix in some Laconians or have some neomodi/allies as well and suddenly you have a respectable sized force – you will just have to use the punching power of the Spartan units more carefully.

ATHENS

Athens was the seat of democracy (although probably not by today’s standards!) in Ancient Greece, and it’s main power lay in its position as a maritime power, superior trading and aggressive expansionism. Although her armies were amateur in comparison with those of Sparta, they tended to be larger and contain more light troops, archers, cavalry and mercenaries.
Athens won fame at the battle of Marathon where they engaged and defeated a Persian invasion force, and during the 2nd Persian war her fleet routed Xerses at Salamis virtually ensuring victory for Greece by denying the sea to Persia effectively halting the invasion.

Athens lust for empire was to bring about her eventual conflict and downfall in the Pelopenisan war – although this included the first time a Spartan Moria was defeated and surrendered (to a virtually all light/peltast force) at Pylos/Spacteria. Athens lost the war after plague, her gamble in Sicily, and surrender to the Spartans when her fleet was destroyed by Lysander – 27 years of intermittant combat. She was in the process of reclaiming her position and was a vocal opponent of the growing power of Philip of Macedon until the defeat at Charonea.



Athenian Army Composition
Characters: The army may have a General, and/or a sub-general and an augur.
Phalanx: Up to 66% of the points value of the army.
Cavalry: Up to 30% of the points value of the army.
Levies, Naval and light Troops: Up to 50% of the points value of the army.
Allies, Mercenaries and Special Units: Up to 50% of the points value of the army.
May have 1 war-machine per 1000pts.

Athenian Special Rules

NAVAL SUPREMECY:
Athens often had naval supremecy over her opponents, and as a maritime power used her fleet aggressively either to deploy troops behind enemy lines, withdraw her forces if pressed and provide cover with the naval archers stationed on the tiremies off shore.

For 150pts an Athenian player may use Naval supremecy and designate one table edge along the flank as a shoreline. It will be considered that Athenian ships are in the vicinity of this shoreline and can:
• Fire onto the table edge up to 15” counting as 12 bowmen BS3 per turn (always) at long range.
• Deploy one unit (held in reserve at the start of the game) on this flank up to 12” to the opponents baseline. The unit may not move in the turn of deployment.
• May withdraw one unit per turn if stationed along/touching the shoreline flank the previous turn. (Withdrawn units may not be redeployed – but do not count as lost for victory purposes).






Characters

0-1 Army General...................157 points
Troop Type M WS BS S T W I A Ld
Athenian General 4 6 4 4 4 3 5 3 9
Equipment: Armed with hand weapon, large shield, and light armour. May have heavy armour (+3 pts), thrusting spear at no extra cost. The General must lead (and may not leave a Phalanx).


0-1 Allied Sub-General...................125 points
Troop Type M WS BS S T W I A Ld
Allied Sub-General 4 5 4 4 4 2 4 2 8
Equipment: Armed with hand weapon, large shield, and light armour. May have heavy armour (+2 pts), thrusting spear at no extra cost. The General must lead (and may not leave an Allied Hoplite phalanx).


0-1 Augur...................100 points
Troop Type M WS BS S T W I A Ld
Greek Augur 0* 2 3 3 3 2 3 2 8
Equipment: Armed with a large sickle or knife! – represents a group sacrificing at an alter/sacred grove, can be displayed as 1-3 figures – 40mm X 40mm base.

Special Rules: Allows an extra D3 omen points for use before battle, and acts as an Army Standard Bearer in a Greek army. *Note: Is stationary and may not be moved once deployed.

Athenian Phalanx


0-1 Veteran Hoplites...........16 points per model
Troop Type M WS BS S T W I A Ld
Veteran Hoplite 4 4 3 3 3 1 3 1 8
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).
Special Rules: Hoplites fight in phalanx formation. Uses Phalanx Professionalism, Veterans are stubborn.


Athenian Hoplites...........10 points per model
Troop Type M WS BS S T W I A Ld
Athenian Hoplite 4 3 3 3 3 1 3 1 7
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).
Special Rules: Hoplites fight in phalanx formation.


Cavalry

Shock Cavalry……..18 points per model
Heavy Cavalry...........14 points per model
Troop Type M WS BS S T W I A Ld
Shock Cavalry 6 4 3 3 3 1 3 1 8
Greek Cavalry 6 3 3 3 3 1 3 1 7
Equipment: Armed with hand weapons and javelins. May replace javelins with thrusting spear (+1pt) May have light armour (+2 pts), or heavy armour (+3pts).
Special Rules: Every second unit purchased may be Shock cavalry.

Light Cavalry...........11 points per model
Prodromos Cavalry...........15 points per model
Troop Type M WS BS S T W I A Ld
Light Cavalry 6 2 3 3 3 1 3 1 5
Prodromos 6 3 3 3 3 1 3 1 7
Equipment: Armed with hand weapon and javelins.
Special Rules: Skirmishers. Every second unit purchased may be Prodromos cavalry.

Levy, Naval and Light Troops

0-2 Marine Hoplites…....12 points per model

Troop Type M WS BS S T W I A Ld
Marine 5 3 3 3 3 1 3 1 8
Equipment: Large shield, thrusting spear and hand weapon.

Special Rules: Marines fight in phalanx formation and are drilled.



Athenian Levy/oarsman...........3 points per model

Troop Type M WS BS S T W I A Ld
Levy Infantry 4 2 3 3 3 1 3 1 5
Equipment: Hand weapon and javelin. May have thrusting spear (+1 pt), shield (+1 pt), or light armour (+2 pts,) replace javelins with short bow/sling (at no extra cost), every second unit may replace short bow/sling with bow (+1 pt).
Special Rules: Fear units with leadership greater than 7.

Peltasts...........7 points per model
0-2 Hamippos.......8 points per model
Troop Type M WS BS S T W I A Ld
Peltast 5 3 3 3 3 1 3 1 7
Hamippos 5 3 3 3 3 1 3 1 7
Equipment: Armed with hand weapon, javelins and shield. Peltasts may have thrusting spear (+1 pt).
Special Rules: Light Infantry. Hamippos are Hamippos (!) and can be combined with cavalry units.

Skirmishers...........4 points per model
Troop Type M WS BS S T W I A Ld
Skirmishers 5 2 3 3 3 1 3 1 5
Equipment: Armed with a hand weapon and javelins. Every second unit may replace javelins with sling or short bow at no additional cost or bow (+1 pt).
Any model may be given a buckler (+1 pt).
Special Rules: Skirmishers.



NOTES ON THE ATHENIAN ARMY LIST
The Athenian army list is designed to be very flexible, as more than any other city-state they used a wide range of troops for various expeditions and generally fielded higher numbers of lights, mercenaries and cavalry. In fact Athens sent an army composed entirely of peltasts, light troops and cavalry against Philip of Macedon after the battle of Chaeronea, so there has to be a fair scope for manoeuvre here!!
The veteran hoplite unit allows the Athenian phalanx to have more ‘bite’ and represents extremely experienced and hardened troops who have been on a lengthy campaign or seen several major actions – they are the equivalent of the Lakedamonians or veteran mercenary hoplites. If an Athenian player wishes to go toe-to-toe with a Spartan phalanx (not usually advisable) then veteran mercenary Hoplites should be used as well.
Marine hoplites can be a good choice as they are fast (but unarmoured apart from the large shield) and have better leadership and are drilled – they can be used to secure vantage points, but won’t hold up for too long against determined heavy infantry.
The levies/oarsmen are a cheap but flexible troop type that allow massed missile fire (which is rare in Greek warfare), though again these guys won’t stand around long in HTH.
It is the light troops and cavalry that really allow the Athenian commander to go to town, and the Athenian cavalry was re-organised and developed into an effective arm – however, Greek cavalry generally are poor in comparison with other nations (no shield, poor speed) so the use of the Hamippos to give +1 rank bonus can make all the difference – however their numbers are limited.
The Athenian player can also take a limited amount of war-machines (1 per 1000pts), and again their usefulness can reap good rewards if used correctly (probably en-mass, and sited well). Don’t neglect the peltast, or even the humble skirmisher (psiloi), these guys can be battle winners if used correctly and the ‘softening up’ of any enemy phalanx with cavalry harassing the flanks or seeing off the enemies light troops makes life easier for the spears of the hoplites in any Athenian army when it come to crunch time.

Athenian Tactics
An Athenian player gets far more flexibilty in choosing troop types and composistion than either the Spartan or Theban lists but suffers from less ‘elite’ hoplites in the phalanx – so generally it’s going to be quantity not quality as an advantage, more and bigger units.
Firstly don’t be awed by other ‘better types’ of hoplite – your average hoplite will give a good account of themselves if well supported and in an Athenian army there is no excuse for not having the whole array of psiol, archers, peltasts, cavalrly and posibly some war-machines thrown in for good measure.

Want to have a better phanlanx? – buy a veteran Mercenary hoplite unit and add your own veterans with your General in a ‘normal’ third phalanx to form a substantial core which is not too shabby.
Want to outflank the enemy? – lots of cavalrly (well for Greeks!), marine hoplites and peltasts should do the trick – add Naval supremcy and your opponent is going to be looking over his shoulder if he advances for sure.
Want to out-shoot them? – mercenary archers, slingers, light cav and psiol plus the odd war-machine should see your opponent ducking for cover quickly.




THEBES
(Boeotian League)

Thebes had a tumultuous history. The city became the centre of land based trading (passing from North/South Greece), growing in size and stature effectively absorbing the Boeotian League until it’s eventual defeat by Philip of Macedon at Chaeronea and after an uprising Alexander the Great subsequently razed it to the ground in revenge.
The Thebans were obsessed with physical strength and beauty (they devoted much effort to their patron Hercules and his club was the city’s emblem) and after the Cadmea (the inner citadel of Thebes) was captured/occupied by the Spartans they thirsted for revenge and found two generals capable of taking on the might of Sparta – Epaminondas and Pelopidas. They smashed the myth of Spartan supremacy forever at the battles of Leuctra and Mantineia, however Epaminondas was killed in the final encounter and chaos reigned in the city-states of Greece until the emerging might of Macedon rendered them asunder.
Their position nearer the plains of Thessaly meant that they had access to reasonable cavalry, although the preferred method of fighting among the elite citizens was still in the phalanx.

Theban Special Rules

SACRED BAND:
A Theban army may include one unit of Sacred Band Hoplites. These were a core of dedicated warriors who fought with their lovers at their side. They are immune to all psychology and will never rout. The max number of models in the unit cannot exceed 16 figures. They fight in phalanx formation (plus Phalanx professionalism) exactly as other hoplites but remain so until reduced to less than 10 figures or lose rank bonus.
THEBAN DEPTH:
A Theban Veteran Phalanx only may use a rank bonus of up to +4 (and therefore must have at least 5 ranks of at least 4 models wide to qualifiy). This represents the Theban use of extremely dense formations that ‘punched’ through thinner enemy battlelines at Leuctra and Mantineia. The Thebans had been experimenting with deeper formations before these battles however.


Theban Army Composition
Characters: The army may have a General, and/or a sub-general and an augur.
Phalanx: At least 33% of the points value of the army.
Cavalry: Up to 30% of the points value of the army.
Levies and light Troops: Up to 25% of the points value of the army.
Allies, Mercenaries and Special Units: Up to 33% of the points value of the army.
May not have war-machines.









Characters

0-1 Army General...................165 points
Troop Type M WS BS S T W I A Ld
Theban General 4 6 4 4 4 3 5 3 9
Equipment: Armed with hand weapon, large shield, and light armour. May have heavy armour (+3 pts), thrusting spear at no extra cost. The General must lead (and may not leave a Hoplite phalanx) The General is stubborn.



0-1 Allied Sub-General...................125 points
Troop Type M WS BS S T W I A Ld
Allied Sub-General 4 5 4 4 4 2 4 2 8
Equipment: Armed with hand weapon, large shield, and light armour. May have heavy armour (+2 pts), thrusting spear at no extra cost. The General must lead (and may not leave an Allied Hoplite phalanx).


0-1 Augur...................100 points
Troop Type M WS BS S T W I A Ld
Greek Augur 0* 2 3 3 3 2 3 2 8
Equipment: Armed with a large sickle or knife! – represents a group sacrificing at an alter/sacred grove, can be displayed as 1-3 figures – 40mm X 40mm base.

Special Rules: Allows an extra D3 omen points for use before battle, and acts as an Army Standard Bearer in a Greek army. *Note: Is stationary and may not be moved once deployed.


Theban Phalanx


0-1 Sacred Band...............27 points per model
Troop Type M WS BS S T W I A Ld
Sacred Band 4 4 3 4 3 1 4 1 9
Unit: 5-16 Hoplites.
Equipment: Armed with hand weapons, thrusting spears, large shield and light armour. May have heavy armour at +2 pts.
Special Rules: Uses Phalanx Professionalism, continues to use phalanx until reduced to less than 10 models. The unit is immune to all psychology and will never rout – ever!


0-1 Veteran Hoplites...........19 points per model
Troop Type M WS BS S T W I A Ld
Veteran Hoplite 4 3 3 4 3 1 3 1 8
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).
Special Rules: Hoplites fight in phalanx formation. Uses Phalanx Professionalism, Can use Theban Depth rule. Veterans are stubborn.

Theban/Boeotian Hoplites...........10 points per model
Troop Type M WS BS S T W I A Ld
Theban Hoplite 4 3 3 3 3 1 3 1 7
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).
Special Rules: Hoplites fight in phalanx formation.

Cavalry

0-1 Theban Heavy Cavalry...........21 points per model
Greek Cavalry........………………..14 points per model
Troop Type M WS BS S T W I A Ld
Theban Cavalry 6 4 4 3 3 1 4 1 8
Greek Cavalry 6 3 3 3 3 1 3 1 7
Equipment: Armed with hand weapons and javelins. May replace javelins with thrusting spear (+1pt) May have light armour (+2 pt), or heavy armour (+3pts).
Special Rules: Theban Heavy cavalry are stubborn.


Thessaly/Thrace……16 points per model
Light Cavalry.....…....11 points per model
Troop Type M WS BS S T W I A Ld
Thessaly/Thrace 6 3 4 3 3 1 3 1 7
Light Cavalry 6 2 3 3 3 1 3 1 5
Equipment: Armed with hand weapon and javelins.
Special Rules: Every second unit purchased may be Thessalian or Thracian. Skirmishers.

Levy and Light Troops
Theban Levy...........3 points per model

Troop Type M WS BS S T W I A Ld
Levy Infantry 4 2 3 3 3 1 3 1 5
Equipment: Hand weapon and javelin. May replace javelins with short bow/sling (at no additional cost) may have thrusting spear (+1 pt), shield (+1 pt), or light armour (+2 pts).
Special Rules: Fear units with leadership greater than 7.


Peltasts...........7 points per model
0-2 Skitriati...........8 points per model
Troop Type M WS BS S T W I A Ld
Peltast 5 3 3 3 3 1 3 1 7
Skitriati 5 3 3 3 3 1 3 1 7
Equipment: Armed with hand weapon, javelins and shield. Peltasts may have thrusting spear (+1 pt).
Special Rules: Light Infantry. Skitriati are Hamippos and can be combined with cavalry units.

Skirmishers...........4 points per model
Troop Type M WS BS S T W I A Ld
Skirmishers 5 2 3 3 3 1 3 1 5
Equipment: Armed with a hand weapon and javelins. Every second unit may replace javelins with sling or short bow at no additional cost or bow (+1 pt).
Any model may be given a buckler (+1 pt).
Special Rules: Skirmishers.


NOTES ON THE THEBAN ARMY LIST
A Theban army allows some interesting choices for any player – they have some extremely good heavy infantry, the Sacred band and veteran units are some of the best in the Greek world and their cavalry is also good as they were nearer the Thessalian plains and saw the importance first hand of the need for good cavalry units. The downside is perhaps they lack the numbers of solid Hoplites of the Spartans, and can be out-gunned by the Cavalry/missile/lights/war-machines of the Athenians. They are however, an extremely well rounded army (for Greeks), but will require a general with good tactical skills to over-come their inferiority against the above.
My notes on the Spartan Guard hold true for the Sacred Band also, so their numbers are capped at 16 models, and they continue to use phalanx until reduced to less than 10. Their reputation was well deserved and they fought extremely well until being wiped out (virtually) at Chaeronea – they were accompanied by their lovers and this was felt to give them an incentive in the shield-wall of the phalanx (you would fight hard to protect each other). Given this and the Thebans love of strength and male beauty, I would say this is not an army for the narrow-minded!!
It appears as though the Thebans also trained a fair number of Hoplites well enough to deserve veteran status and they certainly were able to hold and defeat the Spartans (helped by good tactical positioning and depth), so they have +1 str (like the sacred band) and are stubborn (plus the Theban Depth rule), I think this reflects their outlook and certainly makes them a powerful unit to have. Note: The Theban General does not have to lead the Sacred Band (as the Spartan Battle-King does the Guard), only if the player wishes. (The unit may still not exceed 16 models however).
The Theban heavy cavalry is probably the best Greek cavalry in the game as they are also stubborn, and they are well supported with the option of Thessalian or Thracian light cavalry – however only one heavy unit purchased can be this good quality, so they are not going to be present in huge numbers. I would also recommend Thracian peltast types to accompany any Theban army as the +1 str of the rhompahia makes them effective against hoplites, and deadly against light troops.
Theban Tactics
My advice for any would-be Theban commander is to study the battles of Leuctra and Mantineia carefully. Epaminondas was able to anticipate the Spartan Guards flanking manover and hit them with his Sacred band – while his Veterans were able (with the help of the Sacred band hitting the flank) to crush the Spartans main force – the loss of their King and their best troops meant the rest of the Spartan/allied force didn’t hang around too long after that – quick strikes with your best troops, keeping your lesser troops away from the main enemy attack.
On the WAB battlefield the Theban Veterans will need to be a big unit if that +4 rank bonus is going to last, and think about refusing flanks or having units in elchelon. The Thebans have 3 ‘elite’ units in total at their disposal and these are likely to descide the day against other Greek armies. Cavalry posistioning (and their use) and careful placement of the Sacred band to enable victory - If you waste the heavy cavalrly without driving off the enemies lights/cav, or the your veterans/sacred band get caught in the flank you probably won’t have the reserves to counter and it could be off to the gymnasia for an early bath..


Mercenaries, Allies and Special Units


This is not an army in itself, but may be taken as part of the Mercenaries, Allies and Special unit allowance for each army list above.
All units are subject to the ‘Mercenaries & Allies’ rules.

0-1 Veteran Mercenary Hoplites...........16 points per model
Troop Type M WS BS S T W I A Ld
Veteran Mercenary 4 4 3 3 3 1 3 1 8
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).
Special Rules: Hoplites fight in phalanx formation. Uses Phalanx Professionalism and are stubborn.. May not test on General/characters leadership. (They’re mercenaries!!)


Mercenary Hoplites...........10 points per model
Troop Type M WS BS S T W I A Ld
Mercenary Hoplite 4 3 3 3 3 1 3 1 7
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).

Special Rules: Hoplites fight in phalanx formation May not test on General/characters leadership.

Allied Hoplites...........8 points per model
Troop Type M WS BS S T W I A Ld
Allied Hoplite 4 3 3 3 3 1 3 1 6
Equipment: Large shield, thrusting spear and hand weapon. May have light armour (+2 pts), or heavy armour (+3 pts).
Special Rules: Hoplites fight in phalanx formation. Must also have an Allied Sub-General who will fight in one of the Phalanxes (and may not leave). May not use other characters to test on leadership etc other than the Sub-General.

Peltasts...........7 points per model
Thracians...........9 points per model
Troop Type M WS BS S T W I A Ld
Peltast 5 3 3 3 3 1 3 1 7
Thracian 5 3 3 3 3 1 3 1 7
Equipment: Armed with hand weapon, javelins and shield. Peltasts may have thrusting spear (+1 pt). Thracians are armed with a rhompahia (counts as halberd) javelins and shields.
Special Rules: Light Infantry.

0-1 Cretan Archers...........8 points per model
Troop Type M WS BS S T W I A Ld
Cretans 5 2 4 3 3 1 3 1 7
Equipment: Armed with a hand weapon and bows. May have buckler (+1 pt).
Special Rules: Skirmishers.


0-1 Rhodian Slingers...........7 points per model
Troop Type M WS BS S T W I A Ld
Rhodians 5 2 4 3 3 1 3 1 7
Equipment: Armed with a hand weapon and slings. May have buckler (+1 pt).
Special Rules: Skirmishers.

0-2 Archers/Slingers...........6 points per model
Troop Type M WS BS S T W I A Ld
Skirmishers 5 2 3 3 3 1 3 1 6
Equipment: Armed with sling or short bow at no additional cost or bow (+1 pt). Any model may be given a buckler (+1 pt).
Special Rules: Skirmishers.


0-1 Theban Heavy Cavalry...........21 points per model
0-2 Thessalian Heavy Cavalry...........19 points per model
Troop Type M WS BS S T W I A Ld
Theban Cavalry 6 4 4 3 3 1 4 1 8
Thessalian Cavalry 6 4 4 3 3 1 4 1 8
Equipment: Armed with hand weapons and javelins. May replace javelins with thrusting spear (+1pt) May have light armour (+2 pts), or heavy armour (+3pts).
Special Rules: Theban Heavy cavalry are stubborn.


0-2 Thessaly/Thrace……16 points per model
Troop Type M WS BS S T W I A Ld
Thessaly/Thrace 6 3 4 3 3 1 3 1 7
Equipment: Armed with hand weapon and javelins.
Special Rules: Skirmishers.








War Machines

Bolt Thrower...........50 points per model (2 crew)
Stone Thrower........75 points per model (3 crew)
Crew...………….......Free
Troop Type M WS BS S T W I A Ld
Bolt Thrower - - - - 6 2 - - -
Stone Thrower - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Equipment: Each machine has a crew of 2-3 men armed with swords. May have light armour (+2 pts per crewman)
Special Rules: No more than one artillery piece per infantry unit (phalanx or levy/mercenary) in the army.
Bolt Thrower: Range = 48” Strength = 5/-1 per rank, no save, D4 wounds per hit.
Stone Thrower: Range = 48” Strength = 7 no save, D3 wounds per hit.





Army Lists for Minor Greek States
Corinth/Argos
As Athens army list:
At least 40% Phalanx
Up to 15% Cavalry
Up to 33% Lights/Naval
Up to 33% Mercenaries and Allies
Phocian
As Athens Army list:
At least 30% Phalanx
Up to 25% Cavalry
Up to 33% Lights (no Marines)
Up to 50% Mercenaries and Allies
Notes: May not have Augurs, 1 war-machine per 500pts
Thessaly
As Athens army list:
At least 40% Cavalry
Up to 40% Phalanx
Up to 33% Lights (no marines)
Up to 33% Mercenaries and Allies
Notes: No war-machines
Mercenary
Units taken from the Mercenary List:
At least 50% Phalanx
0-1 Hvy Cav (basic)
0-1 Light Cav (basic)
0-2 Peltast
0-3 Skirmishers (inc Cretans & Rhodians)
Notes: Not subject to Mercenaries & Allies rules, No war-machines

NEW FORMATION & NOTES ON GREEK ARMY LISTS
Finally I would like to suggest that a new formation be allowed to Hoplites with Phalanx Professionalism – the Square.
This is not a ‘new’ idea I’m sure and is fairly simple to implement – to form into and out of square the unit must reform for one turn, and the unit forms a hollow square, which effectively has 4 frontal arcs and no rear or flanks. Models remaining form up behind the four ‘lines’ of the square as desired, and may be shifted within the square by the same rule that allows adding or subtracting ranks. Rank bonus is determined by the ranks behind the line in combat – not the formation as a whole.





A unit in square formation may not move - effectively it is a defensive formation, either as a last stand or when harassed by enemy on all sides. A unit may continue to be in Phalanx as long as the normal requirements are met.
Now your Hoplites can fight the final battle surrounded at Thermopylae with pride! (and with no loss of rank bonus!!)



NOTES

The rules for Mercenaries and Allies are to prevent too heavy a reliance on these troops, and the fact that Allied contingents often could be untrustworthy or just did their own thing… they do have a place however, particularly in filling gaps in armies that had average or no access to these troop types, just don’t trust them too much, and the lack of being able to test on Characters leadership (for mercenaries) makes them fairly ‘brittle’ in combat.
Note that Allied hoplites are slightly cheaper (@8pts with only –1 Ld) but you take the risk of the entire contingent deciding not to fight/delay etc.. so I leave that tactical decsion up to commanders – more numerous but ‘risky’ allies – or ‘normal’ troops from the phalanx list.
I would advise players to try at least one game with the optional phalanx rule (ie 1” drift right per march move), as this simulates the difficulty Greek commanders faced and usual resulting ‘revolving door’ style of hoplite battle.. see if you can do better.
Clever Greek WAB players may have spotted that this rule doesn’t apply if the phalanx on the right hasn’t drifted – so by anchoring the line with a ‘Proffessional’ unit on the far right actually stops the drift effect.. but with obvious tactical limitations (see my notes on hoplite warfare).
As to the list characteristics themselves.. well I have tried to keep ‘elite’ troops to a minimum, but preserve the obvious differences and allow for ‘City-State characteristics’ – a Spartan army should look, feel and fight differently to a Theban or Athenian one (IMHO)– if you look at the armies (apart from the Spartan Phalanx) then only one or two hoplite units are upgraded and can use the Phalanx professionalism rule - which only helps in terms of manovering – there won’t be Phalanxes gliding across the battlefield – they still are and will be - unwieldy and blunt blocks of heavy infantry!!

Most of the other troops use characteristics lifted straight out of AoA with maybe slight differences or ‘tweeks’ again to preserve regional character in the lists where needed and usually this is actually a downgrade in terms of stats. In the case of the Cretan and Rhodians I have increased their points and again there is a 0-1 limit.
Some of the Greek cavalry has been upgraded because some Greek cavalry was better than ‘average’ (Thessalian, Theban and some Athenian) – these are well documented historically, although again their numbers are limited (either 0-1 in the case of Thebans, or every 2nd unit in the case of Athens). Bearing in mind the disadvantages Greek cavalrly already have (poor speed, no shield, and low points in army composistion) it would be a miserly person/enemy general who bemoans about it!!
Anyhow - the stats are identical to the Theban/Thessalian ones in AoA so if you don’t like em complain to Jervis not me…!!
The Augers are likely to present a problem (I know some players hate the ‘personalised/fantasy’ bits) – however it is impossible not to ignore the effect religon and omens had in the Greek world and I wanted players to be able to use them if so desired. That said, 100pts for a stationary character/auger with poor HTH skills and only 1-3 extra omen points is a gamble, and unless you are playing a bigger game 2000-3000 pts or a ‘last stand’ scenario I wouldn’t recommend them.. at least they can’t cast spells….




In all I have tried to stay as close to the AoA list as possible as a basis whilst giving more ‘character’ to each army list for the individual city-states and more variation in units – I hope this will serve to flesh out and allow more rounded Greek armies that (more or less) look, feel and perform similar to their counter-parts but are different from each other rather than just being ‘Greek’. But basically I want it to be the Greek list that Jervis/Curtis/Stillman would have written if they had had the time…
This list is an on-going project which I hope will at least provide a starting point in discussion/topics – (I will update from time to time). Also, please feel free to send in your comments/questions/ideas – I will look at them all carefully.. howabout some characters??
Finally to all Greek commanders everywhere (except my opponents!) may your omens always roll high!!



David O’Connor
April 2002 – updated June
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