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Indian army


There can not be one armylist for ancient India, as there are many regions different in culture, history and resources. This list allows some flexibility to cover different regions.

The outstanding features compared to other ancient list is the large number of archers and Elephants.

All Indian troops ignore terror caused by Elephants.

Name Type Att. H Sv Cmd Sz Units Pts.  
Longbowmen Inf 3/1 3 0 - 3 4/10 60 *1
Swordsmen Inf 3 3 6 - 3 -/6 50 *1
Javelinmen Inf 3/1 3 0 - 3 -/6 45 *2,1
Skirmishers Inf 2/1 3 0 - 3 -/3 60 *3,4,1
Cavalry Cav 3 3 6 - 3 2/4 80 *1
Chariots Cht 3 3 5 - 3 -/3 95  
Elephants Mon 6/1 4 5 - 1 1/3 100 *5
General Gen 2 - - 8 1 1/-1 95  
Officer Her 1 - - 7 1 -/2 45  
Guards Officer Her 1 - - 8 1 -/1 80  
Elephant MM 3 - - - 1 -/1 90 *6
Chariot CM 1 - - - 1 -/1 10  

*1 - Warbands are less well organized and trained than regular units. Especially strong is the effect of numbers and success and casualties on the units morale.

If all units of a brigade are classified as Warband and the brigade consists of at least 3 units, the brigades command value is increased by 1. Remember: a command roll of 11 or 12 is always a failed test.

If a Warband has to roll for drive backs without loosing a stand, the unit rolls 1 dice less than usual. If a Warband has to roll for drive backs after loosing at least one stand, the unit has to roll 1 dice more than usual.

Each stand of a Warband gets +2 attacks instead of the usual +1 when the Warband pursues. Each stand of a Warband looses 1 attack when the Warband fights an pursuing enemy (i.e. the Warband retreated).

*2 - The unit has a reduced range of 15cm, because of short ranged weapons.

*3 - The unit has a firing arc of 360 degrees.

*4 - Skirmishers are used to harass the enemy with missile fire, but stay out of close combat.

Skirmishers are allowed to shoot before they move. They can shoot even before they move on initiative. When they shoot before they move they can not shoot in the shooting phase. The drive back is still resolved at the end of the ordinary shooting phase. When a unit that has been shot at by skirmishers is charged, it will not be driven back, but has still to roll the appropriate number of dices to see if it is confused.

*5 - Elephants

Elephants cause terror.

If a Elephant is driven back or retreats into any stand it will not wait for the soldiers to make way it will run them over in panic. Before the units makes way or denies to make way or before the Elephant is stopped or killed by an blocking enemy stand or combat the Elephant will attack that stand. It is resolved as 3 normal close combat attacks. The wounds inflicted are added to any other wounds that have been or will be inflicted that phase (combat or shooting). If this happens in the shooting phase the wounds inflicted count towards the wounds for determining the number of stands lost (as said before), but do not add dices the the ones rolled for drive back.

*6 - When the mounted character joins a unit, the unit causes terror.


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