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GRANADINE: The Kingdom nazar of Granada was an Islamic state of the Middle Ages placed in the south of the

Iberian Peninsula, with the capital in the city of Granada. Founded in 1238 by the nazar Muhammed I ibn Nasr, his last king was Boabdil the Boy demolished by the Kings Catlicos on January 2, 1492 after the capture of the city of Granada, which put end to the War of Granada. After this it was definitively incorporated into the Crown of Castile as Christian kingdom of Granada. The kingdom nazar of Granada was the last state of the Al-ndalus. Strategy Rating: 1 ARMY SELECTION Command Core: Must include a general May include up to 2 sub-commanders Must include 1 unit of Granadine Militia, 1 unit of Granadine Jinetes, 1 unit of Crosbowmen. May include up to 10 other core troops selections. May include up to 6 support. The number of support plus skirmish selections must not exceed the number of core selections. May include up to 4 skirmish. The number of support plus skirmish selections must not exceed the number of core selections. Up to 25% of the points available may be spent on troops from the Allies section. COMMAND General Title King Dl 9+1 Ml 9+1 Attacks +2 Notes & Traits Army general mounted on horse. Notes & Traits Mounted Mountd, Heroic Leader Pts 55 Climate: Fertile.

Support:

Skirmish:

Allies:

Up to 2 sub-commanders Title Dl Shaykh 8+1 Christian Captain 8+2

Ml 8+1 8+2

Attacks +1 +2

Pts 65 75

CORE Players may select up to 10 units from the Core Troops section. Granadine Militia Models per unit 16-48. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS CLOSED 10 4+ 1 2 6+ 4 1 6 6 10

Weapons: Armour: Special rules: Upgrades:

Hand weapon, Long spear. Shield, light armour. Mixed formation. Up to half may exchange spear for composite bow at a cost of 1 pt per model. May upgrade to heavy armour upgrading ARM 4+ at a cost of 3 pts per model. Up to 1/3 units may upgrade to HTH 3 at a cost of 3 pts per model.

Granadine jinetes Models per unit 6-20. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN OR 20 4+ 1 3 5+ 4+ 1 6 6 21 SKIRMISH Weapons: Hand weapon, Javelins. Armour: Shield. Special rules: Feigned Flight. Upgrades: May upgrade light armour upgrading ARM 4+ at a cost of 3 pts per model. May add long spear at a cost of 2 pts per model. Skirmish order units may be a maximum of 12 models in number. Crosbowmen Models per unit 10-20. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN or 10 4+ 1 2 N/A 4+ 1 7 7 14 SKIRMISH Weapons: Hand weapon, Heavy Crossbow. Armour: None. Special rules: None. Upgrades: May upgrade to Light armour upgrading ARM 6+ at a cost of 2 pts per model. Up to 1 unit of Granadine Lancers Models per unit 6-20. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN 20 4+ 1 4 4+ 4+ 1 7 8 41 Weapons: Hand weapon, Long spear. Armour: Shield, Light armour. Special rules: Mercenaries, Shock Cavalry, Fearsome, Warhorse. Upgrades: May upgrade to heavy armour upgrading ARM 3+ at a cost of 3 pts per model, but reducing MR 18. May add lance at a cost of 4 pts per model. Up to 1 unit may add cloth barding, upgrading ARM 2+ vs missile fire and a cost 2 pts per model. SUPPORT For each unit selected from the Core section one unit may be selected from the Support

section or Skirmish section. A maximum of 6 Support units may be chosen. Up to 1 unit of Granadine Horse archers Models per unit 6-20. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN OR 20 4+ 1 3 5+ 4+ 1 6 6 21 SKIRMISH Weapons: Hand weapon, Composite Bow. Armour: Shield. Special rules: Feigned Flight. Upgrades: May upgrade light armour upgrading ARM 4+ at a cost of 3 pts per model. Skirmish order units may be a maximum of 12 models in number. Mercenary spearmen Models per unit 12-40. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS CLOSED 10 4+ 1 3 6+ 4+ 1 7 7 12 Weapons: Hand weapon, Long spear. Armour: Shield, Light armour. Special rules: Mercenaries. Upgrades: May upgrade to Heavy armour upgrading ARM 5+ at a cost of 3 pts per model. Mercenary Crosbowmen Models per unit 10-20. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN 10 4+ 1 3 N/A 4+ 1 7 7 14 Weapons: Hand weapon, Heavy Crossbow. Armour: Light Armour. Special rules: Mercenaries. Upgrades: May upgrade to Heavy armour upgrading ARM 5+ at a cost of 3 pts per model. Mercenaries archers Models per unit 10-24 ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN 10 4+ 1 2 6+ 4+ 1 6 6 8 Weapons: Hand weapon, Composite Bow. Armour: Buckler. Special rules: None. Upgrades: May upgrade light armour upgrading ARM 5+ at a cost of 3 pts per model. Up to 1 mercenary Cristian Knights Models per unit 6- 20. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN 20 4+ 1 3 4+ 4+ 1 7 8 41 Weapons: Hand weapon, Long spear. Armour: Shield, Light armour. Special rules: Mercenaries, Shock Cavalry, Fearsome, Warhorse, Impetuous Cavalry. Upgrades: May upgrade to heavy armour upgrading ARM 3+ at a cost of 3 pts per model, but reducing MR 18. May add lance at a cost of 4 pts per model.

Up to 1 unit may add cloth barding, upgrading ARM 2+ vs missile fire and a cost 2 pts per model. Up to 2 Berber infantry Models per unit 12-40. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS CLOSED 10 4+ 1 3 6+ 4+ 1 7 7 12 Weapons: Hand weapon, Long spear, Javelins. Armour: Mercenaries, Shield. Special rules: Mercenaries, Shieldwall, Mixed Formation. Upgrades: Up to half may exchange spear for composite bow at a cost of 1 pt per model. Up to 2 Light Guns Models per unit:1 (3 crewmen) ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS CLOSED 10 4+ 1 per HIT 3 N/A 4 2 7 7 78 Weapons: Hand weapon. Armour: None. Special rules: Light Gun Range: 90cm; KILL 2+; 1 shot; D6 hits on formed units; no ARM save; only one hit against skirmishes unless at 30cm range or less (D6 Hits) Upgrades: May add light armour upgrading ARM 6+ at a cost of 3 pts per model. SKIRMISH For each unit selected from the Core section one unit may be selected from the support section Skirmish section. A maximun 4 Skirmish units may be chosen. Mounted crosbowmen Models per unit 6-12 ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS SKIRMISH 20 4+ 1 3 5+ 4+ 1 6 6 18 Weapons: Hand weapon, Crossbow. Armour: Shield. Special rules: None. Upgrades: May add light armour upgrading ARM 4+, at a cost of 2 pts per model. Slingers Models per unit 8-15. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS Skirmish 12 4+ 1 2 N/A 4+ 1 5 5 7 Weapons: Sling, Improvised Weapons. Armour: None. Special rules: None. Upgrades: May replace slings with javelins at no cost. Skirmish Models per unit 8-15. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS Skirmish 12 4+ 1 2 N/A 4+ 1 5 5 7 Weapons: Composite Bow, Improvised Weapons. Armour: None. Special rules: None.

Upgrades:

None.

Handgunners Models per unit 8-15. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS Skirmish 12 4+ 1 2 N/A 4+ 1 5 5 8 Weapons: Handgun, Hand weapon. Armour: None. Special rules: None. Upgrades: May add light armour upgrading ARM 6+ at a cost of 2 pts per model. ALLIES Up to of the points avaible may be spent on troops from the allies section. Only one of the following may be used: Christian Kingdoms.

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