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PORTUGAL KINDONG This list includes from middle of the 14th century in the middle of the 15th century

during this period the definitive expansion of the kingdom was produced at the expense of the Muslims both in the Iberian peninsula and in the north of Africa. Also civil clashes took place and you fight against Castile. Strategy Rating: 2 ARMY SELECTION Command Core: Support: Must include a general May include up to 2 sub-commanders Must include 1 unit of Spearmen, 1 unit of Javelinmen. 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 6 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 An Christian Kindongs army must include a general and may include up to 2 subcommanders. General Title King General Dl 9+2 8+1 Ml 9+2 8+1 Ml 8+1 8+2 Attacks +2 +1 Attacks +1 +2 CORE Players may select up to 10 units from the Core Troops section. 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 6 6 10 Notes & Traits Army general mounted on horse. Notes & Traits Mounted Mounted, Heroic Leader Pts 60 Free Pts 65 75 Climate:Fertile

Skirmish:

Allies:

Up to 2 sub-commanders Title Dl Sub-commander 8+1 Infante 8+2

Weapons: Armour: Special rules: Upgrades:

Hand weapon, Long spear. Shield. Mixed formation, Shieldwall. Up to half may exchange spear for composite bow at a cost of 1 pt per model. Up to half may exchange spear for crosbow at a cost of 2 pt per model. May add light armour upgrading ARM 5+ at a cost of 2 pts per model. May add heavy armour upgrading ARM 4+, but reducing MR 8, at a cost of 4 pts per model,. May exchange spear for halberd at a cost of 1 pt per model.

0-2 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 add light armour upgrading ARM 4+ at a cost of 2 pts per model. Skirmish order units may be a maximum of 12 models in number. 0-2 Commoner Knights Models per unit 6-20. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN 20 4+ 1 3 5+ 4+ 1 6 7 20 Weapons: Hand weapon, Javelins. Armour: Shield. Special rules: None Upgrades: May add long or throwing spear at a cost of 2 pts per model. May add lance at a cost of 4 pts per model. May add warhorses at a cost of 4 pts per model. Up to a unit may have heavy armour instead of light upgrading ARM 3+, but reducing MR 18, at a cost of 3 pts per model. Crossbowmen Models per unit 10-20. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN 10 4+ 1 3 6+ 4+ 1 6 6 9 Weapons: Heavy Crossbow, Hand weapon. Armour: None. Special rules: None. Upgrades: May add light armour upgrading ARM 6+ at a cost of 2 ptos per model. May add heavy armour upgrading ARM 5+ at a cost of 4 pts per model. Javelinmen Model per unit 10-30. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN or 12 4+ 1 3 6+ 4+ 1 6 6 18 SKIRMISH Weapons: Javelins. Armour: Buckler. Special rules: None.

Upgrades:

May add light armour upgrading ARM 5+ at a cost of 2 ptos per model. May add long or throwing spear at a cost of 2 pts per model. May add shield at a cost of 1 pt per model.

Skirmish order units may be a maximum of 15 models in number and they are considered to be skirmishers' options SUPPORT For each unit selected from the Core section one unit may be selected from the Support section or Skirmish section. A maximum of 8 Support units may be chosen. Knights 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: Light armour, Shield. Special rules: Fearsome, Shock cavalry, Impetuous Cavalry, warhorse. Upgrades: May add lance at a cost of 4 pts per model. May have heavy armour instead of light upgrading ARM 3+, but reducing MR 18, at a cost of 3 pts per model, this units may add cloth barding, upgrading ARM 2+ vs missile fire and a cost 2 pts per model. May add cloth barding, upgrading ARM 3+ vs missile fire and a cost 2 pts per model. Dismounted Knights Models per unit 12-24. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS CLOSED 10 4+ 1 4 4+ 4+ 1 7 8 17 Weapons: Hand weapon, Long Spear. Armour: Light armour, Shield. Special rules: Mixed Formation. Upgrades: May add heavy armour upgrading ARM 4+ but reducing MR to 8, at a cost of 2 pts per model. May be Steady at a cost 3 pts per model. The unit may be upgraded to included two handed axes or heavy hand weapons at a cost of 1 pt per model. This entitles a quarter of the front rank attack dice to be with the weapon upgrade. Up to 1 unit of Military Order Knights 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: Light armour, Shield. Special rules: Fearsome, Shock cavalry, Warhorses. Upgrades: May add lance at a cost of 4 pts per model. May have heavy armour instead of light upgrading ARM 3+, but reducing MR 18, at a cost of 3 pts per model, this units may add cloth barding, upgrading ARM 2+ vs missile fire and a cost 2 pts per model. May add cloth barding, upgrading ARM 3+ vs missile fire and a cost 2 pts per model.

May be Steady at a cost of 3 pts per model. May be Drilled at a cost of 2 pts per model. Archers Models per unit 12-24. ORDER MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS OPEN 10 4+ 1 3 6+ 4+ 1 6 6 9 Weapons: Composite bow, Hand weapon. Armour: None. Special rules: None. Upgrades: None. Up to 1 Granadine light cavalry 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 exchange javelins for composite bow at a cost of 2 points. Skirmish order units may be a maximum of 12 models in number. 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 ORDER Models per unit 8-15. MR SHOOT ATTACKS HTH ARM KILL HITS DL ML PTS

Skirmish 12 4+ 1 2 N/A 4+ 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: Castilian Kindong. English Army.

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