Mighty Armies: Ancients
Assyrian Empire
|
Unit
|
Min Max
|
AP
|
Speed
|
Fight
|
Support
|
Abilities
|
Additional Abilities (+AP)
|
|
General (Chariot)
|
1
|
8
|
5
|
6
|
3
|
General, Shooting I, Chariot Charge
|
Tactician +1
|
|
Qurubuti Royal Guard
|
0-1
|
6
|
3
|
5
|
3
|
Fearless, Javelin
|
|
|
Kisir Heavy Infantry
|
No Limit
|
5
|
3
|
4
|
3
|
Disciplined
|
Shooting I +1
|
|
Kisir Heavy Slingers
|
No Limit
|
4
|
3
|
3
|
1
|
Shooting II
|
Long Ranged +1
|
|
Sab Sharri Infantry
|
No Limit
|
3
|
4
|
3
|
2
|
|
Shooting I +1
|
|
Tribal Levies
|
0-4
|
3
|
4
|
2
|
2
|
Javelin or Shooting I
|
|
|
Heavy Cavalry
|
0-2
|
7
|
6
|
5
|
3
|
Cavalry Charge, Javelin
|
Shooting I +1
|
|
Heavy Chariot
|
0-4
|
6
|
6
|
4
|
1
|
Shooting I, Chariot Charge
|
Outriders +2
|
|
Scythian Cavalry Archers
|
0-2
|
5
|
7
|
2
|
1
|
Skirmish, Scout, Shooting I
|
|
|
Skirmishers
|
0-4
|
3
|
4
|
1
|
2
|
Mobile, Skirmish
|
|
Sample Army
8 General (Chariot)
8 Heavy Chariot with Outriders
14 Heavy Cavalry x2
6 Kisir Heavy Infantry with Shooting I
8 Kisir Heavy Slingers x2
10 Sab Sharri Infantry x3, one with Shooting I
6 Skirmishers x2
60 Army Points
Additional Rules
Javelin
· Unit receives +1 for Charging vs units w/o Javelins or Heavy Javelins.
Skirmish
· All Skirmish units may move for 1 total Move Point.
· When a non-Skirmish unit activates, the unit counts as being in terrain for movement if there is an enemy Skirmisher within 3" and there are no friendly Skirmishers within 3" of the enemy Skirmisher.
· Skirmishers do not count as units for the purpose of victory conditions.
Outriders (Heavy Chariots only)
· Chariot gains Support +2