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10

rab Dynasties
945-1150 AD
This army list allows you to create a force
representing a typical Muslim army fielded
by the Arab dynasties that succeeded the
fragmentation of the Abbasid caliphate.
At their height of power in the mid-9th century,
the Abbasids, with their capital at Baghdad,
controlled a vast empire that spanned from
Spain to Persia, from the shores of the Caspian
Sea to the Indian Ocean.
The caliphates influence began to disintegrate
early on. Its North African territories were lost
to the Idrisids and Aghlabids by the beginning
of the 9th century. The Persian Samani dynasty
seized the Central Asia provinces, centred
around Khorasan, in 819, while the Arabic
Tulunids established power in Egypt in 868.
The Hamdanids, a Bedouin clan, took control
of much of Iraq and Syria during the early
10th century, ruling from the cities of Mosul
and Aleppo, while the Daylamite Buyahid
dynasty captured Baghdad itself in 945, won
control over much of Persia, and expelled the
Hamdanids from Mosul in 979. The Buyahids
and Hamdanids were themselves supplanted
by the Uqaylid dynasty, whose power came to
be centred on Mosul.

106

These independent states acknowledged the


Abbasid caliph as their titular overlord. However,
he had little influence over them, and after
Baghdad surrendered to the Buyahids, he was
reduced to being a ruler in name only.
By the time of the founding of the Crusader
states at the beginning of the 12th century, the
successor states in Syria and Iraq had fallen
under the authority of the Seljuk Turks. In 1055,
Tughril, second ruler of the Seljuk dynasty,
conquered Baghdad, bringing the Buyahid
dynasty to an end, while Uqaylid power in Mosul
ended in 1096, when the Turkish commander
Kerbogha captured the city. In 969, the Fatamids
had established a rival Shiite caliphate in Egypt
in opposition to the Sunni Abbasid dynasty, and
Fatamid influence extended as far as Aleppo by
1003, until pushed back by Seljuk conquests later
in the 11th century.
The last of these Arab dynasties to fall was that
of the Mazyadids in the eastern Caucasus, who
were finally conquered by the Seljuks in 1150 AD.

rmy Composition
Army
Commander

Amir al-Umara
(2-7 units)

Core
Divisions

Ahdath
Division
(2-5 units)

Jund Provincial
Division
(1-5 units)

Jund Provincial
Division
(1-5 units)

Allied
Divisions

Kurdish
Contingent
(1-5 units)

Bedouin
Tribe
(2-6 units)

Bedouin
Tribe
(2-6 units)

Skirmish
Divisions

Skirmishing
Division
(3-6 units)

Marauding
Division
(1-2 units)

Divisions

You must recruit an Amir al-Umara division, led by the army commander, and one of the core divisions,
led by a battle leader.
You can recruit up to four other divisions chosen from the diagram above, each led by a battle leader (except
for the skirmishing division and the marauding division, which do not need a battle leader).
If you recruit a skirmishing division, you cannot recruit a marauding division, and vice versa.
All units are chosen from the Arab Dynasties unit list on pages @@-@@.

Battle Leaders

Additional Scouts

Your first two battle leaders (one of whom is your


army commander) are free. You will need to spend
points to recruit more for your army.

You can recruit extra scouts for your army.

Battle Leader
Army Commander
2nd Battle Leader
3rd Battle Leader
4th Battle Leader
5th Battle Leader
6th Battle Leader

Cost
Free
Free
50 pts
75 pts
100 pts
125 pts

Trophy
4
1
1
1
1
1

The first additional scout costs you 10 pts if on foot or


15 pts if mounted, your second costs you 20 pts on
foot or 30 pts mounted, your third costs 30 pts on foot
or 45 mounted, and so on (40/60, 50/75, 60/90, etc.).

Organising
Your Army

When creating your army,


keep in mind which
divisions you want to be in
your vanguard, main force
and rearguard. Remember
that you have to assign
these positions to your
divisions before the battle
begins, as described on
pages 12-13.
You can have up to one
division in your vanguard,
and must designate at
least one division to your
main force. You can have
as many divisions in your
rearguard as you have
divisions in your main
force. Remember too that
during deployment you
can assign certain units
as ambushers (page 27
and mobilise one division
in the rearguard as an
outflanking force (page 24 .

107

Arab Dynasties
945-1150 AD

Amir al-Umara Division


This division contains 2-7 units chosen from the categories listed below.

Army Standard (0-1)

Religious Volunteers (0-3)

The army standard must be attached to a unit


in the Amir al-Umara Division. The full rules
for army standards can be found on page 72.

Ghazi Cavalry (0-1 unit)

You can field an army standard for 75 points.

Fighting Crusader
Armies With This List
By the late 11th century,
the Arab states in the
areas invaded by the
Crusaders had been taken
over by the Seljuks or
the Fatimids. Both Seljuk
Turks and Fatimids will
be fully detailed in future
supplements for this game.
You can adjust the list in
this book to represent a
Seljuk dominated army
of, say, Damascus, Mosul
or Aleppo at the time of
the early Crusader States
assume that the Seljuks
have kept the armies of the
subjugated Arabs intact.
Represent the increased
Turkish influence in these
armies by renaming the
Arab Cavalry Bodyguard
as Turkish Cavalry
Bodyguard, replacing any
reference in the army list
to Khurasanian Nobles
with Turkish Ghulams,
and replacing references
to Khurasanian Horse
Archers/Skirmishing Horse
Archers with the Turcoman
Horse Archers/Skirmishing
Horse Archers featured on
page 95.
Of course, you can always
use this army to fight the
Crusaders regardless of
actual historical events.

108

Ghazi Infantry (0-1 unit)


Muttawiah (0-1 unit)

Elites (1-4)

You must recruit one to four of the following


units for this division:
Turkish Ghulams (1-2 units)
Arab Cavalry Bodyguard (0-1 unit)
Khurasanian Nobles (0-1 unit)

Mercenaries (0-4)

You can recruit up to four of the following units


for this division:
Khurasanian Horse Archers (0-1 unit)
Khurasanian Skirmishing Horse Archers (0-1 unit)
Daylami Warriors (0-1 unit) B

Tribesmen (0-2)

You can recruit up to two of the following units


for this division:
Arab Heavy Cavalry (0-2 units)

You can recruit up to three of the following


units for this division:

B
One unit of Arab Heavy Cavalry can equip its
steeds with caparison.

Daylami Skirmishers (0-1 unit) B


If you recruit a unit of Daylami Warriors, you must also
recruit a unit of Dalami Skirmishers, and vice-versa.
B

Arab Dynasties
945-1150 AD

Ahdath Division
This division contains 2-5 units chosen from the categories listed below.

Territorial Militia (2-4)

You must recruit two to four of the following


units for this division:

Religious Volunteers (0-3)

You can recruit up to three of the following


units for this division:

Ahdath Cavalry (1 unit)

Ghazi Cavalry (0-1 unit)

Ahdath Infantry (1 unit)

Ghazi Infantry (0-1 unit)

Ahdath Archers (0-1 unit)

Muttawiah (0-1 unit)

Peasant Levies (0-2 units)

Jund Provincial Division


This division contains 1-5 units chosen from the categories listed below.

Tribesmen (1-5)

You must recruit one to five of the following


units for this division:
Arab Heavy Cavalry (0-1 unit) B
Arab/Bedouin Cavalry (0-1 unit)

Mercenaries (0-4)

You can recruit up to four of the following units


for this division:
Khurasanian Horse Archers (0-1 unit)

BB

Arab/Bedouin Skirmishing Cavalry (0-1 unit) BB


Arab Spearmen (0-2 units)
Arab/Bedouin Archers (0-1 unit)

Khurasanian Skirmishing
Horse Archers (0-2 units)
Daylami Warriors (0-1 unit) B
Daylami Skirmishers (0-1 unit) B
If you recruit a unit of Daylami Warriors, you must also
recruit a unit of Dalami Skirmishers, and vice-versa.
B

The unit can equip its steeds with caparison

You must recruit at least one unit of Arab/Bedouin


Cavalry or Arab/Bedouin Skirmishing Cavalry

BB

Religious Volunteers (0-1)

You can recruit the following unit for this division:


Muttawiah (0-1 unit)

Kurds (0-1)

You can recruit the following unit for this division:


Hadhabani/Jalali Cavalry (0-1 unit)

Army Divisions

A
mir al-Umara means
Emir of Emirs, and was
a title used by the high
commander of an Arab
army and various Muslim
monarchs. The Arab word
Emir meant commander
or prince, and lesser
battle leaders used this
title as an honorific. So the
Amir al-Umara division
is that led by the highest
ranking commander in
the army.
The ahdath were militias
who owed their allegiance
to the city where they
were mustered. Among
their ranks were
disciplined citizen bands
dedicated to the defence
of their city, peasants
pressed into service
and volunteers fighting
for religious reasons
namely in the cause of
jihad, the religious duty of
every Muslim to struggle
in defence of their religion.
The jund was a regional
force raised to protect a
province. It was structured
around the tribes of the
settled Arabs or nomadic
Bedouin who lived in that
province, bolstered by
mercenary troops.

109

Arab Dynasties
945-1150 AD

Kurdish Contingent
This division contains 1-5 units chosen from the categories listed below.

Kurds and Bedouin

The Kurds dwelled in the


mountains north of Iraq,
sheep-herding migrants
and expert horsemen, who
served as cavalrymen in
the armies of the Abbasid
empire and the subsequent
Arab successor states.
The Bedouin were Arab
tribesmen who maintained
the nomadic lifestyle of
their ancestors, unlike those
Arabs who had settled in
the lands conquered by
the great Arab invasions of
the 7th century. It took a
charismatic leader to bring
these quarrelsome tribes
together to fight under one
banner, and if he was killed
or captured, the Bedouin
force would disintegrate as
old rivalries and bloodfeuds
resurfaced.
Honour was tantamount
among these fiercely proud
people, and once a Bedouin
leader had given his word
to fight, only death would
break his pledge.

Kurds (1-5)

You must recruit one to five of the following units for this division:
Kurdish Nobles (0-3 units)

Hadhabani/Jalali Cavalry (0-1 unit)

Kurdish Skirmishing Cavalry (0-1 unit)

Bedouin Tribe
This division contains 2-6 units chosen from the categories listed below.

Tribesmen (2-6)

You must recruit two to six of the following


units for this division:
Bedouin Cavalry (1-3 units)
Bedouin Skirmishing Cavalry (1-3 units)
Bedouin Infantry (0-2 units)
Bedouin Archers (0-1 unit) B
Bedouin Skirmishing Slingers (0-1 unit) B
You cannot recruit Bedouin Archers and Bedouin
Skirmishing Slingers in the same division.

Territorial Militia (0-1)

You can recruit the following unit for this division:


Peasant Levies (0-1 unit)

Religious Volunteers (0-1)

You can recruit the following unit for this division:


Muttawiah (0-1 unit)

110

Special Rule

The following rule applies to this division:

Tribal Honour
If you recruit any Bedouin Tribe division, its
battle leader does not cost any points. Its always
best to recruit Bedouin battle leaders last, as youll
save more points!

Tribal Feuds
If their army commander is overwhelmed,
every unit in the Bedouin Tribe immediately
routs, abandoning the field. The opposing
player, however, does not receive their standards
or battle leader as Trophies.
If the battle leader leading the Bedouin Tribe
is overwhelmed, every unit in that division
immediately reduce their Discipline and Courage
ratings by -1 for the duration of the battle.

Arab Dynasties
945-1150 AD

Skirmishing Division
This division must be deployed as the vanguard of your army.
You do not need a battle leader for this division (but you can have one if you like).

Skirmishing units (3-6)

You must recruit three to six of the following units for this division:
Arab/Bedouin Skirmishing Cavalry (0-3 units)

Kurdish Skirmishing Cavalry (0-1 unit)

Khurasanian Skirmishing Horse Archers (0-2 units)

Bedouin Skirmishing Slingers (0-1 unit)

Marauding Division
This division must be deployed as the vanguard of your army. It cannot be led by a battle leader.
This division does not count towards the maximum number of divisions you can recruit.

Religious Volunteers (1-2)

You must recruit one to two of the following


units for this division:

Special Rule

The following rule applies to this division:

Ghazi Cavalry (0-1 unit)

Marauders

Ghazi Infantry (0-1 unit)

Deploy a Marauding Division as though it is


a Skirmishing Division (see page 26), with the
exception that you can deploy its units from 12" to
24" of your deployment edge (instead of 12 to 18).

Marauders

The ghazi were warriors


motivated by their fierce
faith in Islam who, in
times of war, operated at
the edge of the Islamic
world, raiding the border
settlements of the infidel.
They also mustered to
fight Islams enemies in
times of war, and were
often deployed far ahead
of the main army to harass
the enemy vanguard.

111

rab Dynasties
Unit list
Special Rules

Arab Cavalry Tactics

The karr wa farr


manoeuvre can be used to
great effect by small mle
cavalry facing a larger
enemy unit in good order,
such as a large regiment
of foot troops. Charge your
Arabs into combat, execute
your attacks, then retreat.
Your attackers will only
receive a handful of Follow
Up attacks, and if your
troops are in good order,
they should take very few
if any casualties as they
withdraw.
The trick is to use this
tactic with successive
small cavalry units against
the same target, charging
and retreating, until one
of your units causes the
enemy to fail the Disarray
test it has to make for
being charged by mle
cavalry, or disorders it
with mle attacks. Keep a
powerful cavalry unit (such
as Turkish ghulams) in
reserve to smash into the
disordered unit to finish
it off.

112

The Karr Wa Farr trait is a special rule that applies to some units in this army.

Karr Wa Farr

A cavalry unit with the Karr Wa Farr trait


automatically scores a Success on any
Retreat test it makes.

required Combat Morale test and resolve


any resulting Disorder test or Breaking
Ranks result as normal. If by this point
any of the attackers targets have not routed
or been destroyed, the attacking cavalry
can perform its karr wa farr manoeuvre. If
it does so, any Push Back result affecting
its targets is ignored, and the cavalry unit
immediately executes a Retreat command.

A cavalry unit with this trait can perform


a karr wa farr manoeuvre after executing
an attack. The targets of its attack take any

Before the cavalry unit retreats, all enemy


units in contact with it can make a Follow
Up attack against it (see page @@).

Karr wa farr (literally hit and run many


times) was a cavalry tactic of repeated attack
and withdrawal that had been central to Arab
armies since pre-Islamic times.

Elites
The Arab dynasties continued employing the
elite cavalry used by the Abbasid empire they
succeeded. The most highly skilled warriors in
these armies were the ghulams slave-soldiers,
usually acquired as children from the Turkish
tribes of central Asia. Trained from childhood
to excel in battle, they were paragons of Muslim
cavalry warfare. Their loyalty and skill in battle
was well-rewarded, and they were freed at the
end of their military service.
Khurasanian nobles represent the elite cavalry
of Persian-dwelling Arabs (see page @@). They
fought on behalf of Arab dynasties outside
their homeland for a variety of reasons, for
example as volunteer fighters who migrated to
the frontiers of Muslim territories to combat the
enemies of Islam, or to honour political family
ties and blood allegiances with the emir they
served under.
The commanders of a dynastic Arab army
often went to war in the company of a loyal
retinue of highly-trained horsemen who were
honour-bound to lay down their lives to protect
him. They were hand-picked for their courage,
fighting skill and devotion.

Turkish Ghulams
Move Discipline Courage Resilience Defence Shield
9"
2
2
5
3
Yes
Type: Mle Cavalry
Faith: Sunni Muslim

Arab Cavalry Bodyguard


Move Discipline Courage Resilience Defence Shield
9"
1
2
5
3
Yes
Type: Mle Cavalry

Elite Cavalry Tactics

Faith: Sunni Muslim


Equipment: Lance; mace; sword; mail armour; shield
Traits: Bodyguard; Determined Charge; Fanatical Assault;
Manoeuvrable; Martial Prowess; Piercing Strike
Reactions: Counter-Charge; Evade
Unit Size

Models

Cost

Trophy

3 stands

90 pts

4 stands

125 pts

6 stands

12

175 pts

Options
u Caparison. The unit can equip its steeds with caparison
at the following cost:
3 stands: +10 pts; 4 stands: +15 pts; 6 stands: +20 pts
The unit changes its Defence to 3/4.

Equipment: Lance; mace; sword;


composite bow (30/9); mail armour; shield

Khurasanian Nobles

Traits: Blacken the Sky; Feigned Flight;


Manoeuvrable; Martial Prowess; Piercing Strike

Move Discipline Courage Resilience Defence Shield


9"
1
2
5
3
Yes

Reactions: Counter-Charge; Parthian Shot

Type: Mle Cavalry


Unit Size

Models

Cost

Trophy

3 stands

115 pts

4 stands

160 pts

6 stands

12

230 pts

Options
u Veterans. The unit can increase its Courage to 3 at the
following cost:
3 stands: +5 pts; 4 stands: +10 pts; 6 stands: +15 pts
u Caparison. The unit can equip its steeds with caparison
at the following cost:
3 stands: +10 pts; 4 stands: +15 pts; 6 stands: +20 pts
The unit changes its Defence to 3/4.

Faith: Shiite Muslim


Equipment: Lance; sword;
composite bow (30/9); mail armour; shield
Traits: Blacken the Sky; Guarded; Impetuous;
Manoeuvrable; Martial Prowess; Piercing Strike
Reactions: Counter-Charge; Parthian Shot
Unit Size

Models

Cost

Trophy

3 stands

105 pts

4 stands

145 pts

6 stands

12

210 pts

Turkish ghulams are your


most versatile troops.
Their high Discipline
means they can function
at a distance from their
battle leader, they are
superb bowmen, and
can attempt to disorder
an enemy by blackening
the sky in the turn before
they engage their target
in combat, at which they
excel. With Feigned Flight
they are adept at avoiding,
say, a charge of Crusader
knights and can still act
normally the turn after.
No Arab army
commander should go
into battle without their
cavalry bodyguard an
impressive unit in close
combat that grants their
leader extra protection
from enemy attacks.

Khurasanian nobles
are slightly less versatile
than ghulams and not
as disciplined. Use them
to support an assault by
Turkish ghulams with
shooting, or to follow up a
ghulam charge or attack a
unit disordered by karr wa
farr tactics.

113

Arab Dynasties
945-1150 AD

Tribesmen

Arab Tactics

Arab cavalry should be


used to perform fast hitand-run attacks (see the
Karr Wa Farr trait on page
@@). Use small units of
cavalry to wear the enemy
down with this tactic, and
heavy cavalry to perform
the final charge when the
target is disordered.
Arab spearmen form
solid blocks of infantry,
and its worth equipping
them with long spears
when facing, for example,
Byzantine heavy cavalry
in wedge formation.
Arab archers cannot
blacken the sky, but their
composite bows have
a long range, so keep
them well back from
the enemy battle line,
preferably deployed on
a hill so they can shoot
at an even further range
over the heads of your
troops. Alternatively,
reserve one or two units
as ambushers to surprise
and slow down the
enemy army.
Arab infantry
were notoriously
undisciplined, so its
vital to keep your battle
leaders within Command
Range of their divisions
at all times, and to keep
them alive. Arabs will
not function at all well if
activated in the Activate
Uncommanded Units
phase, and require
a strong command
structure to perform at
their best.

114

Arab spearmen

The main source of recruits for the Arab


dynasties were the settled Arabs of the cities,
towns and villages and the nomadic Bedouin
Arabs who wandered the deserts of Arabia,
Syria, Palestine and North Africa. The culture
of both groups was heavily tribal, and the
Bedouin, especially, were infamous for the
fierce loyalty that bonded their clan, and the
fiercer feuds that set them against rival tribes.
These tribesmen were enthusiastic fighters,
but lacked discipline and required a strong
and charismatic individual to lead them. They
fought above all for the honour of their tribe,
and were respected by their opponents for the
ferocity of their attacks.

Move Discipline Courage Resilience Defence Shield


4
0
1
5
2
Yes
Type: Mle Infantry
Faith: Sunni Muslim
Equipment: Spear; sword; cloth hauberk; shield
Traits:
Reactions:
Special: A unit of 8 stands has the Unwieldy trait
Unit Size

Models

Cost

Trophy

4 stands

24

75 pts

6 stands

36

105 pts

8 stands

48

135 pts

Options
u Long Spears. The unit can be equipped with long spears

at the following cost:


4 stands: +10 pts; 6 stands: +15 pts; 8 stands: +20 pts
The unit gains the Long Spear trait.

Arab Heavy Cavalry


Move Discipline Courage Resilience Defence Shield
9"
0
1
5
3
Yes
Type: Mle Cavalry

bedouin Infantry

Faith: Sunni Muslim


Equipment: Lance; mace; sword; mail armour; shield

Move Discipline Courage Resilience Defence Shield


6
0
1
4
1
Yes

Traits: Determined Charge; Fanatical Assault;


Karr Wa Farr; Manoeuvrable; Piercing Strike

Type: Rabble Infantry


Faith: Sunni Muslim

Reactions: Counter-Charge; Evade

Equipment: Javelin (6/6); sword; shield


Unit Size

Models

Cost

Trophy

3 stands

60 pts

Traits: Fanatical Assault; Throwing Weapon

4 stands

85 pts

Reactions: Closing Volley

6 stands

12

120 pts

Special: A unit of 3 or 4 stands has the Ambush reaction

Options
u Caparison. The unit can equip its steeds with caparison

at the following cost:


3 stands: +5 pts; 4 stands: +10 pts; 6 stands: +15 pts
The unit changes its Defence to 3/4.

Unit Size

Models

Cost

3 stands

18

45 pts

Trophy
1

4 stands

24

65 pts

6 stands

36

95 pts

Arab Dynasties
945-1150 AD

Bedouin Tactics

If youre fielding a Bedouin


tribe, follow the same
advice as for Arab troops
except that its even more
important that you keep the
Bedouin battle leader safe
due to tribal feuding.

Arab/Bedouin Archers

Bedouin skirmishing slingers

Move Discipline Courage Resilience Defence Shield


6
0
1
3
0
No

Move Discipline Courage Resilience Defence Shield


6
0
1
3
0
No

Type: Missile Infantry

Type: Skirmishing Infantry

Faith: Sunni Muslim

Faith: Sunni Muslim

Equipment: Composite bow (30/6); dagger

Equipment: Sling (18/0); dagger

Traits:

Traits: Independent

Reactions: Ambush; Closing Volley; Evade

Reactions: Ambush; Closing Volley; Evade

Unit Size

Models

Cost

Trophy

Unit Size

Models

Cost

2 stands

12

30 pts

2 stands

15 pts

3 stands

18

45 pts

3 stands

25 pts

4 stands

24

60 pts

4 stands

12

35 pts

Trophy

Options

Options

u Shields. The unit can be equipped with shields at the

u Shields. The unit can be equipped with shields,

following cost:
2 stands: +5 pts; 3 stands: +10 pts; 4 stands: +15 pts
The unit increases its Defence to 1.

increasing its cost by +5 pts.

The unit increases its Defence to 1.

Arab/bedouin Cavalry

Arab/bedouin
Skirmishing Cavalry

Move Discipline Courage Resilience Defence Shield


10"
0
1
4
1
Yes

Move Discipline Courage Resilience Defence Shield


11"
0
1
3
1
Yes

Type: Mle Cavalry

Type: Skirmishing Cavalry

Faith: Sunni Muslim

Faith: Sunni Muslim

Equipment: Sword; javelin (6/6); shield

Equipment: Sword; javelin (6/6); shield

Traits: Determined Charge; Fanatical Assault; Feigned Flight;


Karr Wa Farr; Manoeuvrable; Throwing Weapon

Traits: Belligerent; Fanatical Assault; Feigned Flight;


Independent; Karr Wa Farr

Reactions: Parthian Shot

Reactions: Ambush; Parthian Shot

Unit Size

Models

Cost

Trophy

Unit Size

Models

Cost

Trophy

3 stands

60 pts

2 stands

15 pts

4 stands

80 pts

3 stands

25 pts

6 stands

12

115 pts

4 stands

35 pts

Options

Options

u Lances. The unit can substitute its javelins for lances for

u Lances. The unit can substitute its javelins for lances, reducing its

free. It gains the Piercing Strike trait and Evade reaction, but
loses its Throwing Weapon trait and Parthian Shot reaction.

Its also vital to safeguard


your army commander
a unit of Arab Cavalry
Bodyguards is mandatory
for your Amir al-Umara
if he has mustered one or
more Bedouin tribes to
fight for him.
Bedouin infantry are less
resilient and less wellequipped than their Arab
counterparts, but faster,
and much cheaper. A
large unit can be used to
quickly engage and tie
down enemy infantry,
and smaller units have the
ability to ambush.
Select your battlefield well
during the Reconnaissance
phase; try and place lots
of terrain to ambush from
your opponent will be
nervous about advancing
his troops knowing you
have so many potential
ambushers in your army.

cost by -5 pts. It gains the Piercing Strike trait and Evade reaction,
but loses its Throwing Weapon trait and Parthian Shot reaction.

115

Arab Dynasties
945-1150 AD

Kurds
Using Mercenaries

Kurdish troops,
Khurasanians and
Daylami warriors are all
mercenaries (Kurdish
nobles are an exception,
because they fight for
more honourable reasons
than mere loot).
Mercenaries are less
willing to fight if they
regard themselves to be on
the losing side, and their
Discipline and Courage
will drop if their divisional
battle leader or army
commander is killed or
captured by the enemy.
To avoid this, do not
put at risk the battle
leader leading a division
containing mercenaries,
and place your army
commander among his
Arab bodyguard, where
hes less likely to succumb
to enemy attacks.
The bonus of employing
mercenaries is that theyre
cheaper than comparative
non-mercenary units,
allowing you to field more
troops than an opponent
who does not employ
mercenaries.

116

Kurdish Nobles

Kurdish cavalry was employed by the dynastic


rulers of the Arab successor states, particularly
those centred around the city of Mosul in
northern Iraq, the region closest to the Kurds
mountainous homeland.
Two tribes provided the main source of Kurdish
mercenaries willing to fight for the Arabs:
the Hadhabani of central and north-eastern
Kurdistan and the Jalali, who dominated
eastern Anatolia and north-western Iran. Other
Kurdish tribes were openly hostile to the Arab
states, with intermittent warring across the
borders throughout this period. The Kurdish
nobility formed groups of elite cavalry, fighting
to honour political ties and upkeep alliances
with the Arab states rather than as mercenaries.

Hadhabani/Jalali Cavalry

Move Discipline Courage Resilience Defence Shield


9"
1
2
6
3
Yes
Type: Mle Cavalry
Faith: Sunni Muslim
Equipment: Lance; sword; mail armour; shield
Traits: Determined Charge; Impetuous;
Manoeuvrable; Martial Prowess; Piercing Strike
Reactions: Counter-Charge
Unit Size

Models

Cost

Trophy

3 stands

80 pts

4 stands

110 pts

6 stands

12

155 pts

Kurdish Skirmishing Cavalry


Move Discipline Courage Resilience Defence Shield
11"
1
1
3
1
Yes

Move Discipline Courage Resilience Defence Shield


9"
1
1
5
2/3
Yes

Type: Skirmishing Cavalry

Type: Mle Cavalry

Equipment: Javelin (6/6); sword; shield

Faith: Sunni Muslim

Traits: Belligerent; Determined Charge; Feigned Flight;


Independent; Mercenary

Equipment: Lance; sword; lamellar armour; shield

Faith: Sunni Muslim

Reactions: Ambush; Parthian Shot

Traits: Determined Charge; Impetuous;


Manoeuvrable; Mercenary; Piercing Strike
Reactions: Counter-Charge; Evade
Special: A unit of 3 or 4 stands has the Ambush reaction
Unit Size

Models

Cost

Trophy

3 stands

50 pts

4 stands

70 pts

6 stands

12

100 pts

Unit Size

Models

Cost

Trophy

2 stands

20 pts

3 stands

30 pts

4 stands

40 pts

Options
u Lances. The unit can substitute its javelins for lances, reducing its

cost by -5 pts. It gains the Piercing Strike trait and Evade reaction,
but loses its Throwing Weapon trait and Parthian Shot reaction.

Arab Dynasties
945-1150 AD

Mercenaries
The Khurasanians were originally Arabs who
had settled in Iran following the 7th century
Arab conquests. They adopted Persian customs
and military tactics, and fought as mercenaries
throughout the Muslim world. In Syria, they
were usually recruited by the Aleppo-centred
dynasties. Influenced by Persian beliefs, they
followed the Shiite doctrine of Islam, as opposed
to the Sunni faith of their paymasters.

The Daylamis too were Shiites, coming from


the harsh mountainous region of northern Iran.
They had remained virtually independent of
Abbasid control, and for much of the 10th and
early 11th centuries controlled most of Iran and
much of Iraq as the Buyahid dynasty. These
hardy people were a major exporter of troops
among the other Arab dynasties that succeeded
the Abbasids.

Khurasanian Horse Archers

Khurasanian
Skirmishing Horse Archers

Move Discipline Courage Resilience Defence Shield


10"
1
1
4
0
No
Type: Missile Cavalry

Move Discipline Courage Resilience Defence Shield


11"
1
1
3
0
No

Faith: Shiite Muslim

Type: Skirmishing Cavalry

Equipment: Composite bow (30/9); sword

Faith: Shiite Muslim

Traits: Blacken the Sky; Feigned Flight;


Independent; Manoeuvrable; Mercenary

Equipment: Composite bow (30/9); sword

Reactions: Parthian Shot

Traits: Feigned Flight;


Independent; Mercenary

Special: A unit of 3 or 4 stands has the Ambush reaction.

Reactions: Ambush; Parthian Shot

Unit Size

Models

Cost

Trophy

Unit Size

Models

Cost

Trophy

3 stands

50 pts

2 stands

25 pts

4 stands

70 pts

3 stands

40 pts

6 stands

12

100 pts

4 stands

55 pts

daylami Warriors

daylami skirmishers

Move Discipline Courage Resilience Defence Shield


6
2
2
5
2/3
Yes

Move Discipline Courage Resilience Defence Shield


6
2
2
4
1
Yes

Type: Mle Infantry

Type: Skirmishing Infantry

Faith: Shiite Muslim

Faith: Shiite Muslim

Equipment: Spear; axe;


javelin (6/6); lamellar armour; shield

Equipment: Javelin (6/6); axe; shield

The high mobility and


expert bowmanship of
your Khurasanian horse
archers can make them
extremely annoying for
your opponent.

You can use them to


disrupt enemy formations
at a distance by blackening
the sky, or can quickly
move them close to the
enemy to shoot at them
within killing range. Their
Feigned Flight trait means
that they can easily avoid
any enemy unit that
withstands their closequarter shooting and
responds with a charge.
Utilise their high
movement to manoeuvre
them against the
unshielded flank of the
enemy battle line so they
can disorder their target
more easily and if you
can get them to target the
enemy rear, all the better.
Smaller units can also
ambush, causing further
misery to the enemy army.

Traits: Belligerent; Independent;


Martial Prowess; Mercenary

Traits: Frontiersmen; Martial Prowess;


Mercenary; Throwing Weapon

The Daylami

Reactions: Ambush; Closing Volley; Evade

Reactions: Closing Volley; Shielding; Spear Hedge

Unit Size

Models

Cost

2 stands

25 pts

3 stands

45 pts

Options

4 stands

12

65 pts

u Long Spears. The unit can substitute its javelins for long

Options

Unit Size

Models

Cost

Trophy

4 stands

24

130 pts

spears for +15 pts.


It gains the Long Spear trait, but loses its Throwing Weapon
trait and Closing Volley reaction.
u Mail Armour. The unit can be equipped with mail
armour, increasing its cost by +25 pts.

It increases its Defence to 3.

Horse Archer Tactics

Trophy

u Composite Bows. The unit can substitute its javelins for


composite bows (30/9) at the following cost:
2 stands: +5 pts; 3 stands: +10 pts; 4 stands: +15 pts
u Cloth Hauberk. The unit can be equipped with cloth
hauberks, increasing its cost by +5 pts.

The unit increases its Defence to 2.

The Daylami are


superb close combat
fighters, able to mete out
punishment against most
troops they engage and
withstand even cavalry
charges. Theyre fast and
dependable, and ignore
most terrain effects.
Even the skirmishers are
vicious fighters, and this
makes them especially
effective ambushers.

117

Arab Dynasties
945-1150 AD

Religious Volunteers
Ghazi Tactics

Deploy your ghazi


in the vanguard, or
as ambushers. They
are trained to operate
independently away from
the chain of command.
They are great mle
fighters, and you want
to get them engaged in
combat as quickly as
possible. However, ghazi
infantry, in particular,
are expensive troops so
dont throw them away
in careless attacks. Try to
engage an isolated target
and avoid having them
charged in a flank by an
enemy counter-charge.

Using the Muttawiah

These fanatical devotees


of Islam are best used
charging straight at the
enemy, particularly against
an enemy of a different
faith. Theyre swift and
unstoppable, but make
sure theyre well-led if
you want them to enter
combat in good order.
Make sure you get the
charge in, as they are
really only effective on the
turn they enter mle.
If you want your units of
Muttawiah to be more
competent in mle,
upgrade them to trained
fighters, though they will
be much more expensive
to muster.

118

The muttawiah were inspired by their faith


to fight the enemies of their religion. Their
ranks included devout men from all walks
of life, such as retired veteran soldiers, young
volunteers from prosperous families and
wayward peasants. Their devotion to jihad was
an inspiration to fellow Muslims in the army.

Ghazi infantry
Move Discipline Courage Resilience Defence Shield
6
1
2
6
2
Yes
Type: Mle Infantry
Faith: Sunni Muslim
Equipment: Sword; javelin (6/6); cloth hauberk; shield
Traits: Devout (Sunni Muslim); Independent;
Manoeuvrable; Martial Prowess; Throwing Weapon

The ghazis dedicated their lives to defending


Islams borders, and willingly endured struggle
and hardship in the name of Allah.

Reactions: Ambush; Closing Volley; Shielding

Muttawiah

Ghazi Cavalry

Move Discipline Courage Resilience Defence Shield


6
0
2
6
1
Yes

Move Discipline Courage Resilience Defence Shield


10"
1
2
5
1
Yes

Type: Rabble Infantry

Type: Mle Cavalry

Faith: Sunni Muslim

Faith: Sunni Muslim

Equipment: Sword; shield

Equipment: Sword; javelin (6/6); shield

Traits: Devout (Sunni Muslim); Impetuous;


Inspiring Presence; Mob Fury; Rabble; Unstoppable

Traits: Devout (Sunni Muslim); Independent; Karr Wa Farr;


Manoeuvrable; Martial Prowess; Throwing Weapon

Reactions:

Reactions: Counter-Charge; Parthian Shot

Special: A unit of 8 stands has the Unwieldy trait

Special: A unit of 3 or 4 stands has the Ambush reaction.

Unit Size

Models

Cost

Trophy

4 stands

24

190 pts

Unit Size

Models

Cost

Trophy

Unit Size

Models

Cost

4 stands

24

100 pts

3 stands

85 pts

Trophy
2

6 stands

36

140 pts

4 stands

125 pts

8 stands

48

180 pts

6 stands

12

170 pts

Options

Options

u Trained Fighters. The unit can be upgraded to Mle

u Lances. The unit can substitute its javelins for lances,

Infantry at the following cost:


4 stands: +15 pts; 6 stands: +20 pts; 8 stands: +25 pts
The unit loses the Rabble and Mob Fury traits, and its
Trophy rating is increased by +1.

increasing its cost by +5 pts.

The unit gains the Piercing Strike trait and Evade reaction,
but loses its Throwing Weapon trait and Parthian Shot
reaction.

Arab Dynasties
945-1150 AD

Territorial Militia
The rulers of the dynastic Arab states could call
upon the ahdath militiamen, a well-drilled and
motivated fighting force that garrisoned the
towns and cities. In Syria and Palestine, these
forces included not just Arab Muslims, but also
Jewish and Christian citizens who had kept
their own faith following the Muslim invasions.

These troops were well-equipped for war,


unlike the peasant levies mustered in times of
crisis to bolster the numbers of fighting men.
However, they were used mostly as garrison
troops or to provide extra manpower during
sieges. Only in times of great need were they
summoned to the battlefield.

Ahdath Cavalry

Ahdath infantry

Move Discipline Courage Resilience Defence Shield


9"
1
1
4
2/3
Yes

Move Discipline Courage Resilience Defence Shield


4
1
1
4
1
Yes

Type: Mle Cavalry

Type: Mle Infantry

Faith: Sunni Muslim

Faith: Sunni Muslim

Equipment: Sword; javelin (6/6); lamellar armour; shield

Equipment: Long spear; sword; shield

Traits: Manoeuvrable; Throwing Weapon

Traits: Long Spear

Reactions: Closing Volley; Counter-charge; Evade

Reactions: Shielding

Unit Size

Models

Cost

Trophy

3 stands

55 pts

4 stands

75 pts

6 stands

12

110 pts

Special: A unit of 8 stands has the Unwieldy trait


Unit Size

Models

Cost

Trophy

4 stands

24

80 pts

6 stands

36

115 pts

Options

8 stands

48

150 pts

u Lances. The unit can substitute its javelins for lances for

Options

free. It gains the Piercing Strike trait, but loses its Throwing
Weapon and Closing Volley traits.

u Mail Armour. The unit can be equipped with mail

armour at the following cost:


3 stands: +5 pts; 4 stands: +10 pts; 6 stands: +15 pts
The unit increases its Defence to 3.

u Two-handed Weapons. The unit can substitute its long

spears with two-handed weapons at the following cost:


4 stands: +15 pts; 6 stands: +25 pts; 8 stands: +35 pts
The unit gains the Cleaving Strike trait but loses its Long
Spear trait and Shielding reaction.

u Cloth Hauberk. The unit can be equipped with cloth


hauberks at the following cost:
4 stands: +10 pts; 6 stands: +15 pts; 8 stands: +20 pts
The unit increases its Defence to 2.

Ahdath Archers
Move Discipline Courage Resilience Defence Shield
6
1
1
3
0
No
Type: Missile Infantry

Peasant levies

Faith: Sunni Muslim

Move Discipline Courage Resilience Defence Shield


4
0
0
3
1
No

Equipment: Composite bow (30/6); dagger

Type: Rabble Infantry

Traits: Blacken the Sky

Faith: Sunni Muslim

Reactions: Closing Volley; Evade

Equipment: Javelin (6/6); mixed weapons; cloth armour

Unit Size

Models

Cost

Trophy

2 stands

12

45 pts

3 stands

18

70 pts

4 stands

24

95 pts

Traits: Rabble; Throwing Weapon


Reactions:
Special: A unit of 8 stands has the Unwieldy trait

Options

Unit Size

Models

Cost

u Shields. The unit can be equipped with shields,

4 stands

24

60 pts

increasing its cost by +5 pts.

6 stands

36

90 pts

The unit increases its Defence to 1.

8 stands

48

115 pts

Trophy

119

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