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Troop Types: Combat Factors
Key to Entries
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Type of Element: See: Troop Types
Combat Factors: v. Ft.: Basic Combat Factor Shooting at, Shot At by, or in Close Combat against Foot.
v. Mnt.: Basic Combat Factor Shooting at, Shot At by, or in Close Combat against Mounted.
v. Nv.: Basic Combat Factor Shooting at, Shot At by, or in Close Combat against Naval.
Movement: Road: Maximum movement on-road.
Good:
Rough: Maximum normal Movement in Paces, through the worst type of terrain encountered.
Difficult:
Combat Results: If Total < Enemy, but > ½ Enemy: Default is Recoil.
If Total = ½ Enemy or Less: Default is Destroyed.
Summary - Troop Type Data - Combat Outcomes
Type of Element: Combat Factors: Movement: Combat Results:
v. Ft.: v. Mnt.: v. Nv.: Road: Good: Rough: Diff: If Total < Enemy, but > ½ Enemy: If Total = ½ Enemy or Less:
Elephants (Mnt.): +4 +5 +3 400 300 300 200 Destroyed by Light, Artillery or in Destroyed.
Difficult Going. If not, Recoil
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Knights (Mnt.): +3 +4 +4 400 300 300 200 Destroyed by Elephants, Expendables,
or Light Horse, or by (Bowmen, Shot Destroyed.
or Rifles) they have moved into contact
with this Bound, or in Close Combat in
Difficult Going. If not, Recoil.
Cavalry (Mnt.): +3 +3 +3 400 400 300 200 Destroyed if in close combat in Difficult
Going. If not, Recoil.
Chariots (Mnt.): Heavy Chariots are as Knights. Light Chariots are as Cavalry. Scythed Chariots are as Expendables.
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Light Horse (Lt. Mnt.): +2 +2 +2 500 500 400 200 Destroyed if in close combat in Difficult Destroyed by (Land or Air
Going. If not, Recoil. Mounted, Bowmen, Rifles or any
War Wagons, if in close combat, or
if in close combat in Difficult
Going. If not, Flee.
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Camelry (Mnt.): +2 +4 +3 400 300 300 200 Destroyed if in close combat in Difficult Destroyed.
Going. If not, Recoil.
Type of Element: Combat Factors: Movement: Combat Results:
v. Ft.: v. Mnt.: v. Nv.: Road: Good: Rough: Diff: If Total < Enemy, but > ½ Enemy: If Total = ½ Enemy or Less:
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Expendables (Mnt.): +4 +4 +4 400 400 300 200 Destroyed. Destroyed.
Also, Destroyed if Total = Enemy.
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Swimmers (W. Mnt.): +1 +3 +2 - 500 400 300 Flee from Water if in close combat. Destroyed by Water or Land, if
If not, Recoil. in close combat. If not, Flee.
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Spears (Ft.): +4 +4 +4 400 200 200 200 Destroyed by Knights, Pistols, Recoil from Swimmers if in Good
Expendables or Warband, if in Good Going, or Light Mounted.
Going. If not, Recoil. Destroyed by others.
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Pikes (Ft.): +3 +4 +4 400 200 200 200 Destroyed by Knights, Pistols, Recoil from Swimmers if in Good
Expendables or Warband, if in Good Going, or Light Mounted.
Going. If not, Recoil. Destroyed by others.
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Blades (Ft.): +5 +3 +4 400 200 200 200 Destroyed by Expendables or Warband, Recoil from Swimmers if in Good
if in Good Going. If not, Recoil. Going, or Light Mounted.
Destroyed by others.
Warband (Ft.): +3 +2 +3 400 200 200 200 Destroyed by Elephants, Knights or Flee from Water.
Expendables, if in Good Going. Destroyed by others.
If not, Recoil.
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Auxilia (Lt. Ft.): +3 +2 +3 400 300 300 300 Destroyed by Knights if in Good Going. Flee from Water.
If not, Recoil. Destroyed by others.
Bowmen (Ft.): +2 +4 +3 400 300 300 300 Destroyed by (Land or Air) Mounted, Flee from Water.
if in close combat. If not, Recoil. Destroyed by others.
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Skirmishers /Psiloi (Lt. Ft.): +2 +2 +2 400 300 300 300 Destroyed by Knights, Cavalry or Light Destroyed by (Land or Air)
Horse, if in Good Going. Recoil from Mounted, Bowmen or Rifles, if in
Elephants or Expendables, or if Shot At, close combat in Good Going, or by
or if in Rough or Difficult Going. Auxilia, Jager, Psiloi or Light Wolf.
If not, Flee. If not, Flee.
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Type of Element: Combat Factors: Movement: Combat Results:
v. Ft.: v. Mnt.: v. Nv.: Road: Good: Rough: Diff: If Total < Enemy, but > ½ Enemy: If Total = ½ Enemy or Less:
Artillery (Ft.): +4 +4 +4 300 200 200 200 Recoil from Shooting, Water Naval if Flee from Water Naval if Land,
Land, or Land Naval if mounted on or Land Naval if mounted on rafts.
Rafts. Destroyed by any other. Destroyed by any other.
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War Wagons (Ft.): +4 +5 +3 300 200 200 200 Recoil if in close combat against Flee from Water.
Fortifications or Water. If not, Destroyed by others.
Destroyed except by Expendables.
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Hordes (Ft.): +2 +2 +2 400 200 200 200 Destroyed by Elephants, Knights, Flee from Water.
Expendables or Warband, if in Good Destroyed by others.
Going. If not, Recoil.
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Baggage (Ft.): +1 +1 +1 (300) (200) (200) (200) Destroyed by any if in close combat. Destroyed.
If not, Flee if mobile.
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Galleys (W. Nv.): +3 +3 +3 - 400 300 200 Destroyed by Fireships. Recoil from Expendables.
If not, Recoil. Destroyed by Artillery and any
others if in close combat.
Rough and Difficult Going are due to Strong Winds or Restricted Waters. Flee from other shooting.
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Ships (W. Nv.): +3 +3 +3 - 400 300 200 Destroyed by Fireships. Recoil from Expendables.
If not, Recoil. Destroyed by Artillery and any
others if in close combat.
Flee from other shooting.
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Boats (W. Nv.): +2 +2 +2 - 400 300 200 Recoil. Recoil from Expendables.
Destroyed by Artillery and any
others if in close combat.
Moving against the Current is Rough or Difficult going. Flee from other shooting.
Unladen Naval (A. Nv.): +1 +1 +1 - - - - Destroyed by any in close combat Destroyed by any except
except Expendables. Expendables.
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