Light Infantry
All the information below is taken from Chainmail, except where noted:
LIGHT INFANTRY
Type: Normal Person (Human)
Size: Medium
Morale: 4 (and check for instability due to excess casualties at only 1/4 losses)
Move 9” (Charge 12")
Individual Combat:
- melees according to the weapon used on the individual Melee table.
- defends according to the armor worn (usual armor category is from 1 to 3) on the individual Melee table and the individual Missile Fire table.
Large-Scale Combat:
- melees as Light Foot on the large-scale Melee table;
- defends from melee attacks as Light Foot on the large-scale Melee table (but see the trait Pole Arm Defense below) and from ranged attacks on the large-scale Missile Fire table (usually as "unarmored" or as "half-armor or shield").
Traits:
Pole Arm Defense: Infantry troops formed in a close-order formation with pole arms can only suffer frontal melee casualties from troops armed with weapons that have an equal or greater range. Example: a mounted knight armed with a lance could attack a Halberd formation, but he could not attack a formation of Pikes, which are longer than lances.
Point Cost (army creation): 1 (with pike, 2)
NOTE: Examples of Light infantry. Chainmail lists the following troops as examples of Light Infantry: "Missile troops, Swiss/Landsknechte*, Peasants, Crews". I intentionally left out ranged infantry and professional pikemen intend to give them their own entries. Here, I divided Crews into the two subtypes present in the game and added another category, Skirmisher, meant to represent a generic Light Footman that is not a Peasant, nor part of a Crew.
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