Light Infantry
All the information below is taken from Chainmail, except where noted:
LIGHT INFANTRY
Morale: 4 (and check for instability due to excess casualties at only 1/4 losses)
Move 9”, Charge 12", Missile Range –
Attacks:
- in large-scale combat, melees as Light Foot (add an extra die if armed with pike or halberd);
- in individual combat, according to the weapon used.
Defense:
- in large-scale combat, as Light Foot;
- in individual combat, according to the armor worn (usually none or leather armor, and possibly a 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: Chainmail lists the following troops as examples of Light Infantry: "Missile troops, Swiss/Landsknechte*, Peasants, Crews". I intentionally left out ranged infantry and pike-armed mercenaries 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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