This is the army list I used with great success against the mighty samurais and the fearsome assyrians.
When I started to play WAB with my egyptians, I used them as a hand-to-hand force, with a unit of Sherden Guards and a big unit of marines with Javelin & Shield. This choice was clearly not really effective and I was crushed each time by those barbarians hordes. I then decided to switch to a large shooting force, well equiped with all kind of bows.
As you will notice it, it's a 1500 pts army. Why
1500 pts ? Hum...well, it's simply not that big at home !
The reason why I really like such small games is
because you clearly must make choices when choosing your forces and
not simply take every minis you own. By the way, if you want to have
these choices and keep some diversity in your army, you must own more
than, let's say, X pts to play a X pts game. Yet collecting a big WAB
army is really-really cost & time expensive ! At the end, I think
I will probably have a 3000~3500 pts NKE army which (I hope!) will be
really large enough to play most WAB games in the near future !
|
New Kingdom Egyptian Army |
|
Unit Name |
## |
Mv |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Sv |
Cost |
|
Pharaoh or Prince |
1 |
4 |
5 |
5 |
4 |
3 |
3 |
6 |
2 |
10 |
4/3 |
198.0 |
|
Army General; Composite Bow; Light Armor; Shield; Army General; Any unit within 12" of the General may use his Leadership when it takes a Leadership test; Must always test before other units in army |
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|
Light Chariot |
1 |
8 |
4 |
4 |
3 |
4 |
1 |
4 |
2 |
8 |
5 |
[40] |
|
Does not suffer -1 to-hit for shooting on the move; Able to shoot as they charge; Light Chariot; Chariot; Fear |
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|
Light Chariot |
4 |
8 |
4 |
4 |
3 |
4 |
1 |
4 |
2 |
8 |
3 |
175.0 |
|
Does not suffer -1 to-hit for shooting on the move; Able to shoot as they charge; Leader; Standard; Musician; Composite Bow; Javelin; Light Armor; Shield; Light Chariot; Chariot; Fear; One crewman each |
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|
Hand to Hand Fighters |
24 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
6/5 |
231.0 |
|
Leader; Standard; Musician; Hand Weapon; Throwing Spear; Light Armor; Shield |
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|
Hand to Hand Fighters |
24 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
6/5 |
231.0 |
|
Leader; Standard; Musician; Hand Weapon; Throwing Spear; Light Armor; Shield |
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|
Marines |
12 |
4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
X |
132.0 |
|
Unit may be a combination of javelins and bows, in which case it counts as the majority at start of battle; Composite Bow |
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|
Marines |
12 |
4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
X |
132.0 |
|
Unit may be a combination of javelins and bows, in which case it counts as the majority at start of battle; Composite Bow |
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|
Marines |
12 |
4 |
4 |
4 |
3 |
3 |
1 |
4 |
1 |
8 |
X |
132.0 |
|
Unit may be a combination of javelins and bows, in which case it counts as the majority at start of battle; Composite Bow |
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|
Archers |
12 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
X |
84.0 |
|
Hand Weapon; Composite Bow |
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|
Archers |
12 |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
X |
84.0 |
|
Hand Weapon; Composite Bow |
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|
Nubians |
10 |
5 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
6 |
X |
50.0 |
|
Skirmishers; Hand Weapon; Shortbow; Skirmish |
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|
Nubians |
5 |
5 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
6 |
X |
25.0 |
|
Skirmishers; Hand Weapon; Shortbow; Skirmish |
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|
Nubians |
5 |
5 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
6 |
X |
25.0 |
|
Skirmishers; Hand Weapon; Shortbow; Skirmish |
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|
Option Footnotes: |
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|
Leader |
Unit gains +1A |
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|
Musician |
If Combat Result is tied, unit rolls D6 and adds to Combat Result, with higher net result winning by 1 |
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|
Standard |
Units gain +1 Combat Result in HTH |
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|
Throwing Spear |
Infantry may fight in 2 ranks in first round of each combat; Infantry in Skirmish formation and all Cavalry may re-roll to-hit dice that miss (once) in first turn of each combat |
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|
Composite Bow |
Range 24" @ S3 |
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|
Javelin |
Range 8" @ Strength of thrower; No penalty for long range nor for moving and shooting |
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|
Shortbow |
Range 16" @ S3 |
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|
Light Chariot |
Each chariot destroyed gives opponent +1 Combat Result; May March at double speed; Enemy missile fire is at -1 if chariot moved in last turn; Pursue 3D6"; Flee 2D6" when broken and 3D6" thereafter; May counter-charge normally |
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|
Chariot |
Unit causes Fear in enemy infantry |
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|
Skirmish |
No movement penalty over obstacles or difficult ground; Move at double-pace all the time; Enemy -1 to-hit with missile fire; Friendly units in ranks ignore Panic due to skirmished units; May open ranks to allow scythed chariots to pass through on frontal charge if Ld test is made; Only hit by an elephant on a to-hit roll of 6+ |
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|
Total Army Cost: 1499.0 Pts. |
|
Validation Results: |
|
Troop Type |
Count |
Points |
Unused |
Percent |
|
Characters (0% - 25%) |
n/a |
198.0 |
177.0 |
13% |
|
Chariotry (0% - 25%) |
n/a |
175.0 |
200.0 |
11% |
|
Infantry (25% - 100%) |
n/a |
1026.0 |
474.0 |
68% |
|
Allies (0% - 25%) |
n/a |
100.0 |
275.0 |
6% |
|
|