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Early Crusader States Army Guide

The document describes the early Crusader states between 1100-1128 AD. It states that Baldwin of Jerusalem initially only controlled a few cities with a small force, but was able to defend his kingdom through his skill as a knight. With only 300 cavalry and infantry, he was able to deter attacks due to his reputation. The Crusader states were eventually able to consolidate control over coastal Syria and Palestine through remarkable victories in the initial period after capturing Jerusalem, despite most First Crusade survivors returning home, leaving few Latin troops. The armies of the Crusader states were bolstered by native Christian and Armenian allies as well as occasional arrivals from Western Europe.
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100% found this document useful (2 votes)
655 views14 pages

Early Crusader States Army Guide

The document describes the early Crusader states between 1100-1128 AD. It states that Baldwin of Jerusalem initially only controlled a few cities with a small force, but was able to defend his kingdom through his skill as a knight. With only 300 cavalry and infantry, he was able to deter attacks due to his reputation. The Crusader states were eventually able to consolidate control over coastal Syria and Palestine through remarkable victories in the initial period after capturing Jerusalem, despite most First Crusade survivors returning home, leaving few Latin troops. The armies of the Crusader states were bolstered by native Christian and Armenian allies as well as occasional arrivals from Western Europe.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

9

ABaldwin of Jerusalem

t the start of his reign,

possessed only a few


cities and people, but he
energetically protected his
kingdom on all sides ... Since
his enemies had discovered
that he was a most noble
knight, even though his
people were few, they did
not dare attack him ... But
why did they not dare? ... For
we had no more than three
hundred horse and as many
foot to garrison Jerusalem,
Jaffa, Ramleh and even
Haifa ... Truly it was an
amazing miracle...
Fulcher of Chartres

arly Crusader
States 1100-1128 AD
This army list allows you to field a force
representing an army of the Crusader states
from 1100 AD, the date of the foundation of the
Kingdom of Jerusalem, to 1128 AD, when the
military orders of the Knights Templar and
Hospitallers were given papal sanction.
The four Crusader states were the Kingdom
of Jerusalem, the Principality of Antioch, and
the Counties of Tripoli and Edessa. Edessa
was captured by a bloodless coup in 1098, its
Armenian citizens preferring a Crusader lord
to their former leader Thoros. Antioch and
Jerusalem were captured from the Muslims
following bitter siege warfare during the course
of the First Crusade in 1098-99, and Tripoli was
seized with much bloodshed in 1109.
This initial period of Latin dominance over
the coastal regions of Syria and Palestine was
generally marked by remarkable Latin victories
as the Crusaders consolidated their hold over

92

the regions they had won. Within ten years of


the capture of Jerusalem, the Crusader states
spanned from lands east of the river Euphrates
in the north to the Sinai desert in the south, a
long strip hugging the Mediterranean coast.
Most survivors of the First Crusade returned
home following the capture of Jerusalem,
leaving few Latin troops to defend these
territories. The armies of the Crusader states
were bolstered by native Christian levies and
Cilician Armenian allies, as well as the sporadic
arrival of pilgrims, Crusaders and settlers
brought overseas from Western Europe.
In 1119, the army of Antioch was massacred
by a Muslim force from Aleppo, weakening
Antioch and isolating Edessa. From that time,
through lack of manpower and increasing
Muslim unity, the Crusader states lost their
initial confidence and were forced to fight a
long and desperate war for their very survival.

rmy Composition
High Lords
Bataille
(2-8 units)

Army
Commander

Core
Divisions

Vassal Lords
Bataille
(1-6 units)

Allied
Divisions

Crusading
Force
(2-8 units)

Vassal Lords
Bataille
(1-6 units)

Vassal Lords
Bataille
(1-6 units)

Cilician
Armenian
Contingent
(3-5 units)

Skirmishing
Division
(2-4 units)

Skirmish
Division

Organising
Your Army

Divisions
You must recruit a High Lords Bataille, led by the army commander, and a Vassal Lords Bataille,
led by a battle leader.
You can recruit up to two other divisions chosen from the diagram above, each led by a battle leader
(except for the skirmishing division, which does not need a battle leader).
All units are chosen from the Early Crusader States 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

Cost

Trophy

Army Commander

Free

2nd Battle Leader

Free

3rd Battle Leader

50 pts

4th Battle Leader

75 pts

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.).

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 .

93

Early Crusader
States 1100-1128 AD

High Lords Bataille


This division contains 2-8 units chosen from the categories listed below.

The High Lord

This division represents


the troops led by the army
commander himself. The
leaders of the Crusader
states were first and
foremost warriors, tasked
with protecting their lands
by force of arms from
the Muslim enemies that
surrounded them and, if
need be, from the other
Crusader states. Even the
Leper King, Baldwin IV
of Jerusalem, led his army
personally from the front,
for example, at the Battle
of Montgisard in 1177.
In the absence of the
ruler who usually led the
army, his chief military
officer, the Constable,
would assume command.
If he was unavailable, his
lieutenant, the Marshal,
would lead the army.

Army Standard (0-1)

Arrire Ban Levies (0-3)

The army standard must be attached to a unit


in the High Lords Bataille. The full rules for
army standards can be found on page 72.

Arrire Ban Spearmen (0-1 unit) B

You can field an army standard for 75 points.

Instead of a normal army standard, you can


field the True Cross (see page 100) for 150 pts.

You can recruit up to three of the following


units for this division:
Arrire Ban Archers (0-1 unit)
Arrire Ban Skirmishing Archers (0-1 unit) BB
Arrire Ban Skirmishing Javelineers (0-1 unit) BB

Elites (1-4)

You must recruit one to four of the following


units for this division:

B
If you recruit a unit of Arrire Ban Spearmen, you
must also recruit one unit of Arrire Ban Archers or
Skirmishing Archers.

You cannot recruit Skirmishing Archers and


Skirmishing Javelineers in the same division.

BB

Crusader Knights (1-3 units) B


Dismounted Knights (0-1 unit)
B
One unit of Crusader Knights can be equipped with
full mail armour.

One unit of Crusader Knights can be upgraded to


Courage 3.

You can recruit up to two of the following units


for this division:
Turcopole Lancers (0-1 unit)
Turcopole Horse Archers (0-1 unit) B

Crusader troops (0-4)

You can recruit up to four of the following units


for this division:
Mounted Serjeants (0-1 unit)
Crusader Spearmen (0-2 units) B

Turcopole Skirmishing Horse Archers (0-1 unit) B


You cannot recruit Horse Archers and Skirmishing
Horse Archers in the same division.

MAronite Allies (0-1)

Crusader Archers (0-1 unit) BB


Crusader Crossbowmen (0-1 unit)

Turcopoles (0-2)

BB

You can recruit up to one of the following units


for this division:

Italian Sailors (0-1 unit)

Maronite Archers (0-1 unit)

One unit of Crusader Spearmen can be equipped


with mail armour.

Maronite Skirmishing Archers (0-1 units)

You cannot recruit Crusader Archers and Crusader


Crossbowmen in the same division.

Cilician Armenian Allies (0-3)

BB

You can recruit up to three of the following


units for this division:
Armenian Azat Cavalry (0-1 unit)
Armenian Spearmen (0-1 unit) B
Armenian Archers (0-1 unit) BB
Armenian Skirmishing Archers (0-1 unit) BB
If you recruit a unit of Armenian Spearmen, you
must also recruit one unit of Armenian Archers or
Skirmishing Archers.

You cannot recruit Armenian Archers and Armenian Skirmishing Archers in the same division.

BB

94

Early Crusader
States 1100-1128 AD

Vassal Lords Bataille


This division contains 1-6 units chosen from the categories listed below.

Elites (0-2)

Arrire Ban Levies (0-3)

Crusader Knights (0-2 units) B

Arrire Ban Spearmen (0-1 unit) B

One unit of Crusader Knights can be equipped with


full mail armour.

Arrire Ban Archers (0-1 unit)

You can recruit up to two of the following units


for this division:

No other options can be given to Crusader Knights


in this division.

Crusader troops (1-4)

You must recruit one to four of the following


units for this division:
Mounted Serjeants (0-1 unit)
Crusader Spearmen (1-2 units) B

BB

Italian Sailors (0-1 unit) BB


One unit of Crusader Spearmen can be equipped
with mail armour.

You cannot recruit Crusader Archers and Crusader


Crossbowmen or Italian Sailors in the same division.

BB

Arrire Ban Skirmishing Archers (0-1 unit) BB


Arrire Ban Skirmishing Javelineers (0-1 unit) BB
B
If you recruit a unit of Arrire Ban Spearmen, you
must also recruit one unit of Arrire Ban Archers or
Skirmishing Archers.

You cannot recruit Skirmishing Archers and


Skirmishing Javelineers in the same division.

BB

Turcopoles (0-2)

Crusader Archers (0-1 unit) BB


Crusader Crossbowmen (0-1 unit)

You can recruit up to three of the following


units for this division:

You can recruit up to two of the following units


for this division:
Turcopole Lancers (0-1 unit)

Vassal Lords

In Western Europe, the


lesser nobility owed
military service to their
lord in return for grants of
land. In Outremer, where
land controlled by the
Latin states was scarce,
many vassals served in
return for a money fief
from their lord - a fixed
revenue of cash from a
city, town or outlying
settlements. This led to
many Crusader knights
owning property in
towns and cities, and the
development of an urban
elite, rather than the
typical rural one dwelling
in manors and castles that
typified the West.

Turcopole Horse Archers (0-1 unit) B


Turcopole Skirmishing Horse Archers (0-1 unit) B
You cannot recruit Horse Archers and Skirmishing
Horse Archers in the same division.

MAronite Allies (0-1)

You can recruit up to one of the following units


for this division:
Maronite Archers (0-1 unit)
Maronite Skirmishing Archers (0-1 units)

95

Early Crusader
States 1100-1128 AD

Crusading Force
This division contains 2-8 units chosen from the categories listed below.

Aid from Europe

Crusading forces from the


West continued travelling
to Outremer after the
capture of Jerusalem.
In 1101, three separate
Crusades, from Lombardy,
Aquitaine and Burgundy,
met with disaster at the
hands of the Seljuks of
Rum. All subsequent travel
was overseas across the
Mediterranean. The most
significant force was that
of Sigurd I of Norway,
who helped Baldwin I
of Jerusalem capture the
Muslim city of Sidon in 1110.
The newcomers sometimes
insisted on implementing
their own battle plans,
ignoring the seasoned
advice of the local nobility.
Moreover, once the
Crusaders felt they had
achieved their objectives,
most returned to Europe.
As a result, the Crusader
states were constantly in
need for reinforcements.

Elites (1-3)

You must recruit one to four of the following


units for this division:
Crusader Knights (1-3 units) B
B
Up to one unit of Crusader Knights can be equipped
with full mail armour. No other options can be given
to Crusader Knights in this division.

Crusader troops (1-6)

You must recruit one to six of the following


units for this division:

However, if the army commander scores less,


the leader of the Crusading Force asserts his
command and insists on implementing his
own battle tactics. Roll a D6 and consult the
Struggle For Command table below.
In addition, your Army Commander card must
be deployed at least 24" from the Crusading
Forces Battle Leader card. This represents
the Crusade leader enforcing his strategy on
the army commander, forcing him to deploy
according to the whims of the Crusading lord.

Mounted Serjeants (0-1 unit)


Crusader Spearmen (0-2 units) B

Struggle For Command

Crusader Archers (0-1 unit) BB


Crusader Crossbowmen (0-2 units) BB
Armed Pilgrims (1-5 units)

Score Result

The Crusading Force must be


deployed as an outflanking
force. Randomly draw a flanking
counter to determine the flanking
edge (keep this secret from
your opponent until the force
deploys). This means you may
have two outflanking forces!

The Crusading Force must be


deployed as a rearguard division (it
cannot be an outflanking force).

The card representing the battle


leader leading the Crusading
Force must be deployed in the
Main Force, no more than 12
from your left flanking edge.

The card representing the battle


leader leading the Crusading
Force must be deployed in
the Main Force, at least 24
from both flanking edges.

The card representing the battle


leader leading the Crusading
Force must be deployed in the
Main Force, no more than 12
from your right flanking edge.

The Crusading Force must


be deployed as the vanguard
division. A division already in
the vanguard must be deployed
with the main force instead (even
if it is a Skirmish Division).

Pilgrim Skirmishers (0-1 unit)


One unit of Crusader Spearmen can be equipped
with mail armour.

You cannot recruit Crusader Archers and Crusader


Crossbowmen in the same division.

BB

Special Rules

The following rules apply to a Crusading Force:

Deus Vult!
All units in the division have the Devout
(Catholic) trait.

Independent Force
The army commander cannot influence any
unit in this division.

Struggle For Command


At the start of the Deployment phase,
before any divisions are deployed, the army
commander and the battle leader leading the
Crusading Force must take a Discipline test.
If the army commander scores equal to or
greater than the battle leader, his control over
the army is acknowledged by the newly arrived
Crusaders and nothing happens.

96

Early Crusader
States 1100-1128 AD

Cilician Armenian Contingent


This division contains 3-5 units chosen from the Cilician Armenian Allies category:

Cilician Armenian Allies (3-5)

You must recruit three to five of the following


units for this division:
Armenian Naxarar Cavalry (0-1 unit) B

The following rules apply to this division:

Independent Force
The army commander cannot influence any
unit in this division.

Armenian Azat Cavalry (0-2 units) B


Armenian Spearmen (1-2 units)

Armenians

Armenian Archers (0-1 unit) BB


Armenian Skirmishing Archers (0-1 unit)

Special Rules

BB

You must recruit at least one unit of Armenian


Naxarar Cavalry or Armenian Azat Cavalry

If you recruit a Cilician Armenian Contingent,


you cannot recruit any Armenian units in the
High Lords Bataille.

You must recruit at least one unit of Armenian


Archers or Armenian Skirmishing Archers. You
cannot recruit Armenian Archers and Armenian
Skirmishing Archers in the same division

Cilician Armenians

BB

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 (2-4)

You must recruit two to four of the following units for this division:
Arriere-Ban Skirmishing Archers (0-1 unit)

Skirmishing Maronite Archers (0-1 unit)

Arriere-Ban Skirmishing Javelineers (0-1 unit)

Turcopole Skirmishing Horse Archers (0-1 unit)

The Crusader states


were firmly allied with
the princes of Cilician
Armenia (see page 129),
and individual Armenian
regiments commonly
served in the armies of
Outremer badly needed
reinforcements for the
Crusader troops.
Entire contingents of
Armenians, led by one of
their nobles, sometimes
fought alongside the
Crusader armies when
faced with a common
threat. The Principality of
Antioch and County of
Edessa bordered Cilician
Armenia, and the armies
of these two Crusader
states often had numerous
Armenian warriors
among their ranks.

97

arly Crusader
States unit list
Elites
Knights in Battle

Always make sure that


your mounted knights
get their charge in, but
time it right. Dont get
carried away and leave
them open for retaliatory
enemy charges. Knights
impetuosity can severely
compromise your battle
plan, so if they are led
by a well-disciplined
battle leader, keep him
near them. Knights can
be vulnerable to enemy
shooting, so shield them
with your foot troops
use their Crusader Order
trait to its full advantage.
Dismounted knights
fight on foot either for
tactical purposes or out
of necessity (their steeds
have died on the march
to battle or they are too
poor to own horses).
Note that they do not
have the Crusader Order
trait they trained to fight
on horseback not as an
infantry formation

98

Dismounted Knights

The nobility of the Crusader States, armoured


in mail, mounted on fine steeds and trained for
war since childhood, formed the elite core of
the armies of Outremer.

Move Discipline Courage Resilience Defence Shield


4
1
2
6
3
Yes
Type: Mle Infantry
Faith: Catholic Christian
Equipment: Sword; mail armour; shield

Crusader Knights

Traits: Martial Prowess

Move Discipline Courage Resilience Defence Shield


8"
1
2
6
3
Yes

Reactions: Shielding
Unit Size

Models

Cost

2 stands

12

70 pts

Faith: Catholic Christian

3 stands

18

125 pts

Equipment: Lance; sword; mail armour; shield

4 stands

24

180 pts

Traits: Crusader Order; Impetuous; Lance Charge;


Manoeuvrable; Martial Prowess; Piercing Strike

Options

Type: Mle Cavalry

The unit can exchange its swords and shields for two-handed
weapons or spears and shields.

Reactions: Counter-Charge
Unit Size

Models

Cost

Trophy
3

3 stands

110 pts

4 stands

135 pts

6 stands

12

195 pts

Options
u Veteran Knights. 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 Full Mail Armour. The unit can be equipped with full

mail armour at the following cost:


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

Trophy

u Two-Handed Weapons. The unit can be equipped with


two-handed weapons, increasing its cost by +5 pts.
The unit gains the Cleaving Strike trait, but loses its Shielding
reaction.
u Spears & Shields. The unit can be equipped with spears
and shields at the following cost:
2 stands: +5 pts; 3 stands: +10 pts; 4 stands: +15 pts
The unit gains the Spear Hedge reaction.
u Full Mail Armour. The unit can be equipped with full

mail armour at the following cost:


3 stands: +10 pts; 4 stands: +20 pts; 6 stands: +30 pts
The unit changes its Defence to 4/3.

Special Rules
The Crusader Order trait and the True Cross, described below, are special rules unique to this army.

Crusader Order (Trait)


Crusaders developed a new tactic in the Holy Land
that allowed them to protect their heavy cavalry
behind foot troops until it was the right time to
unleash their devastating charge.

Moving Through Units


When a cavalry unit with the Crusader Order trait
moves through a friendly infantry unit, as long
as the infantry unit is in good order and also has
the Crusader Order trait, the following exceptions
apply to the rules found on page 42:
The cavalry unit can move through the infantry
even if the infantry unit is in deep formation.
Neither unit needs to test for Disorder after the
cavalry unit has completed its move.
If the cavalry unit does not have enough
movement to clear the infantry unit, it is moved
directly forwards or backwards until it has
cleared it. Both units must then test for Disorder.

Line of Sight Through


Units in Deep Formation

part of the model. The True Cross has a 360 field of


vision, never blocks line of sight, and can be seen
through by both friendly and enemy units.

Activation
The True Cross can be commanded in the same way
as a normal unit, except that issuing a command to
it is free it does not count towards a battle leaders
Command rating.
If the True Cross has to be activated during the
Activate Uncommanded Units phase, it does not
have to take the Discipline test normally required.
The only command the True Cross can be given is
the Move command (see below).

Move
When given this command, the True Cross can
move up to 4. It can change direction up to two
times at any point during its move.
It can never move closer than 1 to an enemy battle
leader or unit, and cannot move across disruptive
or treacherous terrain, or across obstacles.

A stand in a cavalry unit with the Crusader Order


trait can draw a line of sight through up to two
stands in a friendly infantry unit in deep formation,
as long as the intervening unit has the Crusader
Order trait and the first intervening stand is within
1 of the cavalry stand.

Shooting

The True Cross (UNIT)

Mle

The True Cross is unaffected by shooting attacks


(its assumed that the priests duck under the cart for
cover when shot at, and if the horses drawing the
cart are killed by shooting, the priests themselves
and other nearby volunteers haul the True Cross
about instead).

The Crusader army of Jerusalem sometimes marched


to war before a huge gold and jewelled crucifix
containing a fragment of the True Cross. This, the
most powerful talisman of Christendom, was borne
into battle on a horse-drawn cart, accompanied by
priests led by the Latin Patriarch of Jerusalem.

If an enemy unit charges into contact with the


True Cross, it is immediately captured. Note that it
counts as a unit, so skirmishers cannot charge it to
its front, neither can enemy battle leaders move into
contact with it.

The True Cross is a unique unit belonging to the


High Lords Bataille. It counts as a normal unit, based
on a single stand measuring 60 mm x 100 mm, with
the following exceptions:

Every friendly unit of Catholic faith that the True


Cross can draw a line of sight to gains:

Profile

Trait The Holiest Relic

the Devout (Catholic) trait (page @@) and doesnt


lose this trait while the True Cross still stands;

The only rating that the True Cross has is its


Movement of 4. It does not require any other ratings.

+1 Resilience.

The True Cross has the Independent and Inspiring


Presence traits, as well as the Holiest Relic trait
detailed below.

If the True Cross is captured, every unit in the


army it belongs to reduces its Courage by 1 for the
duration of the battle and must then immediately
test for Disarray.

Line of Sight
When determining line of sight to or from the True
Cross, draw the line of sight to or from the crucifix

Capturing the True Cross

Trophy Rating
The True Cross has a Trophy rating of 6.

Using Crusader
Order in Battle

This tactic was unique to


the professional troops
of the Crusader States,
developed in response
to their Muslim foes,
who relied heavily on
missile fire to break up
the Crusaders battle lines.
Crusader foot troops
arrayed in deep formation
in front of the cavalry,
protecting them from
missiles and presenting a
formidable obstacle should
the enemy attempt to
charge them. They could
part on command to allow
the horsemen to charge
through unimpeded to
scatter the foe.
Place your foot troops
with the Crusader Order
trait in front of your
knights or mounted
serjeants. You can then
advance towards the
enemy confident that
your hard-hitting cavalry
will be safe from shooting
attacks. The foot troops
will bear the brunt of
enemy shooting, but a
competent battle leader
should be able to maintain
discipline. When your
cavalry is close enough
to charge, unleash them
the power of their
lance charge should be
devastating even if the
enemy is in good order.

99

Early Crusader
States 1100-1128 AD

Crusader Troops
Infantry Tactics

Use your spearmen


to shield your more
valuable knights from
shooting, while presenting
a defensive array of
spearpoints to deter
enemy cavalry. Because of
their Crusader Order tactic,
you can form your infantry
deep and, as long as you
maintain order within the
ranks, your knights can
charge out from behind
without any chance of
disrupting the infantry
battle lines.
Crossbowmen are deadly
at Killing Range, so do not
be afraid to move them
up closer to the enemy
(supported by spearmen
or other mle infantry).
Archers can Blacken the
Sky, disrupting enemy
ranks before you initiate a
decisive charge with your
heavy cavalry.
The pilgrims are difficult
to control and can often
get in the way of your
professional troops.
However, theyre cheap
and expendable, and can
be used to threaten the
enemys flanks and tie up
his more powerful units for
a turn or two.
The key to victory with
a Crusader army is to
manoeuvre your knights,
mle infantry and missile
units in conjunction with
each other, and to maintain
them within your battle
leaders Command Range.
Treating them as separate
entities and moving your
units beyond the chain
of command can be an
invitation to disaster.

100

These troops form the backbone of the armies


of the Crusader States well-equipped soldiers
trained for war and motivated to fight.
The spearmen, archers and crossbowmen
represent professional troops equipped, trained
and paid for by the towns and cities of Outremer
or by the Church. Some form permanent
garrisons in settlements or forts. They are
recruited from local common folk and those
who have arrived on pilgrimage from Europe.
If they are part of a Crusader force, these
units are devout commoners wealthy enough
to equip themselves to go on Crusade, who
attach themselves to one of the regiments of a
Crusading lord.
Mounted serjeants are the sons or younger
brothers of knights, rich enough to ride a horse
but of lower rank and less experience.
Italian sailors come from the cities of Venice,
Genoa and Pisa, recruited from the commercial
districts of the coastal Crusader cities, while
pilgrims represent commoners who have
joined a Crusade; they fight with religious
fervour rather than competent military skill.

crusader spearmen
Move Discipline Courage Resilience Defence Shield
4
1
1
5
2
Yes
Type: Mle Infantry
Faith: Catholic Christian
Equipment: Spear; sword; quilted armour; shield
Traits: Crusader Order
Reactions: Shielding, Spear Hedge
Special: A unit of 8 stands has the Unwieldy trait
Unit Size

Models

Cost

Trophy

4 stands

24

120 pts

6 stands

36

165 pts

8 stands

48

210 pts

Options
u Mail Armour. The unit can be equipped with mail
armour at the following cost:
4 stands: +25 pts; 6 stands: +35 pts; 8 stands: +45 pts
The unit increases its Defence to 3.

crusader Archers
Move Discipline Courage Resilience Defence Shield
6
1
1
4
1
No
Type: Missile Infantry
Faith: Catholic Christian
Equipment: Bow (24/6); dagger; quilted armour

crusader Crossbowmen

Traits: Crusader Order; Blacken the Sky

Move Discipline Courage Resilience Defence Shield


6
1
1
4
1
No

Reactions: Closing Volley; Evade


Unit Size

Models

Cost

2 stands

12

45 pts

3 stands

18

80 pts

Equipment: Crossbow (30/15); dagger; quilted armour

4 stands

24

105 pts

Traits: Crusader Order; Devastating Volley; Slow to Shoot

Options

Reactions: Closing Volley; Evade

u Light Javelins. The unit can be equipped with light


javelins at the following cost:
2 stands: +5 pts; 3 stands: +10 pts; 4 stands: +15 pts
In mle combat, the unit does not count as being a nonMle unit when being attacked by an enemy Mle unit
(so the enemys Mle score modifier for being a Mle
unit is only +1 not +2).

Type: Missile Infantry


Faith: Catholic Christian

Unit Size

Models

Cost

2 stands

12

50 pts

Trophy
1

3 stands

18

85 pts

4 stands

24

115 pts

Trophy

Early Crusader
States 1100-1128 AD

Mounted Serjeants

Italian Sailors

Move Discipline Courage Resilience Defence Shield


8"
1
1
5
2
Yes

Move Discipline Courage Resilience Defence Shield


6
2
1
4
1
No

Type: Mle Cavalry

Type: Missile Infantry

Faith: Catholic Christian

Faith: Catholic Christian

Equipment: Lance; sword; quilted armour; shield

Equipment: Crossbow (30/15); dagger; quilted armour

Traits: Crusader Order; Impetuous;


Lance Charge; Manoeuvrable; Piercing Strike

Traits: Devastating Volley; Slow to Shoot


Reactions: Closing Volley; Evade

Reactions: Counter-Charge
Unit Size

Models

Cost

Trophy

3 stands

70 pts

4 stands

90 pts

6 stands

12

130 pts

Options
B 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.

Unit Size

Models

Cost

2 stands

12

55 pts

Trophy
1

3 stands

18

90 pts

4 stands

24

125 pts

6 stands

36

175 pts

Options
u Mail Armour. The unit can be equipped with mail
armour at the following cost:
2 stands: +0 pts; 3 stands: +5 pts;
4 stands: +10 pts; 6 stands: +15 pts
The unit increases its Defence to 2, but reduces its Move
to 4.

armed pilgrims
Move Discipline Courage Resilience Defence Shield
6
0
1
5
0
No
Type: Rabble Infantry

pilgrim skirmishers

Faith: Catholic Christian

Move Discipline Courage Resilience Defence Shield


6
0
1
2
0
No

Equipment: Mixed weapons

Type: Skirmishing Infantry

Traits: Devout (Catholic); Impetuous; Mob Fury; Rabble; Unruly

Faith: Catholic Christian

Reactions:

Equipment: Sling (18/0); dagger

Special: A unit of 8 stands has the Unwieldy trait. It also


has the Unstoppable trait until it is reduced to 6 stands
or fewer.

Traits: Devout (Catholic); Unruly


Reactions: Closing Volley; Evade

Unit Size

Models

Cost

Trophy

Unit Size

Models

Cost

4 stands

24

50 pts

2 stands

10 pts

Trophy
0

6 stands

36

70 pts

3 stands

15 pts

8 stands

48

95 pts

4 stands

12

20 pts

Options

Options

u Holy Visions. The unit can increase its Courage to 2 at

u Holy Visions. The unit can increase its Courage to 2,


increasing its cost by +5 pts.

the following cost:


4 stands: +10 pts; 6 stands: +15 pts; 8 stands: +20 pts

Viva i Balestrieri!

Although more expensive


than their Crusader
equivalents, Italian sailors
have a higher Discipline,
so you can confidentally
use them to operate
beyond a battle leaders
range of command. The
Italian states at this period
were wealthy enough to
afford excellent armour
for their men, and you
can upgrade this unit to
wear mail, increasing its
survivability (though note
the penalty to movement).
You can also
muster smaller and
larger regiments of
crossbowmen if you hire
Italian sailors. Small units
can still be effective if you
position them on your
left flank they then
have a greater chance of
being able to target their
enemies unshielded
side, potentially causing
disorder with only a
single Strike. Only field a
large regiment of Italian
sailors if you are confident
of forming them in a
long line, otherwise some
stands will be unable to
shoot at the enemy.
Remember that Italian
sailors have not been
trained in the subtlties
of Crusader order, so its
not advised to place them
in front of your knights,
as you might do with
Crusader crossbowmen.

101

Early Crusader
States 1100-1128 AD

Arrire Ban Levies

Indigenous Faiths

Although the arrire ban


units in this army list are
noted as being of Catholic
Christian faith, those
that comprised of local
Christians actually followed
beliefs that were considered
heretical by the Catholic
church, for example, Greek
Orthodox, Copts, Jacobites
and Nestorians. The
Armenians too had their
own established church.
However, for the purposes
of the game, all arrire
ban are considered to be
of Catholic faith their
Catholic overlords turn a
blind eye to their divergent
beliefs as long as they fight
for them.
The majority of
commoners living in
the Crusader States were
actually Muslim the
Crusaders relied on
the existing peasantry
of the Holy Land to till
their newly-conquered
territories. The loyalty of
these peasants could never
be counted on, so they
were never called up to war.
Surprisingly, there were
very few uprisings among
the Muslim majority.

102

The arrire ban are feudal levies recruited


locally from European settlers, the indigenous
population of Arab-speaking Syrian Christians,
and, in the north, Armenians. The arrire ban
are principally used to supply manpower during

sieges or for the swift construction of castles,


though in times of emergency they are called up
to war. They have little motivation to fight (except
when defending their home settlement) and are
ill-equipped and poorly trained.

Arrire Ban Spearmen

Arrire Ban Archers

Move Discipline Courage Resilience Defence Shield


4
0
0
3
1
Yes

Move Discipline Courage Resilience Defence Shield


6
0
0
3
0
No

Type: Rabble Infantry

Type: Missile Infantry

Faith: Catholic Christian

Faith: Catholic Christian

Equipment: Spear; dagger; shield

Equipment: Bow (24/3); dagger

Traits: Rabble

Traits:

Reactions:

Reactions: Closing Volley; Evade

Special: A unit of 8 stands has the Unwieldy trait

Unit Size

Models

Cost

3 stands

18

40 pts

4 stands

24

50 pts

6 stands

36

75 pts

Options

Unit Size

Models

Cost

Trophy

4 stands

24

40 pts

6 stands

36

55 pts

8 stands

48

70 pts

Options
u Quilted Armour. The unit can be equipped with quilted

armour at the following cost:


4 stands: +5 pts; 6 stands: +10 pts; 8 stands: +15 pts
The unit increases its Defence to 2.

Trophy

u Motivated. The unit can increase its Courage to 1 at the


following cost:
3 stands: +5 pts; 4 stands: +10 pts; 6 stands: +15 pts

u Motivated. The unit can increase its Courage to 1 at the


following cost:
4 stands: +5 pts; 6 stands: +10 pts; 8 stands: +15 pts

Arrire Ban
Skirmishing Archers

Arrire Ban
Skirmishing javelineers

Move Discipline Courage Resilience Defence Shield


6
0
0
2
0
No

Move Discipline Courage Resilience Defence Shield


6
0
0
2
0
No

Type: Skirmishing Infantry

Type: Skirmishing Infantry

Faith: Catholic Christian

Faith: Catholic Christian

Equipment: Bow (24/3); dagger

Equipment: Javelin (6/6); dagger

Traits: Independent

Traits: Independent

Reactions: Closing Volley; Evade

Reactions: Closing Volley; Evade

Unit Size

Models

Cost

Trophy

Unit Size

Models

Cost

2 stands

15 pts

2 stands

10 pts

Trophy
0

3 stands

20 pts

3 stands

15 pts

4 stands

12

25 pts

4 stands

12

20 pts

Options

Options

u Motivated. The unit can increase its Courage to 1,

B Motivated. The unit can increase its Courage to 1,


increasing its cost by +5 pts.

increasing its cost by +5 pts.

Early Crusader
States 1100-1128 AD

Turcopoles
Some of the Muslims conquered by the
Crusaders converted to the Catholic faith of
their new masters and fought for them as light
cavalry, using the traditional hit-and-run tactics
of Turkish horsemen. Soon after the founding
of the Crusader States, Christian settlers began

to intermarry with local Muslims, and their


offspring also fought for the Crusader armies
in this manner. They were known as Turcopoles
(literally Sons of Turks) and were regarded as
apostates by their Muslim enemies, who gave
them no quarter on the battlefield.

Turcopole Horse Archers

Turcopole Skirmishing
Horse Archers

Move Discipline Courage Resilience Defence Shield


10
1
1
4
1
Yes
Type: Missile Cavalry

Move Discipline Courage Resilience Defence Shield


10
1
1
3
1
Yes

Faith: Catholic Christian

Type: Skirmishing Cavalry

Equipment: Composite Bow (30/6);


sword; quilted armour; shield

Faith: Catholic Christian

Traits: Feigned Flight; Manoeuvrable;

Equipment: Composite Bow (30/6);


sword; quilted armour shield

Reactions: Parthian Shot

Traits: Feigned Flight; Independent

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

40 pts

2 stands

20 pts

4 stands

55 pts

3 stands

30 pts

4 stands

40 pts

6 stands

12

80 pts

Light Cavalry

Turcopoles are vital


additions to an army of
Outremer as they have
the speed and flexibility
to match that of their
Muslim counterparts.
Turcopole horse archers
make efficient vanguard
troops, and are useful to
screen your knights or
mounted serjeants if you
want your cavalry to move
quickly yet safely across
the battlefield.
Turcopoles were also used
to bolster the numbers
of knights in a Crusader
army, and you can use
the Turcopole lancers to
support a knightly charge.

Turcopole Lancers
Move Discipline Courage Resilience Defence Shield
10
1
1
4
1
Yes
Type: Mle Cavalry
Faith: Catholic Christian
Equipment: Lance; sword; quilted armour; shield
Traits: Feigned Flight; Manoeuvrable; Piercing Strike
Reactions: Counter-Charge; Evade
Special:
Unit Size

Models

Cost

3 stands

45 pts

Trophy
2

4 stands

65 pts

6 stands

12

95 pts

Options
u Javelins. The unit can be equipped with javelins (6/6) at
the following cost:
3 stands: +5 pts; 4 stands: +10 pts; 6 stands: +15 pts
The unit gains the Throwing Weapon trait and the Closing
Volley reaction.
u Quilted Armour. The unit can be equipped with quilted
armour at the following cost:
3 stands: +5 pts; 4 stands: +10 pts; 6 stands: +15 pts
The unit increases its Defence to 2.

103

Early Crusader
States 1100-1128 AD

Maronite Allies
Expert Archers

Utilise the Maronites


expertise with the bow
by manoeuvring them
within their impressive
Killing Range of the
enemys flank and letting
fly with their arrows.
They are good troops to
hold a position defensively
too, as they can blacken the
sky against approaching
enemies, and should be
able to loose at least a
couple of volleys at Killing
Range at anyone daring
to come close. Their high
Courage means enemy
archery should have little
effect on their morale.
They also make superb
ambushers, especially as
they ignore most types
of difficult terrain. This
allows them to strike
unexpectedly then melt
back into the terrain they
were hiding in.

The Maronites were people of Christian


faith from the Lebanese mountains. In their
highland stronghold, they maintained their
independence, their faith and their culture
despite the Muslim conquest. Until the First
Crusade, the Church of Rome had been
ignorant of their survival. The Maronites

welcomed the arrival of the Crusaders, and


aligned the doctrines of their Church to that
of the Catholic faith to avoid being denigrated
as heretics by them. These people fought
alongside the Crusaders against the Muslims,
and were renowned for their courage and skills
at archery.

MAronite Archers

Skirmishing
MAronite Archers

Move Discipline Courage Resilience Defence Shield


6
1
2
4
1
No
Type: Missile Infantry

Move Discipline Courage Resilience Defence Shield


6
1
2
3
1
No

Faith: Catholic Christian

Type: Skirmishing Infantry

Equipment: Composite Bow (30/9); dagger; quilted armour

Faith: Catholic Christian

Traits: Blacken the Sky; Frontiersmen

Equipment: Composite Bow (30/9); dagger; quilted armour

Reactions: Closing Volley; Evade

Traits: Independent

Special: A unit of 2 or 3 stands has the Ambush reaction

Reactions: Ambush; Closing Volley; Evade

Unit Size

Models

Cost

Trophy

Unit Size

Models

Cost

Trophy

2 stands

12

60 pts

2 stands

20 pts

30 pts

12

40 pts

3 stands

18

95 pts

3 stands

4 stands

24

135 pts

4 stands

Options

Options

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

u Shield. The unit can be equipped with shields,


increasing its cost by +5 pts.

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

Cilician
Armenian Allies
Units of Cilician Armenians were numerous
in the armies of the northern Crusader States
the Principality of Antioch, and in particular
the County of Edessa, which was founded from
an existing Armenian state.
The rulers of Cilician Armenia shared a
common foe with the Crusaders against the
Muslims, especially the Seljuk Turks, who had
attempted to subjugate them in the latter half of
the 11th century. They also hated the Byzantines,
from whose control they had rebelled around
1080. When the Crusaders mustered their
armies, the leaders of the Cilician Armenians
would sometimes gather their own contingents
to march to war alongside their Catholic allies.

104

The unit increases its Defence to 2.

Armenian NAxarar Cavalry


Move Discipline Courage Resilience Defence Shield
8"
1
2
6
3
Yes
Type: Mle Cavalry
Faith: Armenian Christian
Equipment: Lance; sword; mail armour; shield
Traits: Bodyguard; Impetuous; Manoeuvrable;
Martial Prowess; Piercing Strike
Reactions: Counter-Charge
Unit Size

Models

Cost

Trophy

3 stands

75 pts

4 stands

105 pts

6 stands

12

150 pts

Options
u Full Mail Armour. The unit can be equipped with full

mail armour at the following cost:


3 stands: +10 pts; 4 stands: +15 pts; 6 stands: +20 pts
The unit changes its Defence to 4/3.

Early Crusader
States 1100-1128 AD
Armenian Azat Cavalry

Armenian Spearmen

Move Discipline Courage Resilience Defence Shield


8"
1
2
5
3
Yes

Move Discipline Courage Resilience Defence Shield


4
1
1
5
2
Yes

Type: Mle Cavalry

Type: Mle Infantry

Faith: Armenian Christian

Faith: Armenian Christian

Equipment: Lance; sword; mail armour; shield

Equipment: Spear; sword; quilted armour; shield

Traits: Impetuous; Manoeuvrable;


Martial Prowess; Piercing Strike

Traits:
Reactions: Shielding; Spear Hedge

Reactions: Counter-Charge

Special: A unit of 8 stands has the Unwieldy trait

Unit Size

Models

Cost

Trophy

3 stands

70 pts

4 stands

95 pts

6 stands

12

135 pts

Armenian Archers
Move Discipline Courage Resilience Defence Shield
6
1
1
4
0
No

Unit Size

Models

Cost

Trophy

4 stands

24

110 pts

6 stands

36

155 pts

8 stands

48

200 pts

Armenian
Skirmishing Archers

Type: Missile Infantry

Move Discipline Courage Resilience Defence Shield


6
1
1
3
0
No

Faith: Armenian Christian

Type: Skirmishing Infantry

Equipment: Bow (24/6); dagger

Faith: Armenian Christian

Traits: Blacken the Sky

Equipment: Bow (24/6); dagger

Reactions: Closing Volley; Evade

Traits: Independent

Special: A unit of 2 or 3 stands has the Ambush reaction

Reactions: Ambush; Closing Volley; Evade

Armenian Nobility

Unit Size

Models

Cost

Trophy

Unit Size

Models

Cost

2 stands

12

45 pts

2 stands

15 pts

Trophy
0

3 stands

18

70 pts

3 stands

25 pts

4 stands

24

95 pts

4 stands

12

35 pts

Options

Options

u Shields. The unit can be equipped with shields,

increasing its cost by +5 pts.

u Shields. The unit can be equipped with shields,


increasing its cost by +5 pts.

The unit increases its Defence to 1.

The unit increases its Defence to 1.

The naxarar were the


most powerful noble
families and landowners
in Cilician Armenia. Each
had their own private
retinue of troops. Foremost
among the naxarar was
the prince, or ishkhan;
during this period Cilician
Armenia was divided
into several competing
principalities. The naxarar
and their retinues formed
a troop of elite heavy
cavalry fighting under
their ishkhan.
The azat cavalry
represents the lesser
aristocracy, duty-bound to
follow their superior lords
into battle. They formed
a cavalry elite almost as
distinguished in war as
the naxarar.
The Crusader nobility
honoured these elite
warriors as fellow knights,
recognising them as
equals for their nobility
and expertise in war.

105

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