England Early Campaign

Having recently wrestled control of England from the Saxons, many would expect the conquering Normans to be somewhat spent and weakened. However, the new rulers of England have swiftly replaced and improved the taxation system so as to replenish their coffers in quick time. Most importantly, William the Conqueror came with the support of the Pope, as well as a mixed force of well-trained infantry, archers and heavy cavalry. England's new masters have a more modern approach to the art of warfare, and the will to utilize the country's rich resources to maximum effect. The English court may now speak French, but the Normans certainly don't consider their new conquest a French territory. This independence in England, plus the proximity of Normandy to other lands the French monarchy consider their own, makes France an immediate and obvious threat to deal with. The ever stubborn Scottish also prevent the King of England from having uncontested control of the British Isles. Though they presently face trouble on multiple fronts, the English are in a rather promising position. The Scots to the north are isolated from the rest of Europe, and should be easy to wear down without a strong ally from the mainland. The French royal forces are more than a match for the armies in Normandy, but they also have enough fronts to deal with right now that they are unlikely to be able to drive them from the continent anytime soon.


England Late Campaign

In 1220 England is a land with potential greatness, but one that has suffered hard knocks in the previous decades and seen its power diminished. The English still have the potential to become a great continental power, uniting the home islands and France beneath a single crown. This almost came about under Henry II fifty years ago, but since then his Angevin empire has been divided and lost. England has become an island nation, but a potentially wealthy one (English wealth is based almost exclusively on its unglamorous but profitable wool trade). The fearsome Welsh longbow has begun to make its contribution to English armies too. The overseas holdings of the English Kings are much reduced, lost to the French in a series of disastrous bargains, wars and acts of foolishness. At one point almost masters in France, the English have been on the defensive for generations, holding on to the last valuable lands they own. However, the English are now the master in their island home. The Welsh have been subdued, if not yet crushed; Wales still needs strong garrisons. Ireland too is an English possession, although this too needs a formidable garrison. The Scots can be contained, probably, and permanent conquest of Scotland (or dynastic chicanery to achieve the same ends) remains an English ambition, and one that could be fulfilled with sufficient effort. Looking abroad, there are the lost French lands of the Angevin kings to re-conquer. The kingdom of France may now rule much of France, but any English king could - and should - make a good claim to rule on French soil. The few lands in France that remain are valuable in themselves, but also offer a toehold to launch an attack to retake what is rightfully English! And once conquered, these lands will need garrisons to protect them from inevitable French reprisals. This struggle for dominance with the French will need to be uppermost in any English ruler's mind, and guide his choice of allies in both the short and long term. Overall, the English still represent a credible force in the race to become a power in western Christendom.

1450 Campaign

Over the last century or so English kings have had mixed fortunes. The current ruler, Edward II, faces the hostility of the great nobles at every turn. Poorly considered disputes with the Papacy, fellow monarchs and great lords at home have all weakened the throne considerably. The English, for example, are a pious people and the Kings have suffered accordingly when going against papal authority. The Magna Carta has, in theory, made the King subject to the rule of law in the same way as his subjects, limiting his freedom to govern as he sees fit. England has also changed at the lower levels of society. A new class of petty landowners has come into being, the yeomen. There are still poor farmers, of course, but the yeomen have added greatly to the wealth of the country, and in parallel with their rising wealth they have greater expectations and pride in their new status. They are far less willing to submit meekly to their social betters, as once would have been the case. The loyalty of Englishmen and their willingness to pay taxes at the whim of the King can no longer be counted upon! Even with these concerns, England is wealthy and relatively well governed. The Welsh and Irish are, for the most part, safely subdued. Scotland remains the thorn in English flesh, one that will always need careful attention. All English Kings still hope for the uniting of the English and French crowns - worn, of course, by an Englishman. These ambitions are not as hopeless as they might seem for, although the old Angevin lands are gone, England may still have strength enough to conquer what her Kings claim in France. In turn, the French extend their claim of feudal sovereignty beyond the old English holdings in France to English holdings in England! It is not so many years since French soldiers harried the south coast of England. This continuing struggle for dominance with the French will need to be uppermost in any English ruler's mind, and guide his choice of allies. Overall, the English position has promise. The strengths of the country have been ill served, under-used and squandered, but the potential for greatness under a strong leader is very real.


Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


  • Levied Peasants

  • Light

    101

    Rural Levy

    Peasant

    120

    100

    3

    2

    0

    2

    2

    (0+2+0)


    Mustering Hall

    Until the Heavy Mail Event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Combat Bonus in Woods

  • Fryd Spearmen

  • Spearmen

    76

    Rural Levy

    Peasant Militia

    160

    70

    5

    1

    0

    2

    8

    (0+1+7)


    Garrison Quarters

     


    Bonus Fighting Cavalry

    Combat Bonus in Woods

  • Light Men at Arms

  • Light

    61

    Early Professional

    Average

    280

    180

    11

    4

    no

    3

    16

    (4+7+5)


    Drill Square

     


    Combat Bonus in Woods

    Good Morale

    Good Stamina

  • Norman Serjeants

  • Spearmen

    77

    Early Professional

    Average

    280

    205

    5

    12

    0

    3

    14

    (4+3+7)


    Drill Square

    until the Heavy Mail Armor Event in the early 13th Century (around 1200-1215)


    Can do Schiltrom

    Bonus fighting in Woods

    Combat Bonus in Woods

    Excellent Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Miles Pedites

  • Heavy

    62

    Feudal

    Superior

    505

    360

    14

    7

    0

    4

    17

    6+6+5


    Fortress

    until the Heavy Mail event in the early 13th century ( about 1200 -1215 )


    Combat Bonus in Woods

    Excellent Morale

    May Charge without Orders

    Good Stamina

  • Feudal Foot Knights

  • Heavy

    63

    Feudal

    Elite

    795

    480

    15

    8

    0

    4

    20

    (6+9+5)


    Citadel

    until the Full Plate event in the late 14th century (1380-1400)


    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

  • Peasant Infantry

  • Light

    76

    Rural Levy

    Peasant

    120

    100

    3

    1

    0

    4

    3

    (0+3+0)


    Mustering Hall

    after the Heavy Mail event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Effective against armor

    Combat Bonus in Woods

  • Spearmen Serjeants

  • Spearmen

    78

    Early Professional

    Average

    280

    200

    11

    3

    0

    3

    14

    (4+3+7)


    Drill Square

    /div>

    Can Do Schiltrom

    Combat Bonus in Woods

    Goosd Morale

    Bonus fighting Cavalry

  • Urban Spear Militia

  • Spearmen

    101

    Urban Militia

    Militia

    290

    200

    7

    2

    0

    2

    10

    (2+1+7)


    City Watch

    after the Heavy Mail event in the early 13th century (1200-1215)


    Can Do Schiltrom

    Combat Bonus in Woods

    Bonus fighting Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Militia Serjeants

  • Heavy

    75

    Late Professional

    Average

    340

    150

    8

    5

    0

    4

    11

    (6+5+0)


    Armoury

    after the New Era event in 1300.


    Bonus Fighting Cavalry

    Effective against Armor

    Good Morale

  • Urban Militia

  • Heavy

    76

  • Urban Militia

  • Peasant Militia

    170

    115

    6

    5

    0

    3

    7

    (2+5+0)


    Militia Drill Square

    after the New Era event in 1300.


    Bonus Fighting Cavalry

    Effective against Armor

    Combat Bonus in Woods

  • Billmen

  • Heavy

    76

    Late Professional

    Average

    540

    150

    11

    6

    0

    5

    5

    (0+5+0)


    Drill Square

    after the New Era event in 1300.


    Bonus Fighting Cavalry

    Effective against Armor

    Combat Bonus in Woods

    Good Morale

  • Heavy Billmen

  • Heavy

    78

    Late Professional

    Average

    770

    150

    11

    6

    0

    5

    14

    (8+6+0)


    Barracks

    after the New Era event in 1300.


    Bonus Fighting Cavalry

    Effective against Armor

    Good Stamina

    Good Morale

  • Dismounted King's Men

  • Heavy

    63

    Feudal

    Elite

    890

    480

    16

    10

    0

    7

    18

    (11+7+0)


    Fortress

    after the Half Plate Plate event (early 13th century 1310-1330) to the Rise of Shot event (mid-16th century 1550-1560).


    Bonus Fighting Cavalry

    Effective against Armor

    Good Stamina

    Good Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Foot Men at Arms

  • Heavy

    63

    Early Professional

    Superior

    480

    270

    13

    7

    0

    4

    21

    (11+7+3)


    Armoury

    aafter the New Era event in 1300


    Good Stamina

    Good Morale

  • Heavy Swordsmen

  • Heavy

    63

    Feudal

    Elite

    895

    480

    15

    9

    0

    4

  • 22

  • (11+8+3)


    Citadel

    after the Partial Plate event (1310-1330) until The Rise of Shot event (1550-1560).


    Good Stamina

    Excellent Morale

  • Halbred Men-at-Arms

  • Heavy

    63

    Early Professional

    Superior

    420

    270

    13

    8

    0

    6

    17

    (11+6+0)


    Armoury

    after the Full Plate Armor event of the late 14th (1380-1400) century to the Pike & Shot event of 1530


    Bonus Fighting Cavalry

    Effective against Armor

    Good Stamina

    Excellent Morale

  • Halberd Militia

  • Heavy

    77

    Urban Miliotia

    Militia

    290

    150

    8

    5

    0

    4

    11

    (4+7+0)


    Army Barracks

    after the Pike and Shot event of 1530


    Bonus Fighting Cavalry

    Effective against Armor

    Can Form a Spear Wall

    Good Morale

  • Pikemen

  • Spearmen

    128

    Late Professional

    Average

    810

    250

    11

    2

    0

    3

    3

    (2+1+0)


    Army Barracks

    after the Pike & Shot event in 1530.


    Bonus Fighting Cavalry

    Can Form a Spear Wall

    Good Stamina

    Very Long Spears

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Late Pikemen

  • Spearmen

    128

    Urban Professional

    Average

    1265

    250

    11

    2

    0

    3

    10

    (9+1+0)


    Royal Armoury

    after the Advanced Matchlock event in the mid-16th century (1550-1560).


    Bonus Fighting Cavalry

    Effective against Armor

    Good Stamina

    Excellent Morale

  • Halberdiers

  • Heavy

    76

    Late Professional

    Superior

    1165

    225

    13

    8

    0

    6

    18

    (11+7+0)


    Armoury

    after the Advanced Matchlock event in the mid-16th century (1550-1560)


    Bonus Fighting Cavalry

    Effective against Armor

    Can form a spear wall

    Excellent Morale

Ranged Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Levy Archers

  • Skirmish

    61

    Rural Levy

    Pesant

    80

    55

    3

    1

    80

    40

    1

    1

    0

    (0+0+0)


    Bowyer


    Can Use Flaming Arrows

    Combat Bonus in Woods

  • Archer Militia

  • Missle

    76

    Urban Militia

    Militia

    195

    90

    5

    2

    130

    40

    1

    1

    0

    (0+0+0)


    Town Guard

     


    Can Use Flaming Arrows

    Combat Bonus in Woods

  • Archers

  • Missle

  • 61

    Early Professional

    Average

    255

    120

    9

    3

    160

    35

    2

    2

    8

    (2+6+2)


    Practice Range

    Available until the early 13th Century (around 1200-1215)


    Long Range Missles

    Combat Bonus in Woods

    Can Use Flaming Arrows

    Good Morale

  • Longbowmen

  • Missle

    76

    Local

    Superior

    705

    205

    11

    5

    190

    30

    1

    1

    6

    (0+4+2)


    Practice Range

    Available until the early 13th Century (around 1200-1215)


    Can Use Sharpened Stakes

    Combat Bonus in Woods

    Long Range Missiles

    Good Morale

  • Yeoman Archers

  • Missile

    76

    Late Professional

    Elite

    250

    150

    13

    5

    200

    30

    2

    1

    7

    (0+5+2)


    Archery Range

    after the New Era Event in 1300.


    Can Use Sharpened Stakes

    Combat Bonus in Woods

    Long Range Missiles

    Excellent Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Retinue Longbowmen

  • Missile

    76

    Late Professional

    Elite

    1345

    250

    13

    5

    200

    30

    4

    3

    13

    (4+7+2)


    Marksmen's Range

    after the Full Plate Event of the Late 14th century (1380-1400).


    Can Use Sharpened Stakes

    Combat Bonus in Woods

    Long Range Missiles

    Excellent Morale

    Good Stamina

  • Arquebusiers

  • Skirmish

    76

    Urban Professional

    Average

    585

    140

    9

    14

    90

    12

    3

    2

    11

    (7+4+0)


    Army Barracks

    between the Portable Clock event of 1510 and the "Rise of Shot" event of the mid 16th century (1550-1560).


    Combat Bonus in Woods

    Good Morale

  • Late Arquebusiers

  • Skirmish

    75

    Urban Professional

    Average

    515

    140

    9

    18

    110

    12

    2

    1

    9

    (4+5+0)


    Army Barracks

    after the Pike and Shot event (1530) & available til the Advanced Matchlock event (1580-1600)


    Combat Bonus in Woods

    Good Morale

  • Musketeers

  • Skirmish

    75

    Urban Professional

    Superior

    565

    190

    11

    32

    145

    12

    3

    1

    5

    (0+5+0)


    Royal Armoury

    after the Pike and shot event (1530) until the Advanced Matchlock event of the late 16th century (1580-1600)


    Combat Bonus in Woods

    Good Morale

    Long range Missles

  • Late Musketeers

  • Skirmish

    75

    Urban Professional

    Average

    405

    140

    9

    22

    125

    12

    2

    1

    5

    (0+5+0)


    Royal Armoury

    after the Advanced Matchlock event of the late 16th century (1580-1600).


    Combat Bonus in Woods

    Good Morale

Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Hobilars

  • Light

    32

    Local

    Militia

    235

    175

    10

    4

    6

    8

    5

    (2+3+0)


    Stables

     


  • Good Morale

  • Powerful Charge

  • Miles

  • Heavy

    32

    Feudal

    Elite

    790

    450

    16

    5

    9

    12

    12

    (4+3+5)


    Castle

    before the Heavy Mail Event in the early 13th century (1200-1215)


    Excellent Morale

    Can Form Wedge

    May Charge Without Orders

    Powerful Charge

    Good Stamina

  • Feudal Knights

  • Heavy

    32

    Feudal

    Elite

    1110

    600

    16

    7

    11

    12

    17

    (8+4+5)


    Fortress

    until the Full Plate event in the late 14th century (1380-1400)


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge without Orders

    Good Stamina

  • King's Men

  • Heavy

    32

    Feudal

    Elite

    1165

    600

    17

    6

    8

    14

    19

    (13+3+3)


    Fortress

    after the Half Plate Event (13th century -- 1310-1330) to Rise of Shot event (mid-16th century -- 1550-1560)


    Excellent Morale

    Powerful Charge

    Can Form Wedge

  • Men at Arms

  • Heavy

    32

    Early Professional

    Superior

    595

    340

    15

    4

    8

    14

    20

    (13+4+3)


    Earl's Stables

    after the Half-Plate Armor Event in the early 14th century (1310 to 1340)


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Demi Lancers

  • Heavy

    41

    Late Professional

    Superior

    1525

    300

    15

    5

    10

    16

    15

    (11+4+0)


    Earl's Stables

    after the First Watch event of 1510


    Good Morale

    Powerful Charge

Missle Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Mounted Arquebusiers

  • Skirmish

    40

    Urban Professional

    Average

    675

    155

    10

    14

    90

    18

    5

    6

    4

    (2+2+0)


    Royal Officers Academy

    after the Pike and Shot event in 1530


    Good Morale

  • Pistoliers

  • Skirmish

    42

    Late Professional

    Elite

    1530

    365

    15

    10

    55

    4

    10

    5

    15

    (11+4+0)


    King's Stables

    after the Rise of Shot event in the mid-16th century (1550-1560)


    Excellent Morale

    Effective against armor

    Good Stamina

Artillery

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Ballista

  • Siege/Missile

  • 21

  • 600

    150

    11

    55

    0

    280

    50

    6

    (3+3+0)


    Ballista Range


    Can Use Flaming Missiles

    Can Impale Several Men

    Very Long Range Missles

    Good Morale

    Ineffective against Buildings

    Can't Hide

  • Catapult

  • Siege/Missile

  • 21

  • 500

    150

    11

    55

    30

    300

    30

    6

    (3+3+0)


    Catapult Maker


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Mangonel

  • Siege/Missile

  • 21

  • 590

    200

    13

    63

    5

    250

    10

    9

    (2+7+0)


    Siege Works


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Trebuchet

  • Siege/Missile

  • 21

  • 700

    250

    13

    55

    60

    285

    30

    6

    (3+3+0)


    Siege Works

    after the "First Rudder" event in 1180.


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

    Can launch rotting cows

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Bombard

  • Siege/Missile

  • 31

  • 900

    250

    11

    45

    90

    325

    30

    6

    (3+3+0)


    Gunsmith

    Bombard are recruited in European Cities or Castles with a Gunsmith after the "Man-made Inferno!" Event of 1350.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can Fire Grapeshot

  • Grand Bombard

  • Siege/Missile

  • 31

  • 1200

    250

    11

    63

    240

    375

    30

    6

    (3+3+0)


    Cannon Maker

    Grand Bombard are recruited in Cities or Castles with a Cannon Maker after the Death of Ibn al-Shatir in 1375.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

    Can Fire Grapeshot

  • Cannon

  • Siege/Missile

  • 21

    1300

    250

    11

    63

    180

    380

    30

    6

    (3+3+0)


    Cannon Foundry

    after the Gothic Plate Armor Event of the mid 15th century (1450-1460).


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

Naval Units

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Cog

  • Light

    25

    540

    150

    15

    5

    8

    (0+8+0)


    Port


  • Holk

  • Light

    37

    710

    200

    15

    10

    12

    (0+12+0)


    Shipwright


  • Gun Holk

  • Light

    37

    840

    270

    14

    16

    16

    (0+16+0)


    Dockyard


  • Carrack

  • Light

    62

    1540

    350

    14

    30

    30

    (0+30+0)


    Naval Drydock

    Naval Drydocks are available after the World is Round Event - early 15th century


Guild Units

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Templar Foot Knights

  • Heavy

    63

    Religious Order

    Exceptional

    1030

    200

    18

    11

    0

    4

    19

    (6+8+5)


    Templar's Major Chapter Housel

     


    Excellent Morale

    Powerful Charge

    May Charge without orders

    Good Stamina

  • Hospitalar Foot Knights

  • Heavy

    63

    Religious Order

    Exceptional

    1030

    200

    18

    9

    0

    4

    21

    (6+10+5)


    St. John's Major Chapter Housel

     


    Excellent Morale

    Combat Bonus in Woods

    Very Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Sherwood Archers

  • Skirmish

    31

    Local

    Exceptional

    480

    180

    15

    6

    180

    30

    7

    3

    8

    (0+8+0)


    Woodsmen's Guild


    Can Use Flaming Arrows

    Combat Bonus in Woods

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Merchant Cavalry Militia

  • Heavy

    31

    Urban Militia

    Militia

    305

    170

    9

    5

    0

    6

    12

    (6+1+5)


    Merchant's Guild

     


    Good Morale

    Powerful Charge

  • Knights Templar

  • Heavy

    31

    Religious Order

    Exceptional

    1450

    250

    20

    8

    13

    14

    19

    (10+4+5)


    Templar's Minor Chapter House

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge without orders

    Good Stamina

  • Knights Hospitaller

  • Heavy

    31

    Religious Order

    Exceptional

    1450

    250

    20

    8

    11

    14

    21

    (10+6+5)


    St. John's's Minor Chapter House

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina