Greyhawk Battles Rules and Army Lists version 0-1
Greyhawk Battles Rules and Army Lists version 0-1
Version 0.1
Greyhawk Battles is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. The rest is Copyright ©
2023 Joseph Bloch, all rights reserved.
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Greyhawk Battles Rules of Play
RULES OF PLAY
which side goes first in the turn. Each If one side or the other has no command
INTRODUCTION turn is divided into the following phases: units remaining, it will still roll for
Bowmen and Battlefields is designed to command points, but have a maximum
1. Command. The active player rolls a of 3 command points, which can be
allow players to play out battles fought die to determine how many
by large bodies of troops in conjunction used only to activate units to move or
command points are available in the
with the first edition of the world’s most charge, not to help rally units.
turn. Friendly units that suffered a
popular RPG, or played as its own break in morale can be rallied.
game. The game can be played either
RALLYING UNITS
2. Movement. The active player
with cardboard counters or stands of activates and moves his troops on Units that have broken can be rallied by
miniatures, and requires several 6 sided the board (inc. charges). a leader during the command phase.
3. Missile Fire. Both players conduct Any broken unit within the command
dice and some means of measurement
such as a ruler or tape measure. missile fire or cast magic. The range of a commander unit can roll a d6.
effects are simultaneously applied. On a roll of 5 or 6, it is rallied, and
SCALE 4. Melee. Any troops in physical returned to non-broken status. At the
The game assumes you are playing with contact with enemy troops engage discretion of the owning player,
15/18mm figures or using printed in close combat. Results are applied command points can be used to modify
simultaneously to both sides. the die roll; one command point gives a
counters, where 1 centimeter on the
table represents 30’. +1 bonus to the roll. Such command
Once one player has completed all 4
points are not then available during the
Each turn represents 5 minutes. Each phases, the other player becomes the
movement phase.
figure is 50 men (including humanoids active player and starts from the first
phase. Once the turn sequence has been
and demi-humans) or 1 monster.
completed by both players, the turn is
MOVEMENT PHASE
UNIT SIZE / BASING over, and a new turn begins. In order to move, a unit must be
All units should have a width of 40mm. activated or be in contact with a friendly
Depth of the base depends on the type COMMAND PHASE
unit that is activated. If a group of
of unit, as listed in the accompanying Command points allow friendly units to
contiguous activated units separates, all
charts and tables. move and charge. One die is rolled to
but one of the separated unit(s) must
determine the number of command
either halt in place or be activated. No
If using miniatures, for ease of points available during the turn.
unit can move more than its total
identification, it is suggested that the
Command units serve three functions. movement allowance during the
number of figures per base be consistent
First, units must be within range of the movement phase, even if it requires an
with the troops being
command unit in order to be activated additional activation to complete its full
light/medium/heavy. There should be 2
by using command points. Second, move because it separated from an
figures per base for light, 3 for medium,
different types of commanders give activated unit. Units in contact with
and 4 for heavy infantry, and 1 for light,
bonuses to the die roll that determines enemy units cannot move.
2 for medium, and 3 for heavy cavalry.
The front of the unit should be easily the number of command points for the
Different unit types have different
identifiable. turn. Third, characters are located with
movement allowances listed. Each
the command unit as specified by the
movement point allows the unit to move
TURN SEQUENCE scenario.
1 cm on the board in open terrain.
Command range is counted in
The turn sequence assumes that one If a unit is moving straight, movement is
centimeters from any edge of the
player commands each side in a game. counted from the starting point of the
commander’s unit. It is counted in
In cases where one or both sides consist front of the unit, to the finish point of
movement points if the commander
of multiple players, all players on the the front of the unit.
does not have line of sight to the
same team act in the same phase of the
activated unit. If a unit is turning, movement is counted
turn sequence. The scenario will specify
by the movement of the front corner of
the unit that moves the farthest as part
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Greyhawk Battles Rules of Play
of the turn. Units cannot move required to charge must do so towards presented on the table) can be in line of
backwards or sideways. They must the closest unit triggering the charge. sight of surrounding units (and vice
“wheel”; pivot on one corner of the versa), unless obscured by other terrain.
base, with movement counted by how If a charging unit ends its move in
much the far corner moves. contact with an enemy missile or pike Woods: More than 1 cm of woods
unit, that unit gets a free attack (missile blocks line of sight. Any unit within 1 cm
TERRAIN or melee, as appropriate), and the result of the edge of the forest can be within
Different types of terrain will cost more is immediately applied. line of sight of surrounding units (and
or fewer movement points to enter vice versa) unless obscured by other
The charging unit will get an additional terrain.
(except for creatures that can fly). If any
die when attacking in the melee phase.
part of the unit moves through a given
Friendly and enemy units block line of
terrain type, the whole unit must pay the
adjusted cost.
MISSILE FIRE PHASE sight as well.
Terrain Type Movement Point Cost Any unit that has a missile fire strength CALCULATING MISSILE HITS
Cliff Impassable rating can fire at any enemy unit within For each unit that fires, roll one d6 for
Steep hill (uphill) 3 long range and in line of sight during the each point of missile strength the unit
Easy hill (uphill) 2 missile fire range, with the following has, and subtract one die if the defender
Plain 1 is medium, and 2 dice if the defender is
exceptions:
Road ½
Rough 2 heavy (minimum 1 die is rolled).
Stream +1
• Units that are adjacent to enemy
Swamp 3 units and are thus “in melee” On a roll of 5 or 6, a hit has occurred,
Water Impassable cannot attack using missiles. and the target must roll to determine if it
Light woods 2 • Units that are broken cannot attack is broken (see morale checks, below).
Hvy. woods 3 using missiles. Add 1 die when the target is within
medium range, or add 2 dice when at
Roads do not need to be 40mm wide on CALCULATING RANGE short range.
the table; it is assumed the road is wide As long as any part of the target unit is
enough to accommodate a single unit. within range, measured from any point If a unit that is already broken receives
on the front edge of the firing unit, it is an attack that would break it again or
If a unit does not have sufficient
considered to be in range. force it to retreat, it is destroyed, and the
movement points remaining to enter a
unit is removed from the board.
particular type of terrain, the unit cannot The player who had a movement phase
enter. immediately prior to the missile fire MELEE PHASE
phase determines which of his units will
FLYING CREATURES
fire first. Once all of that player’s units Any unit that begins the melee phase in
All flying creatures can ignore terrain
have fired, the other player may resolve contact with an enemy unit will engage
when they move. Flying creatures are
missile fire for his own units that are in in melee combat, whether or not they
identified by an asterisk after their
range. Effects (such as units breaking, belong to the active player. “In contact”
movement allowance. At the end of the
retreating, etc.) are applied is defined as having at least 1 edge in
movement phase, the player must
simultaneously at the end of the phase. partial or full contact with the enemy
specify which flying movements are still
unit. A corner (only) touching an enemy
in the air, and which have landed. Units LINE OF SIGHT unit does not count as being in contact.
that are still in the air cannot be in Some types of terrain block line of sight.
contact with non-flying enemy units. If any part of the unit can “see” the The active player determines which of
Flying units can pass over impassable target, however, it has line of sight and his units will engage in melee first. If a
terrain without penalty, but cannot land can attack with missile fire. given unit is in contact with more than
if even a portion of the base is in such. one enemy unit, the player must choose
Cliff: Units which have any point within which enemy unit(s) will be attacked
CHARGING 1 cm of the top edge of the cliff are (note that the other player could have
Some units, such as heavy cavalry, are within line of sight of those below (and the unit melee with a different unit, as
listed in the charts and tables as being vice versa). long as they are all in contact). Melee
able to charge. Others are required to strength can be split between multiple
charge in certain circumstances. Hill: Blocks line of sight. Any unit within
enemy units, as long as all of the enemy
Charging units move up to twice their 1 cm of the edge of the slope, edge, or
units are in contact with the attacking
usual movement rate. Units that are crest of the hill (depending on how it is
unit.
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Greyhawk Battles Rules of Play
Melee results are applied simultaneously. To make a morale check, the player who • Cannot follow retreating units
A unit that retreats, is broken, or is owns the unit rolls a d6. On a roll of 1- • Are destroyed if broken again
destroyed still gets to make a melee 2, the unit is broken. On a 3 or 4, it must
attack before the result is applied. retreat. MAGIC
CALCULATING MELEE HITS If the unit that caused the morale check
The utility of most spells on the
For each unit in melee, roll one d6 for is in contact with the flank of the unit
battlefield is limited. Only those which
each point of melee strength the unit making the check (either side
cause large amounts of damage over a
has, subtracting one die if the defender perpendicular to the front of the unit),
relatively large area, such as fireball and
is medium, and subtracting 2 dice if the subtract 1 from the die roll. If it is in
lightning bolt, are truly effective in mass
defender is heavy (minimum 1 die is contact with the rear of the unit (the side
combat. All spells cast require line of
rolled). On a roll of 5 or 6, a hit has opposite the front of the unit), subtract
sight (see Missile Fire, above).
occurred, and the target must roll to 2 from the die roll. If it is subject to a
determine if it is broken (see morale cavalry charge, subtract 2 from the roll. Spellcasting characters are attached to
checks, below). The lowest roll possible is a 1. command units (see Characters, below,
for details). Spell range can be calculated
Cavalry attacking infantry rolls an RETREAT from the base of any unit which has been
additional die in melee, unless they are A unit that is forced to retreat must activated by the command unit to which
attacking heavier units (light attacking move directly away from the unit that they are attached. Otherwise, they count
medium or heavy, or medium attacking caused the failed morale check. The unit range from their own base.
heavy). will move directly away from the unit(s)
that caused the morale check, at half its Spells are cast during the missile fire
If a unit that is already broken receives normal movement rate. If the unit is able phase. Units used to cast spells can still
an attack that would force it to retreat or to move at least 2 movement points but attack normally. Unless specified
break it again, it is destroyed, and the is unable to complete the retreat otherwise in the scenario, each spell can
unit is removed from the board. Any unit maneuver, it moves as far as it can and only be cast once by each spellcaster.
that receives a number of hits in a single becomes broken automatically. If it
combat turn (whether in the missile fire
phase, melee phase, or both) equal to its
cannot move at least 2 movement TROOP TYPES
points, the unit is destroyed.
melee or missile strength (whichever is The two standard types of troops are
higher) plus one is automatically Units adjacent to a retreating unit can foot and mounted. In addition, certain
destroyed. pursue retreating units at the option of powerful monsters such as dragons and
the controlling player, as long as the elementals are counted as special units
Once all of that player’s units have front of the unit is in contact with the unto themselves.
resolved, the other player may resolve retreating unit. Some unit types are
melee for his own units that are in required to do so, however. If it cannot These standard troop types are further
contact. Remember that the effects of do so due to the movement rate of the divided by their density and weapon
melee (breaking, retreating, and retreating unit exceeding the movement type. These three factors will yield the
destruction) are only applied at the end rate of the pursuing unit, the pursuing basic movement and combat strength of
of the phase, so melee attacks can still unit will move half of its normal the unit, which may be modified by its
be made). movement rate. race, if applicable. Details on standard
troop types are found in the
MORALE CHECKS As this is a special condition, movement accompanying charts and tables.
For each hit a unit suffers during either additional to that conducted during the
the missile or melee phases, it must movement phase is allowed in this case, NON-HUMAN TROOPS
make a morale check. Failing a morale and does not require activation. Some army lists or scenarios will specify
check will either cause the unit to retreat, that units are made up of non-human
become broken, or be destroyed. It is BROKEN UNITS troops. These are usually either demi-
possible for a unit to make multiple Units which are broken suffer the humans such as elves, or humanoids
morale checks in the same turn (or following conditions: such as goblins.
phase). Morale checks are made after all
combat has been resolved in the phase • Cannot move except to retreat Any unit made up of non-human troops
(missile or melee). • Cannot initiate missile fire might have modifications to its
• Lose 1 die when attacking in melee movement or melee/missile strength,
(min. 1)
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Greyhawk Battles Rules of Play
and some may have special modifiers as If the command unit to which a penalty to all morale checks for the
well. character is attached is destroyed, any remainder of the turn, with a range equal
character(s) attached to that command to the level of the declining character in
Non-human troops have a maximum unit must roll their saving throw or centimeters.
movement allowance. For example, a higher. If successful, they can be
unit of kobold light infantry will move at transferred to another command unit. If If accepted, the characters move to a
6, rather than 12. not, they are removed from the battle. point halfway between their starting
locations where the duel will take place.
Some non-human units will get If a character has a melee bonus listed, Duels take place before melee is
modifiers to their melee or missile all friendly units within the command resolved, and surviving characters return
strength. Some will only apply these range of the character receive that many to their command units at the end of the
modifiers when attacking specific non- extra dice when making melee attacks. duel.
human troop types. If a unit gets a
negative modifier, the melee or missile DUELS The duel is fought using the usual RPG
strength can never be lower than 0. During the melee phase, a character rules, and is fought until one character
may challenge an enemy character or or the other is slain or retreats (it is
MONSTERS monster to a duel. The command unit of possible that the retreating character will
Monsters act as independent units, but the challenged character must be within be caught or prevented from doing so).
represent single creatures. Some 3 cm (if foot command) or 8 cm (if
monsters have special abilities, as listed The side that loses the duel will suffer a
mounted command) of the challenging
in the charts and tables, but they -1 penalty to all morale checks that turn.
character. Range is calculated either
otherwise function as regular units. The side that wins receives a +1 bonus
from the base of the command unit to
Some monsters can function as to morale checks for the remainder of
which the challenging character is
command units, and have a command the turn, in a circle around the duel with
attached, or from the base of any unit
range as listed. a range in centimeters equal to the level
which has been activated by the
of the losing character.
command unit to which they are
CHARACTERS attached. If a character dies in a duel and is the last
character in a command unit, that unit is
Individual characters of high level can Either side may decline such a duel, but
destroyed.
have an impact on units around them. doing so will cause all units within a
Characters cannot be directly attacked number of centimeters equal to the level
by enemy units, but are attached to of the declining character to suffer a -1
command units.
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Greyhawk Battles Charts and Tables
FOOT
Moveme
nt Melee
Base Allowan Strengt Missile Missile
Unit Type Depth ce h Strength Range Points Notes
Foot command 40mm 6 1 - -
Light 30mm 12 (1) 1 6/12/18
crossbowmen
Med. 20mm 9 (1) 1 8/16/24
crossbowmen
Hvy. 15mm 6 (1) 2 8/16/24
crossbowmen
Light hobilars 30mm - 1 - - Mounted infantry that must dismount in
Med. hobilars 30mm - 2 - - order to engage in melee. Mounting/
Hvy. hobilars 30mm - 3 - - dismounting requires 3 movement
points.
Light infantry 30mm 12 1 - -
Med. infantry 20mm 9 2 - -
Hvy. infantry 15mm 6 3 - -
Light longbowmen 30mm 12 1 2 7/14/21
Med. 20mm 9 2 2 7/14/21
longbowmen
Hvy. longbowmen 15mm 6 3 2 7/14/21
Pikemen 20mm 6 3 - - Always heavy troops. Units that charge
pikemen units on the front edge
subtract one die when attacking, rather
than adding.
Light 30mm 12 1 1 5/10/15
shortbowmen
Med. 20mm 9 2 1 5/10/15
shortbowmen
Hvy. 15mm 6 3 1 5/10/15
shortbowmen
Skirmishers 20mm 12 1 1 2/4/6 Always light troops.
Slingers 20mm 12 1 1 5/10/20 Always light troops.
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Greyhawk Battles Charts and Tables
MOUNTED
Base Movement Melee Missile Missile
Unit Type Depth Allowance Strength Strength Range Points Notes
Mounted bowmen 30mm 24 (1) 1 5/10/15 Always use short bows. Always light
or medium troops.
Mounted 30mm 24 (1) 1 6/12/18 Always light or medium troops.
crossbowmen
Light cavalry 30mm 24 1 - - Can charge.
Med. cavalry 30mm 18 2 - - Can charge.
Hvy. cavalry 30mm 15 3 - - Can charge. Must charge enemy
heavy cavalry or mounted command.
Must pursue retreating units.
Mounted 40mm 15 1 - - Can charge.
command
Light hobilars 30mm 24 - - - Mounted infantry that must dismount
Med. hobilars 30mm 18 - - - in order to engage in melee.
Hvy. hobilars 30mm 15 - - - Mounting/ dismounting requires 3
movement points.
Mount: boar - 15 +1 - - Always light cavalry or hobilars.
Mount: camel - 21 - - - Always light cavalry. Friendly horses
cannot be adjacent. Attacking horse
cavalry gets -1 die in melee.
Mount: griffon - 30* +2 - - Always light cavalry or hobilars.
Mount: hippogriff - 36* +1 - - Always light cavalry or hobilars.
Mount: pegasus - 48* - - - Always light cavalry or hobilars.
Mount: unicorn - 24 +1 - - Must be elven troops.
Mount: worg - 18 +2 - - Always light cavalry or hobilars.
Mount: wolf - 18 +1 - - Always light cavalry or hobilars.
NON-HUMAN TROOPS
Movement Melee Missile Command CP
Unit Type Allowance Strength Strength Range Bonus Points Notes
Bugbears 9 - - 9 1 +1 to all morale checks.
Dwarves 6 +1 vs. - 9 1 +1 to saves vs. magic. +1 to morale
goblins, orcs, checks when attacked by giants,
hobgoblins ogres, or trolls. Boar mounts only.
Elves 12 - +1 12 1
Gnolls 9 +1 - 9 1 +1 to all morale checks.
Gnomes 6 (max.) +1 vs. - 6 - +1 to saves vs. magic. +1 to morale
goblins, checks when attacked by gnolls,
kobolds bugbears, ogres, trolls, or giants. No
mounted troops.
Goblins 6 - - 6 - Wolf or worg mounts only. Must
charge gnome and dwarf units, even
if infantry or skirmishers. Must pursue
retreating gnome and dwarf units.
Halflings 9 - +1 (if 9 - No mounted troops.
slingers)
Hobgoblins 9 - - 9 1 +1 to all morale checks.
Kobolds 6 -1 - 6 - No mounted troops. Must charge
gnome units, even if infantry or
skirmishers. Must pursue retreating
gnome units.
Ogres 9 +1 - 9 - Always light infantry. +1 to all morale
checks.
Orcs 12 +1 vs. elves - 12 1 Must charge elf units, even if infantry
or skirmishers. Must pursue retreating
elf units.
Skeletons 12 - - - - Undead; can never be broken. Missile
attacks only hit on a 6.
Trolls 12 +1 - 12 - Always light infantry. -1 melee
strength vs. gnomes.
Xvarts 6 -1 - 6 - -1 to all morale checks.
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Greyhawk Battles Charts and Tables
Movement Melee Missile Command CP
Unit Type Allowance Strength Strength Range Bonus Points Notes
Zombies 6 1 - - - Undead; can never be broken.
SPECIAL (MONSTERS)
Base Movement Melee Missile Missile
Unit Type Depth Allowance Strength Strength Range Points Notes
Demon, Type IV 15mm 12* 2 - - Command range 4
Demon, Type V 15mm 12 3 - - Command range 6, 1 CP bonus
Demon Type VI 15mm 15* 4 - - Command range 8, 2 CP bonus
Devil, Barbed 15mm 12 2 - - Command range 4
Devil, Bone 15mm 15 3 - - Command range 6, 1 CP bonus
Devil, Pit Fiend 15mm 15* 4 - - Command range 8, 2 CP bonus
Dragon, 30mm 24* 3 3 6
black/copper
Dragon, blue/bronze 30mm 24* 3 3 10
Dragon, 30mm 24* 3 3 5
brass/green
Dragon, gold/red 30mm 24* 3 3 9
Dragon, silver/white 30mm 24* 3 3 8
Eagle, giant 15mm 48* 1 - -
Elemental, air 15mm 36* 2 - -
Elemental, earth 15mm 6 2 - -
Elemental, fire 15mm 12 2 - - Can move through Wall of Fire
Elemental, water 15mm 6 2 - - Can move through water terrain.
Elephant 30mm 12 1 - -
Ettin 20mm 12 2 - -
Giant, cloud 20mm 15 5 1 24
Giant, fire 20mm 12 4 1 20
Giant, frost 20mm 12 2 1 20
Giant, hill 20mm 12 2 1 30
Giant, stone 20mm 12 3 1 10
Giant, storm 20mm 15 6 2
Golem, clay 15mm 7 2 - -
Golem, flesh 15mm 8 2 - -
Golem, iron 15mm 6 3 - -
Golem, stone 15mm 6 3 - -
Hydra 30mm 9 3 - -
Pyrohydra 30mm 9 4 - -
Tree-man 20mm 12 2 - -
Troll, giant 15mm 12 3 - -
Vampire 15mm 18* 2 - - Might have abilities of a character as
well.
Wyvern 20mm 24* 2 - -
QUALITY
Levies re-roll all 6’s when attacking. If a 6 is re-rolled, it counts. These are untrained 0 level troops.
Veterans re-roll all 1’s when attacking. If a 1 is re-rolled, it counts. These are 1st level troops.
Elite troops re-roll all 1’s and 2’s when attacking. If a 1 or 2 is re-rolled, it counts. These are 2nd+ level troops.
Experience applies only to foot, mounted, and non-human troops. Does not apply to monsters.
SPELLS
• Range is given in centimeters/inches, and refers to the center of the area of effect (if applicable).
• Scenario-specific rules might allow characters to have magic items such as a wand of fireballs, spell scrolls, etc.
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Greyhawk Battles Charts and Tables
Spell Range Min. Caster Level Effect
a missile attack with a +3 bonus. A control weather or control winds spell can alter
the trajectory of the cloud, but the spellcaster must be in range of the cloud itself.
Remove if its track would take it into heavy woods.
Dispel Magic 1 Vicar (C5) or Causes any creature summoned by a gate or conjuring spell to be removed from
Thaumaturgist the battlefield immediately, as well as any magic wall.
(MU5)
Insect 2 High Priest (C9) Affects an area 2 cm in diameter. Any unit (friendly or enemy) in the area of effect
Plague is automatically broken, and must make a morale check. No units can be
purposefully moved into the area, and any unit retreating into it will be destroyed.
Part Water 4 High Priest (C11) The spellcaster can turn water terrain into rough terrain for the remainder of the
battle. Sections of rivers up to 6 cm can be converted, while a section of lake 3 cm
long and 3 wide can be converted, as long as at least one edge touches land.
Control Whole High Priest (C18) Changes the direction of a Cloudkill at the discretion of the player. The cloudkill still
Weather board keeps going.
Earthquake 2 High Priest (C16) Affects an area 2 cm in diameter. Step hill becomes easy hill, road is removed,
swamp and light woods become rough.
Gate 1 High Priest (C16) Place any elemental, devil, demon, etc. on the board. Remains for the rest of the
battle.
Control 7 Initiate of the 7th Changes the direction of a Cloudkill at the discretion of the player. The cloudkill still
Winds Circle (D9) keeps going.
Pass Plant 0 Initiate of the 7th Allows the caster to instantly move from any light or heavy woods to any other light
Circle (D9) or heavy woods on the battlefield.
Wall of Fire 2 Initiate of the 7th Creates a line 4 cm long which prevents movement by enemy troops on their next
Circle (D9) movement phase, and which can be interposed between two units to prevent
melee. Missile fire and spellcasting is still permitted. It is removed after the next
enemy melee phase.
Conjure Fire Adjacent Initiate of the 9th A fire elemental controlled by the player is placed on the battlefield adjacent to the
Elemental Circle (D11) character or unit containing the character. It cannot be placed overlapping an
enemy unit, but can be placed adjacent to an enemy unit, and can attack that
phase.
Wall of 8 Initiate of the 9th Creates a line 7 cm long which prevents movement by any troops during the next
Thorns Circle (D11) two movement phases, can be interposed between two units to prevent melee.
Missile fire and spellcasting through it is still permitted. It is removed after the next
enemy melee phase. Monsters are unaffected.
Conjure Adjacent Druid (D12) Same as Conjure Fire Elemental, but an earth elemental is placed.
Earth
Elemental
CHARACTERS
• Command point bonuses are cumulative, if you have more than one character on the battlefield.
• Other than being able to issue movement commands and participate in duels, robbers and master thieves have no
function in battle. However, scenario-specific rules might allow them to steal magic items from other characters.
• Class can include sub-classes, as appropriate.
Character Type Class/Level Morale Bonus Command Range CP Bonus Saving Throw
Knight Errant Cavalier/Paladin 4 +2 16 2 4
Cavalier Cavalier/Paladin 10 +3 20 3 2
Curate Cleric/Druid 4 - 4 - 5
High Priest Cleric/Druid 9 +1 8 1 4
Hero Fighter/Ranger 4 +1 12 1 4
Lord Fighter/Ranger 9 +2 16 2 2
Barbarian 1 Barbarian 4 +1 12 1 3
Barbarian 2 Barbarian 9 +2 12 1 2
Thaumaturgist Magic-User 5 - 6 - 5
Wizard Magic-User 11 +1 6 - 5
Robber Thief 4 - 6 - 4
Master Thief Thief 10 - 6 - 3
Disciple Monk 4 - 8 1 4
Master of the West Wind Monk 10 +1 8 2 2
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Greyhawk Battles Army Lists CY 578
Quantity indicates how many of the specific troop type are available.
Type refers to both whether the troops are mounted or not, as well as a combination of their density in formation and
armor worn.
Quality is a combination of experience and morale. Levies are 0-level characters that have only received minimal training,
regulars are 0-level characters that have received military training, veterans are 1st level fighters or cavaliers (knights),
and elites are 2nd level or above.
Armor and Weapon describe how the troops are armed. If needed, miniatures can vary from these specifics as long as
overall type and quantity are correct.
Notes are any deviations from the standard, special abilities, etc.
ATAPHAD ISLANDS
Quan. Type Quality Armor Weapon Notes
200 Light infantry Regulars Padded Long bow
250 Light infantry Levies None Sling
1,100 Med. infantry Regulars Chainmail, shield Spear
200 Light cavalry Regulars Shield Lance
BAKHOURI COAST
Quan. Type Quality Armor Weapon Notes
1,000 Light infantry Regulars Shield Spear
1,000 Light infantry Regulars None Sling
500 Light cavalry Regulars Shield Lance
500 Light cavalry Regulars None Short bow, scimitar
EKBIR, CALIPHATE OF
Quan. Type Quality Armor Weapon Notes
10,000 Light infantry Levies Shield Spear Can be called up at need.
750 Heavy infantry Regulars Chainmail, shield Spear
250 Heavy infantry Regulars Banded, shield Sword
1,500 Light cavalry Regulars Shield Lance, bow 1,000 additional can be called
up at need.
1,500 Light cavalry Regulars Shield Lance
1,000 Med. cavalry Veterans Chainmail, shield Lance
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Greyhawk Battles Army Lists CY 578
Troop types are often deployed as mixed companies under the command of a Demonic Knight of Doom. Other times,
homogeneous forces are deployed by type.
The Overking’s Own Imperial Woodsmen wear olive and blue, and their symbol is a red owl.
HUMANOID REGULARS
Quan. Type Quality Armor Weapon Notes
700 Light infantry Regulars Leather Long bow Orcish troops.
1,900 Light infantry Regulars Leather, shield Sword/axe Goblin troops.
1,000 Light infantry Regulars Shield Axe Kobold troops
1,100 Med. infantry Regulars Leather, shield Sword/axe Orcish troops.
1,000 Heavy infantry Regulars Chainmail Pole arm Hobgoblin troops.
These humanoid regular troops are officially part of the army of the Great Kingdom, and are personally committed to the
Overking himself, rather than one of his noble vassals. More such troops could quickly be raised, but they would all be of
“levies” quality.
NOBLE CONTINGENTS
Quan. Type Quality Armor Weapon Notes
200 Light infantry Regulars None Sling
800 Light infantry Regulars Leather/studded Short bow, axe Woodsmen
410 Light infantry Regulars None Long bow
270 Light infantry Regulars Shield Spear
970 Light infantry Regulars None Javelin, short sword/axe
350 Med. infantry Regulars Chainmail, shield Halberd
370 Med. infantry Regulars Studded Crossbow
310 Med. infantry Regulars Padded/leather Spear
610 Med. infantry Regulars Chainmail/plate Pole arm
285 Heavy infantry Regulars Plate Pole arm
315 Light cavalry Regulars Padded/studded Crossbow, sword
425 Light cavalry Regulars Shield Spear
95 Light cavalry Regulars Shield Javelin, sword
530 Light cavalry Regulars Leather/chainmail Short bow, sword
510 Med. cavalry Regulars Chainmail Lance, sword
300 Med. cavalry Regulars Chainmail, shield Sword/axe/mace
2
Greyhawk Battles Army Lists CY 578
These troops are raised by local nobles, and can be found disbursed in field armies under the command of the Overking
or his vassals, as well as being used as garrison troops for villages, towns, and castles. Knights have sworn their oath of
fealty to their immediate lord, and thus are only indirect vassals of the Overking. They will wear the livery of the noble who
raised them, with the exception of knights, who will wear their own coats of arms. Occasionally, units of renown will be
awarded their own heraldry as a reward for exceptional actions.
THE POINTERS
Quan. Type Quality Armor Weapon Notes
400 Light cavalry Elite Leather/padded Short bow, morning star
The Pointers are a unit of great renown, and is known for taking the lead in attacking the enemy. Their colors are black
and scarlet, and their symbol is a pair of crossed silver arrows. They are based in the Principality of Torrich.
THE HOWLERS
Quan. Type Quality Armor Weapon Notes
500 Heavy infantry Elite Plate Halberd
The Howlers are a unit of great renown, and is known for issuing a haunting howl when the enemy is sighted. Their
colors are yellow, brown, and white, and their symbol is a bronze baboon. Based in the Principality of Nulbish.
THE BOLTERS
Quan. Type Quality Armor Weapon Notes
300 Med. cavalry Elite Chainmail Javelin, sword Must charge enemy if possible.
The Bolters are a unit of great renown, and is known for taking the lead in attacking the enemy. Their colors are black
and scarlet, and their symbol is a pair of crossed silver arrows. Based in the Principality of Kalstrand.
The Greens are a unit of great renown, and is known for their steadfastness when attacked. If forced to retreat, they can
attempt to hold their ground by rolling a 4-6. Their colors are green and black, and their symbol is a sunwise flower. They
are based in the Principality of Jalpa.
JANASIB ISLANDS
Quan. Type Quality Armor Weapon Notes
500 Light infantry Regulars Shield Javelin
200 Med. infantry Regulars Chainmail, shield Spear
KET
Quan. Type Quality Armor Weapon Notes
2,000 Light infantry Levies Shield Spear Can be called up at need.
750 Light infantry Regulars Padded Crossbow
3
Greyhawk Battles Army Lists CY 578
KOMAL
Quan. Type Quality Armor Weapon Notes
500 Light infantry Regulars Shield Spear
500 Light infantry Levies None Sling
6,000 Light cavalry Regulars Shield Lance
500 Med. cavalry Veterans Chainmail Short bow, scimitar
30 Elephants Regulars Chainmail Pike, long bow Includes driver and mounted
troops.
MERCENARY COMPANIES
MAREK’S MARAUDERS
Quan. Type Quality Armor Weapon Notes
750 Med. infantry Veterans Chainmail, shield Spear
150 Light cavalry Veterans Padded/studded Crossbow, sword
Marek’s Marauders are a company of mercenaries several decades old, currently led by the grandson of the founder of
the company, Marek Forj (F10). They wear red and brown, and their symbol is a lightning bolt. They are currently
employed by the Great Kingdom, as part of General Banwald’s force in the Grandwood forest.
The Red Brothers are a relatively new mercenary company, led by one Raynan of Olred (F9). They wear red, and their
symbol is a red circle. They are currently employed in the Great Kingdom, as part of General Hooglish’s force in
Edgefield.
MUR
Quan. Type Quality Armor Weapon Notes
2,000 Light infantry Regulars None Long bow
1,000 Med. cavalry Regulars Chainmail Lance, bow
NORTH PROVINCE
Quan. Type Quality Armor Weapon Notes
365 Light infantry Regulars None Longbow, sword
1,675 Light infantry Levies None/shield Spear
1,000 Light infantry Levies None Pole arm
850 Med. infantry Levies Chainmail Pole arm
4
Greyhawk Battles Army Lists CY 578
It should be remembered that the military strength of North Province is far below its normal numbers and quality, which
are close to 10,000. The recent military reversal in the Bone March has forced the Herzog to scrape the bottom of the barrel
for levies and mercenaries to reinforce his army. The reluctance to use humanoid troops has exacerbated this problem, as
it is felt they might be unreliable when fighting the armies in the Bone March.
• Kilali: 16,700 warriors: 12,525 with short bow and scimitar; 4,175 with lance and flail
• Hekrodeen: 13,450 warriors: 10,090 with short bow and scimitar; 3,360 with lance and flail
• Zahila: 17,000 warriors: 12,750 with short bow and scimitar; 4,250 with lance and mace
• Yamifa: 14,750 warriors: 11,060 with short bow and scimitar; 3,690 with lance and mace
• Udhfan: 19,850 warriors: 14,890 with short bow and scimitar; 4,960 with lance and mace
• Mushneera: 18,800 warriors: 14,100 with short bow and scimitar; 4,700 with lance and mace
• El Alla-Druffi: 14,000 warriors: 10,500 with short bow and scimitar; 3,500 with lance and mace
• Pashwiri: 17,800 warriors: 13,350 with short bow and scimitar; 4,450 with lance and mace
• Shebnuli: 12,775 warriors: 9,580 with short bow and scimitar; 3,195 with lance and mace
• Yazprimi: 16,500 warriors: 12,380 with short bow and scimitar; 4,120 with lance and flail
• Jalwedreen: 13,375 warriors: 10,030 with short bow and scimitar; 3,345 with lance and flail
QAYAH-BUREIS ISLANDS
Quan. Type Quality Armor Weapon Notes
550 Light infantry Regulars Padded Spear
250 Light infantry Regulars None Long bow
250 Med. infantry Regulars Chainmail, shield Scimitar
RISAY, SHARIFATE OF
Quan. Type Quality Armor Weapon Notes
1,000 Light infantry Regulars Shield Spear
5
Greyhawk Battles Army Lists CY 578
TUSMIT
Quan. Type Quality Armor Weapon Notes
2,500 Light infantry Levies Shield Spear Can be called up at need.
2,500 Light infantry Levies None Short bow Can be called up at need.
1,000 Heavy infantry Regulars Chainmail, shield Spear
500 Heavy infantry Veterans Chainmail, shield Axe Dwarven troops
1,500 Light cavalry Regulars Shield Lance, bow
1,500 Light cavalry Regulars Shield Lance
500 Med. cavalry Regulars Chainmail, shield Lance, bow
500 Med. cavalry Regulars Chainmail, shield Lance
ULL
Quan. Type Quality Armor Weapon Notes
4,000 Light infantry Regulars None Long bow Garrison in towns
4,000 Med. infantry Regulars Padded Halberd Garrison in towns
2,000 Med. infantry Regulars Padded Mace Garrison in towns.
18,750 Light cavalry Regulars None Short bow, scimitar
6,250 Light cavalry Regulars None Lance, mace
ZEIF, SULTANATE OF
Quan. Type Quality Armor Weapon Notes
4,000 Light infantry Levies Shield Spear Can be called up at need
1,000 Heavy infantry Regulars Banded Two-handed sword
3,000 Light cavalry Veterans Shield Lance Paynim mercenaries
1,000 Med. cavalry Regulars Chainmail Lance
1,000 Med. cavalry Regulars Chainmail Sword
6
SCENARIOS
“GAHRU’S FOLLY” / “GRANDWOOD’S GRANDEST” (CY 578)
Medegia vs. woodsmen/sylvan elves (see Dragon Magazine #63, p. 17 for details)
Scenario: The army of Medegia is encamped within the Grandwood forest. A raiding force of men and wood elves has
attacked the Medegian camp, and a force of some 5,000 humanoid troops and 3,000 human levies has been sent to pursue
the raiders. The whole raid is a trap, however, as the Medegians are ambushed by 1,500 wood elves and 3,500 woodsmen.
SETUP
All Medegian troops begin the game within an area 15cm wide and 30 cm across. The Medegians set up first. The
Grandwood player then sets up his troops; light elf infantry, slinger, and skirmisher units must be within 10 cm of a Medegian
unit; the light infantry can be placed anywhere on the board.
The Medegian player wins if he is able to move more than 50% of his figures off one of the board edges. The Grandwood
player wins if the Medegians are unable to do so.
The diagram below assumes a 3’ x 5’ table; scale the Medegia Start Zone accordingly if your table is of a different size.
1
Greyhawk Battles Scenarios
MEDEGIA
Base Morale Command CP
Command Type Depth Move Melee Bonus Range Bonus Quan. Notes
Mounted command 40mm 15 1 +2 16 2 2 stands Can charge.
(Lord)
Base Missile
Unit Type Depth Move Melee Missile Range Quan. Quality Notes
Light infantry 30mm 12 1 - - 20 stands Levies
(40 figs)
Medium infantry 20mm 9 2 - - 7 stands Levies
(21 figs)
Medium orc infantry 20mm 9 2 (3 vs. 1 5/10/15 10 stands Regulars Must charge elf units,
elves) (30 figs) even if infantry or
skirmishers. Must pursue
retreating elf units.
Medium hobgoblin 20mm 9 2 - - 10 stands Regulars +1 to all morale checks
infantry (30 figs)
Heavy orc infantry 15mm 6 3 (4 vs. - - 5 stands Regulars Must charge elf units,
elves) (20 figs) even if infantry or
skirmishers. Must pursue
retreating elf units.
Heavy hobgoblin 15mm 6 3 - - 5 stands Regulars +1 to all morale checks
infantry (20 figs)
The Medegian forces are accompanied by a spellcaster who begins the game attached to one of the command stands:
Character Type Spells Morale Bonus Command Range CP Bonus Saving Throw
Thaumaturgist Fireball, Dispel - 6 - 5
Magic,
GRANDWOOD
Base Morale Command CP
Command Type Depth Move Melee Bonus Range Bonus Quan. Notes
Foot command (Lord) 40mm 6 1 +2 16 2 2 stands Woodsmen. -1
movement point cost in
woods.
Foot elf command 40mm 6 1 +1 12 2 1 stand Woodsmen: -1
(Hero) movement point cost in
woods.
Base Missile
Unit Type Depth Move Melee Missile Range Quan. Quality Notes
Light elf infantry 30mm 12 2 2 5/10/15 15 stands Regulars Woodsmen. -1
(30 figs) movement point cost in
woods. Takes 2 cm of
woods to block line of
sight, not 1.
Skirmishers 20mm 12 1 1 2/4/6 15 stands Regulars Woodsmen. -1
(30 figs) movement point cost in
woods. Takes 2 cm of
woods to block line of
sight, not 1.
Light infantry 30mm 12 1 - - 20 stands Regulars Woodsmen. -1
(40 figs) movement point cost in
woods. Takes 2 cm of
woods to block line of
sight, not 1.
2
Greyhawk Battles Scenarios
COUNTERS
Foot Command (Lord) Foot Command (Lord) Foot Elf Command (Hero)
Medegia Medegia
Thaumaturgist
Mounted Command (Lord) Mounted Command (Lord)
3
Greyhawk Battles Scenarios
Light Elf Infantry Light Elf Infantry Light Elf Infantry Light Elf Infantry
Light Elf Infantry Light Elf Infantry Light Elf Infantry Light Elf Infantry
Light Elf Infantry Light Elf Infantry Light Elf Infantry Light Elf Infantry
4
Greyhawk Battles Scenarios
Medium Infantry Medium Infantry Medium Orc Infantry Medium Orc Infantry
5
Greyhawk Battles Scenarios
Medium Orc Infantry Medium Orc Infantry Medium Orc Infantry Medium Orc Infantry
Medegia Medegia Medegia Medegia
Medium Orc Infantry Medium Orc Infantry Medium Orc Infantry Medium Orc Infantry
Medegia Medegia Medegia Medegia
Medium Hobgoblin Infantry Medium Hobgoblin Infantry Medium Hobgoblin Infantry Medium Hobgoblin Infantry
Medegia Medegia Medegia Medegia
Medium Hobgoblin Infantry Medium Hobgoblin Infantry Medium Hobgoblin Infantry Medium Hobgoblin Infantry
Medegia Medegia
Heavy Orc Infantry Heavy Orc Infantry Heavy Orc Infantry Heavy Orc Infantry
Medegia Medegia Medegia Medegia
Heavy Orc Infantry Heavy Hobgoblin Infantry Heavy Hobgoblin Infantry Heavy Hobgoblin Infantry
Medegia Medegia
6
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