The Seljuk Turks

1137-1194 AD

 

 

 

SELJUK TURK LIST

 

 

 

 

 

SPECIAL RULES

*1             Warband
*2             Skirmish
*3             Unreliable
*4             Frankish Knights/Mongols—the army can include either Frankish Knights OR Mongol Elite cavalry—it cannot                  include both. If either is included all units of this type must be brigaded together at the start of the game and a separate subordinate must be provided to command them—they can only be given commands by this commander.
*5             Slow
*6             Mongol Light cavalry. Up to 4 units of Light Cavalry per 1000 points can be upgraded to Mongol Light cavalry with additional bow range and unreliable non-warband status as shown.
*7             Shock Askari Up to 2 units of Askari per 1000 points can be upgraded to shock status as shown.
*8             Reliable Spearmen. Up to 2 units of spearmen  per 1000 points can be upgraded to reliable status as shown.

NOTES ON TROOP TYPES

The allies come from different cultural and ethnic backgrounds and when in large numbers are rated as unreliable. This is not due to a lack of ability but failure to understand the Seljuk culture and style of warfare. The Mongols are rated unreliable as they treated the Seljuks as inferior and will be working to their own agenda.

Light Cavalry/Askari. Turkomans. Light cavalry armed in steppe nomad style with bow. Some have javelins and shield or lasso or a mix of these. The opportunity to paint clothing in bright colours should not be missed with Blues greens Lavender and turquoise all showing alongside reds and yellow . A definite change from scruffy Huns!

Agulani are an odd combination of sword armed Cataphracts. In a world where archery rules they may be primarily acting as guards but on a battlefield can combine with light cavalry to tip the balance.

Frankish Knights Include Byzantines, Armenians and any other cavalry fighting in the “Western Style” They must be brigaded together at the start of the game and have their own commander.

Mongol Elite Cavalry represent the Mongol allied presence They must be brigaded together at the start of the game and must have their own commander.

Feudal Cavalry are levy raised for emergencies once the Seljuks had settled in the Moslem lands. Not quite the feudal system of the west but efficient. Feudal cavalry are armed with spear and shield but not bows. They rarely trained together and were used for policing and patrols in small numbers and thus are rated as unreliable.

Spearmen. Infantry were a minor arm in Seljuk armies restricted to support work and the like. Nevertheless such infantry as the citizen Militia of Damascus were well trained and had some armour in the later years. The infantry could be Arab or Cilician Armenian.

Bowmen represent either bow or crossbow armed militia usually used as garrison troops but sometimes taken on campaign such as in 1167 when the Seljuks attacked Egypt.

 

Troop

Type

Attack

Range

Hits

Armour

Cmnd

Unit

Size

Min/

Max

Points

Notes

Light Cavalry

Cavalry

2

15

3

6+

-

3

4/-

60

*1, 2

Askari

Cavalry

3

15

3

5+

-

3

1/4

85

 

Frankish Knights

Cavalry

3

-

3

5+

-

3

-/4

OR

-/4

100

*3,4

Mongol Elite

Cavalry

3

30

3

5+

-

3

125

*3,4

Agulani

Cavalry

2

-

3

4+

-

3

-/1

80

*5

Feudal Levy

Cavalry

3

-

3

6+

-

3

-/4

60

*3

Spearmen

Infantry

3

-

3

6+

-

3

-/4

35

*3

Bowmen

Infantry

2

30

3

-

-

3

-/2

40

 

General

General

+2

-

-

-

9

1

1

125

 

Leader

Leader

 +1

-

-

-

8

1

-/1

80

 

Emirs or Frankish or Mongol Commanders

Subordinate

 +1

-

-

-

8

1

-/2

40

 

OPTIONS

The following upgrades are available to the Seljuk army. Light Cavalry can be upgraded to Mongol Light Cavalry with the stats shown. Askari can be upgraded to ‘shock’. Spearmen can be upgraded losing their unreliable status.

 

Mongol Lt Cavalry

Cavalry

2

30

3

6+

-

3

-/4

+10

*2,3,6

Shock Askari

Cavalry

3

15

3

5+

-

3

-/2

+30

*7

Reliable Spearmen

Infantry

3

-

3

6+

-

3

-/2

+10

*8