HC2 - Ebook - 200423 2
HC2 - Ebook - 200423 2
Additional Content:
Ian Strickland
Photography:
Ian Strickland, Adam Want,
Darek Wyrozebski, Perry Miniatures
Artwork:
Peter Dennis, Alan Perry,
Paul Dainton, Karl Kopinski
Editing:
Darron Bowley,
Paul Sawyer
Special Thanks:
John Stallard,
Lee Minshull, Scott Minshull,
Alan Perry, Michael Perry
ISBN:
978-1-915319-99-9
20 04 2023
warlordgames.com
Contents
Hail Caesar
2
Special Orders . . . . . . . . . . . . . . . . . . . . . 135 Double-handed Weapons. . . . . . . . . . 155 Scenario 1 – Encounter Battle. . . . . . 182
Follow Me. . . . . . . . . . . . . . . . . . . . . . . . . . 135 Drilled. . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 Scenario 2 – Approach Battle . . . . . . 183
Keeping it Optional. . . . . . . . . . . . . . . . 135 Eager. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156 Scenario 3 – Meeting Engagement. 184
Rally . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Elephants. . . . . . . . . . . . . . . . . . . . . . . . . 156 Army Lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186
Contents
General Advance. . . . . . . . . . . . . . . . . . 136 Elite. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 Objective of the Lists. . . . . . . . . . . . . . 186
Where Is Your Courage?. . . . . . . . . . . 136 Fanatic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157 References and Notes. . . . . . . . . . . . . . 186
On the Battlefield . . . . . . . . . . . . . . . . . . 137 Feigned Flight. . . . . . . . . . . . . . . . . . . . . 157 Fighting Qualities. . . . . . . . . . . . . . . . . . 186
Joining Combat. . . . . . . . . . . . . . . . . . . 138 Frenzied Charge . . . . . . . . . . . . . . . . . . 158 Army Composition. . . . . . . . . . . . . . . . . 187
Risk To Commanders . . . . . . . . . . . . . 138 Freshly Raised. . . . . . . . . . . . . . . . . . . . . 158 Points Values. . . . . . . . . . . . . . . . . . . . . . 188
Risk From Shooting. . . . . . . . . . . . . . . 138 Kontos. . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 Size of Armies. . . . . . . . . . . . . . . . . . . . . 188
Risk From Hand-To-Hand Combat. 138 Lance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158 Units Sizes and Types. . . . . . . . . . . . . . 188
Fighting Commanders. . . . . . . . . . . . 139 Levy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Special Rules. . . . . . . . . . . . . . . . . . . . . . 188
Wounded Commanders . . . . . . . . . . 139 Long Spears. . . . . . . . . . . . . . . . . . . . . . . 159 Gauls – 4th to 1st Centuries BC . . . . . 189
Separate Generals. . . . . . . . . . . . . . . . . 139 Marauders. . . . . . . . . . . . . . . . . . . . . . . . 159 Marian Roman – 1st Century BC. . . 190
Victory and Defeat . . . . . . . . . . . . . . . . . . . . . 140 Marksmen . . . . . . . . . . . . . . . . . . . . . . . . 160 Points Value Calculation. . . . . . . . . . 192
Defeat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 Militia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Troop Types. . . . . . . . . . . . . . . . . . . . . . . 192
Broken Divisions. . . . . . . . . . . . . . . . . . 140 Parthian Shot. . . . . . . . . . . . . . . . . . . . . . 160 Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . 193
Retire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141 Phalanx. . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Special Rules. . . . . . . . . . . . . . . . . . . . . . 194
Abandoned . . . . . . . . . . . . . . . . . . . 141 Pig's Head Formation. . . . . . . . . . . . . . 161 Common Special Rules. . . . . . . . . . . . 194
Charge. . . . . . . . . . . . . . . . . . . . . . . . 141 Pikes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161 Later Medieval Battles. . . . . . . . . . . . . . . . . . 196
Charge Reactions . . . . . . . . . . . . . 141 Pilum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 The Infantry Revolution. . . . . . . . . . . 196
Ranged Attacks. . . . . . . . . . . . . . . . . . . . 141 Scythed Chariots. . . . . . . . . . . . . . . . . . 163 Later Medieval Adaptions. . . . . . . . . . 198
Recovering Units. . . . . . . . . . . . . . . . . . 141 Slings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163 Troop Type Definitions. . . . . . . . . . . . . 198
Setting Your Own Victory Conditions. 141 Steady. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164 Close Fighting
Troop Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 Infantry Morale Base. . . . . . . . . . 198
Stubborn. . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Core Troop Types. . . . . . . . . . . . . . . . . . 143 Cavalry Morale Base. . . . . . . . . . . 198
Sub-unit. . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Heavy Infantry. . . . . . . . . . . . . . . . . . . . 143 Knights . . . . . . . . . . . . . . . . . . . . . . . 199
Testudo Formation . . . . . . . . . . . . . . . . 164
Medium Infantry . . . . . . . . . . . . . . . . . 143 Formations . . . . . . . . . . . . . . . . . . . . . . . . 199
Tough Fighters. . . . . . . . . . . . . . . . . . . . . 166
Light Infantry. . . . . . . . . . . . . . . . . . . . . 143 Household Formations . . . . . . . 199
Valiant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Skirmishers. . . . . . . . . . . . . . . . . . . . . . . 144 Medieval Block Formation. . . 200
Wavering. . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Cataphract Cavalry. . . . . . . . . . . . . . . . 144 Special Rules. . . . . . . . . . . . . . . . . . . . . . 200
Wedge Formation . . . . . . . . . . . . . . . . . 166
Heavy Cavalry. . . . . . . . . . . . . . . . . . . . . 144 Arbalests. . . . . . . . . . . . . . . . . . . . . 200
Wild Fighters . . . . . . . . . . . . . . . . . . . . . . 168
Medium Cavalry . . . . . . . . . . . . . . . . . . 145 Arquebus . . . . . . . . . . . . . . . . . . . . . 201
Summary of Useful Rules. . . . . . . . . . 168
Light Cavalry. . . . . . . . . . . . . . . . . . . . . . 145 Cannon. . . . . . . . . . . . . . . . . . . . . . 202
Terrain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Horse Archers. . . . . . . . . . . . . . . . . . . . . 145 Handguns. . . . . . . . . . . . . . . . . . . . . 203
Open Ground. . . . . . . . . . . . . . . . . . . . . 170
Light Chariots. . . . . . . . . . . . . . . . . . . . . . 146 Longbows. . . . . . . . . . . . . . . . . . . . . 203
Woods . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Heavy Chariots. . . . . . . . . . . . . . . . . . . . . 146 Medieval Pike. . . . . . . . . . . . . . . . 204
Rough Ground. . . . . . . . . . . . . . . . . . . . . 172
Wagons and Baggage . . . . . . . . . . . . . 146 Pavise. . . . . . . . . . . . . . . . . . . . . . . . 205
Linear Obstacles . . . . . . . . . . . . . . . . . . . 173
Elephant. . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Stakes, Chains, Pits and Other
Rivers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Static Defences. . . . . . . . . . . . . . . 205
Light Artillery. . . . . . . . . . . . . . . . . . . . . 148
Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . 174 Wars of the Roses Army List
Medium Artillery . . . . . . . . . . . . . . . . . 148
Impassable Terrain. . . . . . . . . . . . . . . . . 175 – Mid-15th Century AD. . . . . . . . . . . . . 206
Heavy Artillery. . . . . . . . . . . . . . . . . . . . 148
One-on-One Games. . . . . . . . . . . . . . . . . . . . . 176 Siege and Assault. . . . . . . . . . . . . . . . . . . . . . 208
Other Common Troops . . . . . . . . . . . 150
Choosing Forces . . . . . . . . . . . . . . . . . . . 176 Setting Up the Game. . . . . . . . . . . . . . 208
Light Infantry Archers . . . . . . . 150
Playing a Game. . . . . . . . . . . . . . . . . . . . 176 Units Within Fortifications . . . . . . . 209
Medium Infantry Archers. . . . 150
Table Size . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Cavalry Units. . . . . . . . . . . . . . . . . . . . . . . 210
Medium Infantry
Spear and Bow . . . . . . . . . . . . . . . 150 Unit Frontages. . . . . . . . . . . . . . . . . . . . . 177 Fortifications and Cover . . . . . . . . . . . 210
Heavy Infantry Pikemen . . . . . . 151 Reduced Measurement . . . . . . . . . . . . 177 Weapons Carried. . . . . . . . . . . . . . . . . . . 210
Medium Infantry Warband . . . 151 Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177 Moving onto or off Walls. . . . . . . . . . . 211
Skirmishers with Alternative Orders. . . . . . . . . . . . . . . . . 177 Gateways and Breaches . . . . . . . . . . . . 211
Long-ranged Weapons . . . . . . . . 151 Free Order . . . . . . . . . . . . . . . . . . . . . . . . 179 Fighting Inside Fortifications. . . . . . 211
British Chariots. . . . . . . . . . . . . . . 152 Follow Me. . . . . . . . . . . . . . . . . . . . . . . . . 179 Engagements and Ramparts. . . . . . . 212
Persian Scythed Chariot. . . . . . . 152 General Advance. . . . . . . . . . . . . . . . . . . 179 Siege Towers . . . . . . . . . . . . . . . . . . . . . . . 212
Adjusting the Basic Types . . . . . . . . . . 153 Setting up a Game. . . . . . . . . . . . . . . . . . . . . . 180 Bombardment. . . . . . . . . . . . . . . . . . . . . 214
Special Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 The Table. . . . . . . . . . . . . . . . . . . . . . . . . . 180 Undermining. . . . . . . . . . . . . . . . . . . . . . 215
Brave. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154 Terrain. . . . . . . . . . . . . . . . . . . . . . . . . . . . 180 Rules Summary . . . . . . . . . . . . . . . . . . . . . . . . 216
Carry/Carried . . . . . . . . . . . . . . . . . . . . . . 155 Deployment . . . . . . . . . . . . . . . . . . . . . . 181 Quick Reference. . . . . . . . . . . . . . . . . . . 234
Crossbows . . . . . . . . . . . . . . . . . . . . . . . . . 155 Notes on Scenarios. . . . . . . . . . . . . . . . 181 Army Roster. . . . . . . . . . . . . . . . . . . . . . . . 236
3
Foreword
Hail Caesar
Welcome to this – the fully revised rules are intended to take account games set during the Wars of the
and updated edition of Hail Caesar of specific situations not covered Roses and Burgundian Wars, we
– the game of ancient battles fought previously rather than change have found the core rules to serve
out over the tabletop between armies the game play as such. Expanded very well for this later period. Some
in miniature. I’d like to begin with a rules sections include more re-jigging of the morale saves and
personal thank you to all those who comprehensive rules for terrain, the representation of armour and
played and enjoyed the previous suggestions specific to pick-up formations was required to take
edition, many of whom have games, setting up games including account of changes in technology,
contributed to this updated set of core scenarios, and sample army as might be expected, and for this
rules in one way or another, and – of lists including the point value reason I’ve written the necessary
course – to Warlord Games for giving calculators previously only available rules into a separate section to avoid
me the opportunity to revisit one of in the Army List supplement. complicating the main text.
my favourite wargame periods (and
not for the first time either). In addition to tidying up the existing For those who already possess one or
game rules, I have included new more of the supplements published
Whilst the presentation and sections to expand the game beyond for the previous edition, all remain
illustration of the game is updated its original remit to include the equally valid for this new updated
and substantially improved over the later middle-ages as well as assault edition, including the Army Lists book.
original, the game rules themselves actions against fortified positions.
remain largely unchanged and Whilst both of these are worthy
will be familiar to anyone who has of an entire supplement in their
played the previous version. I’ve own right sometime in the future,
taken the opportunity to clarify experience has shown that both can
and simplify text where I thought be accommodated relatively easily.
it helpful to do so. Additions to the Having had the opportunity to play
4
Foreword
Hail, Caesar!
Through every generation of the human race there has been a constant
war, a war with fear. Those who have the courage to conquer it are
made free and those who are conquered by it are made to suffer until
they have the courage to defeat it, or death takes them.
Alexander the Great
5
March
of History
Chapter
Title
The
The Hail Caesar rules cover over Over the next several pages, five Hail Caesar is primarily a set of
four thousand years of history, overviews of the most popular wargames rules and is not intended
from Bronze Age warfare in the historical periods covered by the to be a work of academic history.
Near East, to the bloody dynastic rules are presented, in order to give For those wishing to dive headlong
struggles at the end of the Middle players a flavour of the background into one or more of the historical
Ages in England. The millennia in to ancient wargaming. It begins with periods described, personal research
between saw the rise and fall of Bronze Age Egypt and ends with a will unveil much more detail. Be
great civilisations such as Greece, section detailing the main events of sure to check out Warlord Games’
Rome, Carthage, and Persia, as well the Wars of the Roses. Although not growing catalogue of supplements
as a plethora of great warriors rise really ‘ancient’, this is a fascinating for the Hail Caesar game, each one
to fame (or infamy!); names such conflict rich with possibilities dedicated to covering a particular
as Ramesses, Alexander, Cyrus, for gaming and which neatly conflict in greater detail along with
and Caesar himself echo down the bookends the span of time covered the forces involved. To see all these
centuries, their feats of conquest and by the rules, before gunpowder as, well as the full range of Hail
generalship shaping the world we weaponry went into widespread use, Caesar miniatures, go to:
live in, and their deeds and legacies transforming battlefield tactics. warlordgames.com
are still pored over in the present.
Greek Hoplites
6
The March of History
A clash of Early Bronze Age City States – nice asses!
7
The Bronze Age
3300–1200 BC
As its name suggests, the those armies equipped with land Mesopotamia (between
Bronze Age refers to the them a distinct technological rivers) as it lies between the
period of history where the advantage. During the rivers Tigris and Euphrates.
production and use of bronze Bronze Age, the first human Many civilisations rose and
was developed and came into civilisations began to develop fell in this area, among them
common usage, particularly in along the so-called ‘fertile the Sumerians, Akkadians, and
the manufacture of weapons crescent’, an area that stretches Hittites, but the longest lasting
and armour. Being hard and north from modern day Israel and perhaps most famous of
able to keep its edge meant into southern Turkey and then the Bronze Age civilisations lay
that bronze was much more across to the Zagros Mountains west of the fertile crescent in
suitable for manufacturing the in Iran near the Persian Gulf. the land of Egypt around the
instruments of war, and gave The ancient Greeks called this River Nile.
Hail Caesar
10
The Middle Kingdom 2040–1640 bc
For the next century, Egypt remained with the power of the provincial real power in the land with the king
11
Ramesses II
Hail Caesar
One of the most famous and throne, his predecessors had re- influence. Although his
militarily successful pharaohs of established Egyptian control as enthusiastic temple and statue
the New Kingdom was Ramesses far north of the river Orontes. building impoverished Egypt, he
II, often referred to as ‘the Great’. was worshipped as a god during
Ramesses defeated the Hittites
His predecessor, Akhenaten his lifetime and his name became
at the Battle of Kadesh in 1285
had eschewed the traditional synonymous with the title of
bc, but his great victory failed to
Egyptian deities in favour of pharaoh for generations after
cede any long-term advantage
imposing a monotheistic sun god his death.
and after more than a decade
cult on his subjects.
of losses and gains on both
This religious revolution did not sides, the two powers made a
survive him but caused political compromise peace. Ramesses
instability in the kingdom which also campaigned against the
led to the loss of the Levant Nubians and Libyans, and
to the Hittite Empire. Several under his rule the army was
Ramesses II
decades passed before this period strengthened and made into a
of turmoil ended, and when formidable force that he used
Ramesses II acceded to the to ruthlessly expand Egyptian
12
Decline and fall
By the time of the decline of the New aggressive Assyrian Empire chafed fell to one of Alexander’s generals,
13
The Bronze Age
Egyptian Chariots
Speed, mobility and the ability to act as shock troops made
chariots the most impressive and important elements of an
Egyptian army. They carried great heroes, or maybe even the
Pharaoh himself. Expensive to make and elaborately decorated,
captured chariots were amongst the most prized spoils of war.
Egyptian Marines
Protected by bronze scale armour and a large shield, the
sword and throwing spear-armed marines of New Kingdom
Egypt were dangerous opponents.
14
Chariot squadrons were the most potent weapons of the Bronze Age
Egyptian Division
This New Kingdom Egyptian
division has a core of infantry
supported by archers and
skirmishers. Chariots were a key
Standardised armour and equipment helped with battlefield recognition part of Egyptian armies.
15
Classical Greece
510-323 BC
In the decades between 1230– a people named the Dorians, conflict between city-states was
1100 bc the great Mycenaean who soon rose to dominate the common. Although the city-
civilisation that had flourished other tribes and established states formed alliances against
throughout Greece went into settlements that would in time common enemies such as the
decline and finally collapsed. grow into city-states. Each invading Persians, it was always
Hordes of barbarian tribes city-state was an autonomous a temporary alliance and once
rampaged southwards into political and military entity, the threat was gone, the Greeks
Greece heralding a descent into with its own political system, could be relied upon to quarrel
a long dark age. The warrior laws, and institutions. Although amongst themselves once again.
peoples that flooded into the Greeks shared a common It would take the military might
southern Greece hailed from the language and culture, there and political genius of a non-
mountainous northern regions was never a unified Greek Greek, Philip II of Macedon, to
and spoke a Greek dialect. The state under the leadership of a forcibly unite the fractious city-
fiercest among the tribes were single city (polis in Greek), and states under a sole ruler.
Hoplite warfare
By 6th century bc, Greece was With agricultural labour taken impossible to break unless faced
Hail Caesar
beginning to emerge from its care of by the helots, Spartan men with another phalanx, leading to
long dark age, with the city-states were free to spend all their time it being the preeminent infantry
now well established from their and energy on military training, formation for the next several
beginnings as tribal settlements and they devised a brutal regime hundred years.
ruled over by hereditary warlords. that produced arguably the most
Complex political structures had formidable fighting men in the The Greeks favoured a decisive
begun to emerge as their power and Greek world. outcome from military
influence began to spread through confrontation and seeing as more
their nearby region. In Athens, a The Greek way of war was centred often than not it was Greeks who
new form of government, called around a heavily armoured fought Greeks, a hoplite battle
democracy was introduced giving infantryman known as a hoplite would consist of phalanxes rushing
power (kratos) to the people (demos). after the large round shield they towards each other and then
carried called a hoplon. They were engaging in a brutal shoving match,
In stark contrast, the city-state of armed with spear, short sword, before one side broke and was
Sparta imposed a military state hoplon shield and wore armour usually cut down in retreat by their
ruled over by two kings. The made either of linen (called victorious opponents.
Spartans were descended from the linothorax), or a bronze cuirass,
Dorian invaders that had conquered usually sported only by the Most hoplites were citizen
the region of Laconia in the south of wealthiest warriors. These hoplites soldiers, usually farmers, with
the Greek peninsula where they had were then formed into a very close little military experience and each
enslaved the local population. formation called a phalanx where man would be expected to provide
each man’s shield offered protection his own weapons and armour,
The Spartans tied these slaves, called on the left to the unguarded side of called a panoply. The nature of
helots, to the land and forced them the warrior next to him. Although phalanx warfare compensated for
to work on state-owned farms from unwieldy to manoeuvre on the most warriors’ lack of military
which Sparta drew its livelihood. battlefield, the phalanx was almost training as it necessarily favoured
18
discipline, commitment, and were full-time professional soldiers established the most powerful
mental toughness rather than any maintained, and it was said that navy in Greece, although it could
Classical Greece
skill or technique with a weapon, one Spartan warrior was worth raise a citizen army of up to 30,000
the densely packed nature of the seven of those from the other hoplites if needed. It was to be the
phalanx making it difficult if not city-states. Where Sparta had complementary forces of these
impossible to engage in feats of become the most feared city-state two city-states that would serve
individual skill. Only in military in Greece and was the preeminent Greece well when it faced its
states like Sparta, and later Thebes, land power, it was Athens that had darkest hour.
19
of them offering up fealty to the resistance. The Persian fleet drew Mardonius with the task of finally
Persians rather than be destroyed. up at the entrance to the Saronic crushing the Greeks in the next
Panicked, the leaders of Athens Gulf, a strait of ocean between the campaign season. It was not to
Hail Caesar
hurriedly attempted to evacuate the mainland and the island of Salamis. be. The following year, the Greeks
city with most of the women and The Persian ships attempted to assembled a huge army and surged
children sent across Peloponnese, block both entrances around the out of Peloponnese where they gave
while the able-bodied men were strait, but the narrowness of the battle near the ancient city of Plataea,
sent to the island of Salamis off the gulf hindered their manoeuvring, routing the lightly armed Persian
Athenian coast. The old and infirm making their larger numbers work infantry and killing Mardonius. With
were left to their fate. against them. The Greek ships their popular general now dead, the
rowed back feigning retreat. The Persians lost heart and eventually
With only a brave band of warriors Persians took the bait, rowing in retreated from Greece, preferring
left in the city to offer resistance, pursuit, but became disorganised. to rule by sowing intrigue between
the Persians took the city with The Greek ships now formed a the city-states rather than outright
ease, capturing the Acropolis and disciplined line and were able to military confrontation.
looting and burning the temples destroy the enemy ships as they
and other buildings on the citadel. came on scoring a decisive victory By their two great victories at
The Greek fleet was now the only over their foe. Salamis and Plataea, the Greeks
thing standing between the Persian had saved their homeland from
advance into the Peloponnese. The With his hopes of conquering the despotism and ensured that Greek
Persian navy greatly outnumbered Peloponnese dashed by the Greek art, literature, philosophy, and their
the Greeks, and Xerxes was eager resistance, Xerxes departed for way of war would flourish and lay the
to destroy this last vestige of Persia, leaving his trusted general foundations of western civilisation.
Greek
Hoplites
20
The Glory of the Fallen
Classical Greece
Rise of Macedon
Philip had become a diplomatic elite wing of shock cavalry referred Philip turned his attention to
hostage in Thebes shortly after the to as ‘companions’. the Persian Empire; he had long
Theban victory at Leuctra and was planned an invasion of its western
thus fortunate to learn the arts of Too concerned with their own lands as revenge for their invasions
war from Epaminondas, one of the endless feuding, the Greek city-states of Greece decades earlier. But before
Theban generals who had led the had been either oblivious or largely Philip could realise his vision, he
Theban army in its defeat of Sparta. ignorant of the looming threat was assassinated by one of his
When Philip returned home and coalescing to the north. Philip would bodyguards, the reasons for which
became king, he wasted little time in lead his crack troops into Greece and remain unclear.
reforming the ill-trained and under- after conquering Thessaly, moved
equipped army of his kingdom. further south. After many years of Upon his father’s death, Alexander
Macedonia had been a backwater Philip’s campaigning, both Thebes inherited the throne, and with it the
of the Greek world for centuries, and Athens formed an alliance to most formidable fighting machine
considered barely Greek at all by the halt Macedonian ambitions. In 338 the world had yet seen. As ruthless
city-states to the south. Plagued by bc, the Theban/Athenian alliance as he was brilliant, Alexander
banditry and raids by the Illyrians, confronted the Macedonians at suppressed several revolts against
Thracians, and other tribes, its Chaeronea. The Greeks were no his rule among the rebellious
army of levy conscripts struggled to match for the Macedonians who Greeks, in the case of Thebes, razing
project the king’s power even within were battle hardened after years of the city, killing the able-bodied
its own borders. campaigning. The elite troops of the men, and selling the women and
Theban Sacred Band fought to the children into slavery. Alexander
Within a decade Philip transformed last man, opposed by the left flank of would now realise his father’s dream
this situation, reorganising the the Macedonian army, commanded of invading the Persian Empire, and
army into a professional, well-drilled by Philip’s 18-year-old son Alexander. in so doing he would change history,
force equipped with the sarissa, spreading Greek culture across Asia
an eighteen-foot-long pike that With the Greeks decisively to the far ends of the known world,
overlapped when deployed in the humbled, Philip imposed his rule carving out the largest empire the
tight phalanx formation, presenting through the League of Corinth, a world had yet seen, but also leaving
a fearsome obstacle to attacking confederation of city-states that a trail of bloodshed and instability
foes. Philip also had his nobles bound them under Macedonian that his successors would be only
drilled in cavalry tactics forming an control. With Greece subdued, too eager to continue.
21
Classical greece
Greek Hoplites
Each hoplite was equipped with the
best armour and equipment he could
afford, which often gave the phalanx
a rag-tag appearance. The front ranks
were reserved for the wealthiest, and
therefore best-equipped men, where
they hoped to perform heroic deeds
in their rich panoply.
Thorikitai
The term Thorakitai
means ‘cuirassier’ –
and Polybios describes
these armoured troops
as acting in support
of lighter troops. It is
likely they were armed
with the long shield –
the thureos.
Cretan Archers
Commonly deployed as
mercenaries, Cretan archers are
an iconic part of Greek armies,
yet despite their fame, little is
known about their appearance
or fighting style.
Thureophoroi
The Thureophoroi took their
name from the thureos shield
they carried. They were
intended to fill the gap
between the light peltast and
the mighty phalanx.
Spartans
The Spartans are
possibly the most
famous fighting
men in history
– respected and
feared throughout
Greece – and it was
long thought that
no land power could
stand against them.
22
Hoplites were the backbone of Hellenistic armies for hundreds of years
23
The Hellenistic Era
323–31 BC
The Hellenistic period of Alexander fought each other however, as the Antigonids
Greek civilisation refers to the for control of the empire they soon came to blows with the
nearly three hundred years had helped conquer for their Roman Republic, the rising
from the death of Alexander young warrior king. power in the west. This clash
the Great up to the Battle of would result in a series of wars
Actium in 31 bc, followed by These wars finally came to an that pitted the two deadliest
the annexation of Ptolemaic end with the Antigonid and military formations yet seen
Egypt which marked the Seleucid dynasties emerging – the Hellenistic pike phalanx
birth of Imperial Rome. as the rulers of the western and the Roman legion –
The period was marked by and eastern parts of the against each other in a death
almost constant warfare as former empire respectively. struggle for supremacy over
the Diadochi, or Successors to Peace would not reign long the Mediterranean world.
Alexander
Philip and Alexander the Great
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26
The First War of the Diadochi 322–320 bc
During the Wars of the Successors, former allies marched against one another
27
The Third War of the Diadochi 314–311 bc
Antigonus now dreamed of reuniting his enemies in the region of Caria Seleucus’ grasp. The war had ended
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the empire under his rule. The other (modern south-west Turkey). in a stalemate. Antigonus was still
Diadochi, wary of his ambitions, powerful, his ambitions curtailed,
demanded he cede several of his Ptolemy and Seleucus invaded but still a potent threat to the other
territories. Antigonus replied, telling Phoenicia from Egypt, defeating Diadochi. For all the bloodshed, each
them only to be “ready for war.” Demetrius at the Battle of Gaza. successor king still maintained
He faced an alliance of Ptolemy, Seleucus now returned east, control of their respective domains
Lysimachus and Cassander. determined to bring all the
easternmost territories of the former At around this time, Cassander
Antigonus allied himself with his empire under his control. Antigonus had Roxane and her son Alexander
former enemy Polyperchon who returned to Phoenicia, driving IV quietly murdered, thus
still retained a powerbase in Greece off Ptolemy, and subsequently extinguishing the Argead dynasty
and raised an army of mercenaries concluded a peace treaty with that had ruled Macedon for
to fight Cassander. Meanwhile he Cassander, Ptolemy and Lysimachus. centuries. As the other Diadochi
invaded Syria and Phoenicia, which were unaware of this, they all still
were both under Ptolemy’s control. Antigonus pursued Seleucus east but maintained fealty to Alexander’s
Antigonus left command to his son was unable to stop the far eastern infant son, all the while vying for the
Demetrius while he himself fought parts of the empire falling into kingship and ultimate rule.
28
The Hellenistic Era
Pike versus pike battles were as much a contest of will and commitment as skill
29
The Hellenistic Era
Macedonian Sarissa
With a length of around 13–20 feet, the sarissa pike had a
metal counterweight at the bottom to help with balance
and handling, its spike allowing it to be planted into the
ground to receive enemy charges.
Hetairoi
Widely regarded in Alexander
the Great’s time as the best heavy
horse units in the ancient world,
Companion Cavalry pioneered
many new tactics including the
famous wedge formation.
Psiloi
The unarmoured Psiloi
skirmishers could not stand
against regular warriors and
withdrew from determined
resistance only to turn back
and continue pelting the War Elephant
enemy with stones and javelins. As the first European
leader to face the
imposing war
elephants in battle at
Gaugemela against the
Persians, Alexander the
Great was impressed
enough that he
incorporated them
into his own army to
great effect.
30
An iconic pike phalanx
Successor Division
Built around a core of phalangite heavy infantry, armed with
18-foot long sarissa pikes, this Successor division also includes
a true terror of the ancient battlefield – a gigantic war elephant
clad in expensive cataphract armour.
31
The Late Roman Republic
134–27 BC
By the beginning of the The class-bound structure an opposing political bloc,
1st century BC, the Roman of Roman society had led to known as the optimates. The
Republic had become conflict between the land- unfortunate Gracchi were
the undisputed master owning aristocracy and both to die by the hands of
of the Mediterranean. It the plebeian, or commoner, assassins, but by then they
had utterly destroyed its class that worked on the had unleashed a powerful
great rival Carthage in 146 land but did not own it. The movement for change, one
bc and defeated the last chief architects of the calls that was to have baleful and
Antigonid king, Perseus, at for reform were the Gracchi unforeseen consequences that
the Battle of Pydna in 168 BC, brothers, Tiberius, and Gaius, would undermine the very
annexing both Greece and both leaders of the populares foundations of the Republic.
Macedonia in the process. (supporters of the people) As it would turn out, it
The long struggle for military faction in the Roman senate. would be the Roman legions
supremacy, however, had The conservative aristocratic themselves who would have
long masked simmering class jealously guarded their a leading role to play in the
tensions within the Republic. wealth and position, forming seismic events to come.
The Early Roman Army
Up to the early 1st century bc, the too long would likely spell ruin. legions had served the Republic
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armies of the Roman Republic had Pay was poor, and often infrequent well, being suited to military
essentially been citizen militias or non-existent, meaning soldiers campaigns along the Italian
with each army raised according were dependent on plunder won peninsula, and Sicily, before
to necessity, and then disbanded from vanquished enemies. Although coming into confrontation with the
once a campaign was over. To intensively drilled and trained, Hellenistic kings and the rival power
qualify for military service, each the fact that an army would be of Carthage in North Africa. With
man was required to own property disbanded at the end of a campaign these enemies defeated and their
and was expected to provide his meant that all the hard-won territories conquered, it became
own weapons. For most soldiers, experience of the army was lost. increasingly clear that military
the property qualification meant reform was needed if Rome was to
they would be small farmers, and For the first few centuries of its maintain its dominance and expand
being away from their holdings for expansion these early Roman its borders further.
34
legionaries would continue training easily vanquished them. Marius’s to the generals of the legions instead,
Caesarian Roman
Legionaries
35
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Legionaries face off against one another in the name of Caesar and Pompey
36
The Civil Wars
37
The Late Roman Republic
Caesarian LEgionaries
After Marius’ reforms of the Roman army, generals were responsible for equipping their legions from their own
wealth. Caesar is famed for ensuring his troops were well turned out – no doubt expecting a psychological advantage
over his opponents.
Pompeiian
LEgionaries
In stark contrast to Caesar’s
most extravagant approach,
Pompey took a more utilitarian
attitude to the look of his
legions and his troops had a
more functional appearance in
terms of arms and armour.
Roman Cavalry
By the time Caesar was
deep in Gaul, Roman
Cavalry were most likely
to come from allied forces
(mainly loyal Gauls),
despite their Roman
armour and equipment.
German
Allied Cavalry
As the Roman legions
conquered, subjugated,
or bought opposing
peoples, many of their
warriors would be
pressed into service as
auxiliary troops. The
Germanic tribesmen
enlisted in this way were
fearsome opponents.
38
Caesarian Romans
The legionary heavy infantry form
the core of this Caesarian Roman
division. With their drilled and
disciplined training, they are
tenacious in defence and resolute in
attack. Armed with the pilum javelin,
they are able to inflict casualties on
the enemy as they charge toward
them before drawing their gladius
sword to fight in tight formation.
Roman cavalry, or equites, form a
highly mobile flanking force, able to
chase away any skirmishers or dive
straight into the flank of an enemy
pinned in place by the legionaries.
39
The Dark Ages
AD 476–1066
The period following the collapse and the eventual unification of
of the western half of the Roman the kingdom under King Alfred
Empire in ad 476 until the 10th the Great. In the east, the Roman
century is commonly referred to as empire endured through plague,
the Dark Ages, due to the collapse military expansion as it attempted
of central authority, the decline of to reconquer the fallen west, and
trade, and the scarcity of cultural the rise of Islam. Here, the period is
and literary output compared to bookended slightly later, in order
earlier periods. Also known as the to include the Norman invasion of
Early Middle Ages, they saw the England and the defeat of the Saxon
spread of Christianity across Europe, king Harold Godwinson at the Battle
the emergence of the Frankish of Hastings, which fundamentally
kingdom in the west, Viking raids changed the course of both English
and conquest in northern England, and European history.
The Fall of the Western Roman Empire
For almost a thousand years, Rome area of the Roman world gradually by foreign auxiliary troops. However,
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had been the centre of European diverged away from the Latinised the gradual decline in agricultural
civilisation, the largest, wealthiest, western half, especially when yields along with chronic economic
and most politically important city Emperor Constantine made the city mismanagement led to a heavier
on the continent but by the early of Byzantium capital of the Roman reliance on ‘barbarian’ auxiliaries
5th century ad, the western Roman east, renaming the great metropolis until it had become difficult to tell
empire was in terminal decline. as Constantinople. the difference between these troops
Centuries of inward migration and the ‘regular’ army.
by barbarian tribes as well as the The western empire stumbled on
pressures protecting the empire’s for several more decades until By the time of the Battle of
borders from invasion led to a series finally the last Emperor in the west, Adrianople in ad 378, the ‘Roman’
of rolling economic and military Romulus Augustulus was deposed army had been thoroughly
crises, culminating in ad 410 when in ad 476 by the Germanic barbarian barbarised. These soldiers were
Rome itself was sacked by the King Odoacer. By this time the generally recruited to fight a single
Visigoths. By this time, the Eternal empire had become reliant for its campaign rather than being a
City had even ceased to be the protection from the very barbarians permanent standing army, and the
capital of the western portion of the whose own countrymen rampaged lack of military discipline combined
Empire, the Imperial seat of power across its heartlands. with the vainglorious Emperor
having been transferred to Ravenna Valens led to a catastrophic defeat
in ad 402. Over a century earlier, The Imperial Roman army of by the Goths and the complete
in ad 293, Emperor Diocletian had previous centuries had been annihilation of the army. Lacking
split the empire into western and a professional standing army the resources to rebuild its military,
eastern halves in order to better equipped by the state, and centred from this time on Rome would
defend endangered territory. This around the heavily armoured depend on paying barbarian armies
eastern, more Greek-influenced legionary infantryman, supported to defend its borders.
42
The Dark Ages
Romano-British cavalry sally forth to engage the Saxons
43
Hail Caesar
The Anglo-Saxons
Beginning in the early 5th was divided into several petty kingdoms: Northumbria, Mercia,
century ad, the island of Britain kingdoms locked in a constant state Wessex, East Anglia, Essex, Kent, and
experienced waves of migration of war with one other. Sussex. Meanwhile, western Britain
of Germanic peoples from the (the area that in time would become
continent. These peoples settled Known as Anglo-Saxons after the Wales), Pictland (Scotland), and
at first in the south of the island, names of two dominant tribes, the Hibernia (Ireland) continued on a
displacing the native Celtic peoples Angles and the Saxons, their culture separate path, retaining their Celtic
who were driven north. By the early adopted Christianity in the late identities, although all
6th century ad these Germanic 6th century ad and the kingdoms would be Christianised by the 6th
tribes dominated Britain, which gradually coalesced into seven century ad.
44
The Norman Conquest
In January ad 1066, the Anglo-Saxon Saxon army at the Battle of Fulford, the rout of his army. Thus, the
Norman invaders spread across England, quelling any rebellion to their conquest
45
The Dark Ages
Saxon infantry
Well-trained and equipped, Saxon thegns were
noblemen serving as infantrymen, clad in
chainmail, iron helmets and shields. Led to battle
under dragon banners, they provided Saxon armies
Saxon Cavalry with a steadfast, hard-hitting core.
It has long been believed the
Saxons were predominantly
an infantry force that
eschewed the use of cavalry
during battle. More recent
research has provided an
alternative view where the
Saxon cavalryman was often
fielded as mounted infantry
but also fought on horseback.
Romano-British
Becoming somewhat Romanised by the Roman occupiers of their
homeland, the Romano-British were left to their own defences once
the Roman Empire retreated back to the continent.
Viking Hirdmen
Hirdmen were professional
soldiers within a Viking
lord’s household (hird).
These fearsome warriors
would be equipped with the
best weapons and armour
available, be they spears,
swords, hand axes, or the
mighty two-handed Dane axe.
46
Saxon Division
The warring Anglo-Saxon kingdoms
were often at odds with one another
let alone battling the likes of the
Vikings seeking to take territory.
The bulk of this infantry force was
likely formed of Coerls, lightly armed
and armoured free peasants with
an obligation to fight for their liege
lord. The hard-hitting core of the
army would be built around the
wealthy Thegn noblemen clad, as
they were, in mailshirt and helmets.
Although not a key component of
the predominantly infantry Saxon
armies, cavalry were fielded as
mounted infantry or to harry and
harass enemy flanks and skirmishers.
Norman warriors ambushed!
47
The Wars of the Roses
AD 1455–1487
of the famed Henry V, the famous peaceful resolution, a policy that led only served to undermine the security
victor over the French at the Battle him to marry the French noblewoman of the monarchy, and these economic
of Agincourt during the Hundred Margaret of Anjou, a formidable woes added to the widespread
Years War. He inherited none of his figure who would become a major discontent in the country.
father’s military prowess however, at player in the conflict to come.
a time when royal legitimacy largely Ultimately Henry’s peace plans failed, With the king in his sickbed, his
depended upon at least the perception and a resurgent French monarchy advisors cast around for a suitable
of martial virtue in a ruler. Having resumed hostilities against the now regent to take the reins of power.
ascended to the throne of England beleaguered English armies. One-by- Much to her consternation, Queen
as a nine-month-old infant, Henry one, English-held territory in France Margaret was passed over in favour
VI survived the longest minority in was lost, until the Battle of Castillon of Richard, Duke of York, who,
the history of the English monarchy. in ad 1453 led to the loss of Gascony. as the great-grandson of King
During the long years of the young When Henry was informed of this, Edward III (ad 1312–1377), had his
king’s minority, England had been he seemed to suffer a total mental own credible claim to the throne.
ruled by a coterie of powerful nobles collapse. Incapacitated to the point York was not exactly popular
acting as advisors leading to inevitable of catatonia, Henry remained in this among the elite surrounding the
tension and power struggles within condition for seventeen months, king and openly despised by the
the royal circle. By the time that Henry only adding to the crises that were Queen, but he was regarded as the
came of age, he was well used to being beginning to engulf the realm since least bad option. In ad 1453 he was
surrounded by strong, domineering before the English defeat in France. summoned to London and offered
characters that did nothing to help his The war with France had drained the role of Lord Protector, aided
own weak and vacillating personality. the royal finances, a situation in no by the powerful Neville family and
way helped by Henry’s penchant the birth of Henry VI and Queen
During the period of his minority, for showering his court favourites Margaret’s son Edward of Lancaster,
the Hundred Years’ War between with gifts and buying the allegiance whose arrival meant York was no
England and France was still raging, of those nobles he considered longer the heir presumptive.
Bastard Feudalism
Under the feudal system that came to be replace by what In turn these powerful
governed medieval England, has been termed ‘bastard magnates bonded the common
Kings secured the allegiance feudalism’, where the loyalty people to them by financial
of their nobles by granting of the aristocracy was given in means rather than granting
tenure over the lands of exchange for money, political them rights to farm the land.
the realm. Gradually, this influence, or office. The consequence was that the
lords of the realm could raise
armed bands to settle disputes,
and allegiances, once hereditary,
could now be bought and sold.
The consequence of this change
in the social and economic
fabric was to weaken the central
Warwick power of the monarchy and
the Kingmaker place more power and influence
& Richard, Duke
of York (Courtesy of
in the hands of ambitious
Perry Miniatures) subjects like Richard, Duke of
York and Warwick
the Kingmaker.
50
The Wars of the Roses
Cadet branches
A cadet branch consists of the cadet branches of this dynasty. the Lancastrian Henry VI, and
younger male line of a monarch or Lancaster traced itself back to the military and political strength
patriarch. Among the aristocracies John of Gaunt, Duke of Lancaster that both factions had accrued
of England and Europe, the (ad 1340–1399) and third son of under the system of bastard
realms, titles, property, and King Edward III (ad 1312–1377), feudalism that had greatly
income usually passed directly to while York descended from accelerated since the reign of
the first born male descendent, Edmund of Langley, 1st Duke of Edward III.
with younger brothers (cadets) York (ad 1341–1402), Edward
receiving much less. III’s fourth son.
The House of Plantagenet had These two cadet branches would
ruled England since ad 1154, find themselves drawn into The Prince of
and both the House of Lancaster conflict by the power vacuum Wales (Courtesy
and the House of York were created by the weak kingship of of Perry Miniatures)
York’s Revolt
Tensions around the centre of power only to dispose of Somerset and his the crown of England upon the
were still on a knife-edge due to influence over Henry and to regain death of Henry VI. This disinherited
York’s simmering feud with the their influence over the king. In this Henry and Margaret’s son Edward
Duke of Somerset, a powerful ally they succeeded, but the animosities from the succession, forcing
of Queen Margaret’s household. laid bare at St Albans could not now Margaret to raise troops to confront
With more and more nobles siding be contained, and decades of bloody Richard once again.
with the queen, the king’s health strife lay ahead.
suddenly recovered enough for him In November ad 1460, the
to take over the reins of power and The defeat at St Albans had been Lancastrian army encamped near
York resigned the protectorship in a disaster for the Queen. Her ally the Yorkist fortress of Sandal Castle
ad 1455. Fearing that the political Somerset had been killed and at Wakefield. Underestimating
tide was moving against him, York the King had been captured, and the enemy force’s numbers,
and his allies exited en masse from although Richard and the Yorkist Richard elected to sally out from
the royal court and headed north to faction swore fealty to the King, his defensive position and meet
raise troops as an insurance policy in reality Henry was now merely a the Lancastrians head on. It was a
against any move against them. figurehead and firmly under the fateful decision as he was killed in
control of the Yorkists. Although the ensuing battle along with his
Alarmed, and always mistrustful peace reigned for several years, son Edmund, Earl of Rutland and Sir
of York, Henry ordered the Yorkist plotting and intrigue abounded, Thomas Neville, brother of Richard
faction to stand down, but this exacerbated by the continuing Neville, ‘The Kingmaker’. Their heads
fell on deaf ears. When the king’s weak rule of Henry. In ad 1459, were displayed over the gates of
entourage left London, the Yorkists hostilities resumed with a York, Richard’s was adorned with a
marched to intervene resulting Lancastrian victory at the Battle paper crown, symbol of humiliation
in the First Battle of St Albans. of Ludford Bridge, followed by for the enemy the Lancastrians
Although a relatively minor an overwhelming victory for the considered a would-be usurper.
skirmish, this battle would result Yorkists at Northampton in July of Richard’s death in battle left his
in a victory for the Yorkists as well the same year. A compromise Act of eldest surviving son Edward, Earl of
as the death of several Lancastrian Accord was now signed recognising March as the leader of the Yorkist
nobles and the capture of the King. Richard, Duke of York as the heir cause and inheritor of his father’s
At this juncture, the Yorkists wished presumptive, who would inherit claim upon the throne.
51
The Battle of Towton (ad 1461)
Edward, not yet 19, was determined forfeited his right by breaking the Act Lancastrians numerical advantage
Hail Caesar
to press his claim. With a price on his of Accord. The next day Edward went was countered by the Yorkist archers
head and considered a rebel against to Westminster Hall where he was utilising strong winds to instigate
the crown he had little choice. But formally crowned as King Edward a one-sided missile exchange which
Edward was also every inch the IV of England. All that remained forced the Lancastrian infantry out
image of kingship deemed by the was to deal with Margaret and the of their positions where a day long
age he lived in. Tall, handsome, and Lancastrian host in the north. engagement began. It was to be the
athletic, but above all possessed bloodiest engagement ever fought
of a dangerous martial prowess, Edward wasted no time in marching on English soil and ended with a
he first visited his revenge for his north. The sooner the Lancastrians decisive Yorkist victory.
father’s defeat upon a Lancastrian were defeated, the sooner his
force composed of Welsh and hold on the throne would be Henry now fled into exile in Scotland
French mercenaries, routing them strengthened. The two forces met with his wife and son, the power of
utterly before marching towards on a bitterly cold morning near the Lancastrians severely reduced
London. Edward was greeted the village of Towton in Yorkshire, with most of their nobles also
enthusiastically by the people and with snow beginning to blanket the fleeing into exile or submitting
in front of a council of nobles and ground. On arrival the Yorkist forces to Edward’s rule. By ad 1464, all
parliamentarians pressed his claim found themselves outnumbered, Lancastrian resistance in England
on the basis that the King had their reserves yet to arrive. The had been wiped out.
Yorkist Triumph
The last hope for the Lancastrian of London was quietly murdered ad 1483 the King died unexpectedly
claim to the throne now lay with soon afterwards. With both her son at the age of 40. Once again,
Edward, Prince of Wales, the only and husband now dead, Margaret’s political instability threatened to
son of Henry VI and Margaret of powerbase was no more, and she plunge England back into turmoil.
Anjou. This hope would be dashed at once again fled into exile in France, Edward IV’s heir Edward V was
the Battle of Tewkesbury in ad 1471 this time for good. Edward IV now a boy of 12, and along with his
where Edward was killed. Henry VI, embarked on more than a decade of brother Richard of Shrewsbury
now Edward’s prisoner in the Tower peaceful and successful rule, but in were entrusted to the protection
52
of the dead king’s brother Richard their parents’ marriage being accept the crown by a petition of
Richard III
Richard’s reign began under a both armies, but now on the field army. Lord Stanley’s son, William,
cloud of suspicion that he had been of battle did not commit to either committed to the fight on Henry’s
responsible for the murder of the side once the clash had commenced. side. Surrounded by enemies,
two young princes in a naked bid for A long-time powerbroker and Richard was unhorsed and killed
power. Although Richard remains magnate among the English nobility, just yards from his nemesis Henry
a suspect there were many other Stanley had married Margaret Tudor. With the death of Richard, the
individuals with the motives and Beaufort, but sworn allegiance male Plantagenet line ended, and he
means to carry out such an atrocious to Richard, all the while secretly became the last English king to die
act, and the truth will never be communicating with the exiled in battle.
known for certain. Henry Tudor.
The victorious Henry Tudor was
Beyond Richard’s powerbase in the In the midst of the battle, Richard crowned on 30 October ad 1485,
north of England, his ascension to spotted Henry’s standard among the bringing thirty years of chaos and
the throne was highly contentious melee and decided on a risky charge bloodshed to a close. He would
and several rebellions broke out towards the would-be usurper. If marry Elizabeth of York, daughter of
and were put down. The most Richard could reach Henry and Edward IV and Elizabeth Woodville
serious was that mounted by Henry settle the battle in single combat, early the next year, uniting both
Tudor, a nephew of the murdered he would carry the day. It was not to Lancaster and York under the new
Henry VI. Henry’s claim to the be. Seeing the King and his knights Tudor dynasty that would rule
throne came through his mother separated from the rest of their England for the next 118 years.
Margaret Beaufort, a descendent
of the Lancastrian branch of the
Plantagenet house. Having grown
up in exile in France, following the
Yorkist triumphs at Barnet and
Tewkesbury, the young Henry had
been invested by his mother with
the hope of the Lancastrian cause,
being prepared to one day take the
battle to the Yorkists and claim the
throne himself.
53
The Wars of the Roses
Mounted Men-at-Arms
Men-at-arms were professional
soldiers, often mounted and armed
with a heavy lance, though they could
also, and often did, fight on foot. A
knight was a social rank, and while
all knights were men-at-arms, not all
men-at-arms were knights.
Bowmen
It took great skill and practice to effectively use a bow. English archers were
unique as they practiced continuously from an early age, becoming deadly
accurate, as was seen at the Battle of Agincourt.
Crossbowmen
Crossbows were a
powerful weapon that
took less skill to use
than a bow. Crossbow
bolts could punch
though even the
heaviest armour.
Billmen
A bill is a
polearm with a
spike for thrusting,
a hook for pulling
and a blade
for cutting.
Billmen were
often deployed against cavalry,
where their hooks could drag mounted
foes off their horses.
54
Warwick's Division
This English division has a solid
base of heavily armoured infantry
supported by lighter troops, archers,
and pikes. Mounted men-at-arms
skirt the edges, harrying the enemy
and disrupting their formations.
Archers deployed on the flank are positioned to support the main body of troops
55
56
Hail Caesar
57
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Introduction
to the Rules
Hail Caesar is a set of wargames rules created to fight battles between serried ranks of warriors represented
by model combatants. It is intended to reflect the span of ancient warfare in a credible manner, however,
because it covers such a long span of time, the game is divided into a set of common core rules followed by a
series of optional rules.
The optional rules provide a the ancient era, further allowing you tests and various other matters
‘toolbox’ allowing you to represent to represent the aspects of warfare at during play. A dozen should suffice
the fighting styles, formations, and a specific period. but the more the better.
command capabilities appropriate
to the age and circumstances of each One or more tape measures (ideally
particular army. Similarly, troops are What Is one for each player) marked in
defined by ‘type’, some of which are inches are needed to measure
peculiar to specific timespans within
Needed To Play distances for movement and ranges
Players will need their respective for shooting.
armies and a suitable playing surface.
The Hail Caesar rules assume A table at least eight feet wide and It is often necessary to record
that players wish to recreate the four feet across is recommended casualties on a unit. Using suitable
wars of antiquity, pairing armies to play using the standard army casualty models stops the battlefield
against their actual historical size, movement, ranges, and other being cluttered with obvious chits or
counterparts. However, players dimensions described – although six tokens, however, any suitable marker
can choose to stray beyond the feet by four feet will work if using such as tiddly-winks or a distinctly
boundaries of reality should they more modest forces. If space is an coloured dice work equally well.
wish to do so – pitting medieval issue, games can be played on smaller
Chinese against a Pharaonic tables and players should refer to Finally, a marker to indicate where
Bronze Age army, for example. the section on One-on-One Games on units are ‘Disordered’ is useful.
While no attempt has been made to page 176 for suggestions of how to go Again, any distinct marker will do
‘balance’ the game for such battles, about this. but something that blends into the
players who have some experience battlefield is preferred. For example,
of fighting ‘out of period’ have Several ordinary six-sided dice a whisp of cotton wool can represent
reported no problems doing so. are needed to resolve command the dust raised by a haplessly
decisions, shooting, combat, break milling multitude.
58
Hail Caesar – A History
The initial inspiration for Hail armies, so our rules were designed resolving any contested issues
Introduction
Caesar came about because my to allow armies to be used in a positive spirit or – should
to the Rules
friends and I wanted to play games regardless of how they happen to positivity prove unfruitful – with
with two, three, and occasionally be based. the toss of a dice
more players a side over our
larger-than-normal-sized gaming Furthermore, we found that games Hence, Hail Caesar was originally
tables using substantially large played with miniature troops initially designed for our own
armies. We also wanted to do all over carefully modelled terrain use, to accommodate our own
that within a reasonable time do not lend themselves well to preferred style of play, to allow our
frame – typically a single evening. exact measurement or overly full-sized battles to be fought to a
Unfortunately, we found other demanding geometry, as such Hail conclusion in a dynamic fashion
popular rules systems progressed Caesar assumes that participants within a few hours.
too slowly for that and we rarely are willing to ‘give and take’ a
managed to finish a game until little during play,
the early hours of the morning –
if at all! Another factor we took
into consideration was that
our miniature collections have Early Sumerian
Battle Wagon
been built up over many years
– and some are still based to the
demands of older rule sets.
We didn’t want to re-base our
59
The Army
Your army is represented on the tabletop by a collection of miniature soldiers. Whatever army is opted for,
it will be necessary to organise your miniature troops into bodies of men, which we refer to as ‘units’. These
units are in turn formed into larger groups called ‘divisions’, and a number of divisions makes up your army.
Each unit of model soldiers represents Regardless of their actual historical advantage of allowing the rules to be
a typical fighting formation of its day, name, the Hail Caesar rules refers consistent without distinguishing
for example a cohort of Romans or to these formations in with the between the varied military terms
taxis of Greek Hoplites. cover-all term of ‘unit’. This has the used in different armies.
Division 1
60
The unit
A real unit of ancient warriors A Dark Age Battle
The Army
would typically be a formation What constituted a Dark Age battle to the people of the age? The
numbering hundreds of fighting
answer is found in the laws laid down by King Ine (Eye-na) of Wessex,
men. However, the practical need
who ruled from ad 688 to 725. Under those laws an attack carried
to fit battles onto a tabletop means
out by less than seven armed warriors was regarded as mere thievery.
units must be scaled down to
Whereas an attack undertaken by between seven and thirty-five
only a few dozen models. As such,
warriors constituted a warrior band and any more than that an army.
the unit of model soldiers still
represents a whole formation,
complete with all its attending
officers, troopers, standards, horn
players, and supernumeraries. division contains the harder it The general
will be for its commander to
control effectively. Each army needs an overall
Divisions commander or general: a Julius
These specifications of a division Caesar, Alexander the Great, or
and commanders are intended for general usage. Boadicea. A leader who rises above
Each unit in the army is allocated However, the army list rules given the nameless throng of history to be
into a particular division, and each later in the book (see page 186), the supreme commander of a whole
division needs a model commander as well as those included in army. Each player must nominate
to lead it. A typical division various Hail Caesar supplements, one of their division commanders
consists of four or more units and may allow for smaller divisions or to also be their army’s general. The
a commander model. While there even place further limits or specify general fulfils two roles, both as
is no limit to the number of units a which troops can go together in commander in charge of a division
division can have, the more units a a division. and as the army’s overall leader.
Division 3
Division 2
61
Unit troop types template that means core abilities capabilities. A complete list of
and rules can be ascribed to units. standard unit troop types, together
Units of troops are divided into Yet within these broad unit troop with game values and a wide variety
Hail Caesar
easily recognisable and distinct types, individual units can be better of different armaments is included
types as shown here. These armed or motivated, or may carry in the Troop Types section of the
definitions form a useful basic different weapons or have different rules on page 142.
INFANTRY
Warriors fighting on foot are
the most numerous troops in
most armies. Infantry units are
further subdivided into heavy
infantry, medium infantry, light
infantry, and skirmishers.
Middle Kingdom
Egyptians
CAVALRY
Mounted warriors form an
important part of many armies Sarmatian
Cataphracts
and the most numerous troops
of nomadic armies. Although
cavalry are usually mounted
on horses, camel-
mounted warriors are
considered cavalry in
armies that include them.
Cavalry units are further
subdivided into cataphracts,
heavy cavalry, medium
cavalry, light cavalry, and
horse archers.
ARTILLERY
Artillery has an important role to play in siege
warfare but also appears on the field in some
armies. Artillery units are subdivided into heavy
artillery, medium artillery, and light artillery.
Caesarian
Roman Ballista
62
Hittite
CHARIOTS Chariot
The Army
near-east such as Egyptians and Hittites but continue to
have a role in some armies in later periods. Chariot units
are subdivided into light chariots and heavy chariots with
the latter often pulled along by four horses.
Macedonian
War Elephant
ELEPHANTS
Elephants are an important
part of Indian armies and
played a significant part in
many battles of Alexander’s
Successors. There is only the
one category of elephants.
Gaulish
Wagon
63
Unit Size there is some reason otherwise, All artillery units are standard
as above. sized, unless stated otherwise, and
As well as a unit’s troop type, units represented by two models. Small
Hail Caesar
are further categorised into one of Tiny sized units are there to artillery units are represented by
four arbitrary sizes: large, standard, represent scouts, foragers, groups one model while large units are
small, and tiny. of civilians and the like. They are not represented by three models.
normally included in armies except
All units in the army are standard in scenarios that call for them. Baggage units are represented like
size unless stated otherwise or there artillery with a single model for
is some reason for them to be larger Large units are employed only in small sized, two for standard and
or smaller. For example, specific the biggest games, such as huge three for large.
historical precedent or as allowed by barbarian hordes. Some army lists
an army list. allow for this specifically, usually as The size of a unit directly informs
an upgrade to a standard sized unit. the width of a unit. This, together
All skirmishers, horse archers, and with the unit’s formation (see page
other units that operate in open Elephants are always considered to 70) determines the shape and area
order are small units, again, unless be standard sized units of one model. each unit occupies on the tabletop.
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
UNIT • The Clash value is used have different Short Range values
The name of the unit, its type and in the first round of each for supporting and shooting this
specific armament – in this case combat engagement. is given with a split stat, such as
Legionary heavy infantry armed 3/0. Which means a value of 3 for
with the pilum (a heavy type of • The Sustained value is supporting and 0 for shooting.
javelin). Troops are always assumed used in all subsequent rounds
to carry a sword or similar weapon, of each engagement. • The Long Range value is for
in this case the deadly gladius shooting attacks at distances of
hispaniensis, but this is generally left The second two values, Short greater than 6".
out of the description to save space. Range and Long Range, are used for
ranged combat.
COMBAT
Four different values are used • The Short Range value is used
for combat depending upon the to represent both short-ranged
situation and range. The first two shooting and skirmishing at
values are Clash and Sustained – ranges up to 6" as well as for Imperial Roman
these are used for fighting hand-to- supporting during hand-to-hand Legionary
hand combat. combat. Note that where units
64
MORALE SAVE
Casualty Markers
A unit’s Morale Save indicates its
The effectiveness of troops declines depends upon the unit’s size: most
ability to shrug off the debilitating
The Army
during prolonged fighting due to standard sized units can suffer 6
effects of prolonged combat. This fatalities, breakage of weapons and casualties, large units 8, small units 4,
value is expressed as the minimum armour, fatigue, failing morale, and and tiny units only 1. This is explained
dice score required to withstand the loss of officers. These factors are together with the resultant effects later
enemy attacks. A value of 4+ is all represent by casualty markers in the rules.
therefore good, as a roll of 4, 5, or 6 or tokens placed beside or behind
will succeed. A value of 4+ is good, the units. The maximum number
5+ average, 6+ poor, and a value of of casualty markers a unit can take
is equal to its Stamina value and
0 indicates the unit is very fragile
and no dice roll is permitted. How
Unit Size: Large Standard Small Tiny
Morale Saves are used is explained
at length under the rules for ranged Stamina Value: 8 6 4 1
and hand-to-hand fighting.
An Amorite city-state battles with an early Egyptian force in the Near East
65
Hail Caesar
Caesar leads his legions across the Rubicon river – the die is cast...
Unit Basing All these actions and more use the from the troops they command
centre of a unit’s front rank as their (for example, many players mount
There are many ways models can starting point. The rules that follow commanders on round bases to more
be attached to bases and arranged often refer to this as the centre-front easily distinguish then from the
into units. For Hail Caesar all that or leader position. square formations of their troops).
really matters is that units have a Specific base dimensions for these
consistent and comparable width, It is recommended that players models are largely irrelevant and
also sometimes referred to as their include officer, standard bearers, players can adopt a size and shape
‘frontage’. The models shown and musician models in their unit, they find serviceable, and examples
throughout this book have been where relevant. Additionally, where are shown throughout the book.
mounted onto suitably decorated practical, it is a good idea to place
square or rectangular bases. This the unit’s leader model in, or as Just as units of a few dozen models
makes the models easier to handle close to, the centre-front position as are understood to represent
without knocking them over or possible to mark the middle of the formations of hundreds of men, so
damaging them and allows units to unit’s front edge. a commander is taken to represent
be easily arranged into neat blocks. not just the great man himself
It is not strictly necessary to mount but his bodyguard, runners,
the models onto bases in this way, Bases For soothsayers, secretaries, and such
but amongst collectors who intend personal servants as the exercise
to take their troops into battle it is
Commanders of command demands. A division’s
the usual practice. Divisional commanders are commander can be mounted onto
represented by either individual a larger base and include such
models or small groups mounted individuals if you please, and the
The Unit’s Leader onto a single base. Ideally, these pieces army’s general can be fashioned to
should be readily distinguishable look suitably imposing!
During a game, you will often need
to arrange formations, measure
distances, or define targets.
66
EXAMPLES OF BASING
The Army
Players new to Hail Caesar may base as shown. A standard Chariot and artillery models are
feel unsure exactly how to base sized unit is four bases wide based individually onto 50mm
their units to best suit the game. (160mm) and a small unit is half wide bases as shown. Chariot
Presented below is an example the size, two bases wide (80mm). unit frontages are the same as
that shows a selection of units Should a large unit be needed, it cavalry, so three element bases
based to a standardised scheme. would be double the size or eight make a standard unit (150mm).
This scheme is recommended to bases wide (320mm). Battle lines Not all models will fit onto
new players because it is ideal for are a single base deep, warbands 50mm wide bases – four-horse
ease of moving the models and and pike block four models deep, chariots for example – and
adopting different formations. It as shown. here we have based the models
uses the low end of the specified onto 100mm wide bases with
Two mounted models are based
frontages, which means fewer two models making a standard
onto a 50mm square element
models are required, which is unit (200mm).
base as shown. A standard unit
helpful when starting a new army.
is three bases wide (150mm) and Skirmishers are best based
It is also an easy matter to extend
a small unit two bases (100mm). individually as shown, infantry
the frontages by simply adding a
Cavalry battle line units are two on 20mm square bases and
further base element later.
bases deep in our standardised mounted models 25mm by
Four infantry models are based scheme (i.e., six element bases 50mm. This allows for units to
onto a 40mm square element in total). fight in an open formation.
Warband
Cavalry battle line Light chariots
Infantry skirmishers in open order Cavalry skirmishers in open order Heavy artillery
67
Hail Caesar
Unit Frontages This conveniently means that infantry Although these frontages are
and cavalry frontages fall within the specified for rules purposes, if
The table below specifies the same parameters. The frontages for players wish to proportionally
frontages for units deployed in their chariots and artillery assume models reduce or increase the distances
usual fighting formations. As tiny are on bases between 40–60mm wide given, they can do so, and it will
units don’t have strict formations but will accommodate other sizes if not affect the game so long as both
these have been left off. Note that required. The depth of formations is players conform to the same values.
these measurements take account of less important from the point of view For example, reducing values by 25%
infantry mounted on multiple bases of the game, and is largely aesthetic. would give a standard width of 120-
of 40mm frontage and figures based See the rules for Formations for more 150mm for most units, rounding up
individually to 20mm. about this. to the nearest 5mm.
Existing Armies regardless of any specific stricture. amounts to the same thing using
Hail Caesar is designed to This is especially useful where fewer bases. Some players even
accommodate existing armies, models vary somewhat in size and prefer to base all their models
regardless of how they are based. It bulk between one manufacturer and individually, arranging the unit
does this by ignoring the number another, even though theoretically onto a separate ‘unit’ base where
of models in a unit and instead the same ‘scale’. needed. Chariots, artillery, and
defining the size of units by the the like can be based to fit the
width of their frontage. The exact For those seeking guidance, the individual model, bearing in mind
number of models that occupy author’s own basing preference that units must conform to the
that frontage does not matter. This is the standard basing scheme widths specified below.
method allows players to use armies outlined above. However, some
that may already be based to some players prefer to place six infantry The recommendations given here
pre-existing standard, or to arrange models onto a 60mm x 40mm are just that, and reflect our own
models so that they look ‘correct’ base in two ranks of three – which preferences and collections.
68
The Army
The Dacian battle line awaits as their chieftain hurls insults and challenges at their foe
Never walk away from home ahead of your axe and sword.
69
Formations
Ancient armies fought for the most part in simple linear formations. Although hints of how this worked can
be gleaned from surviving commentaries, it is far from certain exactly how troops manoeuvred and fought
in any detail. However, similarities in technology, weaponry, and the constant of the human frame suggest
that bodies of troops fought in comparable ways throughout the ancient period, or at least close enough for
the purposes of Hail Caesar.
Basic Formations and other rules apply only to units so can even field battle lines one
in open order. rank deep. However, the following
The following are all formations depths are recommended or
that are either used by all armies otherwise assumed.
or common to a great many. Some Battle Line
specific and unusual formations A battle line of infantry or cavalry is
are dealt with separately as special This is the basic fighting normally represented in the game
rules, for example, the Roman formation for almost all units, by a unit arranged into two ranks of
Testudo. The Hail Caesar rules whether they are infantry, troops. This represents a real-world
sometimes refers to ‘formed’ cavalry, chariots, artillery or even unit arranged something like four to
bodies of troops, meaning troops elephants. A battle line is a broad six men deep in the case of infantry
arranged in any formation aside straight line of troops deployed and perhaps two to four deep in the
from ‘open order’. This is a useful as shown to the right. The depth case of cavalry. Elephants always fight
distinction to make because some of units is less critical than the as units of a single model, but they
rules apply only to formed units width, and players who wish to do are still classed as being in a ‘battle
Vikings in Battle
Line Formation
70
Formations
Dacian Warband
line’ formation and cannot adopt Players who are prepared to A column is represented with a
other formations. sacrifice the look of their units in frontage of no more than 80mm and
favour of reducing the depth of must have more ranks than files (i.e.,
Battle lines of chariots or artillery the formation to three or even two the formation must be deeper than
are arranged one deep, as this looks ranks may do so. However, this it is wide).
more convincing and provides a does introduce the potential for
more playable depth given the size of confusion with standard depth A column of troops can be arranged
the models. formations, it is therefore assumed to flow around obstacles or march
players will want to field their along a curving track, for example.
Battle lines could be arranged into warbands four deep as described. Columns will often be marching
three ranks to represent real-life along roads or tracks, or between
formations in the order of eight to buildings or around other troops,
ten men deep, if the player wishes. Column following a path.
However, these deeper formations
tended to be distinct for specific The column formation is used Note that a unit of elephants is
armies and troop types with when other formations reform represented by a single model in a
successive ranks armed differently for moving quickly, such as battle line, but even so the elephant
(for example, heavily armour spear marching, deploying into position, can still enjoy the benefits of moving
at the front, spearmen behind them, or potentially for making a rapid ‘in column formation’ on a road
and archers at the back). The option advance over the battlefield. It is or track as noted in the rules for
to have three ranks allows players to an extremely poor formation for Elephants on page 156.
reflect this. fighting purposes. Troops attacked
by the enemy whilst in column
formation are likely to suffer badly
Warband as a result.
71
Hail Caesar
Pike Block other. Warriors so-armed fought in assumed that players will stick to the
very deep formations and so units recommended depth of four models.
This formation is unique to troops are arranged four models deep.
armed with the long pike, or sarissa, This represents sixteen ranks of Not surprisingly, the pike block
and can also be referred to as a ‘pike real warriors. was an unwieldy formation that
phalanx’; however, because there is a demanded a very high degree of
separate special rule called Phalanx, The pike block is the usual formation training and discipline to operate
the term ‘pike block’ is used to avoid for such troops and is their effectively. Consequently, special
confusion. Note that in some Hail equivalent of a battle line, therefore rules are required to deal with
Caesar supplements you will also sarissa-armed units are not allowed pikemen in addition to their distinct
find the same formation described to form into standard battle lines. formation – see page 161.
as a pike phalanx.
As with battle lines, there is some
The sarissa is a spear-like weapon flexibility permitted if players Square
somewhere between sixteen prefer to reduce – or even increase
and twenty-four feet long with a – the number of ranks represented. The term square is used to cover
long spearhead at one end and a However, it is important that a number of very closely ordered
counterweighted butt-spike at the pike blocks look the part, and it is defensive formations. In reality,
such formations were often circular
or rectangular rather than a literal
square, but this single formation is
used to represent all.
Caesarian
Legionaries in
Square Formation
72
Let Syria, Asia Minor, and the East, habituated as it is to despotism, submit
to slavery… Freedom is a gift bestowed by nature even on the dumb animals.
Courage is the peculiar excellence of man, and the Gods help the braver side.
Formations
Gaius Julius Civilis, Leader of the Batavian Revolt, 69-70 AD
Only heavy, medium, or light Light infantry, light cavalry and Other units – heavy chariots,
infantry can form a square. The unit light chariots may adopt open artillery, elephants, and baggage –
is arranged into a roughly square order as an option during the cannot adopt open order at all. This
shape with each side the same width battle. These troops can operate in will restrict their ability to move
as near as possible, and the models column, battle line or open order as through some kinds of terrain such
facing outwards where it is practical the occasion demands. as woods and rough ground.
for them to do so.
Other infantry and cavalry units can When a unit adopts open order,
only adopt open order when moving the models’ bases are spaced up
Open Order in situations where they could not to 1" apart so they form a chain or
otherwise move at all, or in situations loose mass.
Open order is a dispersed fighting where they could not do so without
formation in which individual incurring a movement penalty. This
models, or their bases, are spaced usually happens when operating in Testudo, Pig’s
apart. Units in open order are often wooded land, moving over rough
distinguished from ‘formed’ units ground, and crossing rivers or other
Head and Wedge
for purposes of some rules, as will kinds of obstacles (see Terrain on These are rare and rather unusual
become apparent. page 170). Such units must revert formations that are only allowed to
back to their original battle line (or specific troops as a special ability.
All skirmisher and horse archer other formation, such as warband) as The rules for these are included
units are restricted to only using the soon as possible once they are out of under the Special Rules on page 154.
open order or column formations the woods, rough ground, etc.
and cannot adopt any other
formations (such as a battle line).
Imperial Roman
legionary testudo
73
Changing Formation they are always represented in open on. These quarters, areas, or zones
order or as columns. In this respect are most readily demonstrated by
Generally speaking, changing from they are restricted in the same way means of a diagram.
Hail Caesar
Front
Left Right
Flank Flank When changing formation
from column to battle line, phalanx or warband
Rear or from any of these formations back to column,
begin with the model or base in the centre-front or ‘leader’
position (see The Unit’s Leader, page 66). Turn the model on
the spot to so that it faces the desired direction. Rearrange
The areas to the front, sides, and rear of a the rest of the unit around the leader so the model or base is as
formation form its front, left flank, right near as possible in the centre-front position of the new formation.
flank, and rear quarters. This manoeuvre takes the unit one move.
Front
Front Front
In the case of an open order formation the approximate ‘middle’ of the formation is Front
used as the fixing point for changing formation (left). Place the leader model in the
middle of the open order formation and rearrange the unit into a new formation
around him (right).
It is acceptable to form a square
To change from another formation to open order simply reverse the process. This
from the leading edge of the unit, as
takes most troops one entire move, but in the case of skirmishers, horse archers, light
shown here, if the terrain or proximity
infantry, light cavalry, and light chariots the change in formation to or from open
of other troops makes this a more
order can be followed by a normal move all counting as ‘one move’.
practical option. We would use the
For example, a unit of skirmishers in column can go into open order and move 6" as same principle in the case of a testudo
one move, a unit of light cavalry in open order can form a battle line and move 9" as or wedge as described in Special Rules
one move, and so on. See Moving Units page 85 for more about rates of movement. on pages 164 and 166.
74
Formations
Caesar lands his legionaries on the shores of Britannia
Divisions units allowed and may proscribe the will ideally operate as a cohesive and
composition of units to some extent coordinated whole, its constituent
An army consists of a number of (see page 189–191 for examples). units moving and fighting as a body.
divisions. Each division consists of Broadly speaking, army lists usually
one commander plus a number of specify a minimum of four units per Commanders must remain within
units. For example, a division might division excluding skirmishers. a move’s distance (24") of at least
consist of its commander, some one unit under their command.
heavy infantry, some skirmishing Units from the same division do not The closer they are to the units in
infantry, a cavalry unit, and an have to remain within any specified their division the easier it is for
artillery piece. distance of each other during them to issue orders. Note that
the game. However, if they are to commanders can’t normally be
The rules place no restriction be directed by means of a single shot at in the game and cannot
on how units are arranged into order, as described in the next rules be attacked except when fighting
divisions. However, the various section, divisions must form a loose in combat, which means there is
published army lists will usually body with no unit divided by more rarely any need to worry about their
define the minimum number of than 6". In most situations a division safety as they move.
75
Game Rules
The rules that follow assume the game is played between two opponents, each commanding all the divisions
in their army, as this makes it easier to describe the rules and procedures.
76
the playing area and at least three
feet apart if possible. With both Multi-player Games dice for their own division, move
forces fully deployed the battle is Hail Caesar can be played with their own units, and tries to achieve
Game Rules
ready to begin. two, three, or more players on each whatever aims the players have –
side. Indeed, this how the author hopefully – agreed upon as part of
originally envisioned the game to their battle plan.
be played.
Sequence of Play Where each side is represented by
This arrangement usually allows two or more players, one player must
each participant to take command of take on the role of the general and his
The opposing armies are dubbed
a single division of troops, frequently division. This is up to the participants
‘blue’ and ‘red’ for ease of reference. with an umpire to reign overall. So, to agree amongst themselves in
Each full turn comprises a blue turn in each side’s turn each player rolls whatever manner they prefer.
followed by a red turn – after which
the sequence just repeats itself blue,
red, blue, red, blue, and so on until
the game is fought to a conclusion. Game Turns
Note that during the hand-to-hand The game proceeds in turns. In each full turn both sides take an individual
combat part of the turn both red turn – first one and then the other as shown below.
and blue fight regardless of which
BLUE RED
side’s turn it is.
1. Blue Command – Blue 1. Red Command – Red
moves units starting with moves units starting with
Before beginning a battle, it needs initiative moves. initiative moves.
to be determined which side is
‘blue’ – and therefore has the first 2. Blue Ranged Attacks – Blue 2. Red Ranged Attacks – Red
units make ranged attacks. units make ranged attacks.
turn – and which side will be ‘red’.
The easiest way to do this is to roll 3. Blue Hand-to-Hand Combat 3. Red Hand-to-Hand Combat
a die for both sides and the highest – both sides resolve any hand- – both sides resolve any hand-
scorer decides whether to go first to-hand fighting. to-hand fighting.
or second. However, some scenarios
– such as an ambush, for example –
may dictate which side is blue and Measuring Distances models are mounted rather than
which is red. from the models themselves.
During the game players will find The notable exception to this is
Although it might seem there is a it necessary to measure distances in the case of commanders. It is
great advantage in going first, in when issuing orders, moving units, usual to measure from the head
practice these things tend to even shooting at the enemy, and in of the commander model rather
themselves out over the course of a other situations too numerous to than from his base edge when
game. Indeed, it is often beneficial mention. Players are free to measure determining distance between the
to go second as it gives you a distances at any time they wish, commander and a unit he wishes
chance to take advantage of any whether it is their own turn or not. to give an order to. This is because
partial or failed moves made by commanders might be riding
your opponent. Distances between models are chariots or elephants – which have
always measured from the edges of correspondingly large bases – but
the bases on which the measuring from the head of the
commander ensures all is fair.
Hittite Levy
Infantry
77
Command
In the Command part of the player’s turn units are moved as directed by their division’s commander. In some
situations, units are allowed to move automatically but otherwise they must be issued an order to do so.
To give an order, the player first the turn. However, under certain If a player wants a unit to change
nominates a commander to issue circumstances, units may move formation it must be given a specific
the order, indicates which unit is in the Command part of the turn instruction to do so. For example, to
to move, and then describes what without orders, as explained later rearrange its ranks into a column or
the unit will do before rolling dice (see Initiative Moves, page 82). disperse into open order. There are
to determine if the order is issued some situations where a unit will
successfully or not. This is the basic Occasionally, units can or must move automatically change formation
method by which units move in the during other parts of the turn. For when it moves, notably when
Hail Caesar game. example, following hand-to-hand entering terrain that cannot be
combat, defeated units are often traversed otherwise, but even so it is
obliged to fall back giving victorious preferable for the player to give the
Orders units the opportunity to press forward. instruction for the sake of clarity.
In these cases, no order is required to
Giving orders is one of the most move except where specifically stated, If a player wants a unit to charge
important parts of Hail Caesar. as for example when a unit evades into hand-to-hand combat it must
As such, when framing orders during an opponent’s turn. be given a specific order to charge,
participants are encouraged to and the player must indicate which
imagine themselves as proud consuls, Note that units don’t need orders enemy unit the chargers intend to
brave warlords, or merciless despots to make ranged attacks or to fight contact. If you want a unit to charge,
according to their inclination. when they find themselves in then you must say so when giving
hand-to-hand combat, they do these the order.
Orders must be stated aloud, in things automatically.
good time, and in a straightforward, Units will always attempt to obey
robust fashion without conditions their orders in so far as they are
or vagaries. Stating Orders able and in the most direct and
straightforward way they can. If a
Orders must always be stated before The order given to a unit must unit’s move proves inadequate to
making the requisite test for success. explain where it is to move to, and fulfil an order in its entirety, then the
Failure to state an order before rolling by which route in cases where there unit will follow its instructions to
the dice is considered a Blunder as is room for doubt. It is often helpful the best of its ability. For example, if
described later (see page 82). to gesture where the unit is to move a unit is ordered to charge an enemy
to, tracing its intended route, and but has insufficient movement to do
In most situations units need orders indicating how the unit is to face so, then it will move as far as it can
to move in the Command part of where clarity is required. towards the intended target.
78
Test For Success is one of the reasons why it is often further orders that turn. If its order
worth going for a long move, as the is failed, then the unit does not
To determine if a stated order is odds often favour aggressive and move and cannot be issued another
successfully formulated and received, ambitious play. On the other hand, order this turn. In some cases, units
Command
a test is taken as follows. Roll two this is balanced against the chances are allowed to make a single move
dice, add the scores together to get of not moving or of moving only even if they fail their order – this is
a result from 2–12 and check the once or twice. generally referred to as a free move
number against the commander’s (see page 83).
Leadership Rating as follows: It is possible a unit might not move
at all or may have one, two or three A commander can only give orders
• If the score is greater than the moves to complete its order. Often a to units belonging to his division.
commander’s Leadership Rating single move will enable only part of They may never give orders to
then the test is failed, no order is an order to be fulfilled. Sometimes it units in other divisions. Refer
issued, and the commander can will be possible to complete an order to the section on The Army for a
issue no further orders that turn. in a single move even where more description of divisions (page 60).
The unit cannot move unless it is moves would otherwise be available.
entitled to a ‘free move’ in which Such things are matters to consider If a commander successfully issues
case it makes one move (see Free when formulating orders. Remember an order, then they may issue
Moves on page 83). that orders must be unconditional further orders to other units in the
and cannot therefore be dependant same division. The commander
• If the score is equal to the on the results of the dice or the can issue any number of orders so
commander’s Leadership Rating number of moves available. long as orders continue to be issued
or 1 less, the order is issued and successfully, and so long as there
acted upon in due course – the For example, a Roman commander are units able to receive them. If a
unit can make one move. gives an order to a Legionary Cohort to commander fails to issue an order,
move to the crest of a hill – the dice roll then they cannot give any more
• If the score is 2 less than the is 1 and 2 = 3, which gives three moves orders that turn. This can sometimes
commander’s Leadership when compared to commander’s result in some units moving and
Rating, the order is speedily Leadership Rating of 8. The Legionaries others staying where they are, or
issued and acted upon make one move as instructed and reach even for entire divisions to not move
immediately – the unit can their destination – the remaining two at all in some cases.
make two moves. moves are wasted in this case. Next, the
commander orders his cavalry to make Each commander must finish giving
• If the score is 3 less than the a sweeping move around the enemy’s all their orders to their division
commander’s Leadership Rating flanks – keeping a good distance from before another commander can
or lower, the order is issued the enemy to avoid being caught up in begin to do so. It is not permitted for
in anticipation of events and combat. Once more the dice are rolled one commander to give an order,
hurriedly obeyed – the unit can this time scoring 5 and 4 = 9 a failure! then a second commander, and then
make three moves. The cavalry stay put having failed their the first commander again. Where
order and the commander cannot issue several players are playing on one
For example, rolling against the any further orders that turn. He still has side, it is usual for them all to issue
standard Leadership Rating of 8 a score a unit of archers and some skirmishers orders and make moves at the same
of 9 or more is a failure, a score of 7 who have not received orders yet and time as this is only sensible, but each
or 8 gives one move, a score of 6 gives which are therefore unable to move.
two moves and a score of 5 or less gives
three moves.
Pompey
Commanders, the Great
Statisticians will note that the
chances of rolling one, two, or
Units And Orders
three moves varies depending on A unit can only be issued a single
the Leadership Rating and is not a order each turn. If its order is
linear progression. Often a result passed, then the unit obeys the
of three moves will be more likely order in so far as it can but cannot
than a result of two or even one. This then be subsequently issued any
79
player must finish giving orders units interpret charge orders and For example, all moving forward,
from each of their own commanders attempt to fulfil them. For now, only all moving back, all moving to
one at a time. how orders are issued and received engage the enemy, or deploying
Hail Caesar
There are more rules for moving and Units given a division order must form a group at the start of their move and must
complete their move as a group with no units separated by more than 6". In this
fighting with chargers in hand-to-
example the division has advanced to form a line – but as no units are separated by
hand combat presented later (see more than 6" this is fine.
page 105), where it is discussed how
80
Command
Greek hoplites interlock their shields, presenting a defensive wall of bronze
unless an exception applies. When desired position but well placed for the distance is more than 12" then
wishing to move a whole division, or the following turn. The cavalry with deduct -1 from the commander’s
a substantial part of a division, this is their longer movement distance also Leadership Rating for every full 12".
the usual means of doing so. manage to get close to where they are For example, at 19" deduct -1, at 38"
needed, despite starting at the rear of deduct -3, at 48" deduct -4, and so on.
For example, a player wishes to move the formation. Overall, it is a successful Measurements are made from the
a division consisting of three cohorts of manoeuvre – the ridgeline is firmly commander’s head, as this frees you
legionaries, a unit of auxiliaries, and a defended, and the position affords a to mount your models on bases of
unit of cavalry. The player gives the order good view of the approaching enemy. any size, thereby facilitating models
as follows, “Tribunus Lucius Bellator riding chariots or elephants and the
issues a command to the division to use of scenic dioramas to represent
advance and seize the ridge with the Distance Modifiers individual commanders.
legions taking the centre, the cavalry the
right flank, and the auxiliaries breaking Orders are assumed to be relayed by Regardless of any modifiers that
into open order formation to occupy messengers who form part of every may apply, including bonuses
the wood on the left flank.” The player commander’s staff or bodyguard, afforded by special rule of one kind
makes clear his intentions by carefully although there is no need for these or other, no commander ever has a
indicating where they imagine their individuals to be represented on the Leadership Rating of better than 10
troops will deploy. This is a perfectly tabletop. It can readily be imagined or worse than 5. The best possible
reasonable order. that messengers might be killed, value is 10 and the worst is 5.
captured, delayed, or distracted
The player rolls two dice to test his in some fashion. To represent Distance modifiers are not applied to
success. Tribunus Lucius Bellator has this, a penalty is applied to the orders issued to skirmishers in open
a Leadership Rating of 8 and rolls 4 commander’s Leadership Rating order, light cavalry in open order or
and 1 = 5. With a result of ‘3 under’ each if he is a long way from troops horse archers in open order. However,
unit in the division has three moves to he is trying to order. Note that in the case of a division order, distance
complete its part of the order. skirmishers, light cavalry, and horse modifiers still apply if they would
archers in open order are exempt normally apply to any other units
The auxiliaries leading the advance these penalties as explained below. included in the order. For example, a
have to expend a move to change division order to a unit of skirmishers
formation but manage to take up the Measure from the commander and a unit of horse archers both in
indicated position by their third move. model to the closest point on the open order would not suffer distance
The two cohorts immediately behind unit being ordered. If a commander penalties; however, a division order
also manage to reach the positions wishes to give a division order to given to a unit of skirmishers in open
indicated without any trouble, leaving several units at once, measure to order and a unit of heavy infantry in
the third cohort just short of its the unit that is farthest away. If battle line formation would.
81
Blunders far as it can, in the most direct and
It is suggested that anyone
straightforward manner. playing for the first time ignores
If a commander rolls a double 6 the rules for blunders until they
Hail Caesar
when giving an order this signifies Non-combatant units such as have more experience with how
that the unit has gone out of control messengers, scouts, civilians, and the game works. Indeed, players
in some fashion. This is called a baggage are not normally subject to who dislike the lack of control
blunder. This represents either blunders. However, umpires should that often results from blundered
orders are entirely at liberty
an order being misunderstood or feel free to improvise in such cases.
to ignore the rule without it
perhaps warriors being overcome
significantly impacting the game.
by exceptional eagerness or timidity.
The consequences are determined Initiative Moves
by rolling a dice and consulting the
Blunder Table below. The result is Initiative moves represent the allowed to use their initiative to
the unit’s order for that turn and leaders of individual units taking move instead of receiving orders
the affected unit must endeavour to matters into their own hands, from their commanders.
obey as best it can. If a division order or acting according to some
has been blundered the same result prearranged plan or signal, to act In addition, regardless of whether
applies to all the units receiving without receiving direct orders formed or in open order, units that
the original order. A unit in open issued from higher command. are within 12" of an enemy unit at
order has no defined front, so for the start of the Command part of
the purposes of blunders assume its Once a unit has moved using their their turn are also allowed to use
front is the part of the unit closest to initiative, they cannot subsequently their initiative to move instead
the enemy or the opposing player’s be given orders from their of receiving orders from their
table edge. commanders that turn – the two are commanders.
mutually exclusive.
A blunder cannot override any Where enemy are within 12", units
rules that forbid some units from All units moving on initiative must can use initiative regardless of
charging others. For example, do so before any actual orders whether they can see an enemy
skirmishers are not allowed to are issued by any of the army’s or not. All enemy units count for
charge infantry in battle line commanders. Thus, during the this purpose including artillery,
formation. A blunder can contradict Command part of a player’s turn, baggage, and civilians, but enemy
a rule that otherwise obliges troops units using initiative are moved first, commander models do not count.
to face their enemy. Similarly, and then commanders issue orders
terrain, enemies, or the position to remaining units as required. Where present, the umpire can
of friends may make it impossible decide to override this principle
to act as instructed. In all these Units in open order and which can in cases that merit it. For example,
cases the unit will try and obey the see an enemy unit at the start of during ambushes where enemy are
instruction it has been given in so the Command part of the turn are lying ‘hidden’.
D6 Blunder Table
Uncontrolled flight! The unit turns round to face its rear and then makes two full moves into its facing quarter. The
1 unit will move even further if necessary to clear the position of friends. Once it has moved, the unit suffers 1 casualty
to represent loss of life and/or equipment suffered during the ignominious stampede.
2 Back! The unit moves backwards one move to its rear quarter whilst continuing to face the same direction.
3 Drift left! The unit makes one move to its left quarter.
4 Drift right! The unit makes one move to its right quarter.
Forward! The unit makes one move to its front and will charge if facing an enemy within one move’s distance and
5
which the unit is otherwise allowed to charge.
Uncontrolled Advance! The unit makes three moves to its front. The unit will charge if facing an enemy within three
6
move’s distance and which the unit is otherwise allowed to charge.
82
Command
“Storm the breach!” – French men-at-arms rush the broken walls
Commanders represent individuals • A unit in column formation may a free move can move as described
or very small groups whose presence make one move if it fails its order. whilst other units cannot.
otherwise goes unnoticed, and they
are therefore ignored for purposes • All tiny units representing For example, if a division consisted
of triggering initiative moves. scouts, working parties, civilians of a mix of units in column and
and such will may make one units in battle line then only the
All units using initiative are move if they fail their order. units in column would get the free
considered to be in receipt of an move. Bear in mind that where a
order and can make one move • All baggage, carriages, wagons, division order has been issued units
(never two or three moves). The and such like may make one must still remain within 6" as a
player states the order in the usual move if they fail their order so group even where some units have a
way before making the move. long as they are on a road or free move whilst others do not.
track. In this instance wagons
Note that units are not obliged to moving along a road are treated
use initiative just because they are as if they are columns. Orders To
within 12" of the enemy or because
they can see an enemy in the case of • Some units have a special rule
Units In Combat
units in open order. Units can always that entitles them to make one Units that are engaged in combat,
wait to be issued orders instead. move when an order is failed. whether fighting or supporting
Whether it is better to take the See the Special Rules section on as described in the Hand-to-Hand
certainty of an initiative move or go page 154. Combat rules, cannot be given
for an order with its attendant risk orders and cannot use their
of failure is a matter of judgement. • Units from broken divisions initiative. They must stay where they
may make one move if they fail an are whilst the combat continues. See
order or if no order is attempted. the Hand-to-Hand Combat rules on
Free Moves However, such units are obliged page 104.
to retire from the battle where
As noted below, units are entitled possible as described in the Note that an exception is made to
to make one move (never two or section on Victory and Defeat (see this rule is a special ability called
three moves) in certain situations page 140). Feigned Flight – allowing some fast,
even though their order has failed highly mobile troops to move out
(but not blundered). In some A division order might encompass of combat, either feigning flight or
unusual situations, units may be some units that are entitled to make taking advantage of their speed to
entitled to a free move even where a free move and others that are not. escape their enemy. See Special Rules
no order is issued. In such cases, those units entitled to on page 154.
83
Hail Caesar
Orders to the table all units are assumed to initiative to move except where
form a group and a single order specifically permitted as described
Off-Table Units can therefore be given to all the below. Units otherwise entitled to a
There are two situations where units units at once. Sometimes a division free move are unable to make their
can be off the table but can still be will be unable to deploy all of its free move if disordered.
given orders. These are: if the units units at the same time because it’s
began the battle off table and are impossible for them to fit in the Disordered units in open order can
allowed to enter during the game space available. For example, in use their initiative specifically to
and where units are obliged to the case of a marching column of move away from or avoid the enemy,
leave the table during the game for several units. In this case simply or to move towards their own rear,
whatever reason. place the lead unit on the table and table edge, or encampment. They
declare that the rest of the units are must be instructed to move as
Units that begin the game ‘off table’ deployed following behind. Those described and cannot, for example,
are usually allowed to enter at a point following behind can move straight charge an enemy or engage in hand-
agreed by the players before the game. onto the field at their full speed in to-hand combat as supports.
Units that leave the table during play subsequent turns to keep up with
can re-enter at the same point they the rest of the division. Units from broken divisions can
left the battle unless they are shaken, and must attempt to retire from the
in which case they are gone for good battlefield even where disordered,
and cannot return. In both cases a Disordered as described in the rules for Victory
unit’s first move is to place it on the and Defeat on page 140.
table edge and no more than 6" onto
Units and Orders
the table regardless of its formation or There are various circumstances
usual speed of movement. when a unit can become disordered Recovering Order
representing a temporary loss of
In the case of units entering the formation and control. Disorder Disordered units will normally
table, such units are restricted to a often follows from enemy shooting, recover at the end of the player’s
single move (i.e., 6" on as described hand-to-hand combat, and own turn. Once the player’s turn
above) and that no charge orders sometimes because of movement is otherwise over, remove any
can be issued as part of such a move. through other units or difficult outstanding disorder markers
terrain. Disordered units are except as noted below.
Orders are given to units that are indicated with a suitable marker, so
off table in the same way as to units their status is obvious to all. Units engaged in hand-to-hand
already on the table, except that the fighting, whether as fighting units
distance between the commander The rules affecting disordered or supports, cannot recover from
and unit is always measured to the troops are given throughout Hail disorder so long as they remain
designated entry point on the table Caesar and collated in the section engaged. These units retain their
edge. If the commander is also off on Disorder on page 132. Shown disorder markers and continue to
the table with his troops, then he is here is only how disorder affects suffer ‘to hit’ penalties due to disorder
assumed to be within 12" of his whole orders and initiative. as described in the rules for hand-to-
division and no penalty is applied to hand combat (see page 117).
his Leadership Rating for distance. Units that are disordered cannot
be given orders of any kind in Some special rules can affect a unit’s
Where a division or part of a the Command part of the turn. ability to recover from disorder. See
division is being ordered onto Disordered units cannot use their Special Rules page 154.
84
Moving Units Moving Units Table
Command
in a single turn depending upon the Light Chariots and Cavalry other than Cataphracts. 9"
result of the test when issuing orders.
The total distance a unit moves
Light Cavalry in open order and Horse Archers in open order. 12"
during the Command part of the
turn therefore varies. For example, an
infantry unit could potentially move The Moving Units Table shows the formation as a whole and no portion
18" in total, a heavy cavalry unit 27" in standard move distances for units of the unit moves further than the
total, and a light cavalry unit in open in inches. This is the distance a distance allowed, except where
order 36" in total. unit of that type may travel as part specifically permitted by the rules.
of ‘a move’. A unit can move twice This enables a unit to swing about,
Strictly speaking, if a unit is entitled this distance if it has ‘two moves’, to reverse its facing, move to its
to move two or three times, then and triple this distance if unit has right or left, move at an angle, go
it makes two or three separate ‘three moves’. Movement distances forwards or backwards, or make any
and distinct moves. However, for are generally very straightforward: comparable manoeuvre the player
convenience, players may combine less mobile troops such as infantry, might wish.
their movement distances into a elephants, and baggage move 6" at
single move and make all three a time, faster troops such as cavalry This rather free and easy method of
moves at once. So, an infantry unit and light chariots move 9", whilst moving allows for a fast-paced game
with three moves can be moved 18", light cavalry and horse archers in that emphasises the manoeuvre of
for example. However, there will be open order are allowed a move of 12". the army rather than detailed drill
situations where it is necessary to of individual units. However, there
break moves down, in which case it is When a unit moves, individual are some situations that constrain
usually sufficient for a player to move models or bases are free to move a unit’s ability to manoeuvre freely,
a token base and then to reassemble in any direction or orientation so and the most important of these is
the whole unit in its final position. long as the unit retains the same the proximity rule.
85
The Proximity Rule FRONT A unit turning to face an enemy
As already explained the front of does not have to choose the closest
The proximity rule obliges a unit a unit extends to its front quarter opponent but must choose an
Hail Caesar
to take nearby enemy units into drawn from the edge of its frontage enemy unit that lies to its front,
account. If an enemy lies close to a as shown on page 74. even if only partially so, and
unit’s front, then it can’t be ignored within no more than three moves
when moving. APPLYING THE PROXIMITY RULE distance. For example, an infantry
When a unit is subject to the unit must face towards an enemy
For a formed unit, the proximity proximity rule it must end its move within 18", and a heavy cavalry
rule comes into play at the start of facing towards an enemy unit. It unit must face towards an enemy
each move if there are any visible must move either directly towards within 27".
qualifying enemy units to the unit’s or directly away from the enemy
own front and within 12". unit it is facing, and this restriction NON-QUALIFYING UNITS
supersedes any actual order the unit Enemy commander models as
For example, if a unit makes three may have been given. well as units of artillery, tiny units,
moves following a successful order non-combatant units (including
it must check for proximity before A unit is considered to be facing its wagons and baggage), and any units
making each of these moves. enemy if at least part of a visible in fortifications or buildings do not
enemy unit lies directly in front of the count for proximity.
Where affected by the proximity of unit’s centre-front position as shown
enemy, any move the unit makes will in the accompanying diagram, left. In addition, formed units can ignore
be governed as described below. enemies in open order when it
Where a unit is subject to the comes to the proximity rule, as the
There are exceptions to the proximity proximity rule and is already facing player chooses.
rule as not all enemy units count for a visible enemy unit at the start of its
purposes of working out proximity. move, the unit can only move either If a unit chooses to ignore open
However, formed infantry and cavalry directly towards or away from that order troops that are ‘masking’
units that make up the core of most opposing unit whilst continuing to formed enemy that would trigger
armies always qualify, assuming they face it. the proximity rule, were they visible,
can be seen. See Visibility on page 93 then the unit must take account of
for the rules defining this in the game. Where a unit is subject to the the masked enemy as if the open
proximity rule but not facing a order troops were not there. In
Units in open order (as opposed visible enemy at the start of its other words, whilst it is acceptable
to formed units) are affected move, then it must choose one to ignore a skirmisher screen
differently by proximity and rules enemy unit to its front and turn to you cannot ignore the formation
for them are given on page 100. face that unit as it moves. advancing behind it.
86
The enemy unit to the right is
within 12" of the red unit and
lies partially to its front. The two
units at the top of the diagram
Command
are 16" away from the red unit.
Red must therefore face an
enemy when it moves. Red can
face any of the units opposing
it, even though the two distant
enemies are more than 12" away
(but within 18"). If red moves
so that it is now facing any of
the enemy units within 12", it is
then obliged to move towards or
away from that unit in its next
move as already noted.
OPEN ORDER PROXIMITY respect to the closest enemy, either countered by other troops in open
Units in open order are affected moving away from them or towards order than can formed units.
differently by the proximity of them. If moving towards them they
enemy units. This applies to all can charge where normally allowed
units in open order, including light to do so but are not permitted to Moving Through
infantry who have deployed in open charge other enemy as a means of
order, for example. moving either towards or away from
Enemies & Combats
the closest. They are not obliged to Units are not allowed to move
Units in open order are subject to move at all, of course, but this rule through opposing units. However,
the proximity rule if there are any governs any move they make. they can move over opposing
visible enemy units within 6" of commanders freely. Commanders
any part of their own unit at the Note that troops in open order are moved over in this way are obliged
start of each move. This applies to more able to manoeuvre around to move as described in the section
all enemy units regardless of their formed units of enemy because on Commanders on page 134.
formation or type, except for enemy they are unaffected by proximity
commanders which are always at distances of greater than 6". Units cannot normally move
ignored for proximity. However, once within 6" they can through friendly units that are
only react to the closest enemy, engaged in hand-to-hand combat
Where affected by proximity, open which in turn means that troops but are allowed to do so if they
order troops are only able to move in in open order can more easily be are moving to join an existing
engagement either as support or by
charging. This exception is necessary
to allow for multiple charges in
some situations, see Charging 2-on-1,
page 109.
6"
4"
Units in open
order are affected by
the proximity of enemy
within 6" and are only Marcus
able to move either Crassus
towards or away
from the closest enemy.
87
Hail Caesar
Castilians
Moving Through warbands and pike blocks to move If the centre-front position of either
through friends, as two or three unit moves over any part of the other
Friendly Units moves will often be required to clear unit then it will be necessary to test
Aside from units engaged in hand- their position. for both units to determine if they
to-hand combat as noted earlier, become disordered as a result. Roll a
units from the same side can move Units can move through friends dice for each unit. If the result is a 4, 5,
through each other where it is without penalty if either unit is or 6 the unit retains good order and
possible for the moving unit to skirmishers or other infantry in there is no penalty. If the result is a 1, 2,
completely clear the position of the open order, or if both units are or 3 the unit becomes disordered.
unit/s moved through. It does not light cavalry or light chariots in
matter whether it takes one, two or open order. Disordered units suffer penalties for
three moves to clear the position of shooting and in hand-to-hand combat,
friends, so long as their position is Other units can also move through and any disordered unit that has not
cleared once the unit has finished all friends without penalty if only already moved during the Command
its movement. a minor portion of both units is part of the turn will be unable to do so.
moved through. Where a unit can
If it is not possible for a unit to clear move through another without Disorder does not usually affect
a friendly unit completely then it the centre-front position of either units from turn-to-turn unless they
may not move through. Note that unit passing over the other then no are engaged in combat. See page 132
it is harder for deep units such as penalty is applied. for more about disorder.
Left – these two units can pass through as shown without penalty – the centre-front ‘leader’ position’ of both units its not touched as the
rear unit moves through. Right – these two units can pass through as shown but both must take a test and risk becoming disordered.
88
Charles Martel and the Feigned Retreat
Following his defeat at Cologne in ad 716 at the hands of King Chilperic II of Neustria and his
Command
allies, Charles Martel (the hammer) withdrew to the Eifel Mountains and rallied his army. He then
fell on Chilperic at Amel as he returned in triumph from Cologne. Martel used a feigned retreat to
draw Chilperic’s forces out of a strong defensive position, then turn and defeat them. Requiring great
discipline and precise timing, his use of a feigned retreat established Martel’s reputation as a great
general, who would remain undefeated until his death in ad 741.
Manhandling It is important to note that a unit part of a combined move are not
can only make one formation allowed to charge when they do so,
Artillery change in the Command part of a their move must be a non-charge
Artillery can range in size from turn. No matter how many moves move. Note the exception made
the smallest man-portable bolt- a unit has, it can only make one for units fighting over bridges or
throwing machines to huge static formation change. For example, breaches (pages 174 and 211). See
siege engines. The following rules a heavy infantry unit with three Charge, page 105, for more about
are for mobile field artillery of moves could not adopt open order, charge moves.
different kinds. move through a wood, and form a
battle line all in the same turn.
The lightest types of man-portable Squares
machines move at infantry rates
– i.e., at 6" per move. A machine Combined Moves Squares are essentially static
of this kind can move once in the defensive formations. A square
Command part of the turn and still A formation change takes an cannot move and the only order it
shoot in the Shooting part of the entire move except in the case of can be given in the Command part
turn. If a machine moves more than skirmishers, light infantry, light of the turn is to change formation.
once it cannot also shoot that turn. cavalry, horse archers and light A square cannot change to another
chariots. In these cases, a unit can formation and then move further
Heavier types of field machine can still change formation to or from open during the Command part of that
be carried by their crew and, in some order and then move counting this turn. Regardless of the number of
cases, have wheels to enable them as a single combined move. Units moves a square is allowed it can only
to move more easily. Such machines making a formation change as change formation.
can only move once in any Command
part of the turn and cannot move and
shoot in the same turn.
Formation Changes
Formation changes must be stated
when giving orders and it is good
practice to do so even where a
formation change would be obligatory
to fulfil an order (for example, a
formed heavy infantry unit must adopt
open order to enter a wood).
89
Units Leaving Commanders can freely move Commanders do not require an order
through units from their own side to move – they move automatically.
the Table unless they are engaged in combat,
Hail Caesar
Units can leave the table in several and by the same token, units can All commanders move 24" regardless
circumstances, most commonly move through their own side’s of whether or how they are mounted.
following a blunder or because of a commanders as they wish. If a unit It is assumed that commanders riding
combat or missile break test. A unit ends its move on top of a friendly horses, chariots or elephants have the
is judged to have left the table once commander, then the commander sense to dismount where necessary
any models pass the boundaries of model is moved sufficiently far to and so no restriction is imposed upon
the tabletop or playing area, or if a allow the unit to take up its position. them in respect to terrain and their
model would otherwise ‘fall off the mounts (see Terrain page 170). Players
edge’ having completed its move. Commanders cannot move through may wish to provide both foot and
Such units are removed at once, but enemy units, or any units engaged mounted models to represent their
can potentially return to the battle in combat. A commander who is commanders to avoid the insensitive
as already described (see page 84). moved into by either an enemy unit spectacle of chariots plunging
or any unit engaged in combat must through woodlands, elephants
A unit cannot return to the immediately join a friendly unit standing upon ramparts, or other
battlefield if it is shaken or if it within a move’s distance. If unable to incongruous apparitions.
belongs to a broken division. Units do so the commander falls casualty
become shaken once they have and is removed as dead or captured. A commander can join a unit in their
casualty markers equal to their own division by moving into touch
stamina value as described later. Commanders can move freely with it. The player should also declare
Such units always retire from the through opposing commanders, that the commander has joined the
battlefield for good once they leave but they cannot force enemy unit for clarity. If practical, players
the table. Divisions become broken commanders to move their may wish to rearrange the model
once a proportion of their units position or join units by moving into the unit’s formation. Once a
are destroyed or deemed lost as on top of them. commander has joined a unit, they
described under Victory and Defeat become a constituent part of the unit
(page 140). and move with it until the start of the
Moving player’s following turn.
Spanish
Caetrati
90
Command
Gaulish warriors charge heedless of prepared Roman defences
Yorkist soldiers storm the defences, threatening the Lancastrian baggage train
91
Ranged Attacks
Chapter
Title
The term ‘ranged attacks’ serves to describe all combat that takes place at range, this includes skirmishing beyond
the confines of formal ranks. It therefore covers missile fire from bows and slings, thrown javelins or spears,
artillery, and – in some cases – a combination of thrown missiles and individual combat.
Short and Long and various kinds of artillery. If their ‘front’ and therefore make
troops have long ranged attacks their attacks against the closest
Ranged Attacks their Short Ranged attacks value target regardless of direction. If
Ranged attacks are divided into two represents shooting at close range two or more enemies are equally
types with two separate values: short using the same weapons. close then attacks are divided as
range attacks and long range attacks. equally as possible, or as seems
The Short Range attack value is used most equitable.
for targets up to 6" distant. The Long Who Can Make
Range attack value is used against Units are not allowed to make
targets more than 6" away.
Ranged Attacks? ranged attacks if they are already
Units with a Short or Long Ranged engaged in hand-to-hand fighting.
Many units have a short ranged attack value can make ranged attacks Note that units are considered
attack that represents thrown and they commonly do so during engaged whether they are
weapons such as javelins, light the Ranged Attack part of their turn supporting or fighting combat as
spears, and weighted-darts. In after Command and before Hand-to- defined in the section on Hand-to-
appropriate cases, the Short Hand Combat. Hand Combat.
Range attack value also represents
individual warriors skirmishing to Formed units automatically make Units can sometimes shoot in the
the front of a unit’s position. all their attacks against the closest opposing side’s turn, or at other
enemy to their front quarter and points in the game, by means
Long range attacks represent within range. Units in open order of closing or traversing shots as
shooting by bows, crossbows, slings, count their entire perimeter as explained later.
92
Visibility
It is necessary to introduce an
Ranged Attacks
important and basic concept: namely
a unit can only shoot at something it
can see. In principle, a unit can ‘see’ an
enemy when a body of troops could
clearly identify and take appropriate
action against it in real life. Whether
individuals can actually see other
individuals is not important in this
sense. If a hill or wood lies between
the attackers and their target, then
the target cannot be seen because the
hill or wood is in the way. Where the
enemy is obscured by topography, In the diagram the red unit cannot see the left-hand enemy because the wood
by buildings, or by the formations of blocks the unit leader’s view. The central enemy unit can be seen perfectly clearly.
other units, then it is not possible to The red unit’s leader can’t see through his own troops, so anything behind the unit’s
frontage isn’t visible – such as the right-hand enemy unit.
see in the sense described. In practice,
this may require some judgement
and players are encouraged to rely
on good sense rather than submit to Range forwards of their positions to hurl
slavish rules about such things. spears or exchange blows with the
All short ranged attacks have a enemy. The maximum distance
For convenience of play, a unit’s maximum range of 6" whether they of long ranged attacks varies
ability to ‘see’ is judged from the are made by thrown weapons such depending upon the weapon used as
centre-front position. The unit as javelins or by warriors dashing indicated on the following table.
shoots at what the leader sees and if
the leader cannot see the enemy, the
Range Table
unit cannot shoot at them.
Javelins, Darts, and other thrown weapons 6"
Models representing the army’s
Slings 12"
commanders and general can’t be
targeted by ranged attacks and are Bows, Crossbows, and Staff slings 18"
therefore ignored when it comes
to deciding what a unit can see and Light Artillery 24"
which enemy is closest. Just imagine Medium Artillery 36"
they are not there. Commanders
represent a small number of mobile Heavy Artillery 48"
individuals who go unnoticed
amongst the hurly-burly of battle.
Varying Ranges
Aside from artillery (which is These ranges have been allotted relative to the
covered later) units are not movement distances in the game, allowing
permitted to see through or over for what feels to be appropriate. For these
the heads of other formations purposes there is rarely any benefit in Sarmatian
even where some models might be differentiating between different kinds of Horse Archer
93
Measure Distance something like that shown below, usually free to ‘pick’ a target but there
with a greater projection towards are certain situations where players
For formed units, the distance to the the centre of the unit. are allowed to divide their attacks as
Hail Caesar
When measuring
range,measure from In this situation the archers at the bottom of the diagram wish to shoot at the enemy
the centre point of the in front of them. The gap between the friendly unit to their left and the wood to
shooting unit to the closest their right is slightly less that the unit’s own frontage so a dice penalty is incurred
model in the target – always measure because the target is obscured. As the gap is only just narrower than the unit itself
distances base edge to base edge. no penalty is applied to the number of shots allowed.
94
Choice of Targets
There are some situations where a
Ranged Attacks
choice of targets is allowed. In all these
cases the closest enemy is either partly
obscured or otherwise not a clear
target. Attacks against such obscured
closer units may still be made but with
a penalty to the dice roll, so it might
be better to choose a more distant but
clearly visible target instead.
95
Attack skirmishing but sometimes troops If the score required to hit is 6 then
are obliged to do the best they can. a missile break test is only required
As many ranged attacks can fairly if two or more 6s are rolled. These
Hail Caesar
be described as ‘shooting’ such Roll the appropriate number of 6s can be from the same or different
attacks are referred to as ‘shots’ dice. Any dice scoring 4, 5, or 6 units of shooters.
and attackers as ‘shooters’, but indicate that the attackers have
bear in mind that short range inflicted a hit on their target. For In some situations, it becomes
attacks are not always down to example, three dice scoring 1, 5, and easier or harder to score a hit.
shooting but can include thrown 6 = 2 hits; 4, 5, and 5 = 3 hits; and 2, 3, This is represented by adding or
missiles and light-contact fighting and 3 = 0 hits. subtracting to the dice rolls as noted
with hand weapons. below. For example, if shooters are
In addition, except as noted below, disordered, they suffer a penalty of -1
Dice are rolled to work out the if any of the dice rolled score a 6, and therefore require scores of 5 or
effects of a unit’s ranged attacks. The then the target must take a missile 6 to score a hit rather than 4, 5, or 6.
number of dice equals the unit’s break test after casualties have been Regardless of these modifiers, a roll
Short Range combat value at up to calculated from all shooting during of 6 always scores a hit, whilst a roll
6" and the unit’s Long Range combat the Ranged Attacks part of the turn of 1 always misses. There is no such
value at ranges of greater than 6". (see page 125). thing as an automatic hit or miss.
The great Pompey marshals his legions to stop the upstart Caesar
96
Ranged Attacks
Theban Sacred Band
Ranged Value
Adjustment Unit Size Modifiers
1 Dice Tiny Unit. Attacking tiny units only roll one dice – their Short and Long Range combat value is always 1.
Ranged
Attack Value Formation Modifiers
None Column or Testudo. Units in column or testudo cannot make ranged attacks.
1 Dice Square. Ranged attacks by units in square are limited to one dice only.
Buildings. Units occupying buildings are limited to a maximum of two dice from any face up to their
2/face
ranged attacks value in total – see the rules for buildings on page 174.
Attackers are shaken and/or disordered. This applies if the attacking unit is either shaken, disordered,
-1
or both. These states are explained in due course and affect units in various deleterious ways.
The target is partly obscured, in open order, artillery or baggage. This applies if the target is partly
-1
obscured as already explained, or in open order, or artillery, or wagons and other baggage.
The target is formed, shielded, heavy infantry being attacked by enemy to their front quarter, or
formed cataphract cavalry regardless of the direction of attack. This applies to heavily armoured
-1 targets and, in the case of heavy infantry, applies only when attacked from the front due to their shields
and tight formation. Where a target’s formation counts as front all round, such as a testudo, the penalty
applies all round too.
-1 Closing Shots. This applies to units shooting at enemies as they charge. See Closing Shots on page 101.
Traversing Shots. This applies to units shooting at enemies as they traverse their front as described for
-1
Traversing Shots on page 102.
97
Morale Saves Morale Save Modifiers
indicated by its fighting qualities. Square or Wedge. Troops in square or wedge formation derive
This is a measure of a unit’s extra protection from their overlapping shields, whilst their
+1
ability to stand firm in the face of close mass makes it practically impossible for individuals to
shy from the fight. Add +1 to the Morale value of such troops.
missile shooting or hand-to-hand
fighting. It is both indicative of a Cover. The unit is within woodland, behind hedgerows or low
unit’s resolve as well as its physical walls, or in other situations where it is felt it should rightly
+1
protection. Morale therefore reflects benefit from the physical protection and reassurance of
cover. Add +1 to the Morale value of such troops.
how heavily armoured the unit is
as well as how determined. The two Testudo. Troops in testudo formation derive extra protection
factors often go together for obvious +2 from their overlapping shields and the rigidity of their ranks
reasons: troops lacking armour are prevents flight. Add +2 to the Morale value of such troops.
both more likely to suffer casualties Buildings. If a unit is occupying a substantial building it
and less inclined to stand up to their +2 benefits further from their cover. Add +2 to the Morale value
enemy. As the value is a composite of such troops.
of factors, there may be troops who Fortification. If a unit is sheltering behind even more
are well-armoured but still have +3 considerable fortifications, it will be protected from missile
relatively poor morale, or troops fire. Add +3 to the Morale value of such troops.
that are less well-armoured but
Hit by Light Artillery. If a unit is hit by light artillery,
whose morale is extraordinarily
-1 then deduct -1 from its Morale value to represent both the
good for other reasons. penetrating power and demoralising effect of artillery fire.
Morale values vary from one type Hit by Medium or Heavy Artillery. If a unit is hit by medium
or heavy artillery, then deduct -2 from its Morale value to
of troop to another, and a list of -2
represent both the penetrating power and demoralising
standard types can be found under effect of artillery fire.
Troop Types on page 142. Standard
values vary from 4+ (good), to 5+ Column. If a unit is attacked whilst in column formation it is
-2 unprepared for combat and will quickly fall into disarray. To
(average), 6+ (poor) and 0 (may the represent this, deduct -2 from the Morale value of such troops.
Gods help us!).
As noted on page 65, units with a saves’ or just ‘saves’, i.e., the test is As noted on the table above,
Morale value of 0 do not normally made to see if you can save your unit there are some situations where
make morale tests – all hits inflict from taking casualties. a modifier is allowed to a unit’s
casualties. However, a Morale value morale save. These modifiers allow
of 0 can be modified to give a save. A Casualties inflicted on a unit must be for a greater chance of saving for
+1 modifier turns a 0 into a 6+ save, recorded, usually by means of a marker units that have adopted defensive
a +2 modifier turns it into a 5+ save, placed beside or behind the unit itself. positions or formations but
and so on. See Casualties on the next page. reduce the chance of saving for
units that are in unprepared for
To test morale, the player rolls one If a unit is shot at by two or more combat or struck by especially
dice for each hit inflicted on their enemies, it is often convenient deadly missiles.
unit. If a unit has suffered three hits to roll all the attacks in one go
the player rolls three dice, and so and then roll all the saves at Modifiers are applied to the dice
on. If a dice scores equal to or better once. However, bear in mind that score rolled but note that no
than the unit’s modified Morale different modifiers can apply in penalty can reduce a save to worse
value, then that hit is disregarded which case it will be necessary than 6 if it initially started out as 6
or ‘saved’. Dice scoring less than to either roll separate batches of or better, and no bonus can improve
the unit’s modified Morale value dice or use different coloured dice a save to better than 2+. In other
indicate that the hit is not saved, to differentiate between these words, a roll of 1 is a failed save
and a casualty is inflicted. For attacks. Where there is any room for regardless, and troops that start off
this reason, morale checks are confusion it is clearer to roll for each with a save always save on at least
commonly referred to as ‘morale attacking unit separately. a 6.
98
Troops that have no morale save still miniature). For each casualty taken tests as described later. Once any
benefit from positive modifiers. For place a casualty marker besides or such tests have been taken, all
example, with a +1 bonus a Morale behind the unit. excess casualties are removed. For
Ranged Attacks
value of 0 becomes 6, with a +2 it example, if a unit’s Stamina is 6 and
becomes 5+, and so on. The advantage of using markers, it has suffered eight casualties then
rather than simply noting down the excess two are removed after
At least half the unit must be in some how many casualties a unit has tests are taken leaving six markers
form of cover from the shooter's taken, is that its status is visually in place.
perspective to get a cover bonus to apparent to both players.
their saves. Alternatively, where the Units shaken by ranged attacks
players deem it appropriate, the must take a missile break test after all
number of saves the bonus is applied Shaken Units casualties have been allocated from
to can be proportionate to the shooting during the Ranged Attacks
amount of cover they have. Once a unit has taken casualties part of that turn. Units already
equal to its Stamina value it is obliged to test because one or more
described as shaken. This value ‘6s’ have been rolled to hit take just
Casualties varies from unit to unit but is the one test. There is no requirement
usually 6 for close quarter fighting to test multiple times no matter how
Casualties represent men killed or infantry, meaning that once many times the test is triggered.
wounded as well as other factors the unit has taken 6 casualties
that affect a unit’s ability to fight, it is deemed to be shaken. A Units that are already shaken at the
such as exhaustion and loss of nerve. unit can suffer more casualties start of the Ranged Attacks part of
Casualties can be recorded in any than its Stamina value up to a the turn must take a missile break test
fashion the players wish. However, a maximum of double (i.e., usually if they suffer further casualties from
common method is to use individual 12) but casualties in excess of the shooting. As described above, there
casualty markers (such as a plastic Stamina value are only recorded is no need to take multiple tests
chit, spare shield, or dead soldier for purposes of taking break because of ‘6s’ rolled in addition.
99
Hail Caesar
Shaken units suffer additional initiative in the Command part of Unlike formed units, which shoot
penalties as indicated throughout the turn. to their front, open order units can
the book and summarised together see and shoot all round. Range is
with the rules for Break Tests on The rules relating to disordered units therefore measured from the closest
page 124. are indicated throughout the book model in the unit to the closest part
and summarised together with the of the target.
rules for Break Tests on page 124.
Shattered Units Units in open order are obliged to
target the nearest enemy they can
Units that accumulate casualties Ranged Attacks see in a comparable way to other
to a total of double their Stamina units. However, an open order unit
value are automatically shattered.
and Open Order can often be spread out in such a
Shattered units are deemed to Units in open order can direct their way that a proportion of its models
be destroyed, slain to a man, or ranged attacks in any direction. are closer to different enemies.
irretrievably scattered beyond hope
of recovery in the same way as if
they had failed a break test and
broken as a result.
DISORDER
Disorder often results from a missile
break test, a combat break test, or
This unit of skirmishers is about 4" from the left blue unit and 5" from the right unit
a test for moving through friendly – the left hand unit is therefore the closest target. However, a large proportion of
units. Disorder represents a unit the skirmishers are out of range of the closest target (6") although many are within
losing its cohesion because of range of the other enemy unit on the right. The player has three attacks to make and
panic or disarray. A disordered unit recognises that both enemy are practically as close – so he takes one attack against
each and rolls a dice to decide where to allocate the second attack – a very fair thing
suffers various penalties the most
to do! Some are happy to leave the choice to the player, and either convention works
significant of which is that it is not just as well in practice.
allowed to receive orders or use its
100
Indeed, sometimes a large portion Closing shots are worked out place as the chargers close over the
of the open order unit may even immediately after chargers move course of their move.
be ‘out of range’ of the nearest into contact and before making any
Ranged Attacks
enemy entirely. In such cases it further moves with other units. As Calculate casualties as described for
appropriate to divide the unit’s such, closing shots are worked out other shooting and make any missile
ranged attacks against all of its in the opposing player’s turn or break tests required if 6s are thrown
potential targets in what seems the whenever a charge move is made. or if the chargers become shaken.
most proportionate manner.
Note that units that have short If a missile break test is required
ranged attacks, and which don’t then it is taken immediately
Columns also have long ranged attacks, and can potentially result in the
cannot make closing shots. Any chargers becoming disordered,
Units arranged into a column are throwing of missiles at such close or even forcing them to retreat. If
not permitted to make ranged range is covered by the Clash forced to retreat, they are driven
attacks. A column represents a combat value for both sides. off before they get a chance to
unit marching into position well fight and no hand-to-hand fighting
away from the enemy, so such units Medium and Heavy artillery units are takes place.
are not permitted to use ranged not allowed to make closing shots
attacks. On the whole, columns are at their enemy because their rate of Assuming chargers are not driven off,
vulnerable formations and must be fire is assumed to be too slow to do any casualties inflicted are recorded
used with care; infantry in particular so effectively. Light artillery units can onto the unit as usual. If the chargers
will suffer very badly if caught whilst make closing shots as described. are shaken by closing shots any excess
unprepared to fight. Cavalry can be casualties are removed once the
luckier, as they are allowed a broader Shooting in this way is described as a required break test has been taken.
range of response moves when charge response and a unit making
charged, as described in the rules for closing shots cannot make another Casualties inflicted by closing shots
Hand-to-Hand Combat. charge response as well (for example, do not count as having been struck
a counter charge or evade). The rules in combat when it comes to working
for charges and charge responses are out which side has won the fight.
Closing Shots covered as part of the Hand-to-Hand
Combat rules on page 104. A unit can potentially make closing
When a formed infantry, cavalry, shots more than once during the
elephant, chariot, or light artillery Calculate the effect of closing shots turn if it succeeds in driving away
unit armed with long ranged as follows. Roll a dice for each or breaking one enemy and is then
weapons is charged to its front it is long ranged attack. Apply the -1 charged by another.
allowed to shoot at the enemy as they to hit penalty for closing shots, to
close. Units in open order armed with represent the limited time available If a unit attempts to charge more
long ranged weapons can also shoot for shooters to employ their than one enemy at the same time,
against a charging enemy, and in weapons. Note that the Long Range then it is possible it will take closing
their case can do so in any direction. attack value is used even though shots from two or more units. In
These are called closing shots. the target is in contact with the such cases work out the closing
shooters. Shots are assumed to take shots from all the unit’s charged,
calculate casualties, and take any
missile break test required.
Imperial Roman
Legionaries
101
Traversing Shots shots. Medium and heavy artillery multiple moves, then it halts at the
units are considered insufficiently completion of the current move that
Sometimes you will get a situation mobile to make traversing shots. takes it across the shooter’s front,
Hail Caesar
where an enemy unit moves across and shooting is worked out before
the front of one of your missile- A unit can shoot at an enemy completing any further moves.
armed units thus presenting a traversing its front that crosses half
target as it passes. This is similar in or more of the shooter’s frontage Roll a dice for each long ranged attack,
concept to closing shots, except that and which comes within 12" range applying the -1 penalty for traversing
shooting takes place as the enemy as it does so or within the unit’s shots to represent the limited
moves past your unit’s front rather maximum range for its weapons opportunity for the shooters to employ
than into contact with the shooter. if this is less than 12". Range is their weapons. Work out casualties and
measured from the centre-front take any missile break test required if
Shooting at a traversing target is position in the usual way. This is 6s are thrown or if the target is shaken.
a response to an enemy move and shown on the diagrams below.
therefore usually takes place in the As described for closing shots, units
Command part of the opposing Units in open order have no formal making traversing shots always use
side’s turn. It can also take place front – their whole formation counts the Long Ranged combat value even
following combat during a sweeping as ‘front’ – so it will be necessary to if the enemy approach to within 6".
advance as described on page 130. make a judgement as to where mid-
point of the front lies when making If the traversing unit is required to
As with closing shots, only infantry, traversing shots. Distance is measured take a break test, then any result
cavalry, elephant, chariots, or light from the closest shooting model in obliging it to retreat will override
artillery armed with long ranged the usual way for units in open order. any move/s the unit has remaining.
weapons can make traversing shots. Otherwise, a result of ‘hold’ means
Units with short ranged attacks and Make traversing shots once the the test is passed and the unit can
which don’t also have long ranged enemy unit has completed its complete any move/s remaining in
attacks cannot make traversing move. If the target unit is making accordance with its orders.
102
Traversing shots often occur where
a bow or other missile armed
units has taken up a position in a Dacian
Ranged Attacks
Scorpion
building, as such a unit is able to
shoot at enemy moving past their
position. Note that the number of
shots in such cases will be limited to
the number normally allowed from
buildings (see page 174). more targets presents itself within Artillery hits impose a -1 or -2 modifier
half range, the artillery unit is to the target’s morale save and are
obliged to shoot at the closest therefore especially to be feared by
Artillery in the same way as described for heavily armoured troops and those
other shooters. placing their faith in fortifications.
Artillery includes all team operated,
long ranged stone and bolt Light artillery can move once and
throwing engines. In antiquity, shoot that turn but cannot move Shooting Overhead
such weapons were invariably further or shoot again in the same
torsion powered, and engines of turn. Other artillery cannot move
With Artillery
similar design were often employed and shoot in the same turn. This has Artillery units can shoot over the
to throw stones, bolts, or darts. already been covered in the rules for heads of other units or terrain if the
The Hail Caesar rules distinguish Movement (page 89) but is worth artillery is positioned on high ground
between light, medium, and heavy repeating when considering the or elevated on fortifications, and
types. ‘Light’ typically describes a effect of artillery shooting. where it is possible to draw a line of
man-portable scorpion, ‘medium’ sight to the target. The only way to
an onager, and ‘heavy’ a stationary Unlike other shooters, medium and determine if this is to get down over
weapon requiring assembly on-site heavy artillery units have no short the table for a model’s eye view. The
and therefore restricted to assaults ranged attacks and cannot bring unit must be able to draw line of sight
upon, and defence of, fortifications. their weapons to bear at ranges of to the target from the centre-front of
6" or less. Where the closest enemy the unit just as for any other shooter.
Artillery units have the same arc of to their front are within 6" they
fire to their front as other missile cannot shoot at all. Note that this As well as being able to see the
armed units. Unlike other missile also means they are unable to act as target as described, an artillery
armed units, artillery is allowed a supports in hand-to-hand combat, unit can only shoot over the heads
free choice of target if no targets as a Short Ranged combat value of intervening units or blocking
present themselves within half is required to do so (see Supports, terrain that is both further than 6"
their maximum range. This enables page 118). This doesn’t apply to from the artillery piece and further
artillery units to pick a target light artillery units, which have a than 6" from the target. This 6"
where enemy remain distant, and Short Range combat value as they represents ‘dead ground’ – too close
this is a useful ability in siege and are assumed to shoot with a flat to either the artillery or the target to
assault situations. Where one or trajectory much as a crossbow. afford a shot.
103
HAND-TO-HAND
COMBAT
Ancient battles are typically decided by a ferocious clash of arms in which the victors overcome the vanquished.
When speaking of combat of this kind, terms such ‘hand-to-hand’ combat, ‘close combat’, and occasionally just
‘combat’ are all used to describe exactly the same thing. Whatever term is employed, it represents decisive man-
to-man fighting with spears, swords, and such-like weaponry, as well as the exchange of missile fire at very short
ranges immediately before contact.
104
Hand-to-Hand Combat
R1
R3 R4
R2
B2
This is two combat
B1 B3 B4 engagements. Blue 4 is
fighting Red 3 supported
by Red 4. Blue 2 and
Blue 3 are fighting Red 2
supported by Red 1. Blue 1
is supporting Blue 2.
Moving are units that have a special rule A unit given a charge order must
entitling them to move out of an always move towards its target as
and Shooting engagement, these cases are covered quickly and as directly as it can,
Units that are already engaged in in the Special Rules on page 154. which is to say by the shortest
combat at the start of the Command possible route. This applies to all the
part of the turn cannot move either Units engaged in combat cannot moves made with the charge order,
using their initiative or by means make ranged attacks in the even though it is only the final move
of an order. The only exceptions Ranged Attacks part of the turn, that is a charge move.
105
State Charge exceptions. Units can never charge open order (see page 174). Open
in these situations. order troops capable of assuming
Intention other formations can be given
Hail Caesar
A player who wishes a unit to • Units engaged in combat. an order to form a fighting
charge must be sure to say so Units that are currently engaged formation and then charge.
when giving orders and must in combat, whether fighting
indicate which enemy unit or units or supporting, cannot be given • Cavalry and Chariots against
the chargers intend to engage. orders or use their initiative, Pike Phalanx. Cavalry and
A player who wishes a unit to and cannot charge in any chariots are not allowed to
charge using initiative must state circumstances even where the charge into the front of a unit in
a charge intention before moving. opportunity might present itself. a pike phalanx formation unless
It is important to remember the pike phalanx is already
this because the enemy might • Disordered Units. Units that shaken or disordered. See the
be allowed to react, and this can are disordered cannot be given rules for Pikes on page 161.
potentially affect the charger’s own orders and cannot move on
movement in some cases. their initiative. Even where an Note that infantry is not specifically
exception applies permitting forbidden from charging cavalry,
Unless a unit is specifically movement in some situations, although overall it is a rather
instructed to charge it will not disordered units cannot charge. reckless thing to do and likely
do so, although note that such an to end in tears. Mounted troops
instruction can sometimes result • Shaken Units. A unit that is attacked in this way are allowed to
from a blundered order or a special shaken cannot charge. Shaken countercharge in most cases, which
rule (see page 82 for Blunders and units are those that have suffered will usually spell disaster for an
Special Rules on page 154). casualties equal to their Stamina opposing infantry unit.
value as described on page 65.
A unit can be ordered to charge an
enemy beyond its maximum reach as • Column or Square. Units Making the
this saves bothersome measurement that are in column or square
and gets troops moving in the formation cannot charge the
Charge Move
right direction without undue fuss. enemy. Columns can be given an Remember that the charge move
However, no advantage is allowed order to reform into a fighting is specifically the final move into
when doing so. Any bonuses to formation and then charge contact, so in the case of a unit
command or free moves that but cannot charge whilst they making three moves only the third
otherwise apply to charging units remain in a column. Squares move is a charge move as defined
by dint of special rules are only cannot move other than to make in Hail Caesar. The rules described
considered where the enemy lies a single formation change and here apply specifically to this
within reach, i.e., where a charge is are therefore unable to change charge move. For the moment,
possible. This provision isn’t intended formation and charge in the the following rules are restricted
to stop players taking a practical same turn. See page 89. to describing how formed units
approach to such things, only to charge, units in open order are
ensure that no unfair advantage is • Artillery or Baggage. Artillery treated a little differently and are
conferred, or embarrassment caused, and Baggage units cannot charge described later (see page 110).
should they do so. in any circumstances.
A unit can only make a charge move
• Open Order. Units in open order at an enemy unit it can see, that lies
Not Allowed formation are not allowed to at least partly to its front quarter,
charge formed enemy infantry and which is directly in front of its
To Charge or cavalry. Other types of units centre-front position as shown on
In the following cases troops cannot can be charged in the usual way the accompanying diagram.
be given an instruction to charge. including units of infantry or
Such units won’t charge, whether cavalry in open order, artillery, Charge range is measured from the
by means of an order, on initiative, chariots, elephants, and baggage. centre-front to the closest part of the
because of a blunder, or resulting Enemy units occupying buildings enemy. A unit must be able to see the
from any other special rules or can also be charged by units in enemy from its centre-front position
106
Hand-to-Hand Combat
✓ ✗
Chargers can only charge against units that lie in front of their leader position as shown by the example on the left. The example
on the right cannot charge, as the enemy doesn’t lie in front of the leader. In cases such as this a unit may have to reposition itself
before it can make a charge. Note, it doesn’t matter that the target unit at the top is partly out of the charger’s front quarter – only
that it is not directly in front of the leader.
107
Flank and
Rear Charges
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Tiberius
Red charging into the flank of blue – when making charges against narrow edges it
is important to make sure the centre-front of the charger touches the target unit.
108
Charging 2-On-1
Hand-to-Hand Combat
In most cases opposing units will
have comparable frontages and
combats are therefore fought one-
on-one with other units taking up
supporting positions. However, if
opposing units have significantly
different frontages, there can
sometimes be room for two or more
units to fight a single enemy front-
to-front.
109
A man’s greatest work is to break his enemies, to drive them
before him, to take from them all the things that have been
Hail Caesar
The red unit charges the blue elephant which is placed next to a blue infantry unit – if the infantry were not there then red would
charge directly ahead as shown in the middle – this being the most direct route. However, because the infantry will be contacted red
must maximise contact against both units as shown on the right.
110
Hand-to-Hand Combat
This diagram shows how skirmishing
units close ranks as they enter combat.
On the left the blue unit is shown
before it charges forwards. Notice how
the models are kept within the width
of the enemy’s formation in the middle
diagram. On the right the red unit
closes up its ranks by moving models
directly forward.
see all round. Because open order using the method shown above Combat between units in open order
units can be quite dispersed, a charge for an open order unit charging can get a bit messy. If other units are
may result in some models moving another. The same method also to become involved the players may
considerably further than others. works if only one unit is in open be called upon to judge where a unit’s
This is perfectly acceptable for troops order. Begin by moving the chargers flank lies, so it helps to think of the
unencumbered by a rigid formation up against the opposing models as combat as taking place between two
and moving as individuals. shown in the diagram. Then bring units in a rough line. A useful tip is to
enemy models forward to make as draw a line between the models on
When either charging or being tight a line as possible. The normal the extreme edges of the formation,
charged, units in open order are rule that obliges open order troops ignoring those between, but common
brought into contact with their to maintain a distance between the sense must prevail, and players are left
opponents in as satisfying a manner models is waived for the duration of to make whatever arrangement they
as possible. This is best achieved hand-to-hand combat. feel best fits the circumstances.
111
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Charge Responses • Closing Shots. Troops with long to face the enemy. Other units
range attacks can respond to a can potentially do so if they take
Depending upon the situation, a charge by shooting as described in a successful test. This is explained
unit that has been charged can the Ranged Attacks section on page under Turn-to-Face on page 114.
opt to make one of the responses 101. Work out the result of closing
listed below. Only units that are not shots once the chargers have • Parthian Shot. Only a unit with
already engaged can respond in this moved into touch and before doing the special Parthian Shot rule can
way. Units that are already engaged anything else. Units that elect to choose this option, combining
will always ‘stand’. shoot at their enemy in this way are an evade move and closing shots
otherwise treated as standing. into one manoeuvre. As this is
The player whose unit has been an exception that applies only
charged must declare its response • Evade. Only units in open order to specific troops it is covered
before the charger moves and once can attempt to evade a charge. under Special Rules on page 154.
it has been established the unit Evading troops try to avoid
will successfully charge home. It is combat by turning and running
assumed units that elect to stand off – hopefully to regroup and Evade
or take closing shots may in reality return to the fight later. See
move forward marginally to meet Evades below. Units in open order are allowed to
their foe, but for practical purposes try and evade from a charge so long
the unit is left where it is. All units • Countercharge. A cavalry or as they are not already disordered.
have a unique value for the first chariot unit that has been Other units including disordered
turn of hand-to-hand fighting to charged to its front can elect units in open order are not allowed
reflect this initial clash (the Clash to countercharge assuming it to evade.
combat value). would otherwise be allowed to
charge the enemy concerned. Evades interrupt the regular flow
• Stand. This is the default response This is explained under of play and take place out of the
and often the only option Countercharge on page 114. normal turn sequence. The attempt
available. The unit remains where is made once it has been established
it is. In the case of a unit in open • Turn-to-Face. A cavalry or elephant the charger is able to charge into
order it will close up its formation unit that is charged to the flank contact and before moving the
as already described. or rear can respond by pivoting charging unit.
112
A unit that evades successfully
Hand-to-Hand Combat
cannot evade again if charged by
another enemy unit that turn. If
charged a second time the unit is
obliged to stand without making
closing shots or any other response.
113
Countercharge distance of the target’s front, such If cavalry or chariots countercharge,
as because of a ‘short’ order – i.e., then any other cavalry or chariots
A cavalry or chariot unit that is charged a result of only one or two moves. already positioned to support them
Hail Caesar
to its front by another unit of any kind In the latter case, the combined can move with them and will take
can respond with a countercharge. movement of the charger and part in the ensuing engagement.
Counterchargers must be of a type countercharger is judged sufficient Move the supporting units along
and status normally allowed to charge to bring them into an engagement. with the counterchargers in the
the enemy bearing down upon them. same way as described for a charge
For example, units that are already Make the charger’s and on page 106.
disordered or shaken are not allowed countercharger’s moves
to countercharge because they are simultaneously. Establish a point
not normally allowed to charge. equidistant between both units Turn-To-Face
Similarly, units in open order cannot before either move. Move both units
countercharge formed units because at their regular pace so they contact A formed cavalry or elephant unit
they are not normally allowed to at a position between the two. Units that is charged to the flank or rear
charge such units. Open order units that move at the same speed will can respond by pivoting to face the
are allowed to countercharge other therefore meet in the middle. enemy if it has room to do so, or
open order units assuming they are simply turning about if charged
otherwise able to do so. Both the charger and countercharger in the rear. Units that are already
are treated as having charged and disordered are not allowed to turn-
Countercharges interrupt the both units receive all the combat to-face their enemy in this way.
regular flow of play and take place bonuses and any applicable special
out of the regular turn sequence. rules as if charging. A turn-to-face interrupts the regular
flow of play and takes place out
Countercharges are automatic moves If cavalry or chariots countercharge of the normal turn sequence. The
for which no order is required in against infantry other than those move is made simultaneously with
a similar way to initiative moves. in open order, then the infantry are the move of the charger in a similar
The countercharge is allowed if the automatically disordered and receive fashion to the countercharge.
charger would contact the front of no ‘to hit’ bonus for charging. This
its target initiating hand-to-hand does not apply if chargers are infantry No order or test is required for a
combat were the unit to stand. in open order. Open order infantry cavalry or elephant unit to turn-
can charge chariots or open order to-face where it is allowed to do so.
A countercharge is also allowed if cavalry without becoming disordered The turn happens automatically in
the charger’s move is insufficient by their countercharge response (they a similar way to an initiative move.
to bring them into touch but still are not allowed to charge formed If charged to its flank the unit is
brings them to within one move’s cavalry so the situation will not arise). pivoted to confront the enemy head
on if possible. If this is not possible
it is pivoted sufficiently to bring the
charge within its front quarter.
114
Hand-to-Hand Combat
Macedonian cataphracts thunder from the ruins
Fighting turn another round of combat, and be usual to pick one engagement –
so on until the engagement is over. say the cavalry – and work that out
Regardless of which side’s turn it completely, including any results
is, every unit engaged in combat During each round work out and break tests, before turning to the
takes part every turn. All units in one engagement in its entirety, skirmisher battle and resolving that
the engagement take part including then another, and so on until all in the same way. The player whose
units that are supporting. Because engagements on the tabletop turn it is can decide the order in
combat happens every turn, we have been fought. For example, if which engagements take place. Note
often refer to combat in terms of opposing cavalry are fighting each that this can be quite an advantage
‘rounds’. So, in Blue’s turn fight a other on the western side of the table because units victorious in one
round of combat, in Red’s turn fight whilst two groups of skirmishers are engagement can potentially move to
a round of combat, then in Blue’s engaged on the eastern side, it would join another.
Fight each engagement one at a time. As described on In the example below, Blue 1 has charged
page 104, an engagement includes units that are fighting Red 1 to the front. In the following turn Blue
plus their supports. Most engagements will be paired 2 has charged Red 1 to the side. In the next
opponents, as shown here. However, where two or more turn Red 2 has charged Blue 1 in the side.
enemies are fighting the same opponent they can be All four units are interlinked by enemy
interlinked, forming one engagement as shown in the units they are fighting – so this is a single
larger diagram below. combat engagement.
R2
B1 B1
R1 R1
B2
115
Attacks If the unit is a tiny, small, or large Whatever the situation, a unit
unit, then the additional modifiers cannot allocate more than half of its
In reality, all troops would strike apply. These adjustments are made attacks against a flank.
Hail Caesar
blows at the same time. However, it is to the basic stat line and are usually
convenient to work out all the attacks already included in the army lists A unit can fight to its rear with all its
from one side, including any attacks and example stats for appropriately attacks assuming it is not also fighting
by supporting units, and then all the sized unit throughout this book. to the front. If fighting to the front
attacks from the other side. It doesn’t and rear a unit must allocate attacks
matter which side strikes first as all Units in columns, squares, and as near as equally between them,
units fight with the status they had occupying buildings can only bearing in mind it is obliged to make
at the start of the combat round. The attack in a very limited way. Their at least half of its attacks to its front.
usual convention is for the player combat values are automatically
who charged or who is winning the reduced as shown opposite. This For example, a unit has 7 attacks and
engagement to make their strikes applies whether they are fighting is attacked to the front and a flank. It
first, but this is by no means essential. or supporting as described later could make 3 attacks against the flank
(Supports, page 118). as this is the most it can allocate to a
Hand-to-hand attacks are worked flank, whilst it is obliged to make at
out in the same way already To make your attacks roll the least 4 attacks to its front as any fewer
described for ranged attacks. Roll appropriate number of dice. Any dice will be less than half.
a dice for each attack and establish scoring 4, 5, or 6 indicate that the
the number of hits inflicted on the attackers have inflicted a hit on their
enemy, the opposing player makes target. For example, six dice are rolled Attack Modifiers
morale saves if permitted, and any scoring 1, 3, 3, 4, 5, and 6 = 3 hits.
hits that are not saved become In some situations, it becomes
casualties that are recorded against easier or harder to score a hit. These
the unit’s Stamina value. Fighting to situations are accounted for by
adding or subtracting from the dice
Two different combat values are
Side Or Rear rolls as noted opposite. For example,
used when a unit is fighting hand- A unit normally fights to its front, but if a unit is charging it is considered
to-hand combat: a unit’s Clash value if attacked in the side or rear, or where more effective and so +1 is added to
is used during its first round of each it is attacked from several directions the chance of scoring a hit – so dice
engagement, and a unit’s Sustained at once, then its own attacks are rolls of 3, 4, 5, or 6 will hit.
value is used for subsequent rounds distributed as noted below. Where the
of the same engagement. In both player has a choice, it is necessary to Regardless of these modifiers a dice
cases, the value indicates the number declare where all the attacks are to be roll of a 1 is always a miss and a dice roll
of dice rolled in the same way as for made before rolling dice. of a 6 is always a hit. There is no such
ranged attacks. Depending on the thing as an automatic hit or miss.
situation, we tend to refer to either At least half of a unit’s attacks must
of these values as the unit’s ‘combat always be allocated to a unit’s Note that the bonuses for charging and
value’. Combat values for troops front if it is engaged to its front. winning specifically apply where a unit
whose primary role is to fight hand- If engaged to the front by more is fighting as part of an engagement.
to-hand typically lie within the range than one unit then attacks must Other bonuses and penalties apply
of 6 to 9 for standard sized units. be divided as equally as possible whether the unit is fighting or making
amongst them. attacks as a support, as explained later.
116
Unit Size Modifiers for Hand-to-Hand Combat
Hand-to-Hand Combat
Combat Value Unit Size Modifiers
I Dice Tiny Unit. Attacking tiny units only roll one dice – their Combat Value is always 1.
1 Dice Column. Units in column have a combat value of one dice regardless of their size.
2 Dice per Face Square. Units in square are limited to a maximum of two dice for any face up to their full combat value in total.
Buildings. Units occupying buildings are limited to a maximum of two dice from any face up to their
2 Dice per Face
combat value in total – see the rules for buildings page 174.
Winning. If the unit was engaged on the winning side during the previous round of the same combat
+1 engagement, this bonus applies during the current round of fighting. As with chargers, these units will
hit the enemy they are fighting on the roll of a 3+ rather than a roll of 4+.
Uphill. If the unit is uphill of its opponent and has neither charged or countercharged this turn, nor
moved following the previous round of the same engagement, then this bonus applies to its attacks in
+1
the current round. If a unit moves following combat results the bonus is lost in the following round
regardless of whether the unit won or lost the fight.
Shaken and/or disordered. This penalty applies to the unit’s attacks if it is either shaken, disordered, or
-1
both. These states are explained elsewhere and affect units in various deleterious ways.
Open Order. This penalty applies to the unit’s attacks if it is in open order formation. Such units prefer to
-1
skirmish rather than get stuck in and will generally require a 5+ to score hits rather than the usual 4+.
Flank/Rear. This applies to all the unit’s attacks if it is engaged to either flank or to the rear, including to
-1
any attacks made to its front.
Imperial Roman
Legionaries
117
Morale Saves the combat round before either side determining winners, establishing
strikes blows. There is no obligation to if units are shattered, and for taking
Morale saves have already been remain in closed ranks during further break tests as described later.
Hail Caesar
discussed at some length in the rounds, and for this reason it is good
section on Ranged Attacks. Morale practice to state where units are
saves in hand-to-hand fighting are the maintaining closed ranks at the start Supports
same in all respects, refer to page 98. of each round of combat.
Supports are units positioned
Modifiers to the Morale save are Units in closed ranks receive a +1 either alongside or behind fighting
also the same as for ranged attacks, bonus to their Morale saves but units in such a way that they can
although there are also some suffer a -1 ‘to hit’ penalty to their own be imagined contributing to the
additional modifiers, which take attacks. For example, a unit that would combat either with missiles, by
account of specific weaponry and normally hit on a 4+ and save on a 4+ relieving fighting troops, or by
strategies. These modifiers are covered will hit on a 5+ and save on a 3+. striking blows themselves.
as part of the Special Rules page 154.
Remember that supporting units are
In hand-to-hand engagements the +1 Casualties considered to be engaged in combat
bonus for cover, the +2 for buildings, and may find themselves fighting in
and +3 for fortifications apply to any Once Morale saves have been taken, subsequent rounds if more enemy
stationary unit that has been charged. any hits that have not been saved are pile into the engagement.
These bonuses continue to apply from recorded as casualties on the unit.
round-to-round until the unit loses Casualties inflicted in hand-to-hand
a round of combat. Once the unit fighting represent men killed or Units That Cannot
loses a round of combat, the enemy is wounded as well as other factors that
assumed to have broken through any we might expect to affect a unit’s
Be Supported
intervening cover, and the Morale save ability to fight such as exhaustion Units in open order, artillery, and
bonus is lost during further rounds. and loss of nerve. Casualties are baggage units fighting in hand-to-
recorded onto the unit using markers hand combat cannot be supported by
For the avoidance of doubt, a unit as already discussed in the section on units of any kind. In these cases, the
that charges an enemy behind cover Ranged Attacks, page 99. fighting units are either too dispersed
does not benefit from the cover or represent too few combatants to
itself even where a barrier physically During hand-to-hand fighting it is benefit from supporting friends.
separates both units. Only units important to keep a separate tally of
that take up a position within cover the casualties inflicted on a unit in the Units fighting from buildings
receive the bonus. current round. This can most easily be cannot be supported by units
done by carefully keeping any fresh outside the building but can be
markers separate from casualties supported by other units in the
Close Ranks inflicted previously, or by means of a same building where the building is
distinctly coloured dice placed face up large enough to hold them.
Any infantry unit equipped with a to indicate the number of casualties
shield and fighting in a battle line suffered that round. Units in square or testudo
formation over open ground, and formation cannot be supported by
which is not disordered, is allowed to Once the engagement has been other troops because of their multi-
close ranks in any round of combat worked out, the result established directional formation.
other than the initial round if the and break tests taken, all casualties
unit has charged. This represents a suffered in excess of a unit’s Stamina Units in wedge formation can only
tightening of the unit’s formation, value are removed. These excess be supported by friends enclosed
overlapping shields into a defensive casualties are either redistributed within the wedge.
wall and presenting a hedge of spear amongst supporting units as
or sword points to the foe. described later or discarded Units of scythed chariots cannot
altogether. Once a unit is shaken be supported by units of any kind.
If a player wishes a unit to fight in this – i.e., casualties have reached its These barely controlled contrivances
way, it is necessary to announce that Stamina value – further casualties are sensibly avoided by friend and
the unit is closing ranks at the start of are recorded only for purposes of foe alike.
118
Units That most cases, and where allowed A square is unable to change
Hand-to-Hand Combat
to do so are generally obliged to formation and move in the same
Cannot Support retreat. In any case, even where turn, so it can only support if
Except as noted below, all units allowed a move, disordered changing formation alone puts
are allowed to support as part of a units cannot use it to join an it into a supporting position.
combat engagement so long as they engagement as a support.
have a Short Range combat value of • Heavy and Medium Artillery.
one or more. • Engaged Units. Units that are Heavy and medium artillery
already engaged in combat are cannot join an engagement
• Baggage units cannot support already fighting or supporting as a support. Even if they find
even if they have a Short Range and can’t move other than as themselves in a supporting
combat and are understandably dictated by the results of combat. position because of other
reluctant to get involved in movement they will not support
combat at all if they can help it. • Shaken Units. A unit that is and are not considered part of
already shaken cannot move to the engagement in such a case.
• Heavy and medium artillery join an engagement as a support.
units are unable to support Shaken units are those that have • Scythed Chariots. Scythed
because they lack a Short Range suffered casualties equal to their chariots are something of an
combat value with which to do Stamina value as described on exceptional weapon and are
so. Note that light artillery is page 65. covered by their own rules on
allowed to support and has the page 152. Scythed chariots cannot
requisite combat value. • Column, Square or Wedge. support in hand-to-hand combat
A unit that is in a column, in any situation.
• Units in column or testudo square or wedge formation
formation are also unable to cannot move to join an Note that a testudo joining an
support because they are not engagement as a support. engagement either by charging
allowed to make ranged attacks. A column or wedge can be given or by moving into a supporting
However, note that a testudo that an order to reform into an position automatically changes
moves into an engagement either appropriate combat formation to a battle line as described in the
to fight or support automatically and then join as a support. Testudo special rule on page 164.
deploys into a battle line and can
therefore support. See page 164.
Disallowed Moves
Into Support
In the following situations units
cannot deliberately join an
engagement to support a fighting
unit whether by means of an order,
initiative move, free move or whatever.
119
Position Supports
Except as described above, a unit can
Hail Caesar
In cases where a group of units is Basic positions for supporting units to the flank. Note that units do not have to be touching
the enemy to support, it is their position relative to the fighting unit that counts.
ordered to charge the same enemy,
units unable to complete their charge
will always try and support where
they can. Such units are judged to be
fulfilling their orders to the best of
their ability but note that because they
are not engaged as ‘fighting’ units they
receive no ‘to hit’ bonus for charging.
Units supporting from the rear are In this engagement the middle blue unit is supporting both friends. In this case it
would be appropriate to simply divide the unit’s support as equally as possible.
positioned behind and touching
the fighting unit. At least part of the
supporting unit must lie directly If a unit moves into an engagement It is conceivable to have a situation
behind the mid-point of the fighting as a support and its centre-front where a supporting unit can
unit. Only one unit can support from position touches the enemy, or the potentially support two fighting
the rear. The exception is the pig’s centre-front position of the enemy friends. In such cases divide the unit’s
head formation described in Special touches it, then the unit joins the supporting attacks between both
Rules on page 154. engagement as a fighting unit units in proportion to the degree of
and not as a support. This does contact – in so far as is reasonable.
In many situations a unit moving sometimes allow a unit to join a
into support will touch the enemy combat as a fighting unit where For avoidance of doubt, only one
as shown opposite. The unit is still it could not otherwise charge but unit is allowed to support from each
supporting so long as its centre- it is important to note that the flank and the maximum number
front does not touch the enemy unit, unit is not ‘charging’ and doesn’t of units that can support a single
and the enemy’s centre-front does get bonuses for charging in the fighting unit is therefore three (one
not touch it. ensuing round. from each flank and one from the
120
rear). In the rare position where two
Hand-to-Hand Combat
or more units are positioned so that
they could both support the same
flank, the one that is most directly
facing the enemy will do so.
Norman troops take position just outside the small town of Hastings
121
Support Attacks Any ‘to hit’ bonuses, whether Combat Results
from the Attack Modifiers given
Supporting units make their attacks earlier, or from Special Rules, Combat results are worked out for
Hail Caesar
in a comparable way to fighting apply as normal. For example, if each engagement as soon as all units
units. These attacks are always the unit is disordered or shaken. taking part have fought, including
struck against the same enemy However, supporting units never any supports.
as the attacks of the unit they are count bonuses from charging or
supporting. If their friend is fighting countercharging or from winning To work out which side wins,
more than one enemy, then flank the previous round, because these add up the number of casualties
supports strike against the closer bonuses only apply to fighting inflicted by each side during
target, and rear support attacks are units. Any Special Rules bonuses that round. Do not include any
divided in the same proportion as that specifically apply to chargers casualties inflicted by closing or
the fighting unit’s own attacks in so or counterchargers similarly do traversing shots prior to the round
far as possible. not count, as these only apply of combat itself. The side that has
to fighting units as well. For this inflicted the most casualties is
The number of supporting attacks reason, it is often necessary to roll victorious and the other side has
is equal to the Short Range combat supporting attacks separately from been defeated. If both sides suffer
value for the unit – i.e., the value fighting attacks as a different roll the same number of casualties,
also used for short ranged shooting may be required to score hits. then there is no clear winner or
where the unit is equipped to do so. loser, and the result is a draw.
In some cases, units have a separate Hits scored by supporting units are
value for hand-to-hand support treated exactly as any other hits. As soon as you have worked out
attacks and shooting attacks, in Morale saves are taken, and any which side has won make a note
which case the value is given as hits that fail to save are converted of the difference in the number of
support/shoot, e.g., 3/0 where the to casualties. Note that because a casualties scored by each side that
unit has 3 supporting attacks and no fighting unit can take casualties from round. For example, if one side
shooting attacks. enemy it is fighting and from up to scores 4 casualties and the enemy
three supporting units, it is entirely scores 7 casualties in return, then
Roll the dice to score hits as possible to suffer a great many the enemy have won the combat by
described in Attacks on page 116. casualties during large combats. 3. This value affects the subsequent
break test, so it is important to
establish this first before doing
anything else.
122
Hand-to-Hand Combat
Blood on the sand in the Early Bronze Age
Reallocating casualties any unit can have once can result in opposing units both
reallocation is complete is equal to its giving ground or even breaking and
Casualties Stamina value. suffering mutual destruction in
Once you have worked out which some cases. Supporting units are not
side has won the combat, any excess required to test in a drawn combat,
casualties inflicted on fighting units Take Break Tests even if they are shaken, but will have
are redistributed amongst their to test subsequently if the unit they
supporting units. Don’t forget to Once an engagement has been are supporting breaks because of its
redistribute excess casualties from fought, results worked out, own test.
shattered units that have been shattered units removed and any
removed – these casualties must excess casualties reallocated to
still be redistributed amongst the supports as necessary, the side that End of
shattered unit’s supports. has been defeated must take a break
test for each surviving unit that is
Combat Round
Excess casualties are those suffered fighting the enemy. See Break Tests Once break tests are taken and
in excess of the unit’s Stamina value. page 124. results applied the combat is over
For example, a unit with a Stamina for that round. It is common for
of 6 and a total of 8 casualties Note that a separate break test is opposing units to be left in position
has 2 excess. Excess casualties are taken for each fighting unit in the with neither side giving ground, in
distributed amongst each fighting engagement, so it is possible for which case the combat engagement
unit’s supports as equally as one unit to hold its ground whilst continues into the following turn.
possible, starting with supporting another breaks, for example. Few engagements will be resolved in
units that are touching the enemy. just one round of fighting, especially
Otherwise, the owning player can Only fighting units test between equally matched close-
choose which units will suffer any initially. Supporting units don’t fighting infantry.
odd casualties. automatically need to take a break
test when their side loses a combat. Following their break test the losing
If a defeated unit has no supports Supports only need to test if the unit side will sometimes give ground,
then any excess casualties are simply they are supporting is shattered or if moving away from the enemy,
removed. Where a supporting unit the unit they are supporting breaks in which case the victors have a
already has its maximum number of because of its own break test. See the choice of whether to follow up and
casualties, any additional casualties section on Break Tests for details. continue the engagement the next
accruing to it are also removed. turn. This is covered in the section
Supporting units cannot be shattered In the case of a draw, fighting on Break Tests along with the rules
as a result of this redistribution of units from either side must take a for moves resulting from combat
casualties. The greatest number of break test if they are shaken. This results. See page 124.
123
BREAK
TESTS
A break test is taken to determine how a unit reacts in perilous circumstances. Most commonly, tests are
required when defeated in hand-to-hand fighting or when struck by missile shooting on the roll of a 6. A
failed break test can result in units retreating, being driven back from combat, becoming disordered in
some cases, or breaking altogether. Units that break are considered destroyed and removed from play, their
constituent troops slain or scattered.
124
Tests From needed. It is necessary to wait until casualties in excess of its Stamina
all ranged attacks against a unit value, then deduct the number of
Ranged Attacks are complete because casualties excess casualties from the result.
Only one test is taken during any inflicted in excess of the target’s For example, a unit with a Stamina
Break Tests
part of the turn. So, if an enemy Stamina value will affect the result. of 6 and 8 casualties is shaken with
makes ranged attacks by two, three an excess of 2, therefore subtract 2
or more units against the same To take the test, roll two dice and from the dice roll.
target only one test is required. add the scores together to get
Even where several 6s are rolled, or a result of between 2 and 12. If Refer to the table below and read
where 6s are combined with a unit the unit is shaken when the test off the result for the troop type
becoming shaken, only one test is is taken and has also suffered being tested.
Skirmishers Break if the unit has suffered any casualties otherwise Retreat disordered
Skirmishers Break
Infantry Break if the unit has suffered any casualties otherwise Retreat disordered
2 or
Cavalry Break if the unit has suffered any casualties otherwise Retreat disordered
less
Skirmishers Break
125
Ranged Attack Break Tests From Hand-
Break! The unit is removed from the
Test Results table as destroyed.
To-Hand Combat
Hail Caesar
126
Romano-British
Infantry
Break Tests
Score Troop Type Result
Infantry Hold your ground without penalty
Skirmishers Break
Skirmishers Break
5 Cavalry Break if shaken otherwise Give ground together with supports – all disordered
Skirmishers Break
Infantry Break if shaken otherwise Give ground together with supports – all disordered
4 Cavalry Break if shaken otherwise Give ground together with supports – all disordered
Skirmishers Break
Infantry Break if shaken otherwise Give ground together with supports – all disordered
3 Cavalry Break
Skirmishers Break
Infantry Break
2 or
Cavalry Break
less
Skirmishers Break
127
Hail Caesar
Greek Hoplites
128
Artillery and Baggage However, a unit can potentially Victorious supports will always
Artillery and baggage units that regain uphill advantage in a attempt to continue to support
are obliged to give ground in subsequent round if it holds its where possible, and if doing so
combat are instead destroyed. This position after fighting – for example brings them into a fighting position
Break Tests
applies to units that are fighting in the event of a draw or if defeated then this is allowed. Units already
and to supporting units that are with a ‘hold ground’ result. engaged as supports do not count as
obliged to give ground together charging if their move brings them
with fighting units. This accounts into a fighting position.
for the immobility of such units Moving Supports
and avoids the unwelcome sight If a unit is dividing support
of siege engines pushing to-and- Following combat, supporting units between units to either flank, then
fro in combat. It is assumed crews will do whatever the unit they are it conforms to the move of the first
abandon their machines to the supporting does. So, if a fighting unit tested unless the players or
enemy and flee for their lives. unit gives ground, supports must umpire agree that to do otherwise
also give ground whilst continuing would be preferable.
Uphill Advantage to support where possible. If a
A fighting unit that is uphill of its victorious fighting unit moves If a fighting unit breaks then
enemy, and which has not charged forward to maintain contact with its supporting units do not
or countercharged this turn, nor a retreating enemy, then supports automatically break as well, each
moved following the previous round must also press forward and must take a break test and abide by
of the same engagement, has an continue to support where they can. the result instead.
uphill advantage and the following
rules apply.
129
Victorious Units given ground. This is referred to as The player does not have to do so but
a 'follow up'. During a follow, the can make a standard victor’s move if
If neither side moves or breaks combat continues into the next turn. preferred, for example to withdraw
Hail Caesar
Alexander the Great leads a charge against the Persian King Darius at Gaugamela
130
A sweeping advance can potentially
enable a unit to charge a previously
unengaged unit, for example a
unit positioned a little distance
Break Tests
behind the enemy that has been Destroyed!
destroyed. In this case the charge
initiates a new engagement, and
this is worked out immediately. In
such an instance the unit making The Red unit destroys the Blue unit it was fighting and then makes a sweeping
the sweeping advance will therefore advance into the Blue unit that was supporting behind. The Red unit counts as
fight twice during the round. charging in the next round of combat.
Resolve the combat immediately
before dealing with any other
fighting. If the chargers are It can happen that both sides are SQUARES
fortunate enough to destroy this shaken and must test in this way, Units in square formation ignore
second enemy, then they may not and it is possible for both to retreat all break test results of ‘retreat’
make a further sweeping advance. or break as a consequence. or ‘give ground’. They treat all
Only one sweeping advance is such results as ‘hold your ground’
allowed a unit in any round. In many cases neither side will be instead. This does not affect results
shaken, no break test is required, of disorder. For example, a unit
A sweeping advance can potentially and all the units will simply hold that rolls a result of ‘give ground
enable a unit to charge into another their ground. The engagement disordered’ will ‘hold your ground
engagement that either has or continues into the following disordered’ instead. This makes
hasn’t already been fought. If the round of combat, with neither side squares especially resilient as
engagement has already been enjoying the benefit of winning. a result of ‘break’ is needed to
fought, then the victorious charger destroy them.
joins the engagement and fights If a unit is fighting only to one
in the following round counting flank, or only to it’s rear, then it is BUILDINGS
as charging in that round. If the allowed to turn to face its enemy Units in buildings are treated
engagement has not already been following a draw and where there the same way as units in squares
fought then the victorious charger is room for it to do so. However, a and ignore all break test results
joins the engagement and fights this unit that turns to face in this way is of ‘retreat’ or ‘give ground’. They
round, counting as charging. automatically disordered if it is treat all such results as ‘hold your
not already. ground’ instead. As with squares
A sweeping advance can potentially this does not affect results of
trigger closing shots from a unit disorder. For example, a unit
that has been charged, or traversing Special Cases that rolls a result of ‘give ground
shots from units as the victors move. disordered’ will ‘hold your ground
In these cases, it is entirely possible The following rules take account disordered’ instead.
that the victors will suffer hits or of special cases relating to the
casualties that necessitate a missile formation of unit and buildings. Where a combat takes place for
break test, or which cause the unit possession of a fortified position,
to become shaken. These cases OPEN ORDER building or something similar, a
are resolved exactly as during the If a unit in open order has closed up victor’s move can always be used
Command part of the turn. its formation to fight in combat, then to occupy it once the enemy have
it automatically disperses into open been broken and destroyed. The unit
order again if it is no longer fighting moves into the building/position
Draws once the engagement is complete. and is placed within it as described
This prevents open order units being in the Terrain section (page 170).
Where a combat engagement left in a fighting formation once they If a victor occupies a building,
results in a draw, then fighting are no longer engaged. The player supporting units are under no
units that are shaken must take a rearranges the models into open obligation to maintain support and
break test and abide by the result order around the centre of the unit as can make a single victor’s move as
in the same way as defeated units. best as can be managed. the player wishes instead.
131
DISORDER
The rules for disorder occur and are explained throughout the rules in the appropriate or relevant context. This
section serves as a summary and reference, and is intended to present the relevant rules together to make them
easier to find in a hurry.
132
Penalties • Units that are disordered Recovering
are not permitted to make a
The following penalties and countercharge reaction. This is
From Disorder
restrictions apply to units that are the corollary of the above and Except where noted below, units
disordered. These rules are described the same comments apply. See recover from disorder at the end of
Disorder
in full on the pages referred to. page 114. their own turn. Once the player’s
turn is otherwise finished all
• Units that are disordered suffer a • Units that are disordered are outstanding disorder markers are
-1 ‘to hit’ penalty for ranged and not permitted to make an evade removed from units and the player’s
hand-to-hand combat attacks reaction. See page 112. turn is then complete.
as described in the relevant
sections. See page 97. • Units that are disordered are not Units cannot recover from disorder
permitted to make a turn-to-face whilst they remain engaged in
• Units that are disordered cannot reaction. See page 114. combat, whether as fighting units
be issued orders in the Command or supports. Such units remain
part of turn. See page 84. • Units that are disordered are not disordered throughout the duration
permitted to make a sweeping of the combat and will only recover
• Units that are disordered advance if victorious in hand-to- at the end of the player’s turn once
cannot use their initiative in the hand combat. See page 130. they are no longer engaged.
Command part of the turn, apart
from open order units as noted • Units that are disordered are Units from broken divisions cannot
below. See page 82. not permitted to move to join recover from disorder except in the
an engagement as supports. As rare case where a general issues a
• Disordered units in open order can with charges, the possibility ‘Where is your courage?’ order as
use their initiative only to move does not normally arise because described on page 136. Otherwise,
away from enemy. See page 82. units are unable to move in broken divisions are obliged
the Command part of the to retire from the battlefield as
• Units that are disordered are not turn. However, regardless of described in the section on Victory
permitted to charge. Because circumstances disordered units and Defeat, and will do so even
they are unable to move in the are not allowed to move to join where disordered. See page 140.
Command part of the turn by an engagement to support as
means of an order or initiative described. See page 118. Some special rules affect a unit’s ability
the possibility does not normally to recover from disorder for better or
arise. However, regardless of any • Units from broken divisions worse and may mean units either don’t
circumstance that otherwise can and must attempt to leave recover when they otherwise would or
allows units to do so, disordered the battlefield even where can recover at other points during the
units are forbidden from disordered. See Victory and turn. See Special Rules page 154.
charging throughout the turn. Defeat on page 140.
See page 106. Some of the rules given for terrain
also affect a unit’s ability to recover
from disorder at the end of the
player’s turn, potentially causing
units to remain disordered into the
following turn. See Terrain page 170.
Caesarian Legionaries
133
COMMANDERS
In ancient times those who aspired to rule were obliged to lead from the front, and often they died there too.
Politics was a serious business in those days. This wasn’t just true of chieftains and tribunes – even the highest in
the land were looked upon to do their part. Loyalties could be intensely personal, and the death of a commander
frequently led to troops abandoning the battle or suing for peace. Naturally, players demand that their leaders
live up to the expectations of their peers. Be sure that your model generals will be seeing their fair share of action.
134
their predecessor. So, if the original When the dice are re-rolled in this To issue a follow me order the player
commander has a Leadership Rating way the re-rolled score stands even if nominates the unit the commander
of 8, then his replacement has a the result is worse than the original is to lead and declares ‘follow
Commanders
rating of 7. score or if it is a blunder. me’. The commander model is
immediately moved to join the unit.
If a reserve commander is slain then Should the general fall casualty Once the commander has joined the
the next in line takes over in the same then the general’s re-roll is lost as unit the player makes the usual test
way, and so on. Each replacement has well, the reserve lacking the great to see if the order is obeyed. If the
a Leadership Rating one less than his man’s talents. order is issued successfully the unit,
predecessor, to a minimum value of 5 together with the commander, can
or otherwise as agreed by the players make up to three moves. See below
or dictated by the umpire. Special Orders for more about commanders that
have joined units.
If a commander rides an elephant or Orders are issued by the player for
chariot, then replacements should each commander as described in There is no need to declare what the
ideally be on foot or mounted on the rules already discussed in the unit is doing before the follow me
a horse. This isn’t a necessity but Command section of the rules. The order is issued, the unit simply makes
the sight of elephants and chariots following special orders introduce three moves as the player wishes. If
popping onto the battlefield is a new types of order that can prove the player wishes the unit to change
little discomposing. useful on occasion, and which reflect, formation and/or charge, this must
in game terms, the practices of still be declared before moving the
commanders of the ancient world. unit. Charge moves are worked out in
The General the usual way and the opposing player
can make responses as appropriate.
The player must nominate one Follow Me
commander to be the army’s general. If a commander fails to give a follow
The general is the overall leader of Commanders are allowed to me order, then the unit receives
the army, but otherwise takes the role immediately join a unit from their no coherent order and is unable to
of an ordinary commander and leads own division and lead it personally. move. The commander has moved
one of the divisions. This is called a ‘follow me’ order. to join the unit and expended any
movement allowed for that turn and
Generals usually have the same If a commander is within 12" of a the model must therefore remain
Leadership Rating as other unit from his own division, then with the unit once the Command
commanders. For most games it is he can join it and lead it personally part of the turn is complete.
assumed that commanders all have by issuing a follow me order. Once
a Leadership Rating of 8: this is the a commander has given a follow Bear in mind that units otherwise
default value for all commanders. me order he cannot give any more entitled to a free move will not
See page 65. orders that turn. Regardless of be able to move at all if they fail a
whether it is issued successfully or follow me order because they have
not, a follow me order always ends a no instructions to follow. See Free
General’s Re-Roll commander’s orders for that turn. Moves, page 83.
135
Rally If a commander fails to give a rally Where Is
order, then the unit receives no
A ‘rally’ is another kind of special coherent order and is unable to
Your Courage?
Hail Caesar
order, and it is given in a similar way move. Units otherwise entitled ‘Where is your courage?’ is a
to the follow me order. A rally order to a free move will not rally and special order that can only be
allows a unit to recover its stamina, remain where they are having no made by the army’s general. It is
reducing the number of casualty instructions to follow. See Free given in a similar way to the follow
markers it has suffered. Moves page 83. me and rally orders, except that
it allows a unit from a broken
If a commander is within 12" of division to recover its fighting
a unit from his division that has General Advance status and join the general’s own
suffered two or more casualties, division. See the rules for broken
then he can join it and issue a rally A ‘general advance’ order can only divisions, page 140.
order. Once a commander has given be issued by the army’s general
a rally order he cannot give any and must be the first and only If the general is within 12" of a unit
more orders that turn. Regardless order given by any commanders from a broken division, he can
of whether it is issued successfully that turn. Basically, the general join it and issue a Where is your
or not, a rally order always ends a issues a general advance instead courage? order. Once the general
commander’s orders for that turn. of individual commanders issuing has given a Where is your courage?
separate orders by division. The order, he cannot give any more
To issue a rally order the player order to advance applies to all the orders that turn. Regardless of
nominates the unit he wishes army’s units on the battlefield that whether it is issued successfully or
to rally and announces that the have not already moved on initiative not, a Where is your courage? order
commander will give the order. The that turn, and which are otherwise always ends the general’s orders
commander model is immediately permitted to move with an order. for that turn.
moved to join the unit. Once the
commander has joined the unit the The order test is taken disregarding To issue the order the player
player makes the usual test to see if penalties for distance to any unit. indicates which unit the general
the order is obeyed. If the order is The player makes the test and if is going to give the order to. The
issued successfully the unit will rally successful all units are in receipt general model is immediately
and one casualty marker is removed of an order to advance one move moved to join the unit. Once the
from the unit’s total. in the same way as if instructed to general has joined the unit the
advance one move by their division’s player makes the usual test to see if
Regardless of whether the order own commander. If the test is failed the order is obeyed.
is successful or otherwise the the general can use his standard
commander remains joined general’s re-roll. If this re-roll is If the order is issued successfully the
with the unit at the end of the also failed no units are in receipt of unit takes heart and is subsumed
Command part of the turn. He has orders, and only those otherwise into the general’s own division. If it
joined the unit and cannot move entitled to a free move can and must is the general’s own division that is
further that turn. do so. If a blunder is rolled, then roll broken, then the restored unit forms
for one result and apply it to every a new division commanded by the
unit in the army. general. Note that the formation of
a new division in this way does not
Should a blunder result in an count for purposes of calculating
Late Roman
Republic Marines uncontrolled flight for the entire victory and defeat as described on
army, i.e., a roll of 1, instead treat the page 140.
result as a roll of 2 ‘Back!’ followed
by the immediate death of the If already disordered the restored
general as he is caught attempting unit immediately recovers from
to halt the resulting stampede, disorder and the marker is removed.
thrown from his panicked mount, If the unit has suffered two or
or perchance opportunistically more casualties one casualty is
murdered by his bodyguard amidst immediately removed in the same
the confusion. way as described for a rally order.
136
Regardless of whether the order is a unit they have joined, are amongst the unit’s ranks, or as
successful or otherwise the general moved once, automatically, at closely as possible, to show this.
remains joined with the unit at the the end of the Command part See page 90.
Commanders
end of the Command part of the of the player’s turn after all
turn. He has joined the unit and orders have been issued. See • A commander who has joined a
cannot move further that turn. page 90. unit in a previous turn can issue
orders in the regular fashion. See
If a general fails to give a Where is • Commanders have a move of 24" page 79.
your courage? order, having taken regardless of whether they are on
any re-roll to which the general is foot, mounted or otherwise. See • A commander who issues a
entitled, then the unit is unaffected page 90. rally, follow me, or Where is
and will continue to retreat in your courage? order to a unit is
the following turn as described • Commander models can move immediately moved to join the
for units belonging to broken freely through units on their unit as described above. See
divisions. A unit cannot be given own side so long as they are not pages 136-137.
further Where is your courage? engaged in combat, and such
orders in subsequent turns. You units can move freely through • A commander who issues a rally,
only get one opportunity to rescue them. See page 90. follow me, general advance, or
a unit in this way. See Victory and Where is your courage? order
Defeat page 140. • If a friendly unit’s move places it cannot issue any further order
on top of a commander model, that turn. See pages 136-137.
the commander moves out of
On the Battlefield the way by whatever distance • If a commander model has
is necessary to make room. See already joined a unit at the start
The following rules affecting page 90. of the Command part of the
commanders are given throughout player’s turn, the commander
the rule book in the appropriate • Commander models cannot can remain with the unit if
context and are summarised here move through enemy units or the player wishes. In this case
for ease of reference. units engaged in hand-to-hand the model moves along with
combat. See page 90. the unit instead of making an
• Commanders are special independent move at the end of
elements in play, fundamentally • If enemy units move into touch the Command part of the turn.
different from units of troops, with a commander, the model See page 90.
and the usual rules governing is immediately moved to join a
the movement and combat of friendly unit within one move’s • If a commander model has
troops do not apply to them. See distance. If unable to comply the already joined a unit at the start
page 90. commander is captured and falls of the Command part of the
casualty. See page 90. turn, the commander can leave
• Command models are ignored the unit simply by remaining
for purposes of proximity and • Commander models can in place when the unit moves
consideration of enemy units, move freely through enemy and making an independent
cannot be attacked with missiles, commanders without forcing move thereafter if the player
cannot be charged, and don’t either to join friendly units wishes. If the unit does not move
fight other than when joining but must not be placed the commander can leave it by
units as described below. See deliberately into a space making an independent move
page 86. occupied by an enemy away from the unit at the end of
commander. See page 90. the Command part of the turn.
• Commanders have a default See page 90.
Leadership Rating of 8 unless • A commander model can join
specified otherwise. See page 65. a friendly unit from their own • Commanders that have
division by moving into touch. joined a unit contribute to the
• Commanders do not need The player must announce that unit’s fighting abilities and
orders to move and, unless they the commander has joined endue risks from combat as
have moved in company with the unit. The model is placed described below.
137
Joining Combat On a score of 1 or 2 the Commander adding the scores together. The
is slain outright, on a roll of a 4 or 5 commander is hit on the score of 12 –
A commander who has not already he is wounded as described below, i.e., a double six.
Hail Caesar
Once a commander joins a unit Risk From Shooting Risk From Hand-
engaged in combat, he is obliged
to remain with it whilst the unit is If a commander has joined a unit
To-Hand Combat
engaged or until the commander he risks being wounded or killed If a commander is with a fighting
is wounded if that unit is shaken by ranged unit then he risks being wounded
attacks, or if it is already shaken or slain. The chance of the
and suffers further casualties from commander bring slain depends
Risk To ranged attacks. upon how ferociously he throws
himself forward at the head of his
Commanders Once all ranged attacks have been troops. We represent this by the
If a commander has joined a unit that worked out, and before taking number of attacks added to the
is subsequently broken or shattered any break test due to shooting, unit as described under Fighting
roll a dice to determine his fate. the opposing player rolls two dice Commanders below.
138
Once both sides have fought and
before working out which side has Separate Generals The general can only join a unit
won, the opposing player rolls two An alternative way of fielding together with an accompanied
generals is to have a commander commander, in which case the
Commanders
dice to determine if the opposing
for each division and an entirely player can use the highest of
commander has been struck. On the
separate general model. This can the pair’s fighting value. Where
roll of 12 the commander is hit – i.e., commanders risk being slain
be a useful way of representing the
on a double six in the same way as general’s role, especially in very or wounded in this situation,
for shooting. large games where it allows the randomise between them to find
general to sit back and leave the out which is affected.
If a commander is hit roll a dice to work to his subordinates. Should the
see what has happened, on a score Using this option, the general can general be slain
of 1, 2, or 3 the commander is slain only give orders to troops by moving he is replaced by
outright, on a roll of a 4, 5, or 6 he is into touch with another commander a reserve in the
wounded as described below. and taking over that commander’s usual way and the
division. This allows the general to reserve loses the
move from one division to another, re-roll ability.
When a commander is hit,
regardless of whether he falls allocating his Leadership Rating
and re-roll ability specifically to
casualty or is merely wounded,
that division. The general can only
the opposing side adds +1 to the accompany one commander at
unit’s result score in combat just once, so he will only be able to take Demosthenes,
as if an extra casualty had been over a single division in any turn. Greek Commander
scored. Note this ‘extra’ casualty The commander he has joined with
is not recorded against the unit’s is unable to issue orders whilst
Stamina, i.e., it is not carried accompanied by the general.
forward and cannot cause the unit
to become shattered.
attacks simply boost those of the A commander can only join a unit
If a commander has added more unit the model has joined. from his own division, so in normal
than one attack to his unit in the situations it is only possible for a
combat round, then the chance of Reserve commanders always have a single commander to join a unit.
being hit is increased. Add +1 to the maximum fighting value of 1, thus However, for the avoidance of doubt,
dice score for each extra attack used the loss of a division’s commander only one commander can fight with
when deciding if the commander is can reduce its fighting power as well a unit at any time.
hit. So, if a commander fights with as its leadership.
two attacks he is hit on a roll of 11 or
12; if he fights with three attacks, he Commanders can be set a lower Wounded
is hit on a roll of 10, 11, or 12. or higher maximum value if
the players or umpire feel it is
Commanders
appropriate to do so. The likes of Once a commander is wounded then
Fighting Alexander the Great might justly he can no longer fight in hand-to-
scoff at a mere 3 attacks. If he isn’t hand combat. If he is with a unit that
Commanders worth 4, 5, or even 6! The greater is already fighting in hand-to-hand
Commanders have a number of the number of attacks used in a combat, he must remain with it but
attacks reflecting their personal fight the greater the risk of the can no longer make any attacks.
valour and their ability to inspire commander being wounded or He can still issue orders, move, and
the efforts of their men. Generals slain as explained above. otherwise act as normal.
usually have 3 attacks and other
Imperial Roman
commanders 2. Any or all of a Regardless of a commander’s Medicus
commander’s attacks can be added fighting value, it is not permitted
to the total number of attacks made to enhance a unit’s attacks by
by a fighting unit he has joined and more than double. So, a unit with
are treated as struck by the unit with only 1 attack can only benefit by
any associated bonuses or penalties 1 further attack from a commander,
to the dice rolls. The commander’s for example.
139
AND DEFEAT
VICTORY
The core victory conditions assume that opposing armies have no objective other than to defeat their
enemy. Both sides aim to destroy enemy units and drive any surviving foes from the field. The core rules
for working out when to end the game and how to work out which side has won are given in this section.
However, players may find it more enjoyable to set specific victory conditions and objectives based on the
narrative or historical battle they are recreating.
140
good quality units, the levies might Retiring units can be given orders permitted, and this can potentially
be ignored, or several units counted in the Command part of the turn, include a charge as part of a
141
TROOP TYPES
What follows here is an example list of basic common troop types found through antiquity. Use this list to assign
fighting values to troops appropriate to the chosen period. This list can be further modified and supplemented
by assigning weapons and special rules. Additionally, they form the basis for creating units using the point value
rules given on page 188.
Troops are divided into infantry, type for purposes of definition. given here are the typical or default
cavalry, chariots, elephants, artillery, In addition, troop categories we values for troops of each given
and baggage. This last represents broken down into specific types type. These values are not fixed or
non-combatant elements of the distinguished by their fighting roles. absolute – there is often have cause
army rather than troops as such, This gives the core troop types that to vary them – but they provide
but we still count them as a troop constitute your armies. The values suitable a working standard.
The victory is ours, my men, if the gods and their soothsayers can see at all into
the future … I wish no one to run forward from the line: you are to stay firm,
stand your ground, and receive the enemy’s attack. When they have discharged their
missiles to no effect and have come rushing up on you where you stand, then let your
swords flash out, and let each man remember that there are gods who help the
Roman, the gods who have sent him into battle with good omens on his side.
Aulus Cornelius Cossus, 385 BC (Livy, Rome and Italy, Book VI)
142
Core Troop Types
Troop Types
HEAVY INFANTRY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Heavy Infantry 7 7 3 0 4+ 6 –
These are the standard game values to score hits against with ranged
for close fighting, heavily armed and attacks representing their close Imperial Roman
Legionaries
armoured infantry, for example, Greek formation (see the ‘to hit’ modifiers
Hoplites and Roman Legionaries. They for ranged attacks).
have high values for hand-to-hand
combat and a good morale save. Heavy infantry with shields also
have the option to close ranks,
Heavy infantry usually have shields, increasing their morale save whilst
and, where this is the case, they reducing their own chances of
also benefit in that they are harder hitting the enemy. See page 118.
Neither in war nor yet at law ought any man to use every way of escaping death.
Socrates
MEDIUM INFANTRY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Medium Infantry 6 6 3 0 5+ 6 –
These are the values for close base values for most
fighting but more lightly armed close-fighting barbarian
or poorly trained troops and close units and for infantry of
fighting barbarians. These are the the Biblical era.
Thureophoroi
LIGHT INFANTRY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Light Infantry 5 5 3 0 6+ 6 –
These are the values for troops who example of this troop type.
would typically fight in a looser order Unlike heavier kinds of infantry,
than the ‘heavies’ but who are still light infantry can form into open
expected to fight hand-to-hand when order without restriction and
the occasion demands. They typically can make a formation change to
carry javelins and light shields but or from open order as part of a
wear little if any armour beyond single combined move.
a helmet. Peltasts are the classic
Dacian
Skirmishers
143
SKIRMISHERS
Combat Morale
Hail Caesar
Unit Clash Sustained Short Range Long Range Save Stamina Special
These are the values for a unit of skirmishers when issuing orders.
purely skirmishing infantry typically Skirmishers wear no armour and Psiloi
armed with javelins. Skirmishers are might carry a small shield or none
limited to open order and column. as reflected in their lack of Morale
They cannot form a battle line or save. They would not usually expect
other formations. They are highly to engage in close combat except,
mobile troops and can combine a perhaps, with others of their kind.
formation change to open order or a They are usually fielded as small units
column with a single combined move. and the values for both standard and
No distance penalties are applied to small units are shown for convenience.
CATAPHRACT CAVALRY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Cataphract Cavalry 9 6 3 0 4+ 6 –
These are the most heavily armoured long spear held in both hands (the
cavalry of all, comprising riders kontos). Cataphracts fought in much
often clad from head-to-toe in closer formations than other cavalry
iron or bronze armour and horses sacrificing mobility for protection
wearing armour that protects their and move more slowly than other
front quarters and often their entire cavalry to reflect this. Thanks to
Seleucid
bodies. Parthian and Sassanid Persian their armour enemy making ranged Cataphract
Cataphracts are the most well-known attacks suffer a -1 to hit penalty
cavalry of this kind. They are typically against Cataphracts (see the ‘to hit’
armed with long lances, or a very modifiers for shooting attacks).
HEAVY CAVALRY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Heavy Cavalry 9 6 3 0 4+ 6 –
These are heavy armoured cavalry and they have a hefty morale save.
riding big and, in some cases, Note that cataphracts and heavy
partially armoured horses and cavalry have the same values, but Romano-British
typically armed with spears, lances, cataphracts have the advantage Cavalryman
or the two-handed kontos. They are of being much more resistant to
supremely dangerous upon contact missile fire to reflect the effect of
with a high Clash combat value, their near-complete armour.
144
MEDIUM CAVALRY
Combat Morale
Troop Types
Unit Clash Sustained Short Range Long Range Save Stamina Special
Medium Cavalry 8 5 3 0 5+ 6 –
LIGHT CAVALRY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
These are lightly armed, fast-moving Unlike heavier kinds of cavalry, light Thessalian Light
cavalry mounted on nimble ponies or cavalry can form into open order Cavalryman
small horses. They rely heavily upon without restriction and can combine
missile fire and most carry javelins a formation change to or from open
or both bows and javelins. They are order with a single move. They are
highly mobile troops and when in usually fielded as small units but the
open order they move at the fastest values for both standard sized and
rate of all cavalry (12"). In open order small units are shown.
they incur no distance modifiers
when given orders.
HORSE ARCHERS
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
145
LIGHT CHARIOTS
Combat Morale
Hail Caesar
Unit Clash Sustained Short Range Long Range Save Stamina Special
Light Chariots 6 6 3 0 4+ 6 –
HEAVY CHARIOTS
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Heavy Chariots 6 6 3 0 4+ 6 –
146
The Persians, therefore, when they saw the Greeks coming on at speed, made
ready to receive them, though it seemed to them that the Athenians were
Troop Types
bereft of their senses, and bent upon their own destruction; for they saw a
mere handful of men coming on at a run without either horsemen or archers.
Herodotus describing the Battle of Marathon, 490 BC
ELEPHANT
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Elephant 4 3 1 0 4+ 6 –
The values for elephants may for an ordinary unit to end up with javelins or bows – although
look a little on the low side – but fighting three or four elephants all howdahs were not always used, and
remember a unit of elephants is at once. Such an elephant might some elephants may have had no
one model – so it is quite possible have a howdah and crew armed crew at all.
147
Hail Caesar
The Dacians were quick to use the technology of their enemies against them
LIGHT ARTILLERY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Light Artillery 1 1 2 2 0 3 –
This defines a small bolt throwing scorpion. These weapons have a by their missiles suffer a –1 morale
engine along the lines of a Roman range of 24" and enemies struck save penalty.
MEDIUM ARTILLERY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Medium Artillery 1 1 0 3 0 3 –
HEAVY ARTILLERY
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Heavy Artillery 1 1 0 3 0 3 –
Heavy artillery represents larger upon fortifications – they are not Heavy artillery has the same combat
stone throwing engines that would field weapons as such and are not values as medium artillery but a
be used during sieges or assaults confined to battles of that kind. longer range at 48".
148
When Empires Collide…
Troop Types
The Battle of Magnesia was fought on the cusp of winter of the phalanx was like that of a wall, of which the
190/189 bc. The forces of the Roman Republic crushed elephants were the towers. Such was the arrangement
the might of the Seleucid King, Antiochus III, bringing of the infantry of Antiochus. His horse were stationed
Asia Minor under Roman hegemony, heralding the end of on either wing, consisting of the mail-clad Galatians
centuries of Hellenistic rule. Here, the historian Appian and the Macedonian corps called the Agema, so
describes the forces arrayed in battle-line: named because they were picked horsemen. An equal
number of these were stationed on either side of the
“Both marched out about the last watch, just before
phalanx. Besides these the right wing had certain
daylight. The ordering of the troops on either side
light-armed troops, and other horsemen with silver
was as follows. The Roman legionaries, to the number
shields, and 200 mounted archers. On the left were
of 10,000, formed the left wing resting on the river.
the Galatian bands of the Tectosagi, the Trocmi, the
Behind these were 10,000 Italian allies, and both these
Tolistoboii, and certain Cappadocians furnished by
divisions were in files in triple line of battle. Behind
King Ariarthes, and a mingling of other tribes. There
the Italians came the army of Eumenes and about
was another body of horse, mail-clad but light-armed,
3,000 Achæan peltasts. Thus stood the left, while on
called the Companion cavalry. In this way Antiochus
the right wing were the Roman and Italian cavalry
drew up his forces. He seems to have placed most
and those of Eumenes, not more than 3,000 in all.
reliance on his cavalry, whom he stationed in large
Mingled with all these were light-armed troops and
numbers on his front. The serried phalanx, in which
bowmen, and around Domitius himself were four
he should have placed most confidence, on account
troops of horse. Altogether they were about 30,000
of its high state of discipline, was crowded together
strong. Domitius took his station on the right wing
unskilfully in a narrow space. Besides the forces
and placed the consul in the centre. He gave the
enumerated there was a great multitude of slingers,
command of the left wing to Eumenes. Considering
archers, javelin throwers, and peltasts from Phrygia,
his African elephants of no use, being few in number
Lycia, Pamphylia, Pisidia, Crete, Tralles, and Cilicia,
and of small size, as those of Africa usually are (and
armed after the Cretan fashion. There were also other
the small ones are afraid of the larger), he placed them
mounted archers from the Dahæ, Mysia, Elymaïs,
in the rear of all. Such was the Roman line of battle.
and Arabia, riding on swift camels, who shot arrows
The total force of Antiochus was 70,000 and the with dexterity from their high position, and used very
strongest of these was the Macedonian phalanx long thin knives when they came to close combat.
of 16,000 men, still arrayed after the fashion of Antiochus also placed scythe-bearing chariots in the
Alexander and Philip. These were placed in the space between the armies to begin the battle, with
centre, divided into ten sections of 1,600 men each, orders to retire after the first onset.”
with fifty men in the front line of each
section and thirty-two deep. On the
flanks of each section were twenty-
two elephants. The appearance
Seleucid
Cataphracts
149
Other Common Troops
The core troop types are used as archers, pike-armed phalanx, and in some armies. The typical or
Hail Caesar
the basis for working out values for massed barbarian warbands, which default values for these common
common variations. This includes can make up the majority of troops types are as follows.
These are the values for formed ranged attacks in addition. Often
bodies of archers in most armies the same troops can be arguably
that include them, including fielded as light or medium. The
Biblical armies such as Egyptians principal difference between the
two types is the ability of light Sumerian
and later near eastern armies such
Household
as Persians. They are medium troops to break into open order, Archers
infantry with reduced hand-to- although the mediums are more
hand combat values and long resilient fighters overall.
These are the values for Persian at the front and archers in the rear are usually treated as ‘medium’ types
infantry carrying both spears and ranks. They are basically medium in temperament and general tactical
bows (called sparabara) and other infantry types with the addition of method but may have armour and
similar units with mixed weapons, a ranged attack. Units with a mix of could even be elite or otherwise very
typically shielded spear-armed troops close combat and missile weapons able troops.
150
HEAVY INFANTRY PIKEMEN
Combat Morale
Troop Types
Unit Clash Sustained Short Range Long Range Save Stamina Special
Like the many waters of a storm, I made their gullets and entrails run down
upon the wide earth. My prancing steeds harnessed for my riding, plunged into
the streams of their blood as into a river. The wheels of my chariot, which
brings low the wicked and the evil, were bespattered with blood and filth.
Sennacherib, King of Assyria, 705-681 BC
These are the values for barbarian depending upon how aggressive German
warbands such as Britons, Gauls, troops are, but 9 is used in games Spearmen
and early Germans. They have against Romans. They have
good – or even very good – fighting reduced short ranged attacks to
abilities in the first round of represent a generally poor degree
combat but tail off markedly after of coordination. Warbands fight
that. Their Clash value can vary in the warband formation.
151
Hail Caesar
Queen Boadicea leads her British warriors to face the Roman invaders
BRITISH CHARIOTS
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Because many games feature who describes the Britons either ranged attacks and supporting
Romans and Britons regular use is skirmishing by hurling weapons on hand-to-hand combat. But their
made of the British Light Chariot. the move or dismounting to fight Sustained combat value is reduced
This is a variant of the light chariot briefly before returning to their to reflect a reluctance to get
type and a good example of how the chariots and making good their trapped in prolonged fighting. The
values can be tweaked to emphasise escape. So, their short ranged attack result is a type that is excellent for
one aspect of the type’s ability value is increased to 4 – which preliminary skirmishing and
or de-emphasise another. In this makes these chariots very effective for fighting alongside warbands
case the cue is taken from Caesar indeed when it comes to short as supports.
These are the values used for Persian points and blades. They have a (see page 163). The values are given
and later Seleucid scythed chariots solitary Clash combat value with as a small unit of heavy chariots, i.e.,
driven directly at the enemy in no Sustained combat value. Special normally 1 model. Note that it will
the hope of scattering their ranks rules apply to scythed chariots often be necessary to mount these
and sowing disorder. As such they that limit them to a single round chariots on bases that are wider
were very much one-hit weapons of combat, after which they are even than a standard heavy chariot
festooned with protecting spear- destroyed whether successful or not due to all the projecting ‘spiky bits’.
152
Adjusting then necessary to remember which Long Ranged combat value can be
units have differing values when reduced down by 1. A good example
The Basic Types it comes to establishing whether would be Sarmatian cataphracts
Troop Types
Obviously, some troops are better troops are shaken. who were notorious for charging
or worse than others even of the at the first opportunity despite
same type. This can be reflected Often troops will combine long the fact they carried bows. These
by special rules in some cases, but ranged attacks from bows with adjustments are always a matter of
sometimes it is more effective to an otherwise standard type. For judgement - the medium sparabara
simply boost a combat value by example, Persian heavy cavalry with infantry armed with spears and
+1 or, in the case or poorer troops, spears and bows are such a type bows given as an example have
reduce it by -1. It is not suggest as are the mixed spear and bow retained their basic fighting values
boosting or reducing values medium infantry given above. In to reflect their status as front-rank
beyond this range. Morale saves such cases the general method is to fighting troops. Nor need these
are best left as they are, except with combine the standard type with the adjustments be entirely consistent.
biblical armies where it is useful usual ranged attack value for a unit, Sometimes the circumstances of
to have medium infantry with a 4+ which is 3. In most cases the Clash the battle will suggest a minor
save as an intermediary type, for and/or Sustained values would then modification to a value.
example armoured Assyrians and be adjusted down by 1 if the troops
Babylonians. Similarly, although were more likely to shoot than get The standard size adjustments
it is certainly possible to adjust stuck in. See the various archer for large, small, and tiny units are
Stamina value up or down by 1, it and ranged skirmisher values by given in the rules and are repeated
is not recommended because it is way of example. Alternatively, the here for convenience.
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Large +2 +2 +1 +1 Basic 8 –
Small -2 -2 -1 -1 Basic 4 –
Tiny 1 1 1 1 Basic 1 –
153
Special Rules
Up to this point the core rules for the conduct of battle have been presented, rules which are broadly applicable
from the dawn of history to at least the Middle Ages. This section covers special rules that enable you to represent
the warriors, fighting styles, and warfare of these different times.
Mostly, these special rules (often recommended to keep things simple the way a game plays, introducing
referred to as ‘useful rules’) rather than tax players with too much fresh challenges.
reflect differences in training or detail that is easily overlooked in the
discipline, armament or tactical heat of battle. Alternatively, some
skills, and cultural inclinations or may wish to bring their own expert Brave
characteristics. Rules to represent knowledge of a particular era or
specific weapons or – more army to the fore. This is entirely up to • Shaken units can rally without
accurately – weapon-based tactics players. The core rules are designed to an order
are also covered. For example, the be augmented in this way, and those
pilum, sarissa, lance, long spear and who want to develop their own rules Shaken units can attempt to rally
kontos. All cases that beg for unique are encouraged to do so. without an order, representing
treatment for one reason or another. especially courageous or veteran troops.
Rules are also included for unusual Although our army lists include
formations that otherwise have appropriate special rules for general If the unit is shaken (i.e., it has taken
no place amongst the preceding play, it is worth bearing in mind that its full quota of casualties) a player
sections, such as the testudo, pig’s specific scenarios might call for a can attempt to rally it at the end of
head, and wedge. different approach. What is suitable the Command part of their turn
for one battle may not be suitable for so long as the unit is more than 12"
Players who feel confident of their another even where the same troops from any visible enemy.
subject may wish to modify or are involved. Finally, remember we
dispense with any of these rules do not have to be entirely consistent Roll a dice. On the score of 4, 5, or 6
in favour of their own versions in these matters either; changing a the unit rallies, recovering 1 casualty.
or to add new ones. However, it is few simple rules can entirely change Remove 1 casualty from the unit.
154
Carry/Carried act on the same order as the cavalry The target’s Morale save is capped
whilst carried and they can use their at 5+ when hit by a crossbow. This
Special Rules
• Carried infantry move in initiative to maintain their position means the target’s Morale Save can
combination with mounted unit if the cavalry can do so, regardless of never be better than 5+ regardless of
whether they could otherwise move its Morale value.
Tacitus describes how mounted on initiative.
Germans could carry along a second Crossbows are not allowed to make
rider who would dismount and fight on Should the units be moved apart, either closing for traversing shots.
foot, whilst similar doubled-up riders either by the player or because of an Although powerful, crossbows are
are known to have fought as part of enforced move on either unit, such slow to load compared to ordinary
Spanish forces. In ancient Greek armies as being forced to retreat by missile bows, and this is represented by
of such infantry were called hamipoi attacks, then the rule ceases to apply disallowing reactive shooting.
– which means ‘with horse’ – who may and both must be moved as separate
have simply ran along with horsemen units from that point on.
or hitched a ride in a similar way to Double-Handed
their German counterparts. Carrying and carried units
otherwise fight as normal. Although
Weapons
A light or medium cavalry unit can considered ‘carried’ infantry are • Opponent’s Morale save
carry along a light infantry unit of assumed to hop on and off their capped at 5+
the same or smaller size. mounts as required and we imagine
they descend to fight on foot or This rule represents heavy double-
The carrying unit and carried unit shoot with missile weapons. handed infantry weapons including
must be deployed together, with clubs, swords, falx, and axes such as
the infantry placed in a supporting the Danish axe carried by the English
position either behind or beside the Crossbows huscarls at Hastings. Troops armed
cavalry unit. The infantry remains with these weapons are not normally
carried so long as they maintain a • Target’s Morale save capped at 5+ given a short range combat value
supporting position. ability, lacking either missiles or the
• No closing or traversing shots mobility to skirmish beyond the ranks.
So long as the infantry remain
carried, they keep pace with the Early crossbows of the kind used by The opponent’s Morale save is
mounted unit and are moved along Romans and Picts can be represented capped at 5+ against hits struck by
with it. The carried infantry can using the standard rules for missile a double-handed weapon whether
change their supporting position shooting and treated as equivalent from a fighting or supporting unit.
from rear to flank or vice versa as to bows. This rule represents the later This means the target’s Morale
the units move. No separate order and more powerful weapons used by save can never be better than 5+
is required to do this, the infantry medieval armies. regardless of its Morale value.
155
Drilled drilled units that are giving ground Elephants
in hand-to-hand combat and where
• Free move on failed order both are in battle line formation, and • Defeated enemy re-roll 1 dice for
Hail Caesar
156
If a unit is fighting against an Despite being single models,
elephant in hand-to-hand combat elephants are always
Special Rules
and is obliged to take a break test, considered to be in a
the opponent can demand the unit battle line and
re-rolls one of the two dice rolled for cannot adopt other
the test. For example, if a player rolls formations not even to
3 and 5 for a total of 8, he could be move through terrain that
asked to re-roll the 5. The re-rolled is otherwise impassable.
scored stands regardless of the If positioned along a Celtic
Fanatics
result, even if a better score is rolled track or taking their place as part
the second time around. of a marching column, they are
treated as if in column and receive Fanatic
If infantry in open order are fighting a free move. Note that this is a
an elephant in hand-to-hand combat purely concession to practicality, • Morale save +1 until shaken
they do not suffer the usual -1 ‘to hit’ the elephant retains its battle line
for being in open order, and instead formation and is not otherwise Fanatic troops are dangerous
they receive a +1 to hit the elephant. treated as being in column. fighters whose bloodlust is buoyed by
intoxication or religious fervour. These
If an elephant gives ground in crazed warriors ignore all but fatal
hand-to-hand fighting, regardless of Elite wounds and fight with utter disregard
whether it is fighting or supporting, for their own safety. Norse Berserkers
roll a dice once it has moved. On the • Recover from disorder on roll of and Celtic Fanatics are examples of
score of a 1 the elephant has panicked 4+ at start of Command troops of this kind.
and immediately turns to face its
rear and stampedes out of the fight This rule can be applied to the most Fanatic troops have a Morale value
a distance equal to the score of 3 dice cool-headed and disciplined troops, bonus of +1 regardless of type. This
(i.e., 3D6 inches). It will stampede enabling such troops to maintain effect lasts until the unit is shaken.
straight through any units in the their order and hence their fighting Once the unit is shaken it loses
way, diverting only to avoid terrain efficiency in situations where others its special Morale save bonus and
or buildings it cannot move through. would collapse. reverts to whatever Morale value it
If a panicking elephant would would normally have.
otherwise end its move on top of a At the start of the Command part of
unit, it moves whatever additional the player’s turn, before any units
distance is required to move all the are moved or orders given, a dice Feigned Flight
way through. Any units stampeded is rolled for each elite unit that is
through must take a break test as currently disordered and which • Can move out of
if struck by shooting. If obliged to is not already engaged in hand-to- combat engagement
retreat they do so away from the hand combat.
elephant in so far as they can. Once This ability allows a unit to break
a panicking elephant has finished If the dice scores 4, 5, or 6 the unit off from a hand-to-hand combat
its stampede it is removed from the re-orders its ranks and the disorder engagement. The rule is usually given
table as a casualty. marker is removed immediately. to light infantry or light cavalry units
If successful, the unit can then and used as part of a deliberate ploy to
Elephants are not permitted to be given orders, or it can use its stall enemy infantry or draw them out
support friendly cavalry units in initiative to move in the normal way. of position.
hand-to-hand combat or to move into
support of cavalry who are fighting. At the players’ discretion or A unit with the feigned flight ability
umpire’s whim the score required can be given orders to move, or can
A cavalry unit that charges or for success can be adjusted to use its initiative to move, when it
countercharges an enemy elephant represent troops of varying is engaged in combat. This enables
does not receive the usual ‘to hit’ degrees of elitism. However, for a unit that is either fighting or
bonus for charging. In addition, roll most purposes 4+ works well supporting in a combat engagement
a D6 and on the score of a 1, 2, or 3 enough and is therefore given as the to move out of combat during the
the cavalry are also disordered. default value. Command part of the player’s turn.
157
Frenzied Charge Freshly Raised Kontos
• Must charge with • Check unit in first round • Counteracts enemy
Hail Caesar
This rule represents fanatical – out The unit’s capabilities are uncertain • Counteracts long spear armed
of control – or frenzied troops who and its behaviour in battle cannot be infantry disorder test
just can’t hold back. There can be entirely predicted.
circumstances where the obligation The kontos is a very long spear held in
to charge doesn’t quite work – for During the unit’s first round of both hands by mounted troops, typically
example assaulting fortifications – hand-to-hand fighting of the game, by cataphract cavalry. The long reach
so exceptions must be made if the roll a dice at the start of the combat. afforded by the kontos enables a rider to
situation demands. This is left to jab away at an enemy armed with shorter
players to arrange for themselves. • 1 Terror. The unit is weapons whilst keeping a safe distance
momentarily overcome with terror and enables him to get the first strike
If there are visible enemy within – for this round only, all attacks during any initial clash. These very long
charge reach and which the unit need 6s to hit and the unit becomes spears were carried by such foes of the
can potentially charge, then the disordered if it is not already so. Romans as the Parthians and Sarmatians,
unit must either be given a charge and later by the Romans themselves.
order or must use its initiative • 2–3 Panic. The unit is
to charge. If a unit is unable to momentarily overcome by panic If a unit of charging or counter-
charge, for example if it is shaken – for this round only, all attacks charging cavalry is armed with the
or disordered, then the rule does need 6s to hit. kontos, then any enemy charging or
not apply simply because the unit countercharging them to their front
cannot ‘potentially charge’. • 4–5 Determined. The troops do lose their +1 ‘to hit’ bonus for charging
their duty – no effect. unless they are also cavalry armed
If issued a successful charge order with kontos or are infantry pikemen.
the unit always moves up to three • 6 Inspired! The unit fights
moves regardless of the result. with unexpected fervour – the If a unit of kontos-armed cavalry
unit gets an extra bonus attack charges the front of an infantry
If a charge order is failed the unit this round. unit armed with long spears, then
still makes one free move unless the cavalry are exempt from the
a blunder is rolled. If a blunder is The result applies for the first usual test for disorder when cavalry
rolled the result is always as if a 6 round fought during the game charge long spear armed infantry.
had been rolled – Charge! – thereafter the unit fights The cavalry still lose their own charge
normally except where it becomes bonus for ‘charging long spears’ as
If using initiative to charge, then disordered, in which case it explained in the long spear rule.
the units always moves up to three remains disordered as is usual for
moves rather than one. disordered units in combat. Cavalrymen armed with these
unwieldy weapons are not normally
given a Short Range combat value
ability unless they are also armed
with missile weapons.
Giving the Fingers
The English peoples' offensive gesture is
the V-sign. It is said that this sign derived Lance
from the Battle of Agincourt as the archers
• -1 Morale save on charge/
were told that the French would cut off
countercharge
their fingers should they be captured.
Unfortunately, no source ever mentions this
The couched lance is associated with
so it must be considered merely a myth.
mounted medieval knights equipped
with stirrups and is a characteristic
weapon of the Middle Ages.
158
Special Rules
Sarmatian
Cataphracts
When a lance armed cavalry Long Spears All enemy who are not themselves
unit charges or countercharges, infantry armed with either long
enemy units it is fighting suffer • Charging cavalry/chariots spears or pikes lose their ‘to hit’
a -1 penalty to their Morale save disordered on roll of 1, 2, or 3 bonus for charging or counter
from lance hits in the first round (except kontos) charging against the front of an
of combat. Where two lance infantry battle line armed with
armed cavalry units charge and • Chargers lose charge bonus (except long spears.
countercharge this penalty will other long spears and pikes)
apply to both. Broadly speaking, troops with
Although this is a ‘weapon’ rule it also this rule are not given a ranged
represents the rise of heavily armed attack value unless also armed with
Levy infantry formations, generally armed missile weapons.
with a long spear, and deployed into
• Must roll 4+ to recover disorder a solid battle line. This rule is usually
at end of turn applied to heavy infantry units armed Marauders
with spears, but not necessarily to spear
Levies are ill-disciplined or poorly armed medium or light infantry on the • Ignore distance penalty
trained troops. When they fall into basis that they lack either the training, for orders
confusion they can mill about uselessly closeness of formation or determination
in the face of the enemy. to maintain an unbroken wall of This rule represents troops,
spear points. Such a barrier presents primarily light cavalry, which have
Units that are designated as levy a formidable obstacle to less densely an independent roving role
do not automatically recover packed troops and especially to cavalry regardless of their formation. Such
from disorder at the end of their whose horses would be unwilling to units can be given orders effectively
turn but must roll a dice and only move against a mass of spear points. from great distances.
recover successfully on the roll of a
4, 5, or 6. Cavalry and chariots charging or Marauders ignore the distance
countercharging onto the front of penalty that is normally applied
Players and umpires who wish to an infantry battle line armed with when giving orders to units more
do so can vary the score required long spears must test for disorder than 12" from their commander.
to represent different degrees of once they have done so. Roll a D6. On
competence. For example, a unit a score of 1, 2, or 3 the chargers are Note that units in open order
that only recovered on a 6 would be disordered. Kontos armed cavalry formation are already exempt from
fortunate ever to do so. For practical are exempt from this rule due to this penalty, and this rule enables
purposes 4+ is the default value and the length of their own weapons as units in other formations to benefit
works well in most situations. explained above under kontos. in the same way.
159
Marksmen order where normally it would be If the chargers are already within a
one move. single move of their target before
• Re-roll one missed shot they move, then work out closing
Hail Caesar
Militia The Parthians were famed for their Work out the closing shots in the
ability to shoot behind as they turned usual way, mark any casualties, and
• No move on equal order test roll and rode away from their enemy, a apply any break tests that result. The
tactic that evolved amongst steppe usual -1 ‘to hit’ penalty for closing
This represents ill-disciplined or nomad cultures such as the Scythians. shots applies.
poorly trained troops, citizen militias,
and perhaps levies of not overly When deployed in open order Once the unit has shot it evades in
enthusiastic subject peoples. formation the unit can both evade the standard way. They will do so
from an enemy’s charge and make even if the chargers are unable to
Units that are designated militia closing shots as it does so. These complete their charge because they
will fail an order on a dice roll equal ‘Parthian’ shots must be worked are forced to hold their ground
to the score required to give the out slightly differently from normal or retreat following a break test.
order as well as higher scores. For closing shots because units normally Where a break test is required from
example, where the roll required is evade before the enemy make their a Parthian shot, chargers will always
8 then a sore of 5 is three moves, a charge move whilst closing shots fail to complete their charge as the
roll of 6 is two moves, a roll of 7 is are normally worked out after the best result they can get is to hold
one move, but a roll of 8 is a failed enemy has charged. their ground.
Parthian horse archers were feared for their deadly ability with bow from the saddle
160
Phalanx
Special Rules
• Hand-to-hand combat defeats by
up to 2 casualties are treated as
a draw
161
A pike block given an order to move All enemy that charge or tip, and usually an additional lead
outside of the confines of its front countercharge to the front of a pike- weight to boost its weight and
quarter is limited to a single move. armed infantry unit in pike block hence penetrating power. Although
Hail Caesar
If a pike block charges an enemy or square – apart from another pike the pilum was probably the most
two or three moves distant, this block – lose their +1 ‘to hit’ charge sophisticated weapon of this kind it
restriction is waived so long as the bonus. This applies regardless of was not necessarily the first or only
target lies at least mostly within the whether the pike-armed unit is one. A heavy javelin made of iron
unit’s front quarter when the order disordered, shaken, or otherwise. called a soliferrum was used by the
to charge is given. This exception Spanish and Celtiberians in their wars
is made to allow a pike block to Pike-armed infantry always have against the Romans (and one imagines
align against an enemy unit in the the Phalanx special rule in addition. with each other). From the third
normal fashion where an enemy lies The standard rule allows for century ad the Romans themselves
partially to the unit’s front (i.e., to units to count defeats of up to 2 continued to employ cruder types
avoid quibbling in situations where casualties as a draw. In the case of of weighted javelins. These went by
a few models step beyond the unit’s a pike-armed unit this value can various names including the spiculum
front as the opposing units align). be increased at the discretion of and plumbata. Once again, similar
the players, or the values varied to weapons were used by contemporary
Cavalry and chariots are not allowed represent the differences between barbarians, all characterised by a
to charge or countercharge the front long spears, pikes, and veteran relatively long, thin shank, small head,
of a pike-armed infantry unit in pike troops. However, the default value and being carried in sufficient number
block or square formation unless the remains 2 and players and umpires to facilitate throwing. Examples
pike-armed unit is already shaken are left to agree such exceptions as include the German angon and the
or disordered. The exception to this seem appropriate. bebra cited by Vegetius.
rule is the scythed chariot, which is
allowed to charge/countercharge, and Pike-armed infantry are more If a unit is armed with pila – or
may be obliged to do so, as explained likely to suffer disorder in terrain the equivalent – then any enemy
in the rules for scythed chariots. where a disorder test is required. it is fighting to its front suffers a
If they enter woods pikes must -1 Morale save penalty against hits
Cavalry and chariots that do charge be abandoned altogether. These inflicted by the unit in the first
home onto the front of a pike-armed instances are described in the round of each and every hand-to-
infantry unit in pike block or square Terrain rules (see page 170). hand engagement. This penalty
must test for disorder as they do applies regardless of whether the
so, in the same way as described for unit charges or is charged.
long spears. Note that, unlike with Pilum
long spears, no exception is made For example, a Roman cohort
for cavalry armed with the kontos. • Enemy -1 Morale save in charges a Gallic warband and attacks
first round with 7 dice scoring 4 hits – the Gauls
If a pike block is charged to its flank have a Morale save of 5+ but this
or rear by an enemy unit, it is not The pilum is the classic armament is reduced to 6+ because they are
permitted to attempt to turn-to-face of Roman infantry of the republic fighting pila in the first round. Four
the charge. The formation is too and early empire. It is a heavy javelin dice are rolled scoring 1, 4, 5, and 6 =
cumbersome to react quickly to with a long, thin iron shank, a small 1 save.
threats to its flank or rear.
Caesarian
Legionaries
with pilae
162
Special Rules
New Kingdom Egyptians face the nomadic tribes in Canaan
Scythed Chariots that obliges them to charge where Scythed chariots cannot support
they can. other friendly units in combat and
• Frenzied charge – must charge cannot be supported either.
with 3 moves allowed If scythed chariots charge
unengaged drilled heavy infantry
• Drilled heavy infantry can open to the front, then the enemy will Slings
ranks on roll of 4, 5, or 6 automatically try and open up the
unit’s ranks to channel the chariots • Enemy Morale save -1 at
• Defeated enemies harmlessly to their rear. Once the short range
become disordered chariots have charged roll a dice,
on the score of 4, 5, or 6 the infantry Perhaps one of the first and simplest
• Scythed chariots are removed have succeeded in diverting most of ranged weapons ever invented yet
after one round the chariots through their lines – the despite this it evolved become deadly and
chariot unit is removed immediately effective. Some sling stones have been
• Cannot support/be supported and inflicts no damage. On the roll found with holes carved through them
of a 1, 2, or 3 most of the chariots that creates a terrifying whistling noise
Scythed chariots describe a type of crash into the infantry and combat as it speeds its way toward an enemy.
heavy armoured chariot armed with is worked out in the usual way.
projecting spears and scythes used Slingshots are impossible to see in
to deliberately break apart enemy Scythed chariots only ever fight one flight and deal horrendous wounds,
formations. Chariots of this kind had a round of hand-to-hand combat after often battering through armour
single crewman whose only hope lay in which they are removed as destroyed. and shields.
baling out at the last moment, his rather Work out the combat in the usual
unenviable mission being to drive the way. If the enemy are defeated, they At short range (6" or less) the Morale
chariot at full speed directly towards automatically become disordered save of targets struck by slingshot is
the enemy lines. To achieve this, it would prior to taking their break test. reduced by -1.
probably have been necessary to work Whether defeated or victorious,
the team up into a state of blind terror, scythed chariot units are removed once Although range is always measured
as no horse would willingly throw itself the result of the combat is established between the closest shooter and
upon a body of formed men. As such without making any further moves. target, if the majority of the
these are one-shot weapons. Disciplined slingers are at a distance of greater
troops would respond by opening gaps Scythed chariots are the only than 6" divide the hits roughly in
in their lines which the terrified horses chariots that are allowed to charge proportion to those at short and
would naturally bolt through. a pike-armed unit as described in long range, applying the Morale save
the rules for pikes. Note that they modifier to that proportion at short
Scythed chariots are heavy chariots still lose the usual ‘to hit’ bonus for range. Always round up in favour of
and have the frenzied charge rule charging though. the shooter.
163
Steady A stubborn unit is allowed to re-roll the rule is included because it is a
a single failed Morale save each time straightforward way of representing
• Ignore first ‘6’ for missile break the unit suffers casualties – but only such formations without too much fuss.
Hail Caesar
tests each turn once during any part of the turn. This
means they can re-roll one failed save The unit has an attached body
This rule represents units that are when they are shot at by the enemy of troops of a different type or
steady under ‘fire’ in part because of in his turn, and they can re-roll one differently armed forming a sub-
training or experience, and in part failed save during any hand-to-hand unit. For example, a Republican
due to armour and large shields. It is combat round – including against Roman century consists of heavy or
usually applied to heavy infantry units casualties suffered by closing or medium infantry with a sub-unit of
– although it could be extended to other traversing shots when they charge. light infantry.
troops where appropriate. If the re-roll is successful, the
casualty is not inflicted – the unit’s The sub-unit must remain within
Steady units ignore the first ‘6’ rolled stubbornness has won out. 1 move’s distance of its unit where
against them for purposes of taking possible, and where this is no
break tests from ranged attacks each longer the case the sub-unit must
turn. The ‘6’ is still resolved as a hit Sub-Unit endeavour to come within a move
and will cause a casualty if not saved. where possible. This will override
The rule applies during the ranged • Unit and sub-unit must remain any orders it is given.
attacks part of each enemy turn, and with 1 move’s distance
when shot at from closing and/or
traversing shots. The sub-unit rule is imposed upon Testudo Formation
troops that fought in mixed formations
of which the Republican Roman • Free move
Stubborn Legions are the most well known,
but some Spanish and German • +2 Morale saves from
• Re-roll failed Morale save armies reputedly fought with cavalry ranged attacks
supported by infantry, and light
This rule can be used to give a unit’s infantry were reportedly trained • Counts ‘front’ all round to
Morale value a boost, representing to operate alongside cavalry in the ranged attacks
troops that are stubborn, especially Peloponnesian War. Such matters
well-protected, or determined. The rule might best be left to the players to • Make no ranged attacks
is roughly equivalent to a ‘half ’ of a arrange for themselves where historical
Morale point. precedent suggests it; however, • Adopt battle line if engaged
Imperial Romans advance from their marching fort, protected by their testudo formation
164
The Roman testudo (tortoise) is a
close order formation designed to
Special Rules
protect legionaries as they advance
under missile fire – notably during
siege warfare. This special formation
rule is not normally included in army
lists because it’s not really suitable for
fighting in open battles, but players
and umpires can arrange to employ it
in games that suggest doing so.
165
Tough Fighters Wedge Formation describing a formation of densely packed
troops in what we might typically think
• Re-roll one missed combat attack • Free move of as a wedge or arrowhead shape. It
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166
Special Rules
Alexander’s companion cavalry charges around the wood
all as ‘fronts’ for fighting purposes. most casualties as usual and then If necessary, units that are burst
A unit in wedge does not suffer the add the roll of a dice to the wedge’s through can be arranged into a
‘to hit’ penalty for fighting to its result. For example, a wedge inflicts rough mass or blob to make room,
sides or rear, and all of its facings 3 casualties and suffers a total of 5, in which case they count as having
are considered fronts for other but the wedge rolls a 3 on its ‘result been forced into open order losing
fighting purposes. For example, bonus’ dice and therefore scores 6 their formation as they are swept
enemy shooting at a heavy infantry and defeats the enemy even though aside by the wedge. The wedge can
wedge will suffer the -1 to hit penalty it has inflicted fewer casualties. then move forward up to three
for shooting at the front of heavy Note that this bonus counts for moves and can charge an enemy
infantry even when shooting at the deciding which side has won and for in its path, initiating another
sides or rear. The wedge can direct its subsequent break test modifiers, but engagement which will be resolved
own ranged attacks from any facing/s. no actual casualties are inflicted on in the next round of combat (i.e.,
account of it. the next turn). When a wedge bursts
A unit in wedge formation has a through and charges another
Morale save bonus of +1 for both Once hand-to-hand combat is over, enemy unit it counts as charging in
ranged and hand-to-hand combat. take any break tests as normal. If the first round.
the wedge is forced to give ground
When fighting in hand-to-hand and is unable to do so because it is Note that a victorious wedge is
combat a unit in wedge formation surrounded, then it is destroyed. obliged to move forward as straight
is allowed to make any or all of its If the enemy are forced to give ahead as possible. In any case,
attacks to its front, sides or rear. It is not ground, then those at the sides where it is necessary for a wedge to
limited in the number of attacks it can and rear do so as normal, moving deviate from straight ahead to avoid
make to its side as units normally are. directly back. If the unit at the terrain, make for a bridge, follow a
front of the wedge is forced to give path, avoid, or charge enemy, etc., it
A wedge cannot be supported unless ground, then it is ‘burst through’ must always move to its own front
it includes another unit within its together with any supporting quarter as it lies during the combat
formation as explained below. If it unit behind. Units that are burst engagement. This doesn’t prevent
includes other units one of these can through and any other engaged the wedge pivoting at the end of
support. A wedge cannot support units must be moved out of the its burst through move to align
other units in hand-to-hand combat. path of the wedge in as practical itself for a change in direction in its
manner as possible and are following turn, but it does mean the
Once a wedge has fought a combat then disordered if they are not wedge must head in the direction it
determine who has scored the disordered already. is pointing in.
167
Hail Caesar
Caesar refers to baggage and light are still treated as being inside the The unit can re-roll any and all failed
troops taking shelter within a wedge whose boundaries are formed hand-to-hand combat attacks in the
wedge, this is allowed. It is practical by the main unit. first round of hand-to-hand combat
to limit such additional units to during the game.
a single fighting unit and a single
baggage unit, and to place a few Wild Fighters Players who wish to do so, and
token models amongst the wedge umpires who feel the necessity, can
whilst temporarily removing the • Re-roll missed combat attacks in limit the number of permitted
remainder of the units in question. the first round of the game re-rolls to represent troops of
This just stops the wedge becoming different degrees of aggression, for
huge. The fighting unit can support Wild fighters are typically tribal troops example, to a maximum of 3, 2 or
the wedge in combat. Note that it who attack in an aggressive and barely even just 1.
doesn’t matter if models from the controlled way but who quickly tire
enclosed units actually appear on and lose enthusiasm if their enemy do However, allowing re-rolls of all
the outside of the wedge, as this is not break at once. This rule is routinely failed attacks is a good way of
sometimes unavoidable depending used to represent barbarian warbands representing troops such as Gauls
on how the models are based, they such as Celts and early Germans. and early Germans.
Drilled Free move on failed order; Move through friends without risk of disorder
Defeated enemy re-roll 1 dice for break tests; Open order opponents +1 to hit;
Elephants giving ground stampede on D6 roll of a 1; Elephants cannot support cavalry;
Elephant
Cavalry charging elephants lose charge bonus and risk disorder;
Free move along road or as part of marching column
168
Summary of Useful Rules
Elite Recover from disorder on Roll of 4+ at start of Command
Special Rules
Fanatic Morale save +1 until shaken
Kontos Counteracts enemy charge bonus; Counteracts long spear armed infantry disorder test
Steady Ignore first ‘6’ for missile break tests each turn
Free move; +2 Morale saves from ranged attacks; Counts ‘front’ all round to ranged attacks;
Testudo Formation
Make no ranged attacks; Adopt battle line if engaged
Wild Fighters Re-roll missed combat attacks in the first round of the game
169
Terrain
This section of the rules deals with battlefield terrain of various kinds. Terrain mostly affects movement
and formation rules, for example, light and open order troops faring better on rough or rocky ground than
either mounted warriors or units in tight formations.
170
order, and then advance into the normal rate of 24" and at half speed
Players are welcome to devise
wood, all in so far as they have within dense woods. their own terrain rules to best
sufficient moves to do so. suit whatever model terrain they
Terrain
Half speed movement applies to all have or to better represent the
Cavalry units can only enter or move moves, including those resulting effect that terrain might have
within a wood if they first dismount from break test results, for example. had during the historical conflict
and form open order, leading their that has inspired their own
collections. For this reason, it is
horses on foot. One complete move All cavalry within a wood are
good practice to agree upon the
is required to do this unless the assumed to fight on foot as
rules for different kinds of terrain
unit is already in open order, in equivalent infantry, horse archers before the battle and to demark
which case it is allowed to dismount counting as skirmishers and specific terrain features where
and move as a single combined cataphracts as heavy infantry. there is room for doubt.
move. Cavalry leaving a wood
automatically remount for ‘free’ All troops fighting within a wood
once they have done so, i.e., no extra lose any special rules associated This is intended to give an advantage
move is required to remount. with their hand-to-hand weapons to smaller units and units of light
for the duration of the combat infantry, whilst heavier troops lose
Commanders are free to enter engagement, for example spears, the benefit of higher fighting values.
and move within a wood and, double-handed weapons, or
if mounted, are assumed to pila. This applies even where Units that are disordered whilst
dismount and lead their horses. the engagement moves out of within a wood do not recover
If commanders ride elephants or the wood itself, so long as the automatically at the end of the
chariots they must abandon their engagement continues. turn, as is the usual rule, unless they
mounts for the remainder of the are light infantry or skirmishers
battle, replace the commander Pike armed units are especially – or dismounted cavalry that are
figure accordingly. ill-equipped for moving within considered to be equivalent. Light
woodland and can therefore infantry and skirmishers recover as
Other troops, including all formed only enter a wood if they first normal. Other units must roll a dice
units of infantry and cavalry, and abandon their pikes. This happens at the end of the player’s turn and
all elephants, chariots, and artillery, automatically as soon as the unit only recover on a roll of a 4 or more.
cannot enter or move within woods. moves into a wood. The unit will On a roll of less than 4 the unit
fight as sword-armed for the remains disordered.
All troops moving within a wood are remainder of the battle, losing all
limited to infantry move rates, i.e., 6" associated special rules for pikes Players are at liberty to run roads
per move. Additionally, if the area is including the Phalanx rule. or tracks through woods if they
dense wood, move rates are reduced wish, thereby allowing units to
to half speed for all movement All troop units fighting within move through without penalty, for
within the wood – i.e., each inch a wood have their Clash and example in column. Make sure this
moved counts as two inches of Sustained combat values reduced to is clear to all players at the start of
distance. Commanders move at their a maximum of 5 regardless of size. the game.
Roman Eastern
Archers
171
Rough Ground already in rough ground is limited very rough ground it becomes
to a maximum of one move. disordered automatically without
This covers all manner of broken the need to test.
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172
Linear Obstacles
A battlefield might include any
Terrain
number of fences, ditches, boundary
walls, streams and such-like. They
can simply be treated as decorative,
just used to delineate the boundaries
of rough ground, settlements, or
fortifications, or more significance
can be attached to them.
Sentry duty in rainy Gaul. It’s not all glamorous on the legions
Infantry units in open order, cavalry
units in open order, and commander
models can cross linear obstacles unit is disordered, on a 4, 5, or 6 the kind that lies beyond the scope of a
without penalty to their movement. unit retains its order. Infantry units field battle.
All other units can cross a linear in open order can cross without risk
obstacle by giving up one entire move. of becoming disordered.
Rivers
For example, a unit has three moves Formed pike blocks are especially
can execute their moves like this: move vulnerable to becoming disordered Very narrow bodies of water can
1 – the unit move up to the obstacle when faced with obstacles. If a pike be treated as linear obstacles, i.e.,
(any portion of movement not used block crosses an obstacle it must streams, or ignored altogether
is lost), move 2 – the unit crosses the test for disorder in the same was as merely decorative. It is not
obstacle (moving whatever distance is as described above for significant practical to be definitive when it
required to clear it entirely), and move obstacles. If a pike block crosses comes to describing how wide a
3 – the unit makes a normal move. a significant obstacle, it becomes body constitutes a river because
disordered automatically without players will have their own scenic
Chariots, carts, and mobile artillery a test. features. However, it is assumed a
attempting to cross a linear obstacle river is at least as wide as half an
must make a test to do so. Roll a dice, Formed units that become disordered infantry move or 3". If players wish
on a score of 1, 2, or 3 the unit cannot because of moving over a linear to designate narrower bodies as ‘a
cross and comes to a halt instead, obstacle or significant obstacle do not river’ it is only necessary to agree
on the roll of a 4, 5, or 6 the unit can recover automatically at the end of this is so before the game.
cross as normal having found a gap, the turn, as is the usual rule, unless
shallow spot, or having battered they are light infantry. Light infantry Rivers are impassable to units of
down a hedge or fence. recover as normal while other units troops and commanders except
must roll a dice at the end of the by means of designated fords or
Significant obstacles are the same player’s turn and only recover on a roll bridges. Of course, where a game
as ordinary linear obstacles but of a 4 or more. On a roll of less than 4 incorporates boats or rafts, or
can only be crossed by infantry the unit remains disordered. if it features expert swimmers
units or commanders. They cannot such as the Batavians who swam
be crossed by chariots, elephants, Impassable obstacles are simply the Medway to appear behind
artillery, cavalry, or any other units. that, impossible to move over and, the Britons during the Roman
In addition, formed units that cross if walls or fences, too tall to see over. conquest of Britain, then players
risk becoming disordered as they do City walls or ramparts are a good are encouraged to make exceptions.
so, roll a D6 as soon as the obstacle example of an impassable obstacle, However, for general purposes rivers
has been crossed. On a 1, 2, or 3 the barring extensive siege works of a are deemed impassable.
173
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The Imperial Rome Legions and Dacian barbarians face off over a river
A unit can only cross at a bridge Where units are fighting on a bridge Buildings
or ford in open order or a column. or in a ford, both sides are allowed to
However, units are allowed to fight at their full effectiveness as if in It is usual to represent farmsteads,
form into or out of column their standard fighting formation, settlements, and forts by means
automatically as they move onto except that neither side can claim of either a single large model
or off a bridge/ford, incorporating the benefit of supports so long as building, or by a roughly
the formation change with their they remain in column. Note that rectangular group of smaller
move as a single combined move. this is an exception to the usual rule buildings and yards covering an
This applies to all moves, including for combined moves as explained on equivalent area. Ideally, the area
those made because of a break test page 89. must be sufficient to allow an
or a charge reaction. infantry unit to be placed inside,
If players prefer, a ford can be up to a maximum size of about
To allow for fighting across a considered sufficiently broad to allow 12" x 12". Larger settlements and
bridge a few exceptions to the a unit to cross without changing its fortifications can be represented
normal rules are made, for formation. Where this is the case, fords by several such ‘building blocks’
example the rule forbidding can be treated as rough ground or very placed together or next to each
columns from charging. Therefore, rough ground, obliging formed units other, or designated as able to
units on a bridge or within a ford to test for disorder as described above. hold two, three or more units and
are allowed to combine their It is obviously important to decide correspondingly bigger. Conversely
formation change from column if this is the case before the game, or small forts and watchtowers may
with a charge. Similarly, a unit alternatively a degree of uncertainty be designated as capable of holding
charging an enemy already on can be introduced by rolling a dice as only tiny or small units.
a bridge or ford is allowed to soon a unit attempts to cross: 1, 2, or
combine their charge with a 3 and the ford is very rough; 4, 5, or 6 At the start of the game, it is a
formation change into column. merely rough ground. good idea to make sure the extent
174
of all farmsteads, settlements, or than risk damage by cramming Where units within buildings are
fort areas is clear and understood, figures together just leave some off engaged in hand-to-hand combat
as such areas are likely to play a the table. either with enemy in adjacent
Terrain
major role in the game. The edges buildings or outside altogether, all
of a settlement can be partially To leave a building, one move is fighting units on both sides lose any
defined by walls, barricades, or required. Begin by declaring the special rules that would normally
similar barriers, in which case they unit is leaving the building, then apply to hand-to-hand weapons. For
serve only to indicate the edge of measure a normal move from the example, the special rules for spears,
the building and are not treated as edge of the building and place the pikes and pila no longer apply. In
obstacles as described above. unit’s leader model on that spot. addition, none of the special rules
The rest of the unit is then arranged for formations apply, i.e., pike block,
Only infantry can enter or assault into a suitable formation around its pig’s head, or wedge.
buildings, except that artillery pieces leader. A unit leaving a building in
can be included as part of a building’s this way can make up to three moves
defence if set up at the start of the if issued orders, but the first move Impassable Terrain
game. Aside from a light artillery is always to leave the building and
bolt thrower, artillery deployed in reform in the manner described. Before the start of the game players can
this way cannot be moved during This first move can be a charge if agree to treat any terrain features as
the game. A single building block enemy are within reach. impassable if that seems appropriate.
can hold one unit of infantry, plus A scenario might sometimes specify
up to one tiny unit of infantry, plus Occasionally, you may wish to that some terrain is impassable.
up to one artillery unit with crew. specify that troops can only enter Features that are typically represented
We assume troops occupy a position or leave a building at a particular in this way are very steep gullies or
around the perimeter, within houses, point – usually the gateways of forts ravines, cliffs, and open water. Thick
outbuildings and so forth. For this or fortified settlements. Once again forest and buildings can also be treated
reason, troops inside a building don’t this is up to the players to arrange as in this way if they are essentially
have a specific formation in the game, best suits the model buildings and decorative, and you don’t want troops
and artillery pieces can be mixed the circumstance of the battle. to occupy them during a game.
amongst troops to cover more than
one direction if required.
175
One-on-One Games
Hail Caesar came about because the author wanted to play large multi-player games at a good pace and without
making undue demands upon players who might otherwise be guests accustomed to playing other rules or –
occasionally – none at all.
Hail Caesar is one of three games to play one-on-one games with Hail It is assumed that one-on-one
by Warlord Games that use the Caesar and – by extension – other games are likely to be fought using
same core mechanics: Black Powder rule sets in the series. forces chosen to an agreed points
(covering 18th and 19th century value from an army list. For more
warfare), Pike & Shotte (the 16th about how the army lists work see
and 17th centuries) and Hail Caesar Choosing Forces the separate section Army Lists on
itself (catering for the ancient and page 186.
medieval periods). Without the benefit of a third party
to muster armies and allot troops
All three rule sets were originally to each side some other means of Playing a Game
constructed with the same basic aim selecting forces must be found. It is
in mind: to facilitate large multi- perfectly acceptable for players to It is usual that the umpire is also
player games in a practical manner. simply agree upon the forces they the person organising the game,
However, since these games were will use, but this is hardly convenient and in most cases the umpire will
first published, it quickly became in all situations. The obvious solution also work out the scenario to be
apparent that many players use is for each player to choose a force to played, allocating different forces
the rules for more conventional an agreed points value from either to their starting positions, and
wargames using smaller armies, the Hail Caesar Army List book or one setting objectives for the players. A
with one player on each side, and of our many published Hail Caesar one-on-one gamed played without
without the benefit of a third- supplements. For example, one an umpire must proceed in a more
party adjudicator. This section is player chooses 400 points of Romans formulaic manner. The easiest way
intended to provide helpful ideas whilst the opposing player selects of doing this is to use one of the
and suggestions for players wishing 400 points of Gauls. scenarios described in the Setting Up
176
One-on-One Games
a Game section on page 180. Just as Reduced playing styles. This is often the case
it is assumed that one-on-one games where friends get together for a
are fought between armies chosen
Measurement game. Many already play Hail Caesar
to an equal points value from an Players who are unable to find a using the standard rules without
army list, so it is assumed that the sufficiently large table to play the feeling any need to change things.
players make use of one of the game as described may wish to either What follows is therefore suggested
scenarios described. half all measurements given or as an alternative for players who
change all distances to centimetres are less comfortable about the
if they feel comfortable doing so. idea of making a varied number of
Table Size This will work in combination with moves to verbal instructions. This
the reduced frontages as described adaptation is better suited to pick-up
Many players will be playing above, and with models of smaller or tournament style games – and
one-on-one games on ‘club sized’ sizes. In this way, the game can easily for any players who prefer a more
tables that are either 6' x 4' or 8' x 4'. be played on a table as small as four tightly defined rules mechanic.
this presents no problems in terms foot and no wider across than a
of move distances or weapon ranges. typical dining room or kitchen table.
The Hail Caesar rules are designed to Alternative Orders
accommodate tables four foot across.
The chief challenge when playing Orders When using this option there is
games on smaller tables is fitting the no requirement to state an order
army into the space available. The core mechanic that before attempting to move troops.
distinguishes Hail Caesar from other Simply declare which commander
wargames conducted by means is issuing orders and indicate the
Unit Frontages of alternating turns is the process units that are being given orders as
of giving orders verbally before you normally would. A test is then
If you wish to play games in a making a roll to determine the made to issue an order to either a
smaller area and to a reduced scale extent to which your instructions unit or a group of units within the
that is also possible. However, it is are accomplished. division in exactly the same way
suggested that for games played on a as in the standard game using the
six-foot-wide table that the smallest Giving orders verbally works well commander’s Leadership Rating and
unit frontage (or as close to) shown in a multi-player game because applying any modifiers exactly as
on page 68 be used, such as the players on both sides will naturally you normally would. This is all as per
standard basing scheme shown on moderate the process in a good- the normal game except that there
page 67. While for games played on a humoured fashion, often expressing is no need to state your intentions
board as small as four foot wide it is mock horror or feigned contempt before making the test.
recommended the frontage of units as players give their commands and
be reduced by up to a further 25%. roll the dice. In any case, there is If the test is passed, then the units
always the umpire to keep things on are in receipt of a valid order but
For players who use element basing, track and ensure that the spirit of can only make one move. If the
as shown on page 67, this would the rules prevails. player is able to and wishes to use
make a standard unit three bases this move to charge, this must
wide instead of four, whilst two In a one-on-one battle the same be stated before moving and the
bases will make a small unit and one process works well enough where enemy can make reactions in the
base a tiny unit if required. players are a good fit in terms of usual fashion.
Shown here are examples of reduced-size large, standard, small, tiny and skirmisher units.
Large Unit Standard Unit Small Unit Tiny Unit Skirmisher Unit
177
Greek
Hoplites
Hail Caesar
If the test is failed, then the troops bonus. This is primarily to stop the If evaders manage to avoid
do not move, and the commander game becoming bogged down, as chargers the chargers can be given
can issue no further orders in exactly it would otherwise be necessary further orders up to the permitted
the same way as the standard rule. to recalculate the position of maximum of three. If the chargers
If two sixes are rolled the result is a the commander for subsequent then wish to charge units other
blunder. Work out blunders as you orders, placing undue emphasis than their original target, these
otherwise would including multiple on the exact positioning of both must lie to the charger’s front once
moves where this would normally commanders and units. they have made their initial move
be the case. towards the original target. For
When giving a second or third example, if a unit of skirmishers
Once an order has been issued order blunders do not apply. If two runs before you, it is not allowed to
successfully and the unit/s moved, sixes are rolled the result is simply turn back on yourself and charge
the same commander can either give a failure. This is to make sure there enemies that now lie to your side
the same group of units a further are not many more blunders than or rear – but you could charge
order, or the commander can leave would normally be the case in the other enemy units that have been
them where they are and continue standard game. revealed to your front. This just
to give orders to other units in the preserves the way in which, in
division that have not yet moved. A When units move, they are free to the standard game, a unit can be
commander cannot give an order do so within the normal confines of ordered to charge enemy ‘to their
to one group, abandon these first the rules. Charges must be declared front’ that might include foes not
units, and give orders to others, and before units are moved, and it is visible when the charge began.
then return to a group that have still best practice to state what you Remember, a unit can only evade
previously received an order. All the intend to do before moving units in once during the Command part of a
orders to the same unit or group of all other situations. turn – as is the standard rule.
units must be given sequentially one
after the other. Remember, units only move once It can happen that a group of
when given an order, so if you want multiple units receives an order
A player can give up to a maximum to move a unit/group multiple times to move, after which the player
of three orders to a group or unit the process is: give first order, move wishes to give further orders only
in this way, which means units can unit/group if successful, give second to a portion of the group. This
potentially move up to three times, order, move unit/group if successful, might happen because some units
one after the other. and give third order, move unit/ have charged successfully whilst
group if successful. A charge must others have not managed to move
When a second or third order only be declared when you make an into supporting positions, for
is given the commander tests individual move not at the start of example. Whatever the reason, this
using the same value as for the the whole move sequence, as is the is permitted so long as the whole
initial roll, even where units may case in the standard game. group retains its integrity with units
have moved further from their not divided by more than 6", as is
commander or perhaps no longer In the case of evade moves these the standard rule. A unit or units
enjoy the benefit of a formation can be made in the usual fashion. within the group can be given a
178
further order separately, or units can commander’s first order each turn successful order, will work perfectly
One-on-One Games
be given individual orders, but the will always be obeyed even where well using the revised system.
player must finish giving orders to all the roll is failed, except on the roll Because charges must now be
the units in the original group before of two sixes followed by a blunder. declared at the start of individual
the commander is allowed to issue If the first order is failed then it is moves, rather than when orders
any orders to other groups/units. obeyed anyway and the player gets are given, it is best to make these
to move the unit/s concerned, but moves one at a time rather than
the commander can issue no further attempting to make all the moves at
Free Order orders that turn. once. Remember that the proximity
rule will still apply at the beginning
When playing one-on-one games, Players are welcome to agree to of each individual move, and this
the advantage that our terrible dice disregard this provision if they wish will inevitably restrict a unit’s
rolling is mitigated by the good – it is not a necessary element of the movement to some extent.
fortune of our comrades is lost. revised system for giving orders.
In large multi-player games one The intent is to give armies a basic
player’s failure to issue any orders movement capability that is better General Advance
at all, whilst temporarily frustrating suited to club games where time
for the individual concerned (and may be limited and predictability a The revised order system for
amusing for the opposition), is benefit in a situation where players smaller games makes the General
rarely an utter disaster. In any case, are willingly engaged in a tussle Advance order redundant because
such games are social occasions for victory. players can achieve the same result
where the competitive element using Free Orders, whilst a general
– whilst never entirely absent – is making a General Advance can’t do
rarely of primary importance. Follow Me anything else that turn. The rule
still works and may be useful in
Therefore, where games are The Follow Me order, by which some situations. For example, if the
played one-on-one, players can a commander joins a unit and general has a far better Leadership
choose to adopt the rule that each makes three moves upon giving a Rating than other commanders.
179
Up A Game
Setting
This section is primarily aimed at those who wish to play Hail Caesar as a one-on-one game and who therefore lack
the facility of a third-party to set up the table, arrange the terrain and work out a scenario. Having said that, the
basic ideas are commonly used in games that do benefit from a separate adjudicator, and will therefore provide
some guidance to those approaching the role of a host without much by way of prior experience.
The Table atmosphere to games, even if played place any terrain features and allow
over an otherwise flat surface. the other player to choose which
Obviously, the bigger the battle side of the table to deploy on to.
you intend to fight, and the more
participants involved, the larger the Terrain It is possible to create an entire
table required to fit everything on system for randomly generating or
and still allow room for manoeuvre. Where two players wish to play a choosing terrain and working out
If you wish to play a modest game straight forward encounter game how to place it. However, having seen
with one player on each side, in a club type of environment there players laboriously roll up terrain
perhaps with 300 points of troops is little need to fill the table with features from random charts, only to
in each army as described in the terrain features. What is needed is a shift the terrain so generated to the
army lists, then a table as small as basically flat area where the armies table edges to get the scenery ‘out of
6' by 4' will suffice. A table 8' by 4' can deploy and over which units can the way’, the authors are reluctant
is always better if available, and move. Most ancient and medieval to inflict such an obligation upon
allows you to expand the size of battles were fought over open fields their fellow gamers. Instead, it is
armies or even add an extra player or other broadly open areas, so we see suggested that if players don’t want
on each side. A 12' wide board is a nothing wrong in playing games over to play over an empty flat plain, then
good size for three players a side. open ground. This doesn’t mean you each chooses up to two terrain items
Extra depth is always welcome and can’t add scrub, tracks, the odd tree either hills, woods or one of each.
a table 12' by 5' will enable a greater and other essentially decorative items Each player places their own terrain
variety scenarios to be played as should the players want to lend a little pieces one at a time alternately,
well as providing more space for background colour to the contest. tossing a dice to decide who goes
mobile armies to sweep over. first. Terrain has to be placed wholly
The easiest method of setting the on your own side of the table and
Although a flat board is preferred, scene is for the players to arrange not within 12" of the centre of your
a kitchen or dining table will do at any terrain to their mutual own table edge. So, on a 6' wide table
a pinch if you adopt a deployment satisfaction at the start of the game. you would have to place any terrain
option that allows for more narrow This could be no terrain at all if that within 2' of either side edge, leaving a
tables. There are many printed suited both players equally well. A 2' open area in the centre of your own
gaming mats available that add common practise is for one player to table edge.
180
Setting Up a Game
Notes On Scenarios If you are playing a larger game and and cannot charge. This creates
As described the scenarios are have multiple divisions and perhaps a stable dynamic and prevents
suitable for club games where time more than one player a side, you can unpredictable shocks from units
may be limited and delayed or even go as far as to oblige players to suddenly appearing and promptly
unpredictable deployments best make a successful test to enter at all charging unprepared foes –
avoided. The general rule that obliges with failed orders meaning units do potentially against an exposed flank.
units to enter at a point at least 6" not enter that turn. However, this can
from an enemy unit assumes that potentially cause long delays (and Although not recommended for
fairly small tables are in use. Both of some exasperation) and doesn’t suit general play, those who are prepared
these factors can be varied by players smaller games where the temporary to throw caution to the wind can
who have the luxury of more time loss of a whole division is tantamount allow units that enter player to
or space, or who just fancy mixing to certain defeat. make multiple moves and therefore
things up a bit. potentially charge with their
Units are not normally allowed to subsequent moves. However, it’s not
Divisions failing their order to enter the table at a point within 6" a good idea to allow units to charge
enter the table can normally make of the enemy, and this suits smaller with their initial move onto the table
a 6" move anyway. This is to make tables and armies covering a frontage as the results can be rather brutal
sure deployment proceeds in a of up to 6'. If you are playing a game – although an umpire may wish to
manageable manner come what may. on a substantially larger table it is a allow it!
The result is that cavalry units can good idea to increase this distance to
potentially suffer some restriction as much as 12". Depending on the size
in their movement, but will still of your armies and tables you might
deploy albeit at ‘infantry’ speed. If want to judge this for yourself and
players wish, you can instead rule agree a suitable distance with your
that divisions failing their test do not opponent before the game.
enter that turn but will automatically
enter in the following turn with a Units that enter the table are
single 6" move as before. generally restricted to a single move
Egyptian Spearmen
Sea People
Chariots
181
At the beginning of my reign I destroyed the armies of Merodach
Baladan, king Kareduniash, and of his allies the Susians, in the plain of
of
Hail Caesar
the city of Cush. In the midst of that battle he quitted his army […]
His bare life he saved. But all his chariots, wagons, horses, mares, mules
and camels he abandoned in the shock of battle and I captured them.
From the Annals of Sennacherib, King of Assyria, 705-681 BC
Both sides deploy onto their Once the forces are deployed the light cavalry in open order up to
respective table edges and no closer game is fought until one side is 6" further forward so long as they
than 18" to the middle of the table. victorious as described in the section remain in formation with their
On a 4' wide table this gives a 6" Victory and Defeat page 140, or until division – i.e., not separated by more
space to deploy into. If units have such a time as the players mutually than 6". If the players agree to
to be deployed further forward for agree to end the game. do so they are both allowed
whatever reason – such as lack of to deploy skirmishers or
space – the additional distance is Either mutually agree or roll a light infantry in open
deducted from their initial move. dice to decide which side takes the order into any area of
first turn. woodland (or other
Both sides deploy an entire division concealing terrain if
at a time, starting with the player SPECIAL DEPLOYMENT RULE other terrain types are
who has the most divisions. If both If the players agree to do so, selected) on the player’s
forces have the same number of they are both allowed to deploy own side of the table.
divisions, toss a dice to decide who skirmishers, light infantry in
goes first. open order, horse archers, and Richard the
Lionheart
182
Scenario 2 - Approach Battle
Setting Up a Game
One side begins deployed on the table whilst the opposing side moves on from the opposite edge.
The side that begins deployed must than 6" onto the table. If the test is during the first turn and bring it
place the entire force on the table blundered then the division does onto the table in turn two in the
and no closer than 12" to the middle not enter play that turn and must same way as described for the
of the table, apart from skirmishers test again in the same way next turn approaching side. In this case,
and light infantry in open order who – there is no further consequence of troops can be brought onto the table
can deploy into any area of wood a blunder in this situation. at any point along the player’s own
on the player’s own side of the table table edge or at any point along
(or other concealing terrain if other Play until one side is victorious as either side edge on the player’s own
terrain types are selected). described in the section Victory and side of the table (i.e., not beyond the
Defeat on page 140, or until such a middle of the table).
The side that moves on to the table time as the players mutually agree to
does so in the first turn of the game. end the game. If units are entering from the side
The player brings on each division in edge, they may not enter at any point
its entirety, one division at a time, in The approaching side always has the within 6" of an enemy unit. Units
the Command part of the turn. Each first turn and must use it to attempt entering from any edge are given
division can enter at any point along to deploy as described. the order ‘move onto the battlefield’
the player’s own table edge. To bring and cannot be ordered to charge an
a division on the player must give SPECIAL DEPLOYMENT RULE enemy even if within reach.
the whole division an order to move If the players agree, either side can
onto the battlefield and must make retain one division off the table
a test against the Commander’s
unmodified Leadership Rating. If
passed, all the units can make one
move onto the table but cannot
move further that turn, i.e., units
entering play are limited to a single
move. If the test is failed, units can Norman
infantry
still move onto the table using a ‘free
move’ but no units can move more
183
Scenario 3 - Meeting Engagement
In this scenario the armies have encountered each other as they move into position and divisions enter play over
Hail Caesar
successive turns.
Both sides must move forces onto one at a time, until all the divisions the same way as described above.
the table in their own turn. In each are in play. No matter which edge they enter
player’s first turn one entire division from, remember that units may
must enter the table at any point Regardless of when they enter play, not enter at any point within 6" of
along the player’s own edge. The units cannot come onto the table at an enemy unit and cannot charge
player must give the whole division a point within 6" of an enemy unit, in the move when they enter play.
an order to ‘move onto the battlefield’ always enter with a single move with Delaying a move onto the table
and must make a test against the the order ‘move onto the battlefield’ can mean that two divisions can
Commander’s unmodified Leadership and cannot charge in the turn they potentially arrive in the same turn,
Rating. If passed all the units can move onto the table. one delayed and the next one in its
make one move onto the table but own turn.
cannot move further that turn, i.e., Play until one side is victorious as
units entering play are limited to a described in the section Victory and If players agree, any divisions after
single move. If the test is failed, units Defeat on page 140, or until such a the first can be force marched onto
can still move onto the table using time as the players mutually agree to the battlefield, arriving one or more
a ‘free move’ but no units can move end the game. turns ahead of time, at the risk of
more than 6" onto the table. If the test becoming fatigued as a result. Any
is blundered, then the division does Either mutually agree or roll a dice to divisions that are force marched
not enter play that turn but can do so decide which side takes the first turn. must enter the table at the player’s
in subsequent turns as noted below – own table edge. Once a forced march
there is no further consequence of a SPECIAL DEPLOYMENT RULE division has been moved onto the
blunder in this situation. If the players agree, any division can table roll a D6 for each unit in the
forego its move onto the table and division and deduct -1 for each
In each succeeding turn, players instead do so in the following turn. additional turn the division is early.
can attempt to bring one division A division delaying its entry onto So, one turn early -0, two turns early
onto the battlefield in the same way the battlefield can enter the table at -1, three turns -2, and so on. Any units
as before. Players continue to bring a point anywhere along either side scoring 1 or less are fatigued and
their divisions onto the battlefield, edge or at the player’s own edge in suffer 1 casualty to represent this.
184
Setting Up a Game
Castillian infantry face down Ben Yusef’s elite Black Guard
When Kveldulf went back to the afterguard, he wielded his axe and
struck Hallvard right through his helmet and head, sinking the weapon
in right up to the shaft. Then he tugged it back with such force that he
swung Hallvard up into the air and slung him over the side.
Egil’s Saga
185
Army Lists
Players who make use of the various army lists published in this book and the separate Hail Caesar Army Lists
supplements can use this section to select an army using point values. Additionally, an explanation of how the
point value system is constructed is presented for the benefit of those who wish to generate historical units of
their own devising or modify existing ones.
Other players who wish to play play games with armies selected to a the character of the army. The main
Hail Caesar in the same spirit as its predetermined points total. purpose of the notes is to explain
authors will naturally allow the why certain troops are represented as
person organising the game to put they are, and in some cases to provide
together the armies, divide them into References and Notes alternatives or to point out where
separate divisions, and work out the a specific historical context might
scenario to be played together with The header for each army list gives inform an army’s composition.
victory conditions and any unique its title and the era covered by the
circumstantial rules for the occasion. list, for example, Sassanid Persian
3rd–6th century ad. Immediately Fighting Qualities
below the title is a list of key words
Objective of the Lists that describe leaders, battles, or The fighting qualities for the
campaigns associated with that different types of troops are given in
The purpose of an army lists is particular army. If you enter any of the standard format shown below
to provide examples of stats and these into an internet search engine together with an additional column
special rules that are judged to best you will find more information for the unit’s points value or, in
represent the armies described. about the history and background some cases, the extra points paid
In addition, the lists include army of the chosen army. for a unit upgrade, or a reduction
composition guidelines that define applied either to reduce the unit’s
the proportions of different troops The notes section includes a short size or to give it a disadvantageous
available to a typical force. Lastly the historical overview as well as any special rule. Refer to page 64 for an
lists give points values for different additional special rules or variants of explanation of the different stats
units, so that players can arrange to rules that were deemed essential to and values.
186
This is a job for us infantry, soldiers! Come on, watch me, and where my sword
cuts a way through the enemy’s line, each of strike you down those in your path.
Army Lists
Valerius Corvus, commander of the Roman army at the Battle of Mount Gaurus, 343 BC
Infantry 50%+ At least half the units in the army must be infantry other than skirmishers.
At least a quarter of the non-skirmisher infantry units in the army must be legionaries of one
Legions 25%+ of infantry
type or another.
There must be at least three legionary units for every artillery unit fielded, and no more heavy
Artillery
or medium artillery than light artillery units in total.
Divisions must contain at least 4 units excluding skirmishers and must be led by a
Divisions 4 units+
commander.
Skirmishers per division Divisions can contain up to half as many skirmisher units as they contain
50% of infantry non-skirmisher infantry.
The number of divisions in the army As a general principle, skirmishers plus up to two units of skirmishers
is not fixed, although in most cases are separated out and the number (i.e., half the number of non-
a division must contain at least four that can be included in mixed skirmisher infantry).
units not counting skirmishers. Aside divisions is limited along the
from this obligation, players are free to lines shown. This is done to place In addition, some units can only
organise armies into as many divisions some limits on their ability to act be fielded in limited numbers,
as desired. Division commanders independently, and hence their often just one, whilst others can be
are generally free but occasionally overall effectiveness compared to upgraded within certain limits as in
incur a cost as noted in the list itself. battle line troops. For example, in the examples below. These examples
One division commander must be the above division, it could contain also come from the Early Imperial
nominated as the general. four units of Roman legionaries Rome list.
The limitations on the proportions of some specific units, means troops that is historically credible
of different troops types, and that armies chosen using these and playable within the context of
the restrictions on the numbers guidelines will present a mix of the Hail Caesar game.
187
Point Values side. This is sufficient to field three factor of their armour, but rather
divisions in most armies and makes of their relative fighting value in
The point values given reflect only for a good club or encounter game terms of the appropriate historical
Hail Caesar
Surging from the forest, howling Germanic tribes fall upon the unwary Roman interlopers
188
Example Army List: Gauls – 4th to 1st Centuries BC
Army Lists
The Gauls lived in what is today France and northern Italy. They are said to have invented mail armour which was
subsequently copied by the Romans. This is a broad list covering a long period and diverse area.
Keywords: Brennus, The Battle of Allia, Bituitus King of the Arverni, The Gallic Wars, The Battle of Arar, Ambiorix of the Eburones,
Vercingetorix, The Battle of Alesia.
At least three quarters of the units in the army must be infantry other
Infantry 75%+
than skirmishers.
At least half the non-skirmisher infantry units in the army must be medium
Warbands 50%+ of infantry
infantry warbands of one kind or other.
Up to one in ten units of the army can be chariots so long as the army contains
Chariots up to 10% if no medium cavalry
no medium cavalry.
189
Example Army List: Marian Roman – 1st Century BC
Armies of the Late Republic much larger armies and created a legionaries. Carroballista are
Hail Caesar
are often described as ‘Marian’ new class of professional soldier. As speculatively included as these are
following the reforms of Gaius the list includes troops recruited recorded in later Roman armies.
Marius in 107 bc. Equipment was from all over the Roman empire Legionaries fighting in a looser
now provided by the state rather it is necessarily quite long and fashion are treated as light infantry
than by the soldiers themselves. varied. Like all Roman armies its but rated as stubborn to reflect a
This enabled the Romans to field core remains the heavily armed relatively high level of discipline.
Keywords: Marius, Sulla, The Cimbrian War, The Social War, Julius Caesar, The Conquest of Gaul, The Mithridatic Wars,
The Roman Civil Wars.
Infantry 50%+ At least half the units in the army must be infantry other than skirmishers.
Cavalry up to 25% No more than a quarter of the units in the army can be cavalry.
At least half the non-skirmisher infantry units in the army must be legionaries
Legions 50%+ of infantry
of one type or another.
There must be at least three legionary units for every artillery unit fielded, and
Artillery
no more heavy or medium artillery than light artillery units in total.
Divisions must contain at least 4 units excluding skirmishers and must be led
Divisions 4+ units
by a commander.
Divisions may contain up to half as many skirmisher units as they contain non-
Skirmishers per division 50% of infantry
skirmisher infantry.
190
Combat Morale Points
Unit Clash Sustained Short Range Long Range Save Stamina Special Value
Army Lists
Gallic or Galatian medium infantry warband 28 per
9 6 2 0 5+ 6 Wild Fighters
[swords & javelins] – up to 1 unit unit
191
Points Value all the unit’s fighting qualities to The value of the Morale Save (3)
get a base value. For example, is the number of successful roll
Calculation below is the stat-line for Feudal combinations on a single dice, so a
Hail Caesar
Although the real worth of the different types are closely linked. Stamina is also fixed fairly rigidly
different fighting qualities are Thus, units with good Morale also within the lists, so although it
not necessarily exactly equal, have high combat values, whilst is arguably worth the most per
this simple formula works well small units with low Stamina increment, its value is the same for
enough because all the stats of the also have lowered combat values. all standard sized units.
Troop Types cavalry is a big reduction in their For example, the ability of formed
effectiveness, which balances it infantry to close ranks, and the ‘to
The stat lines take no account of out. The values for artillery reflect hit’ modifier that applies when
movement rates, or to the rules their extra range and the relative shooting at them. Similarly, the
applying to the different types of unimportance of the rest of their ability of light infantry to fight in
units. The following modifiers are stat line. loose order, and for loose order
therefore applied. troops to evade, is not costed
Some inherent abilities of different separately. These things are judged
The extra point for cataphracts troop types are not taken into to be either part-and-parcel of a
may not seem much, but the loss account in the point values – they unit’s role or else too minor to be
of mobility compared to heavy are freebies. worth consideration.
Light Artillery +6 +4 +8
192
Weapons Points added to cost
Weapon carried Standard Small Large
Army Lists
The following modifiers are applied
Kontos 3 2 4
to units carrying weapons that have
their own special rules. Weapons are Lance 3 2 4
noted under the troop type column
– they are not included under the Long Spear 3 2 4
special rules column except where
Pike 3 2 4
additional rules apply.
Pilum/equivalent 3 2 4
Where troops are armed with a mix of
Two-handed weapon 1 1 1
spears or javelins the phrase ‘spears
and/or javelins’ is used and this is Crossbow Free Free Free
intended to cover all kinds of spears
of various lengths, whether thrown Sling Free Free Free
or thrust, where no special rules Arbalest Free Free Free
apply and armament is represented
wholly by the stats. No cost is applied Arquebus Free Free Free
to units carrying these weapons or to
Handgun Free Free Free
those armed with swords or similar
arms that are represented entirely by Longbow Free Free Free
means of the stat line.
Medieval Pike 3 2 4
The term ‘long spear’ is specifically
used to describe troops with long the ‘long spear’ rule and which are Clash and Sustained combat values.
spears fighting in a particular and therefore just described as ‘spear’ or Pike armed troops always have the
regular, dense style. It is associated ‘spear and/or javelin in the lists’. additional points added for the
with special rule and a split short Phalanx rule. Long spears sometimes
range stat. Bear in mind that troops Note that the reason two-handed have the Phalanx rule but not
fighting in a looser style, or lacking weapons have a lower point value always. Crossbows and slings have
proper training or formation, could than other hand-to-hand combat benefits and also disadvantages
conceivable carry spears that are weapons is that much of their value compared to bows, and are therefore
long, but which don’t qualify for is reflected in the unit’s adjusted cost neutral.
193
Hail Caesar
Special Rules Fighters is costed at the full 3 points value – which is felt to be a fair
even though it is only used once – reflection of the considerable risk
The special rules column indicates this is on the basis that it is up to of fielding them.
which useful rules, if any, have the player to make use of the ability
been applied to that entry, apart when it counts!
from useful rules for weapons, Common
which are included in the troop Some abilities are free. Eager, for
type description. example, is considered as much
Special Rules
as a liability as an advantage and When it came to creating the army
On the whole, the bonus for most is therefore offered at no cost. lists it was decided against using
special rules is fixed at 3 points in Formation based abilities are also some of the rules, these being
the case of a standard sized unit (2 free, including Sub-Units. This is judged suitable only in very specific
points for small, 4 for large units). because it is rather difficult to fix circumstances – for example the
This is not a precise reflection of a value on abilities that are likely Wedge formation as noted above.
value in all cases, but it is a good to see little use on an open field, or A few are only used occasionally to
enough to differentiate between the which offer no significant advantage reflect unusual troop types. Others
common and enhanced units. as in the case of the Sub-Unit and find common employment because
Pig’s Head. The Wedge formation they reflect general advantages
Where a special rule is equivalent is considered suitable only for or universal characteristics. This
to an extra increment of a stat, the scenarios and is best avoided in section explains why certain rules
value is considered to be the same matched games and no units have are commonly applied, and
as if this were a stat increase – i.e., been given this ability in the lists. will hopefully prove useful to
1 point per increment. The same anyone contemplating creating
applies to re-rolls, for example The adjustment for wavering units their own lists or tinkering with
Tough Fighters and Stubborn. Wild is to halve the unit’s total point those provided.
194
In the first place every century has a ballista mounted on a carriage drawn
Army Lists
by mules … And such is the violence with which they throw the darts that
neither the cuirasses of the horse nor shields of the foot can resist them.
Vitruvius, The Military Institutions of the Romans, AD 390
Feigned Flight
This rule is usually applied to
small units of light cavalry equipped
primarily for skirmishing. It is
not normally applied to standard
sized units.
Levy
The Levy rule is preferred to
represent poorly trained,
inexperienced, or unenthusiastic
troops. The alternative militia
rule tends to slow the game down A British army charges, their chieftain leading from his chariot
195
Later Medieval
Battles
The Hail Caesar core rules are sufficient, with the adoption of suitable period specific rules, to represent ancient
and medieval battles from the earliest times through to the mid-13th century in the main theatres of conflict.
Obviously, the same rules will serve perfectly well where technologies and practices continued to reflect the
weaponry and tactics of previous times, such as indigenous warfare in Meso-America and sub-Saharan Africa as
well as parts of East Asia. Because the rules were written to accommodate the enthusiasms of its authors, the game
primarily focusses upon the wars of Greece and Rome, with forays into the Bronze Age and the period of time
popularly called the Dark Ages.
Of course, that isn’t to exclude the To illustrate this versatility, this The Infantry
use of these rules in other eras section of the Hail Caesar book
where players see an opportunity. summarises the various adaptions
Revolution
One such opportunity came along that can be made to play battles of The beginning of the 13th century
a few years ago when friends and later medieval times. It is not an heralded the dawn of the so-called
fellow gamers began to arrange entire or complete supplement by ‘infantry revolution’ that would
games set during the Wars of the any means. It merely expounds upon result in the eventual domination of
Roses and the Burgundian Wars of the author’s own experiences playing infantry-based armies armed with
the 15th century. Other occasions games set in the Wars of the Roses – polearms, pikes, and powerful ranged
when Hail Caesar has been used the intermittent civil war between weapons including artillery and
beyond the intended scope of the rival dynasties in England in the firearms. It was a gradual transition
rules led as far afield as Japan and mid to late 15th century. The aim is of course, but by the middle of ad
Korea in the 16th century. Indeed, to provide enough information so 1200 warfare had already begun
some enterprising players who that anyone wishing to fight battles to assume a character noticeable
have taken our game far beyond the of the later Middle Ages can easily do distinct from previous centuries. The
confines of both history and reality, so using the information given as a age when warfare was dominated
employing the rules to represent template for other armies and wars. by feudal armies and mounted elites
the battles of Middle-earth or Needless to say, this also opens up was drawing to a close – the rise of
other imaginary lands peopled by the possibility for Warlord Games to the humble infantryman was just
monsters and magicians. We shall publish further supplements covering beginning. That is one reason the Hail
speak no more of such things lest the period from the mid-13th to the Caesar rules have a nominal cut-off
we frighten the horses... beginning of the 16th centuries. date of about ad 1250.
196
It’s worth considering at least some and obliged to practice regularly infantry formations armed with
197
LATER MEDIEVAL ADAPTIONS
Troop Type Definitions
Hail Caesar
Close Fighting Save of 4+. Rather, this is the ‘base’ Cavalry Morale Base
Infantry Morale Base value, and it would be perfectly Cavalry Morale values remain at 6+,
For all close fighting infantry, i.e., reasonably to reduce this where 5+, and 4+ for light, medium, and
infantry whose primary role is troops are less likely to fight with heavy cavalry as in the standard
to fight hand-to-hand combat, the kind of determination and rules. However, later medieval types
the Morale Save is based to a 4+ confidence that the full value are often better armoured than the
regardless of armour. Most will have suggests. If you check the example equivalent ancient horsemen, with
armour appropriate to their times, army listing for the Wars of the even light cavalry – such as hobelars
but in the Hail Caesar game the Roses (page 206) you will see how – wearing hauberk or padded
Morale Save is not simply a reflection this is applied. aketon. Broadly speaking, the 4+ is
of armour; it is more properly a maintained for mounted knights
measure of an armed body’s ability Although the base value applies to and men-at-arms, whilst other
to continue to function effectively infantry that might in some cases cavalry are rated 5+ and the lightest
during prolonged bouts of fighting be relatively lightly armoured, and cavalry, usually mounted on small,
– its resilience and willingness to which may lack shields, it is still cheap ponies, are 6+.
endue combat if you like. appropriate to consider them to be
shielded ‘heavy’ infantry in terms of Note that by retaining the same
That does not mean that all close rules that specify it. For example, in Morale values but ‘shifting’ the
fighting troops must have a Morale their ability to close ranks. definitions slightly reflects the
198
practice of the day, and weapon- best armour available, and – in the rules require specify a ‘type’, Mounted
The target is formed knights or men-at-arms. This applies all knights both on foot and mounted, and
-1
regardless of whether they are shot at from the front, sides, or rear.
To that end, the view that a typical The household represent a body of For those units described as a
English tactical infantry formation of troops with intermixed billmen or household, this is the default
the fifteen century consists of a mix of halberdiers together with missile- formation, it is their equivalent
men-at-arms, billmen, and bowmen armed soldiers, usually longbowmen of a battle line. Where terrain or
has been taken. For one thing, this in the case of the English but it could other rules require us to specify a
allows you to assemble and paint also be crossbowmen or arquebus, formation from the standard rules,
your collections themed around especially in continental armies. For the household formation is treated
the colours and emblems of specific the sake of appearances, place a few the same as a battle line.
Combat Morale
Unit Clash Sustained Short Range Long Range Save Stamina Special
Household of mixed infantry
7 7 3 3 4+ 6 –
[bill/halberd & longbow/crossbow]
199
Medieval Block Formation Where terrain or other rules require to be treated as bows – for example,
The dense, deep formations of later us to specify a formation from the crossbows employed by mounted
medieval infantry are represented standard rules, the medieval block troops. Some arbalests were especially
Hail Caesar
by means of a new formation – formation is treated the same as large and powerful, and these were
which will be referred to as the a battle line (i.e., not as an ancient primarily used in sieges rather than on
medieval block formation. These pike block/phalanx). This is because the field. The most powerful of all can
kinds of formations are called the formations are less deep and be considered light artillery.
different things in different armies considerably more manoeuvrable
and at different times, but there is – in some respects more so than a • Range 18"
no need to differentiate between regular battle line.
them for gaming purposes. So, • Target’s Morale save capped at 5+
Scots armies of the 14th century
will have schiltrons, whilst the Special Rules • No closing or traversing shots
Swiss and Germans formed into
gewalthaufen or gevierthaufen. Arbalests Arbalests have a range as 18" – the
These formations always include Crossbows became increasingly standard missile range for long
medieval pikes and would often powerful from the 13th century, but ranged missile weapons such as
include halberdiers too. at the same time armour became bows and crossbows.
more effective, so the same rules
Medieval block formations are for arbalests are applied as for The target’s Morale save is capped
inevitably deeper than a regular crossbows. The crossbow rules are at 5+ when hit by an arbalest. This
infantry battle line (itself usually also intended to represent the most means the target’s Morale save can
four men deep doubling to eight) powerful versions of their kind, so never be better than 5+ regardless of
but less deep than an ancient very light crossbows should continue its Morale value.
pike block or phalanx (typically
sixteen men deep doubling to
thirty-two). As such they combine
some of the qualities of both,
being more manoeuvrable than
an ancient sarissa-armed phalanx
but retaining excellent defensive
qualities against mounted troops.
In part these qualities are due
to professionalism, confidence,
and motivation, combined with
appropriate arms to create a more
flexible and effective tactical
body. For gaming purposes, this
formation can be represented in the
same way as a pike block.
200
Arbalests are not allowed to make in Europe during the ad 1470s, at the shots. Even relatively advanced
201
Cannon • Morale Save capped to 6 at up to fire is not varying, but at shorter
The introduction of cannon challenged half range, 5 at over half range ranges the lethality of a cannon ball
the domination of fortifications the is considered sufficient to smash
Hail Caesar
world over and would drastically change • Carriage-mounted guns can be through the enemy ranks, killing
the way that sieges were conducted, manhandled a single move at a and maiming all in its path. Some
and towns defended. Well before the time and cannot move and shoot types of cannon get more or fewer
development of practical handguns, in the same turn shots as noted below.
cannon were incorporated into the
defence works of towns in the form of Cannon are artillery units by type. The target’s Morale save is capped
cannon towers, whilst any besieger Where the rules require it, they are at 6+ at up to half range and 5+
worth their salt would come equipped considered medium artillery unless at over half range when hit by a
with cannon with which to batter down specified to the contrary. cannon. This means the target’s
the enemy’s walls. That said, early Morale save can never be better
cannon rarely made an appearance Cannon have a range of 36" by than 6+ or 5+ regardless of its
on the battlefield. Although the English default. Allowance is made for both Morale value. All targets suffer a
deployed cannon at Crécy the reason they shorter ranged and longer range -2 penalty to their Morale in any
were there was to lend the expedition a weapons in the notes below, but case, as medium artillery targets, so
means of attacking French held towns. except where otherwise stated the most victims will be reduced to a 6+
default range for a cannon is 36". save in most situations. Where the
It would be over the top to describe the cap makes a significant difference
full variety of forms of artillery found Rather than all shots beyond 12" is where targets are behind cover,
in all armies during the 14th and 15th distance being considered extreme especially fortifications.
centuries, so for practical purposes the range, in the case of cannon all shots
rules for Wars of the Roses games (mid at over half range are at extreme Carriage mounted guns can be
to late 15th century) are given with a range and suffer the -1 to hit penalty. manhandled a maximum of one
few notes added to allow for variation. For the standard cannon with a range move in a turn and cannot move and
of 36" half range will therefore be 18". fire in the same turn. However, an
• Medium Artillery For cannon with greater or shorter exception is made for very light guns
ranges the ‘half range’ will obviously as noted below.
• Range 36" vary accordingly.
Notes
• Extreme Range is over half range When shooting at up to half range Carriage-mounted light cannon can
cannon get 2 shots. When shooting be manhandled up to three moves
• 2 shots at up to half range, 1 shot at over half range cannon get 1 by infantry, additionally, they can
at over half range shot. Obviously, the actual rate of both move and fire if they make
only a single move. This allows
these light guns to move along with
infantry. Such weapons are very
small calibre and have a maximum
range of 24".
202
Later Medieval Battles
Loose! English longbows soften up the French
Siege guns or very heavy guns don’t represent these early forms of firearm, Longbows
really have a role to play on the whilst later and more effective types Although we shall primarily represent
field, but in the context of a siege are dealt with separately as arquebus. the famous English and Welsh
or assault might be included in a longbowman by means of special rules
game. Heavy guns have a range of • Range 18" such as Marksman, some account must
48", in which case they shoot no be made of the weapon’s range, which
faster than once every other turn • No closing or traversing shots is consistently cited as greater than
regardless of range; or 60", in which that of a crossbow.
case they shoot no faster than every • Targets suffering casualties must
third turn. take break test • Range 20"
Emplaced or immobile heavy Handguns have a range as 18" – the Longbows are allocated an extra two
artillery is considered in a standard missile range for long inches of range compared to regular
bombarding role in the section on ranged missile weapons such as bows and crossbows to account for
Sieges and Assaults. bows and crossbows. the greater range that they are known
to have compared to other missile
Handguns Handguns are not allowed to make weapons. Although a very short
Handguns first appeared in the either closing or traversing shots. amount, note that this is potentially
context of sieges and were very simple, Primitive handguns are slow to reload a big deal where an infantry unit at
comprising short barrels mounted and unreliable, this is represented by maximum range now lies beyond
onto a long stock. When intended to disallowing reactive shooting. its maximum move distance, whilst
be used from fortifications they often a similarly positioned cavalry unit
incorporated a ‘hook’ which would Any unit suffering one or more will be beyond two moves distance.
allow the firer to hook the weapon casualties from handguns must take In addition, it allows longbowmen to
over a battlement for stability; hence a break test as if sufficient 6’s had take up a position from which they
the early Dutch term ‘haakbus’, been rolled to make them do so. This can shoot at a crossbow-armed enemy
which would eventually mutate into represents something of the effect without receiving shots in return.
‘arquebus’. Such primitive handguns of firearms upon troops unused to
were used enthusiastically by the such things. In all other respects, where the rules
Hussites, who mostly fought from require it, longbows are considered
behind their wagon fortifications, but In all other respects, where the to be bows. The Marksman special
they also came to be used in the open rules require weapon definition, rule is usually attributed to English
field over time as technology improved. handguns are considered equivalent longbowmen, and is sufficient to
The term handgun is used here to to crossbows. give them their necessary edge.
203
Hail Caesar
Medieval Pike A medieval pike block given an allows for units to count defeats
The medieval pike is essentially an order to move outside of the of up to 2 casualties as a draw.
extremely long spear with a small, confines of its front quarter is To represent Swiss or German
narrow head. In the case of some troops, limited to a single move. If a pike Mercenaries of the later 15th
such as the Scots at Bannockburn and block charges an enemy two or century, this value can be increased.
elsewhere, they are usually described three moves distant, this restriction For example, this can be noted as
as armed with ‘long spears’ rather than is waived so long as the target lies ‘phalanx 3’ or even ‘phalanx 4’ to
pikes. However, where necessary the at least mostly within the unit’s indicate that defeats of up to 3 or 4
term medieval pike is used to distinguish front quarter when the order to are treated as a draw. Note that
this weapon from the Macedonian and charge is given. This exception this can result in prolonged and
Successor sarissa and from long spears is made to allow the front of the bloody engagements!
such as the Greek doru. Generally, these block to align against an enemy
are weapons in the range of twelve to unit in the normal fashion in cases Unless already disordered,
sixteen feet long, carried by either a where an enemy lies partially to the medieval pike blocks that are
proportion of troops in a unit or all of unit’s front (i.e., to avoid quibbling charged from any direction can
them. Some units can carry a mix of men in situations where a few models respond by forming a square. A
armed with pikes and shorter, heavier step beyond the unit’s front as the square formation counts as front
weapons such as halberds, bills or two- opposing units align). all around and charging enemies
handed swords or axes. Whether wholly will therefore suffer the penalties
armed with pikes or with a mixture of Cavalry that are charging or described for charging a pike block
pikes and other polearms, all such units countercharging onto the front of to the front. Note, medieval pike
are considered to have the following rules. a medieval pike block must test for units that are already disordered
disorder once they have done so. are not allowed to form square in
• Can only make a single move Roll a D6. On a score of 1, 2, or 3 the this way.
outside of the unit’s front quarter chargers are disordered.
Note that all medieval close
• Charging cavalry disordered on All enemy who are not themselves fighting infantry can close ranks
roll of 1, 2, or 3 a medieval pike block lose their as an option, adding +1 to Morale
‘to hit’ bonus for charging or at the expense of losing -1 to hit.
• Chargers lose charge bonus countercharging against the front of A unit that forms square will also
(except other medieval pikes) a medieval pike block. benefit from the +1 to Morale,
giving a close ranked square a +2
• Phalanx Units armed with the medieval pike bonus, which means they will pass
always have the Phalanx special their Morale saves on anything bar
• Form Square Charge Reaction rule in addition. The standard rule a roll of 1.
204
Pavise Stakes, chains, pits the like can also be represented by the
205
Wars of the Roses Army List – mid-15th century AD
This list can be used to establish basic Burgundian wars. The broad details of players who enjoy such things, but
Hail Caesar
stats and special rules for games the list can also be used as a basis for as always, the list is intended to
fought in the mid and later 15th English and French armies of the later provide stats and rules for armies
century – primarily for the conflict period of the Hundred Years War. based upon historically credible
commonly called The Wars of the forces and is not structured to define
Roses. The list includes some variety, Note that these armies contain those forces except in very broad
both to make account of occasional no skirmishers as such, with light terms. Anyone wishing to build
or ‘one off’ combatant such as the infantry performing a comparable armies for the period will no doubt
pike-armed German and Swiss role instead, and for this reason wish to read up on the history and
mercenaries who fought at East Stoke, skirmishers are not included in battles of the time, for which there
and to allow for the occasional foray the selector list. Points values have is a great volume of material readily
onto the continent at the time of the been calculated and included for available from the usual sources.
Keywords: Henry VI, Richard Duke of York, First Battle of St Albans 1455, Warwick the Kingmaker, The Battle of Northampton 1460,
The Battle of Wakefield 1460, The Second Battle of St Albans 1461, Edward IV, The Battle of Towton 1461, The Battle of Barnet 1471,
The Battle of Tewkesbury 1471, Richard III, The Battle of Bosworth 1485, The Battle of Stoke Field 1487, Armies of Medieval Europe.
Knights up to 50% of cavalry Up to half of the cavalry units in the army can be knights
Households 50%+ At least a half of units in the army must be households of mixed bill and longbow.
Divisions 4 units Divisions must contain at least 4 units and must be led by a commander.
206
Combat Morale Points
Commanders 1 commander must be provided per division. All commanders, including the
Free
general, have a Leadership Rating of 8.
English Longbowmen
(courtesy of Perry Miniatures)
207
Siege & Assault
Having given this section the title ‘Siege & Assault’ it is only fair to say that these rules are primarily
about fighting actions over and within fortifications. They are not concerned with starving out foes or
relentlessly battering defences for weeks on end. As with the Later Medieval Rules appendix, it does not
attempt to cover the subject in detail. Such a thing would require a book in its own right, and perhaps that
is something for future consideration.
Rather, the opportunity has Masada, are the Gauls making a a limited time in which to achieve
been taken to describe rules and last-ditch defence of Alesia, or the their aims. This forces the attackers
conventions that have been used Britons doing their best to fend to attack rapidly and defenders to
during the author’s own games, off the Romans at Maiden Castle? defend as vigorously as they can,
often simply by muddling through Whatever the subject, it is going to which makes for a good game.
at the time. Fighting over or within include bespoke fortification models
fortifications is not something and probably siege works that might The possibility of a relief force
done routinely, but occasionally the include entrenchments and siege arriving will always move things
demands of a campaign, or arrival of ramps. As such, the model itself may along and could be the reason why
a piece of bespoke scenery, prompts well dictate how many aspects of the time is limited for the attackers.
an appropriate response. game are handled, and we leave such Of course, besiegers could also be
matters to the umpire and players to running out of supplies, stricken
decide for themselves. by camp fever, or urgently needed
Setting elsewhere. A scenario could include
When playing games of this kind it reinforcements for the garrison that
Up The Game is worth remembering that a small have to break through the siege lines
A great deal depends on what number of defenders can easily and reach the fortress. It is also worth
scenery is employed and what kind withstand the attentions of a large considering whether the besieged
of an assault is being represented. number of attackers. However, garrison can sally forth to destroy
For example, are you attempting defenders cannot be everywhere at siege engines during the game, or
to storm a portion of the Roman once, and attackers can scale walls perhaps as a preliminary action. Such
limes protected by ramparts and easily if they are undefended. A things can establish the parameter
gateways, are you refighting the balance can be achieved if attackers for the full-blown assault and make
final moments of the battle for have almost limitless reserves but the game itself more interesting.
208
Units Within fortifications, and it allows a unit crowded with buildings – it is more
The individual members of the close order unit manning the defensive walls has the same width as the unit behind. When it moves
off the walls, it reforms into a standard battle line formation.
209
Cavalry Units from a fortress, in which case the unit beforehand, for example where
combines a move out of the fortress a breach remains essentially
Cavalry are unable to move within with a change into its standard defensible thanks to rubble, hasty
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fortifications other than along fighting formation, in the same repairs or defences erected behind
roads or enclosed areas of open manner as described for other units. the main walls.
ground. If moving along roads
they can be represented by a small Units along walls or ramparts
number of single figures and Fortifications normally receive no cover when
otherwise treated the same as other targeted by missiles from within the
units. Alternatively, models can be
and Cover fortress itself, for example where
arranged into a column because Troops visible upon ramparts or enemy have scaled a wall to occupy
it looks better, but this is purely a positioned within towers can be a wall. However, let the model itself
matter of aesthetics, and such a unit targeted by shooters in the normal dictate whether cover is appropriate,
is treated exactly the same as if it fashion, receiving the +3 bonus to and agree beforehand where there is
were dispersed into single figures. their Morale saves for fortifications. any doubt.
This will often boost the required
It is sensible to allow mounted units roll to a 2+, but remember that rolls
to dismount and fight as infantry of 1 will always fail regardless of Weapons Carried
within a fortification where a modifiers. Some weapons also have
player wishes to do so. If units are ‘capped’ Morale saves, for example Within fortifications, in all
dismounted a single horse model crossbows, which makes them ideal situations where units are
can be left to mark the spot where for siege work. represented by a group of single
mounts are held, and the unit can models as described above, troops
remount at that point if needed. Troops within gateways, breaches are assumed to be armed with
or comparable positions will always common hand-to-hand fighting
Generally speaking, cavalry only count cover of at least +1 and can weapons, i.e., swords, axes or some
come into play where making a sally count cover as +2 where determined sort of polearm. Any special rules
210
that normally apply on account of over walls and ramparts without too Where units are fighting over a
211
and count as ‘front’ all round. When a siege tower or via a siege ramp no but that attackers retain sufficient to
measuring ranges or distances from charge bonus applies. In addition, mount further assaults should they
the unit measure from the closest the rules already given apply to the prove able to the task.
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212
Once in position the siege tower acts defending unit, then the defenders engine itself. Should the attackers
213
Any defending heavy or heavy siege
artillery must similarly be pre-
aimed, and the usual choice is to
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214
besiegers’ rear, or that a surprise sally Undermining defences are in peril of collapse will
215
Rules Summary
216
can move in any sequence, but each u Units will always try to obey their u If a result of 12 is rolled when
Rules Summary
unit must complete its move before orders in so far as they can and in testing to issue an order, then the
another is allowed to do so. the most direct and straightforward order is failed, and the result is a
way possible. blunder. If the general blunders the
u Commanders can only issue orders dice can be re-rolled if he has not re-
to units in their own division, and rolled already that turn.
similarly units can only receive orders Test Against
from the commander of their division.
Leadership Division Orders
u Units making moves on initiative u To determine if an order is
cannot also be given orders. Units successful, roll two dice and add u Units from the same division can
can move either by initiative or by the scores together to get a result of be given a single order so long as
orders – not both. between 2 and 12. they form an interlinked group with
no units separated by more than 6".
u Units engaged in combat, u If the result is greater than the
whether fighting or supporting, commander’s Leadership Rating u When giving a division order, all
cannot be given orders and cannot then the order is failed. The unit units must be given essentially the
move using initiative. does not move unless it has a free same order. This does not prevent
move. The commander cannot issue individual units being instructed
u Units that are disordered cannot be further orders unless he is also the to change formation if that is
given orders and cannot move using army’s general in which case, he is consistent with the broad intent of
initiative. However, note that they are entitled to a single re-roll each turn. the order; for example, to allow light
still entitled to a free ‘retire’ move if troops to form a skirmish screen,
they belong to a broken division. u If the result is equal to the or for units to pass through terrain
commander’s Leadership Rating, or they could not otherwise enter.
u Units from broken divisions are 1 less, then the unit is permitted one
allowed a free ‘retire’ move if they move as per its instructions. u Where a division is ordered to
fail their order or where no order is charge an enemy, then units unable
issued. They are allowed this move u If the result is 2 less than the to charge will attempt to support
even where disordered and therefore commander’s Leadership Rating, fighting units where possible. This is
unable to receive an order or use then the unit is permitted two judged to be following their orders
initiative. Such units can be moved at moves as per its instructions. as best they can.
any convenient time after all initiative
moves are complete and must be u If the result is 3 less than the u Units moving as a division must
moved if they have not already done commander’s Leadership Rating, still form an interlinked group with
so by the time their commander has then the unit is permitted three no units separated by more than 6"
finished issuing orders. moves as per its instructions. after they have moved. The division
has to stay together and cannot
u The army’s general is allowed to move off in two separate directions.
Framing of Orders re-roll a test to issue an order once Note that this restriction overrides
in the Command part of each of his any order given.
u Orders must be framed in good side’s turns. Should he do so then
time without conditions or vagaries. the second result stands,
even if it is worse than
u A unit can only be issued one the first or a blunder.
order in any turn Saxon
Cavalryman
217
Reduction in u Units from broken divisions can its units onto the table at once. Any
Leadership for move once if they fail an order or if units following from behind are still
no order is attempted, even where assumed to have been moved along
Distance
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disordered. They must use this free with the rest of their division and
u If the distance from the ‘retire’ move to attempt to leave will automatically move onto the
commander to the unit he wishes to the battlefield. table once there is room for them to
give an order is 12" or greater, then do so.
his Leadership Rating is reduced by u Units making an evade move are
-1 for every full 12" distance between also entitled to move once, even
them. Exceptions to this rule are if their order is failed. This is not Blunders
noted below. strictly speaking a ‘free move’ as it
happens outside the move part of u Any roll of a 12 (double 6) made
u No modifiers for distance are the turn but is included here for the when issuing an order is a blunder.
applied to the following units sake of completeness. See Evades. If the commander is also the army’s
unless they form part of a division general, then this can be re-rolled so
as noted below: long as the general has not already
Orders to used his re-roll that turn. However,
• Skirmishers in open order a re-rolled result always stands even
Off-Table units if it is worse than the original and
• Light cavalry in open order u Units yet to enter the game can be even if it is a blunder.
given orders.
• Horse archers in open order u To resolve a blunder roll a dice
a If the commander is also off the and consult the blunder table.
u When issuing orders to a table, then no distance penalty
division, the distance penalty is applies. If the whole division is
applied in respect of the unit that off the table, it can be given a Movement
is the greatest distance from the division order without applying
commander and to which a penalty distance penalties.
Rates of Units
is normally applied (i.e., not an
Moving Units Table
exception as noted above). However, b If the commander is on the
any penalty applies to all the units table, measure the distance to Infantry, Elephants, Wagons
in the division including those that the table edge where the unit or and Baggage, Man-portable
6"
are normally exempt. This means division will enter. Artillery, Cataphract Cavalry,
and Heavy Chariots
all units test against the same value
when acting as a body. u Units that have left the table can
Light Chariots and Cavalry
re-enter by being given orders so 9"
other than Cataphracts.
long as they are not shaken or units
Free Moves from broken divisions.
Light Cavalry in open order and
12"
Horse Archers in open order.
u A unit in column formation a If the commander is on the table,
moves once if it has failed its order. then measure the distance to the
point on the table edge where
u A tiny unit will move once if it has the unit left the battle. Movement and
failed its order.
b If the commander has also left the
Proximity to Enemy
u A baggage, carriage, wagon, or battle no distance penalties apply u Except where governed by the
comparable unit will move once if to any units that are off table. proximity of enemy, units are free to
it has failed its order and is also on a move in any direction or orientation
road or track. u Units entering or returning to the so long as no model moves more
table always move 6" onto the table than the distance allowed.
u Some units have a special rule as their first move.
entitling them to a free move if they u Formed units that have enemy
fail their order – specifically Drilled u A division moving onto the within 12" and to their front, even
and Eager units. battlefield might not be able to fit all if only partially, are governed by
218
D6 Blunder Table
Rules Summary
Uncontrolled flight! The unit turns round to face its rear and then makes two full moves into its facing quarter. The
1 unit will move even further if necessary to clear the position of friends. Once it has moved, the unit suffers 1 casualty
to represent loss of life and/or equipment suffered during the ignominious stampede.
2 Back! The unit moves backwards one move to its rear quarter whilst continuing to face the same direction.
3 Drift left! The unit makes one move to its left quarter.
4 Drift right! The unit makes one move to its right quarter.
Forward! The unit makes one move to its front and will charge if facing an enemy within one move’s distance and
5
which the unit is otherwise allowed to charge.
Uncontrolled Advance! The unit makes three moves to its front. The unit will charge if facing an enemy within three
6
move’s distance and which the unit is otherwise allowed to charge.
the proximity rule as noted below. u Whilst there are any enemy through. This is determined as
The following enemy units are within 6" a unit in open order can any part of the unit that does not
exceptions and are ignored. only move either towards or away include the centre-front position.
from the closest enemy.
• Commanders u Where units cannot move through
friends without penalty, they can
• Artillery units Moving Through still move through so long as they
can clear their friend’s positions;
• Tiny units
Other Units however, each unit involved takes a
u Units are not allowed to test for disorder. Roll a dice for each
• Non-combatant units including move through opposing units. unit. On the score of a 1, 2, or 3 the
wagons and baggage Units can move over opposing unit becomes disordered.
commanders freely.
• Any units within buildings
or fortifications u Units cannot normally move Manhandling
through friends engaged in combat
• Any units in open order can be but are allowed to do so if moving
Artillery
ignored by choice to join the engagement either as u Mobile light artillery moves at
supports or by charging. infantry rate. Any unit that moves
u Formed units facing an enemy more than once cannot also shoot in
within 12" can only move towards u Units can move through friends that turn.
or away from that enemy whilst only where it’s possible for the
continuing to face. moving unit to completely clear u Mobile forms of medium or heavy
their position. artillery can only move a maximum
a A formed unit ‘faces’ an enemy if of once per turn and cannot move
the enemy lies directly in front of u Units can move through friends and shoot in the same turn.
its centre-front. without penalty if:
u Formed units that have an enemy • Either both or all units are
within 12" to their front quarter but skirmishers or other infantry in
Caesarian Roman
are not actually facing an enemy open order. Scorpion
within 12", must face towards an
enemy as they move. The enemy unit • If both or all units are light
faced must lie within no more than cavalry in open order and/or
three moves distance. light chariots in open order and/
or horse archers in open order.
u Units in open order that have enemy
within 6" of any part of them are • Where only a minor portion
affected by proximity as noted below. of either or all units is moved
219
Formation Changes Squares Terrain
u All changes to formation must u A square cannot move and the u Woods
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be indicated when giving orders or only order it may be given is to Units positioned at the edge can
stated aloud when using initiative. change formation. It may not see out of woods and can be seen,
change formation and then move otherwise units with woods can see
u Changes to formation take up further in the same turn. opposing units within 6" or 3" if dense
one entire move except as noted woodland. Infantry in open order,
below. Those units noted below dismounted cavalry in open order
can change to or from open order Movement of and commanders can move through
and then make one non-charging woods. Dismounted cavalry move at
move, the whole counting as a
Commanders infantry speed. Movement through
single move. u Commanders move 24" per dense woods is at half rate. Other
turn regardless of how they are troops cannot move through woods,
• Skirmishers mounted and suffer no movement and no troops can move through
penalties in respect of their impenetrable woods, except by means
• Light infantry mounts, it being assumed they of roads or tracks. Units fighting
are capable of dismounting within a wood receive no bonuses
• Light cavalry where appropriate. from their weapons and Clash and
Sustained combat values are capped
• Horse archers u Commanders can join a unit at 5. Aside from skirmishes and light
that is fighting hand-to-hand infantry, which recover automatically,
• Light chariots combat within 12" in any turn, units disordered by moving through
including opposing turns, up until woods can only recover from disorder
u A unit can only make one the point that hand-to-hand attacks on the dice roll of a 4 or greater.
formation change in the Command are struck.
part of any turn. u Rough Ground
u Commanders are ignored for Infantry in open order, cavalry
u Skirmishers, horse archers and purposes of determining initiative, in open order and commanders
tiny units are restricted to open proximity of enemy, calculating can move through rough ground
order or column. Light infantry, targets for shooting, and in most without hindrance. Other troops
light cavalry and light chariots other circumstances as described in are restricted to a maximum of one
can adopt open order if they wish. the body of the rules. move. A unit moving into rough
Other infantry and cavalry can ground completes that move and
only adopt open order where they u Commanders can move freely moves no further. A unit already
could not otherwise move without through units from their own side in rough ground at the start of
penalty. Other units cannot adopt and can be moved through freely movement makes one move only. If
open order. by troops from their own side. If ground is very rough formed units
a friendly unit moves on top of a must test for disorder once they
commander, the commander model have moved, requiring a dice roll
is moved sufficiently far to allow the of 4 or greater to avoid disorder.
unit to take up its position. Pike blocks must make the same
test when moving over rough
Germanicus u Commanders cannot move ground and become disordered
through enemy units, although automatically when moving over
they can move through other very rough ground. If ground is
commanders from either side freely. extremely rough only infantry
in open order, cavalry in open
u A commander who is moved order and commanders can move
into by an enemy unit must join through it. Aside from light infantry,
a friendly unit within one move’s which recover automatically, units
distance, otherwise he becomes a disordered as a result of moving in
casualty and is removed as dead rough ground recover from disorder
or captured. on the dice roll of a 4 or greater.
220
u Linear Obstacles u Buildings u Artillery units must shoot at the
Rules Summary
Hedges, walls, and ditches are often Buildings are arranged into blocks closest enemy target if such a target
considered decorative elements or sufficient to allow entry to a standard presents itself within half the weapon’s
used to mark boundaries of other sized unit plus a tiny unit, or as the maximum range. However, if no
features such as woods, rough players prefer. Only infantry can enemy target presents itself within half
ground, or buildings. Obstacles can enter or assault a building, although maximum range, the artillery unit can
be impassable; in which case they light artillery can be deployed in shoot at any enemy target within its
form a barrier to all movement. or on buildings at the start of the frontal arc. Light artillery can make up
Otherwise, ordinary obstacles can game if desired. An artillery piece to one move and shoot in the same turn.
be moved over without hindrance deployed in this manner is regarded Medium and heavy artillery cannot
by infantry in open order, cavalry as immobile. To enter an unoccupied move and shoot in the same turn.
in open order and commanders. building a unit must move into touch
Other units must surrender one with the perimeter and then expend u Artillery units are also allowed to
entire move to cross an obstacle. one move to move inside. The unit is shoot overhead at targets they can
Artillery, chariots, and wagons can then arranged within the building or see, so long as there is 6" of clear
only cross on the dice roll of a 4 or built-up area as required. To leave a ground in front of both shooter and
greater. Obstacles of greater size building measure from any point on target. Other units are not permitted
can be deemed to be significant the perimeter. to shoot overhead.
obstacles, in which case they can
only be crossed by infantry units or u Units already engaged in hand-to-
commanders and formed infantry Shooting and hand combat, whether as fighting
must test for disorder once they Skirmishing at units or supports, cannot make
have done so, required a dice roll of ranged attacks.
4 or greater to avoid disorder. Pike
A Distance
blocks must make the same test if u Units with a ranged attack value u Units with long ranged attacks are
crossing an ordinary obstacle and can make attacks during the ranged also allowed to shoot during other parts
become disordered automatically if attacks part of the turn. This represents of the turn, or during the opposing
crossing a significant obstacle. Aside both skirmishing and shooting. Two side’s turn, by means of closing shots or
from light infantry, which recover separate values are indicated: Short traversing shots as noted separately.
automatically, units disordered as a Range and Long Range.
result of crossing a linear obstacle u The following targets can be
recover from disorder on the dice u Short Range attacks are made ignored in favour of a more distant
roll of a 4 or greater. at ranges of up to 6". Long Range target if the player wishes:
attacks are made at ranges of greater
u Rivers than 6" up to the distance shown for • Targets in open order formation.
Small rivers can be treated as linear the weapon carried.
obstacles. Larger rivers can only be • Artillery targets.
crossed at a ford or bridge. Bridges u Formed units automatically make
and fords can only be cross by units their attacks against the closest target • Wagons, carts, baggage, and such
in open order or a column. Units they can see within their own front like targets.
moving onto or from a bridge/fords quarter measuring from the unit’s
automatically combine a change of centre-front position. Where several • Targets that are only partially to
formation as they do so, counting enemy units present themselves as the front quarter of the attacker.
as a single combined move. To allow potential ‘closest’ visible targets,
for fighting over a bridge, units in attacks can be divided as the players • Targets that are only partially
column fight as if in their standard see fit. Artillery is an exception to this within sight of the attacker.
formations and are allowed to rule as noted below.
charge but cannot be supported. If • Targets occupying buildings or
a ford is deemed sufficiently wide u Units in open order must direct within cover.
to cross in a regular formation it their attacks against the closest visible
can. Rough or very rough ground enemy. Where portions of the open • Targets visible through narrow
determined either before the order unit lie closest to different gaps (narrower than the unit’s
game or by random dice roll upon enemies then attacks are divided own formation and minimum 3"
attempting to cross. between them as the players see fit. in the case of artillery).
221
Weapon Range Working Out u If the dice roll required to score a
hit after modifiers have been taken
Range Table Ranged Attacks into account is 5 or less, then a
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Javelins, Darts, and other u Roll the number of dice missile break test is initiated if any
6"
thrown weapons equivalent to the unit’s ranged dice rolls a 6.
Slings 12"
attack value. Any dice scoring 4, 5,
or 6 once any modifiers have been u If the dice roll required to score a
Bows, Crossbows & Staff slings 18" taken into account are ‘hits’. Dice hit after modifiers have been taken
failing to score hits are ‘misses’. into account is 6, then a missile
Light Artillery 24" break test is initiated if two or more
Medium Artillery 36"
u Regardless of any modifiers dice roll 6s.
that apply, dice rolls of 1 are always
Heavy Artillery 48" misses and dice rolls of 6 are u The following modifiers apply to
always hits. the dice scores rolled.
Ranged Value
Adjustment Unit Size Modifiers
1 Dice Tiny Unit. Attacking tiny units only roll one dice – their Short and Long Range combat value is always 1.
Ranged
Attack Value Formation Modifiers
None Column or Testudo. Units in column or testudo cannot make ranged attacks.
1 Dice Square. Ranged attacks by units in square are limited to one dice only.
Buildings. Units occupying buildings are limited to a maximum of two dice from any face up to their
2/face
ranged attacks value in total – see the rules for buildings.
Attackers are shaken and/or disordered. This applies if the attacking unit is either shaken, disordered,
-1
or both. These states are explained in due course and affect units in various deleterious ways.
The target is partly obscured, in open order, artillery or baggage. This applies is the target is partly
-1
obscured as already explained, or in open order, or artillery, or wagons and other baggage.
The target is formed shielded heavy infantry being attacked by enemy to their front quarter, or
formed cataphract cavalry regardless of the direction of attack. This applies to heavily armoured
-1 targets and, in the case of heavy infantry, applies only when attacked from the front due to their shields
and tight formation. Where a target’s formation counts as front all round, such as a testudo, the penalty
applies all round too.
-1 Closing Shots. This applies to units shooting at enemies as they charge as described for Closing Shots page 101.
Traversing Shots. This applies to units shooting at enemies as they traverse their front as described for
-1
Traversing Shots page 102.
222
Morale Save Modifiers
Morale Saves
Rules Summary
Dice Score Situation
u Units hit by ranged or hand-to-
Square or Wedge. Troops in square or wedge formation derive
hand combat attacks must test their
extra protection from their overlapping shields, whilst their
morale to determine if hits are +1
close mass makes it practically impossible for individuals to
converted to casualties. shy from the fight. Add +1 to the Morale value of such troops.
need for a break test. This applies both u A unit making closing shots
Shaken Units in respect to casualties from ranged cannot react to the enemy charge by
attacks and hand-to-hand fighting. either countercharging or evading,
u Once a unit has suffered casualties except in the case of units that have
equal to its Stamina value it is shaken. the special Parthian Shot rule, which
This value is usually 6 for standard Closing Shots are allowed to both shoot and evade.
sized units and 4 for small units.
u If a formed unit of a kind indicated u Work out attacks once the chargers
u A unit can suffer more casualties below is charged to its front, it is allowed have moved, using the shooter’s
than its Stamina value, up to a to shoot at the charger with any weapons long ranged attack value. Apply any
maximum of double, but these that have a long range attack value. A casualties and take any break tests
‘excess’ casualties are only recorded unit in open order can shoot in this way required as a result of shooting.
for purposes of taking break tests. at chargers coming from any direction,
Once any required break tests have so long as it has a long range attack value.
been taken, excess casualties are
either removed or redistributed to • Infantry
supporting friends in the case of units Sarmatian
engaged in hand-to-hand combat. • Cavalry Horse Archer
223
Traversing Shots Charge Moves formation and charge. Open
order units can charge enemy in
u A unit is allowed to shoot at an
in General buildings or fortifications.
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enemy target that crosses its front u A charge move is a move intended
within 12". This can occur either to bring a unit into contact with • Cavalry and chariots are not
during the opposing players turn the enemy. Often a unit will move allowed to charge home onto the
or, more rarely, during a sweeping several times during the turn as a front of a pike phalanx unless
advance following hand-to-hand result of an order, but only the final the phalanx is shaken and/or
combat in any turn. move into contact is a charge move. disordered, except in the case of
a scythed chariot where special
u Only units armed with u A unit given a charge order must rules apply.
long-ranged weapons can make move towards the intended target as
traversing shots. quickly and directly as possible. This
applies to all the moves made that turn Making a Charge
and not just the charge move itself.
with Formed Units
Hand-to-Hand
u Where a unit intends to charge the u A formed unit can only make a
Fighting enemy by means of an order the player charge move against an enemy it can
u A combat engagement is initiated must state his intention to charge and see, which is within charge range,
when one unit charges another, must indicate the target or targets of and which lies directly in front of
usually in the Command part of the charge. Where a charge is executed the unit’s centre-front position.
the turn as a result of an initiative on initiative it is still necessary to
move or order. Charges can also declare this before moving. u The charge range of a formed unit
occur following combat as part of a is measured from the centre-front
sweeping advance as noted later. u A charge intention can result from position to the closest part of the
a blundered order regardless of the enemy. If within range the unit can
u A combat engagement consists of wishes of the player. charge regardless of the distance
mutually fighting units plus their moved by individual models.
respective supports. In most cases an u The following units are unable to
engagement will therefore consist of charge and may be unable to receive u If the chargers lie to the front
one fighting unit on each side plus orders or move at all in some cases. quarter of the target they will charge
a number of supports. It is possible to the front, if to the side they
to have multiple combats where • Units that are already engaged charge to the flank, and if behind
one side has units with significantly in combat. they charge to the rear. However,
shorter frontages (e.g., elephants). note that a unit given a charge order
• Disordered units. will always move towards the enemy
u All fighting and supporting units in the most direct manner, it is not
are engaged in combat and are • Shaken units (i.e. units that have permitted to move from the front of
therefore unable to move during the suffered casualties equal to their an enemy unit and charge its flank
Command part of the turn or make Stamina value). or rear even where two or three
ranged attacks during the Ranged moves are available.
Attacks part of the turn. Special rules • Units in column or square
may include exceptions, specifically formation. Note that units in u Move the charging unit so that
Feigned Flight which allows units to column can be ordered to change it brings its own centre-front
move out of a combat engagement. formation and then charge. position and as great a portion
Units in square are limited to one of the frontages of both units
move and so are unable to do so. into contact as possible. Where a
charge is mounted to the enemy’s
• Artillery units. flank or rear then the charger
must contact as great a portion of
• Units in open order are not the appropriate unit facing. The
Theagenes
allowed to charge formed units charger always moves the least
of infantry or cavalry. Units distance required to accomplish
capable of doing so can change this in the most direct manner.
224
u Two-on-one combats are allowed Charge Responses u Countercharge
Rules Summary
where the centre-front positions of Where a countercharge is permitted
several units can successfully charge u Units that are charged must both chargers and counterchargers
and contact the same enemy unit declare their responses as soon as it is move simultaneously and meet
one after the other. established a charge has been made at a point equidistant between
and before moving the chargers, them. Both units are treated
u Where units are already engaged, or as soon as practical where as having charged, and both
a second (or subsequent) charger adjacent units are brought into an receive the appropriate combat
is allowed to draw line-of-sight engagement as fighting units. bonuses and any special rules
through friendly engaged troops pertinent to charging. If cavalry
onto the target. u The following charge responses or chariots countercharge against
are permitted where appropriate. formed infantry units, then the
u Where two enemy units are infantry automatically become
positioned next to each other, • Stand. The default response. disordered and receive no ‘to hit’
such that charging one will bring Units in open order will form an bonus for charging. Where units
the adjacent unit into touch, then approximate line as already noted. countercharge, then any other
the obligation for the charger to cavalry or chariot units already
maximise frontal contact extends • Closing Shots. Enemy armed positioned such as they could
to the adjacent unit. If the result is with long ranged weapons make support them can be included in
to bring the adjacent unit into the closing shots upon the charger. the countercharge and can join the
engagement as a fighting unit, then Work this out once the chargers ensuing engagement as supports.
it may react as if charged are in contact.
u Turn to face
• Evade. Open order units that An unengaged, non-disordered,
Making a are not disordered can attempt formed cavalry or elephant unit
Charge with Open to evade from a charge as that is charged to the flank or rear
noted below. can respond by pivoting to face the
Order Units chargers assuming there is room
u Units in open order are not allowed • Countercharge. A cavalry or for it to do so. This move is made at
to charge formed infantry or cavalry. chariot unit charged to its front can the same time as the charge and is
They are unable to charge other countercharge assuming it would automatic. Aside from pike blocks,
units if doing so would bring formed otherwise be allowed to charge. which can never turn to face, other
enemy infantry or cavalry into the formed units can attempt to turn-
engagement as fighting units. • Turn to Face. A cavalry or to-face but become disordered
elephant unit charged to the when they do so. Roll a D6. On a 1, 2,
u The charge range of an open order flank or rear can pivot to face a or 3 the test is failed, and the unit
unit is measured from the closest charging enemy. Other units can becomes disordered. On a 4, 5, or 6
part of the charger to the closest potentially do so with a test. See the test is passed, and the unit turns
part of the target that it can see. If 5 below. but also becomes disordered.
within range the whole unit can
charge regardless of the distance u Evades
moved by individual models. Units in open order are allowed to
evade from chargers, and do so by
u When an open order unit charges moving directly away by one, two
its models are brought forward or three moves after giving an order
to form an approximate line in as in the usual way. This is worked out
satisfying a manner as possible. before the chargers make their moves
once it is established, they would
u As with other units, those in otherwise charge home successfully.
open order will charge to the front Evading units always move at least Viking
if positioned to the enemy’s front once, even if their order is failed – i.e., Chieftain
quarter, to the flank if positioned they get a free move. Evaders are
to the side, and to the rear if automatically destroyed if they fail to
positioned behind. outpace their chargers.
225
Fighting – working in any subsequent round of to fighting units as indicated, i.e.,
out combat any engagement. Units that are they do not apply to supporting
supporting use their Short Ranged units. This may mean it is necessary
engagements
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226
Unit Size Modifiers for Hand-to-Hand Combat
Rules Summary
Combat Value Unit Size Modifiers
I Dice Tiny Unit. Attacking tiny units only roll one dice – their Combat Value is always 1.
1 Dice Column. Units in column have a combat value of one dice regardless of their size.
2 Dice per Face Square. Units in square are limited to a maximum of two dice for any face up to their full combat value in total.
Buildings. Units occupying buildings are limited to a maximum of two dice from any face up to their
2 Dice per Face
combat value in total – see the rules for buildings page 174.
Winning. If the unit was engaged on the winning side during the previous round of the same combat
+1 engagement, this bonus applies during the current round of fighting. As with chargers, these units will
hit the enemy they are fighting on the roll of a 3+ rather than a roll of 4+.
Uphill. If the unit is uphill of its opponent and has neither charged or countercharged this turn, nor
moved following the previous round of the same engagement, then this bonus applies to its attacks in
+1
the current round. If a unit moves following combat results the bonus is lost in the following round
regardless of whether the unit won or lost the fight.
Shaken and/or disordered. This penalty applies to the unit’s attacks if it is either shaken, disordered, or
-1
both. These states are explained elsewhere and affect units in various deleterious ways.
Open Order. This penalty applies to the unit’s attacks if it is in open order formation. Such units prefer to
-1
skirmish rather than get stuck in and will generally require a 5+ to score hits rather than the usual 4+.
Flank/Rear. This applies to all the unit’s attacks if it is engaged to either flank or to the rear, including to
-1
any attacks made to its front.
+1 Square or Wedge
+1 Cover
+2 Buildings
+3 Fortification
-2 Column
227
Combat Results Stamina value once casualties are • On the roll of a 6 ‘to hit’ by
reallocated are discarded. closing/traversing shots
u Combat results are worked out for requiring less than a 6 to hit.
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each engagement as soon as all units u Break tests are taken by defeated
taking part have fought including fighting units. This can result in • On the roll of two 6’s ‘to hit’
any supports and any commanders fighting units breaking, in which by closing/traversing shots
where they are present. case they are removed, and each requiring 6’s to hit.
supporting units must then take a
u Add up the total number of separate break test. Otherwise, u A break test is required in hand-
casualties inflicted by each side that both fighting and supporting units to-hand combat as follows:
round. Do not including casualties must act as indicated by the break
inflicted by closing or traversing test result. • If a fighting unit is defeated in
shots prior to the combat. Include hand-to-hand combat.
commanders if they are killed or u Fighting units that are shaken
wounded during the round. must also take a break test if the • If a fighting unit that is
result of the combat is a draw. already shaken draws hand-
u The side that has inflicted the This can mean both sides have to-hand combat.
most casualties has won and the to test, and both can potentially
other side is defeated. Where both be broken. • If a unit is supporting a
sides score the same the result is fighting unit that breaks or
a draw. u Units that remain engaged once is shattered.
hand-to-hand fighting is complete
u If a fighting unit has suffered a will remain where they are. Combat u Break tests are taken by rolling
total number of casualties equal will resume in the next hand-to- two dice and adding the scores to
to double its stamina value that hand combat round. get a result between 2 and 12. The
unit is shattered and is removed following modifiers apply.
immediately and treated as
broken. No break test is required Break Tests • For break tests from ranged
for such units. attacks deduct any excess
u A break test is required in the casualties scored on the unit.
u Aside from shattered units, Ranged Attacks part of the turn
defeated fighting units must take as follows: • For break tests from hand-
a break test. The break test result to-hand fighting deduct the
is modified by the difference in • If a unit is shaken by difference in casualties scored
casualties inflicted by each side ranged attacks. from the loser’s dice roll.
during the round, so make a note of This applies both to fighting
this before reallocating casualties. • If a unit that is already shaken units and to supports if they
suffers further casualties form have to test following a fighting
u All excess casualties inflicted on ranged attacks. unit breaking.
fighting units are reallocated to
supporting units. Excess casualties • On the roll of a 6 ‘to hit’ by u Units retreating as a result of
are reallocated as equally as ranged attacks requiring less ranged attacks move one move
possible between the fighting than a 6 to hit. away from the closest enemy
unit’s supports, starting with attackers. Note that the proximity
supports that are • On two rolls of a 6 ‘to hit’ by rule will oblige them to continue
touching the enemy. ranged attacks requiring 6’s to face their enemy if within 12".
Any casualties to hit. Units unable to clear the position
remaining in of friends with a single move will
excess of a unit’s u A break test is required following move as far as required to do so,
ranged attacks in other parts of the and then become disordered. Units
turn as follows: unable to make their move because
Tiberius of impenetrable terrain or engaged
• If a unit is shaken by closing or units move as far as they can and
traversing shots. become disordered.
228
Break Tests
Rules Summary
Score Troop Type Result – From Ranged Attacks Result – From Hand-to-Hand Combat
Infantry Hold your ground without penalty Hold your ground without penalty
10 or
Cavalry Hold your ground without penalty Hold your ground without penalty
more
Skirmishers Hold your ground without penalty Hold your ground without penalty
Infantry Hold your ground without penalty Hold your ground without penalty
Infantry Hold your ground without penalty Hold your ground without penalty
Hold your ground disordered or Retreat in Give ground in good order together
Infantry
good order with supports
6 Cavalry Retreat disordered Give ground disordered together with supports
229
Hail Caesar
This is Sparta!
230
which will usually oblige it to engagement and fights again this Commanders
Rules Summary
continue to face the enemy. round, counting as charging.
u The army’s general is allowed
u Victorious units fighting solely u Where a sweeping charge to re-roll the dice when making a
to a flank or rear can turn-to-face, carries a victorious unit test to issue an order and can do
becoming disordered as they do so if into another already fought so whatever the result including a
not already. engagement, the victorious unit blunder. The re-rolled score stands
joins the engagement and fights even if it is a worse result that the
u Supporting units do whatever from the following round counting initial roll.
the unit they are supporting does as charging in that round.
in so far as they can and will The general is allowed one re-roll in
continue to support where u A sweeping charge is a charge, each turn.
possible. This can potentially bring and targets are allowed the usual
a supporting unit into a fighting charge response where appropriate. u Commanders who fall casualty
position – this is allowed. This may result in closing shots from are replaced with a ‘reserve’. Reserve
a charged unit or traversing shots commanders have a Leadership
u If all the enemies fighting a from units nearby. Rating of 1 lower down to a
victorious unit are destroyed, minimum value of 5. The reserve
and no other enemies remain u The movement of victorious commander is placed within 12" of
in contact, victors who are units may be blocked by incidental any unit in his division.
neither shaken nor disordered contact to the unit’s front. In this
are allowed to make a sweeping case units must give ground. Note u If a commander is within 12" of
advance. A sweeping advance is that artillery units cannot block and a unit from his own division, he
up to two normal moves into the are therefore destroyed. can issue it a Follow Me! order.
unit’s front quarter. This can be a Whether successful or not, a Follow
charge against another enemy in Me! instruction always ends orders
which case the move is termed a Rules for Break from that commander for that
sweeping charge. tests and Hand-to- turn. The commander moves to
join the unit and if the order is
u Where a sweeping charge
Hand Combat successfully issued the unit can
enables a unit to rejoin the same u Open order units that have closed then make three moves as the
engagement (by charging a unit their ranks to fight hand-to-hand player wishes within the usual
that was previously supporting, combat automatically disperse into constraints of the rules.
for example) the combat continues regular open order if they are no
in the following round and the longer engaged once hand-to-hand u If a commander is within 12" of
victorious unit counts as charging in combat is over. a unit from his division that has
that round. suffered two or more casualties,
u Squares. Units in square he can issue it a Rally! order.
u Where a sweeping advance formation ignore break test Whether successful or not a Rally!
initiates a new engagement against results of Retreat and Give Ground instruction always ends orders
a previously unengaged enemy, and treat all such results as Hold from that commander for that
then a new combat is worked out Your Ground. turn. The commander moves
immediately. The victorious unit to join the unit and if the order
counts as charging. Should this u Buildings. Units in buildings is successfully issued the unit
engagement also result in the ignore break test results of removes one casualty.
destruction of the enemy note Retreat and Give Ground and
that no second sweeping advance treat all such results as Hold u Instead of issuing orders for
is permitted: only one sweeping Your Ground. the army, the general can order
advance is allowed in a round. a General Advance. This affects
u Units fighting against troops in all units that have not moved on
u Where a sweeping charge carries buildings can occupy the buildings initiative, and which are otherwise
a victorious unit into another if the enemy are destroyed. permitted to move with an order. No
as yet unfought engagement, Supporting troops can make one penalty for distance is applied to the
the victorious unit joins the move in any fashion. order test.
231
If successful, all units are in receipt 1–2 = slain (removed as casualty) Victory and Defeat
of an order to advance one move. If 3–4 = wounded (see below)
unsuccessful no units are in receipt 5–6 = unharmed u An army is defeated once more
Hail Caesar
of orders, and only those otherwise than half of its divisions are broken.
entitled to a free move can and must Wounded and unharmed
advance. If the General Advance order commanders must make an 2. A division is broken once more
is blundered, roll for one result, and immediate move to join a friendly than half of its units are either
apply it to every unit. If a 1 is rolled, unit and if unable to do so destroyed or have left the table whilst
instead treat the result as a 2 ‘Back!’ are captured. shaken. A division is also broken if all
followed by the death of the general. of its remaining units are shaken at
u If a commander has joined a unit the end of its side’s Command part of
u The army’s general can issue a that is shaken by ranged attacks, or the turn. The following units do not
Where is Your Courage order to a unit suffers further ranged casualties if count when making this calculation
from a broken division within 12". already shaken, the opposing player unless such units make up the
Whether successful or not, a Where rolls two dice. The commander is majority type in the division.
is Your Courage instruction always deemed to have been hit on the
ends orders from the general for that score of a 12. Roll a further dice to • Skirmishers
turn The general moves to join the determine what happens to him:
unit and If the order is successfully • Light artillery
issued the unit takes heart and is 1–3 = slain (removed as casualty)
subsumed into the general’s own 4–6 = wounded (see below) • Tiny units
division (or a newly formed division
if the general’s own is broken). If u If a commander is with a fighting • Light infantry/light cavalry
disordered the unit recovers from unit in hand-to-hand combat, then and others where agreed prior
disorder. If the unit has two or more he risks being slain or wounded to the game
casualties one casualty is removed. regardless of whether the combat is
If the order is failed the same unit won or lost. Once other attacks have u Once a division is broken no
cannot be given a further Where Is been resolved the opposing player units that are shaken, or which
Your Courage order in subsequent. rolls two dice to determine if the subsequently become shaken, are
commander is hit. He adds +1 to the allowed to rally. They remain shaken
u A commander who has not total for each attack the commander from there on.
already joined a unit can join any has made above 1 (i.e., 1 attack add
unit within his division within nothing, 2 attacks add +1 and three u Broken divisions must attempt
12" that is fighting hand-to-hand attacks add +2). On a total of 12 or to quit the field as expediently
combat. He can do this at any point more the commander is hit. This as practical. Unengaged units
prior to hand-to-hand combat being scores an extra casualty against that from broken divisions will ‘retire’
worked out and can do so even side’s combat result regardless of moving once even where no order
during the opposing side’s turn. whether the commander is slain or is issued, or an order is failed
wounded. Roll a dice: (free move) and will do so even
u A commander who is joined where disordered. Engaged units
with a unit that is engaged in 1–3 = slain (remove as casualty) are not free to move until they
combat must remain with it until it 4–6 = wounded (see below). are no longer engaged, and any
is no longer engaged or until he is consequent post-combat movement
wounded or slain. u A commander who has been has been completed. Units that
wounded can no longer make any are surrounded by enemy are not
u A commander model moved over attacks in hand-to-hand fighting and free to move either but will adopt a
by an enemy unit must immediately cannot join a unit that is fighting defensive posture in so far as they
join a friendly unit within one move’s hand-to-hand combat. If he is can and will retire when they have
distance. If unable to do so, he is already with a unit that is fighting the opportunity to do so.
captured and removed as a casualty. hand-to-hand combat, he must
remain with it until it is no longer u Units from broken divisions are
u If a commander has joined a unit engaged. Wounded commanders not allowed to charge the enemy,
that is subsequently shattered or can otherwise move and issue orders though they can countercharge if
broken roll a dice: as normal. otherwise allowed to do so.
232
Rules Summary
Roman legionaries lock shields to form testudo and advance on the enemy fort
233
Quick Reference – Ranged Attacks
Unit Size Modifiers for Ranged Attacks
Range Table
Ranged Value Unit Size
Javelins, Darts, and other
Adjustment Modifiers 6" Light Artillery 24"
thrown weapons
+1 Dice Large Unit
Slings 12" Medium Artillery 36"
-1 Dice Small Unit
Bows, Crossbows & Staff slings 18" Heavy Artillery 48"
1 Dice Tiny Unit
Formation Modifiers for Ranged Attacks Break Tests From Ranged Attacks
‘To Hit’ Modifiers for Ranged Attacks 9 Cavalry Hold your ground without penalty
Dice Score Situation Skirmishers Retreat in good order
Attackers are shaken Infantry Hold your ground without penalty
-1
and/or disordered
8 Cavalry Hold your ground without penalty
The target is partly
-1 obscured, in open order, Skirmishers Retreat disordered
artillery or baggage
Infantry Hold your ground without penalty
The target is formed
7 Cavalry Retreat in good order
shielded heavy infantry
being attacked by enemy Skirmishers Retreat disordered
-1 to their front quarter,
or formed cataphract Infantry Hold your ground disordered or Retreat in good order
cavalry regardless of the
direction of attack 6 Cavalry Retreat disordered
234 Permission given to photocopy for personal use only. © Copyright Warlord Games Ltd 2022. All Rights Reserved.
Quick Reference – Hand-to-Hand Combat
Unit Size Modifiers Break Tests From Hand-to-Hand Combat
for Hand-to-Hand Combat
Score Troop Type Result
Combat Value Unit Size Modifiers
Infantry Hold your ground without penalty
+2 Dice Large Unit 10 or
Cavalry Hold your ground without penalty
-2 Dice Small Unit more
Skirmishers Hold your ground without penalty
I Dice Tiny Unit
Infantry Hold your ground without penalty
Formation Modifiers
9 Cavalry Give ground in good order together with supports
for Hand-to-Hand Combat
Combat Formation Skirmishers Give ground disordered
Value Modifiers
Infantry Hold your ground without penalty
1 Dice Column
8 Cavalry Give ground in good order together with supports
2 Dice per Face Square
Skirmishers Break if shaken otherwise Give ground disordered
2 Dice per Face Buildings
Infantry Give ground in good order together with supports
‘To Hit’ Dice Roll Modifiers 7 Cavalry Give ground disordered together with supports
in Hand-to-Hand Combat
Skirmishers Break
Dice Score Situation
Infantry Give ground in good order together with supports
+1 Charging
6 Cavalry Give ground disordered together with supports
+1 Winning
Skirmishers Break
+1 Uphill
Shaken and/or Infantry Give ground disordered together with supports
-1
disordered
Break if shaken otherwise Give ground together with
5 Cavalry
-1 Open Order supports – all disordered
Break Tests – Test when? • On two rolls of 6 ‘to hit’ by ranged Break Test Modifiers (2D6):
• A unit is shaken by ranged attacks attacks requiring 6 to hit. • For Break tests due to ranged attacks
including by closing/traversing shots. • If a fighting unit is defeated in hand-to- deduct excess casualties suffered by the
• A shaken unit takes further casualties hand combat. unit from the dice score.
from ranged attacks. • If a fighting unit that is already shaken • For Break tests due to hand-to-hand
• On the roll of a 6 ‘to hit’ by ranged draws a hand-to-hand combat. combat deduct the difference in
attacks requiring better than 6 to hit. • If a unit is supporting a fighting unit casualties suffered from the dice score.
that breaks or is shattered.
Permission given to photocopy for personal use only. © Copyright Warlord Games Ltd 2022. All Rights Reserved. 235
Army Name:
Permission given to photocopy for personal use only. © Copyright Warlord Games Ltd 2022. All Rights Reserved.
®
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