Product Review: Hail Caesar Rulebook.

Hail Caesar. Copyright: Warlord Games.
Hail Caesar. Copyright: Warlord Games.

Since launching in 2007 Warlord Games have firmly established themselves as the powerhouse of 28mm scale historical wargaming. Working with games designers and writers such as Rick Priestley, Alessio Cavatore, Andy Chambers, and Gav Thorpe, Warlord Games have become the go to company for historical wargaming enthusiasts, and also increasingly for fantasy and science fiction players too.

I have previously featured and written reviews for Warlord Games’ Bolt Action, Black Powder, Pike and Shotte and Warlords of Erehwon. Today’s feature is Hail Caesar, a game which covers the Early Bronze Age through to Medieval Knights and the times of the Crusades, as author Rick Priestley describes, “It is unashamedly a game of model soldiers, fought with miniature armies representing warriors of ancient times, be they the tramping legions of Rome, bronze-clad Greeks, the clattering chariotry of Egypt, or whatever age or subject happens to inspire our interest and endeavours.”

  • Meanwhile, my product focus on the game and an interview with its author Rick Priestley can he found HERE.

Hail Caesar

  • Author: Rick Priestley
  • Book Type: A4-sized Hardback
  • Pages: 192
  • Cover Art: Peter Dennis
  • Design and Layout: Paul Sawyer and Tim Vincent
  • Editing: Steve Yates and Duncan Macfarlane
  • With Special Thanks To: Drew Will, Alessio Cavatore, Sean Turtle, Mark Sims and Great Escape Games
  • Manufacturer: Warlord Games

Beginning with a brief introductory foreword by author Rick Priestley, Hail Caesar starts with an explanation of what players can expect from the game, as well as detailing the tools and components needed; two opposing model armies, a number of six sided dice, a tape measure, and a reasonably sized table.

This book is about recreating the warfare of ancient times upon the tabletop using armies of model soldiers to represent the forces of ancient Egypt and Rome, of Greece and Persia and all the colourful warriors of former days.

Hail Caesar p6.

The Army

From ancient Egyptian forces through to the times of the Crusades, Hail Caesar covers more than 3000 years of historic warfare. Whilst the majority of historical wargamers prefer to hold to a specific time period, such as the era of Rameses the Great or the Roman Civil Wars, the Hail Caesar rulebook explains that, should players wish, they can mix and match opposing forces separated by hundreds of years; made evident immediately is that Hail Caesar is a game to play and have fun with. Hail Caesar has been designed for 28mm scale models but can just as easily be played with smaller scale figures, there is a dedicated page for using smaller scale models within the appendix of the book. Whatever size of models are used, they are organised in the same way; an army comprises of different units that make up a division or brigade.

Troop Types

  • Infantry The core foundation of most armies, infantry are warriors that fight on foot and are divided into the following categories; heavy infantry, medium infantry, light infantry, and skirmishers.
  • Cavalry Key components of many armies, especially nomadic forces, these are mounted warriors and are divided into the following categories; cataphracts, heavy cavalry, light cavalry, and horse archers.
  • Waggons and Baggage Transporting goods and supplies, sometimes termed simply ‘baggage’, they are the logistical support arm of an army.
  • Artillery Especially useful in siege warfare, artillery is grouped into the following categories; light artillery, medium artillery, and heavy artillery.
  • Chariots Typically horse-drawn and especially popular in the Middle East, chariots are grouped into the following categories; light chariots and heavy chariots.
  • Elephants The clue is in the title!
Hail Caesar. Copyright: Warlord Games.
Hail Caesar. Copyright: Warlord Games.

Just like Warlord Games’ Black Powder and Pike and Shotte, in games of Hail Caesar individual warriors are not characterized; Fighting Qualities represent the unit and its fighting abilities as a whole.

  • Unit This describes the name of the unit and arms carried.
  • Combat This reflects the unit’s ability to fight, both in close combat and in firing missile weapons. There are two values used in close combat situations, Clash and Sustained; the Clash value is used in the first round of Combat, the Sustained value is used in subsequent rounds. There are also two different values used for missile weapons, Short Range and Long Range.
  • Morale Save This is used to reflect the unit’s ability to deal with adverse events in battle, the lower the number (dice score needed) the more likely the unit is to ignore adverse situations.
  • Stamina This is used to reflect the staying power of a unit; how many casualties the unit can suffer before it becomes Shaken and prone to routing.
  • Special This details any special rules that apply to the unit.

Clearly listed and well explained, details are given for model bases, bases for Commanders, size of units, and casualty markers. Demonstrating their varying levels of military prowess and strategic knowhow, varying Leadership Ratings are assigned to different army Commanders, ranging from Military Genius to Unfit for Duty.

A six-page section on Formations describes how bodies of troops are shaped on the battlefield; rules are covered for Battle Line, Column, Open Order, Pike Phalanx, Warband, Square, Testudo, Pig’s Head and Wedge. Details of how a unit changes formation and explanations of a unit’s front, flanks, and rear are covered too.

Hail Caesar. Copyright: Warlord Games.
Hail Caesar. Copyright: Warlord Games.

Game Rules

This section of the rulebook covers everything you need to know in order to play a game of Hail Caesar. Whilst games can be played between two opposing players, Rick actively encourages games to be social events which include multiple players on each side, “Stuffed Dormice and Larks’ Tongues may rarely grace the menu, but food, drink and camaraderie are ingredients as much part of the feast as the model armies and the battle itself.”

Sequence of play in games of Hail Caesar is clearly listed; the game proceeds in turns and within each full turn both sides take an individual turn – first one and then the other.

Hail Caesar. Copyright: Warlord Games.

Movement

Measuring distances and visibility rules are covered before the details of Command and Orders are described. A test must be taken to see whether or not orders are successfully received and followed by units; 2 x D6, with the result then compared to the respective Commander’s Leadership value. Depending on the dice result, the order can be failed or followed (sometimes too quickly!)

Movement allowances for units within games of Hail Caesar are nice and simple, with just three different values.

  • 6″ Infantry, Elephants, Waggons and Baggage, Man-portable Artillery, Cataphract Cavalry, and Heavy Chariots.
  • 9″ Light Chariots and other formed Cavalry.
  • 12″ Light Cavalry in open order and Horse Archers.

Quite rightly encouraging the embellishment of the tabletop, Terrain rules cover Woods, Rough Ground, Linear Obstacles, Rivers, Buildings, and Impassable Terrain.

Hail Caesar. Copyright: Warlord Games.

Fighting

Fighting in games of Hail Caesar comprises of Ranged Attacks and Hand-to-Hand Combat. Much like Movement, distances used during Ranged Attacks is wonderfully straight forward (see picture below). Meanwhile, the act of firing missile weapons is detailed in flowing stages; Measure Distance, Nominate Target, Choice Of Targets, Attack, followed by subsequent Morale Saves. The impact of units being fired upon by Ranged Attacked is then detailed in a similar straight forward fashion; Casualties, Shaken Units, Shattered Units, and Disorder. Further rules are provided for Ranged Attacks And Open Order, Columns, Closing Shots, Traversing Shots, Artillery, and Shooting Overhead With Artillery.

Hail Caesar. Copyright: Warlord Games.

With useful diagrams and explanations, rules covering the cut and thrust of Hand-to-Hand Combat are treated with clarity and depth. What Hand-to-Hand Combat is and how units come to be involved in this is fully explained, with Charging proving the key factor to consider. As with Ranged Attacks, Morale Saves and Casualties resulting from Hand-to-Hand Combat are clearly explained, then followed by rules for Close Ranks, Supports, Position Supporting Units, Open Order Units As Supports, Support Attacks, Incidental Contacts, Combat Results, Reallocating Casualties, Break Tests, and End Of Combat.

Hail Caesar. Copyright: Warlord Games.

Break Tests

There are two different Break Test tables in Hail Caesar, one for Ranged Attacks and one for Hand-to-Hand fighting. Directly taken from the Hail Caesar rulebook, I’ve listed the trigger points for respective Break Tests below.

Test in the Ranged Attacks part of the turn

  • If a unit is shaken by ranged attacks.
  • If a unit that is already shaken suffers casualties from ranged attacks.
  • On the roll of a 6 ‘to hit’ by ranged attacks requiring better than 6 to hit.
  • On two rolls of 6 ‘to hit’ by ranged attacks requiring 6 to hit.

A test is also required on account of ranged attacks in other parts of the turn

  • If a unit is shaken by closing and/ or traversing shots.
  • On the roll of a 6 ‘to hit’ against units where closing shots/ traversing shots require better than 6 to hit.
  • On two rolls of 6 ‘to hit’ against units where closing shots/ traversing shots require 6 to hit.

Test in the Hand-to-Hand Combat part of the turn

  • If a fighting unit is defeated in hand-to-hand combat.
  • If a fighting unit that is shaken draws a hand-to-hand combat.
  • If a unit is supporting a fighting unit that breaks or is shattered.

“Tests can also be taken on either table at the discretion of the umpire or the agreement of the players as seems reasonable at the time. Thus we can take account of otherwise extraordinary events should we wish, such as the proximity of stampeding elephants, the occurrence of earthquakes, the occasional solar eclipse and so on. Think of this as divine intervention on the part of the umpire.”

Commanders

“Commanders can issue orders just as well whether on foot, astride a horse, stood in a chariot, riding a donkey or taking a bath.”

Commander models are needed to lead each separate division. Should a Commander be slain or removed from play then a Reserve Commander is imagined to take over, with a Leadership Rating one less than their predecessor.

Hail Caesar. Copyright: Warlord Games.

All armies need a General and so one of the Commander models in each force is designated the role of General. The General model is entitled a special re-roll bonus, this allows the player to re-roll any order test rolled by the General. This re-roll is allowed once in each of the Command parts of the players turn. If slain in battle, the General’s re-roll bonus is not transferred to his replacement.

In addition to detailing Commanders, Reserve Commanders, and Generals, the Commanders section of the Hail Caesar rulebook also covers rules such as Follow Me! Rally! and Joining Hand-to-Hand Combat, as well as Risk To Commanders, Risk From Ranged Attacks, Risk From Hand-to-Hand Combat, Fighting Values Of Commanders, The General As Commander-in-Chief, and Wounded Commanders.

  • Follow Me! If a Commander is within 12″ of a unit from his own division then he can join it and lead it personally by issuing a follow me! order. If the order is issued successfully the commander is immediately placed into the unit, and the unit, together with the commander, can make up to three moves.
  • Rally! Operating in a similar way to follow me! A rally! order allows a unit to recover its stamina, reducing the number of casualty markers it has suffered. If not already part of a unit then a commander can join any unit in his division within 12″.
  • Risk To Commanders If a commander is moved over by an enemy unit, then he must immediately join a friendly unit within one move’s distance. If he cannot do this then he is captured, removed from battle and considered a casualty.
  • Risk From Ranged Attacks If a commander has joined a unit that is shaken he risks being wounded or killed if that unit is shaken by ranged attacks, or if it is already shaken and suffers further casualties from ranged attacks.
  • Risk From Hand-to-Hand Combat If a commander is with a fighting unit then he risks being wounded or slain regardless of whether the unit wins or loses the combat.
  • Fighting Values Of Commanders Typically generals have three attacks and other commanders have two. Reserve commanders have a maximum fighting value of one.
  • The General As Commander-in-Chief This allows players to field their generals in a different way; having commanders for each division and a separate model to serve as the commander-in-chief.
  • Wounded Commanders A wounded commander can no longer fight in hand-to-hand combat. If part of a unit then he must remain with the unit, able to move and issue orders as normal but not fight.
Hail Caesar. Copyright: Warlord Games.
Hail Caesar. Copyright: Warlord Games.

Victory and Defeat

Whilst some scenarios can dictate the conditions for victory and defeat, there are rules set for otherwise determining which side wins and loses a battle.

Troop Types

Ranging from Heavy Infantry to Persian Scythed Chariots, with much in between, there is a twelve page section dedicated to Troop Types. This part of the rulebook contains full game statistics and brief explanative summaries of Troop Types that can be fielded in games of Hail Caesar.

Hail Caesar. Copyright: Warlord Games.
Hail Caesar. Copyright: Warlord Games.

The Spartans do not enquire how many the enemy are but where they are.

King Agis II of Sparta, Hail Caesar p. 86.

A Selection of Useful Rules

Adding extra depth and strategic considerations, Hail Caesar contains a section on Useful Rules. Whilst setting out details of how these extra rules work, it is made clear that these rules are “not a definitive ‘tool set’ and can be changed freely,” such is the flexibility of the Hail Caesar ruleset.

Expressing Rick’s extensive knowledge and enthusiasm of ancient history, included within the pages of Hail Caesar are seven different Battle Reports.

  • The Battle of Kadesh 1274 BC
  • With Your Shield, Or On It – Summer 426 BC
  • A Border Raid – AD52
  • Go Meek Into The Desert 260AD
  • Barbarians At The Gates 500AD
  • The Battle of Brunanburgh 937AD
  • The Road To Damascus 1148AD – The Battle of the Barada River 24th July 1148
Hail Caesar. Copyright: Warlord Games.
Hail Caesar. Copyright: Warlord Games.

Closing stages of the book include Designer’s Notes, Using Smaller Models, A Brief Guide To Army Lists, Rules Summary, Resources, and Quick Reference Sheets.

Summary

With their blend of detailed but easy to follow rules, backed with interesting historical content and facts, along superb miniatures, Warlord Games have garnered an enviable reputation within the model and wargaming industry. Bringing in the talents of writers such as Alessio Cavatore, Andy Chambers, Gav Thorpe, and Rick Priestley, among others, Warlord Games’ John Stallard and Paul Sawyer have focused on working with only the finest wargaming luminaries since founding the company in 2007.

In Hail Caesar, Rick Priestley has written a superb ruleset which allows for fun and challenging wargames set in the ancient era. Rick’s wonderful style of writing, which encompasses humour and wit fused with clearly explained details, makes for a flowing and enjoyable reading experience. Whilst Black Powder is used as its core, Hail Caesar also has a number of unique features that sets itself apart from other game systems. Designed to be played in a relaxed environment where having fun and enjoying a social event is the name of the game, Hail Caesar still has sufficient detail and tactical aspects to prove challenging. Hail, Rick Priestley and Warlord Games!

My collection of Warlord Games' historical wargames books.
My collection of Warlord Games’ historical wargames books.

Hail Caesar is available from Warlord Games HERE.

Official website for Warlord Games HERE.

Official Warlord Games Facebook page HERE.

Rick Priestley’s This Gaming Life website HERE.

See also The Wargaming Wizard! A Talk With Rick Priestley… HERE. & Product Focus: Warlords Of Erehwon… Talking With Rick Priestley. HERE.

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The New York Dolls, The Heartbreakers, Johnny Thunders & More: A Book About Johnny Thunders

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Copyright © 2020 John Wombat & Ruth Moreira

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