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Hail Caesar

Hail Caesar is the next evolution of the popular Warmaster series of rules and can be played with any scale of figures. The system uses a modified version of the WMA command system where leaders roll 2D6 against their Leadership number to see if their units go one, two, or three moves, which adds a layer of chaos to each side's battle plan. Each unit is rated for it's combat abilities through an initial contact number, sustained combat, close range/support, long range firing, morale(think saves), and stamina (number of hits it can take). This produces combats that can surge back and forth for a few turns as both sides add in supporting units. Individual figures are not removed, so pretty much any basing works with the system, enabling gamers to use their armies for a variety of rules besides Hail Caesar.

Hail Caesar: Frontiers of Rome


Seleucids against Republican Romans

We had not played a Hail Caesar game with the entire group in almost a year, even though a few of us ran three games at SaltCon in the spring, which would explain why we were a bit rusty with the rules! There were a few new units since last time, especially a full division of Italian allies including Oscans, Samnites, and Campanians. To say that the Seleucids had some command problems would be an understatement! All of the heavy cavlary and elephants at some point blundered and retreated off the board, setting the Seleucid attack plans way behind schedule. This let the Roman and Allied legions go on the offensive, attacking when and where they pleased while the Seleucids sorted themselves out. There were massive cavalry battles on the Seleucid left that were disastrous at first, then in a remarkable turn of events the Seleucids swept away the opposition on that flank. This was a good thing as in the center the Seleucids had very little go right for them this night. In the end there was still a lot of fighting left, but we felt that the Romans had the upper hand at this point and would probably prevail.

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