Great Battles of Caesar - Manual
Great Battles of Caesar - Manual
Manual
Copyright © 1998
Interactive Magic
Copyright Notice
Copyright © 1998 by Interactive Magic, Inc. All rights reserved.
The Great Battles of Caesar for Windows 95 is under license by Erudite Software,
Inc., from GMT Games and is based on the original board game The Great Battles of
Julius Caesar.
This manual and the computer programs on the accompanying CD-ROM are copy-
righted and contain proprietary information. No one may give or sell copies of this
manual or the accompanying CD or other works of Interactive Magic, Inc., to any
person or institution, except as provided for by written agreement with the copyright
holder. Disassembly, reverse compilation, and any other form of reverse engineering
of the programs on the CD are unauthorized. No one may copy, photocopy, repro-
duce, translate this manual, or reduce it to machine-readable form, in whole or in
part, without prior written consent of the copyright holder. Any person/persons repro-
ducing any portion of this program, in any media, for any reason, shall be guilty of
copyright violation and criminal liability as provided by law, and shall be subject to
civil liability at the discretion of the copyright holder.
Limited Warranty
Interactive Magic warrants that the CD-ROM on which the enclosed program is
recorded will be free from defects in materials and workmanship for a period of 60
days from the date of purchase. If within 60 days of purchase the CD proves defec-
tive in any way, you may return the CD to Interactive Magic, 215 Southport Drive,
Suite 1000, Morrisville, NC, 27560, and Interactive Magic will replace the disk free
of charge.
INTERACTIVE MAGIC MAKES NO OTHER WARRANTIES, EITHER
EXPRESS OR IMPLIED, WITH RESPECT TO THE CD OR THE SOFTWARE
PROGRAM RECORDED ON THE CD OR THE GAME DESCRIBED IN THIS
MANUAL, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY, OR
FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME
ARE SOLD “AS IS.” THE ENTIRE RISK AS TO THEIR QUALITY AND PER-
FORMANCE IS WITH THE BUYER. IN NO EVENT WILL INTERACTIVE
MAGIC BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSE-
QUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE CD, PRO-
GRAM, OR GAME EVEN IF INTERACTIVE MAGIC HAS BEEN ADVISED OF
THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW
THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABIL-
ITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE
LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
What to Do If You Have a Defective CD
Should you have a defective CD, please return the CD only (keep all other parts of
the game) to our Customer Support Department, along with a note describing the
problem you have encountered. A replacement CD will be provided upon our receipt
of the defective CD.
Always make sure to include your name, address, and daytime telephone number
with any correspondence.
Questions or Problems
If you have difficulties with this game and cannot find the solution in this booklet,
please call our Technical Support Line at (919) 461-0948, 9 a.m. to 9 p.m. EST Mon-
day through Friday, and a member of our support staff will assist you. We will be
best able to help you if you are at your computer when you call.
You can also obtain customer service online. We can be reached as follows:
Email: [email protected]
Web: http://www.imagicgames.com
Interactive Magic and the Interactive Magic logo are trademarks of Interactive
Magic, Inc. All other companies or products mentioned herein are the property of,
and may be trademarks of, their respective owners.
Contents
Introduction 9
Getting Started 11
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Modem Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Quickstart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Beginning a Game 19
Starting a New Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Loading a Saved Game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Starting a New Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Multiplayer Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Playing over a Local Area Network . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Playing over the Internet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Setting up Modem Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Player Chat. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
View Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Using the Interface 27
Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Menus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Contents
Game Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Leader Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Unit Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Map Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Window Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Help Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Landscape View Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Overview Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Status Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Running Commentary Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Playing the Game 37
Play Sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Elite Initiative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Sequence. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Game Length . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Game Scale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Leader Phases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Individual Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Group Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Momentum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Finishing Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Wounding or Killing a Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Moving Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Undo Last Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Reaction Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Orderly Withdrawal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Facing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Zone of Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Terrain Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Missile Volley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Shock Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
6
Great Battles of Caesar Manual
Cavalry Pursuit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Unit Advance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Unit Rout & Rally . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Rout Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Cohesion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Depletion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Army Withdrawal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Unit & Leader Details 61
Combat Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Barbarian Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Barbarian Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Chariots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Cohorts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Elephants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Heavy Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Heavy Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Lancers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Light Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Light Infantry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Medium Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Phalanx . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Roman Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Skirmishers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Unit Table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Leader Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Combat Tables 79
Shock Superiority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Initial Clash of Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Size Ratio Difference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Shock Combat Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Column Adjustments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
7
Contents
8
Introduction
The Great Battles of Caesar is the third volume in the Great Battles series. It
portrays the development of the Marian legion, as first envisioned by Scipio
Africanus, throughout the second century BC. Roman legions came face to
face during the Civil War between Caius Julius Caesar and Gnaeus
Pompeius Magnus (Pompey the Great), the war which sounded the death
knell for the Roman Republic.
Great Battles of Caesar uses the same system as the previous Great Battles
series, with rule changes and additions that reflect the advances in command
concepts and the more flexible use of the legion as the basic fighting
formation.
The Roman command system of this era was significantly changed from its
republican predecessor. Under the pressure of successive defeats at the
hands of Hannibal during the second Punic War, Rome began to embrace the
need for professional leaders such as Scipio Africanus. Prior to Scipio Afri-
canus, the army’s tactical doctrine was centered on the consular army using
three lines (hastati, principe, and triarii), each composed of multiple legions.
This created a two-tiered command system whereby the consul sent the three
lines into action through the legion tribunes.
Scipio Africanus began to change this doctrine by using a legion’s individual
cohorts as the tactical maneuver unit. These changes were established, dur-
ing the early Civil Wars, by Marius and Sulla. By the time of Caesar, in the
waning days of the Republic, the army had become a truly professional orga-
nization with long-serving veterans.
An ancient commander, like his modern counterpart, could only control a
limited number of maneuver units. The increase in maneuver units from
three lines to multiple legions necessitated the creation of an intermediate
command level to maintain effective control. This is reflected by the addi-
tion of section commanders.
Introduction
Livy credits Caesar with saying that one of the key innovations that placed
Pyrrhus in the highest ranks of military commanders was his use of the
defensive camp. Assuming this is true, the Romans took their most impor-
tant doctrinal innovation from another culture. The Romans were not origi-
nators, but they knew how to reverse-engineer. They adopted this technique
around 277 BC when Pyrrhus was in Sicily. It has been said that the legion-
ary soldier was actually an engineer trained as an infantryman. They cer-
tainly exhibited great skill in siege craft. A Roman camp was designed to
hold an entire consular army. At the conclusion of each day’s march the
army built a defensive camp to protect it from surprise attack, and to have a
nearby refuge should a battle go against them.
The consular army used infantry rather than cavalry as its shock arm. This
limited the mobility and speed with which force could be brought to bear on
the enemy. All the missile-armed troops were on foot and there was a nota-
ble absence of bow-armed units. The cavalry was there to protect the flanks
of the legion, not break the enemy army. The lackluster quality and doctrine
of Roman and allied cavalry made a consular army vulnerable to superior
shock cavalry penetrating its flanks and disrupting the legionary infantry.
The lack of mobility and of range of the Roman missile forces created
opportunities for horse-mounted archers, as occurred at Ruspina.
With some notable exceptions, Rome produced a series of political generals
whose only saving grace was their ability to implement the solid Roman
doctrine in a fairly consistent and competent manner. As long as the oppos-
ing army was not led by a military genius, the solid legionary soldier usually
prevailed. When a first-class general led the opposition, however, he was
usually able to exploit the organizational deficiencies inherent in the Roman
tactical system.
While not an overly difficult game to learn or understand, the Great Battles
of Caesar uses a tactical system that rewards those who know what their sol-
diers can do and know how to exploit the capabilities of even the worst of
them. Because warfare evolved from the previous era and became infinitely
more complex, the game rules reflect that increased complexity, albeit only
slightly. If you calmly blunder into battle with a “let’s see what happens
here” attitude, you will be carried home on your shield in a remarkably short
time.
Because of the unusual nature of warfare in this era as well as the specialized
capabilities of the various units, we suggest that players not familiar with the
Great Battles series begin with the “Quickstart” on page 14.
Remember: Watch your flanks.
10
Getting Started
System Requirements
To run the Great Battles of Caesar, you need the following minimum system
configuration:
• Pentium 90 MHz (Pentium 120 MHz or better recommended)
• 16 megabytes RAM (24 megabytes RAM recommended)
• 50 megabytes free hard disk space, plus space available for the Win-
dows swap file. The requirements are based on the amount of RAM
your machine has:
– 16 megabytes of RAM: 80 megabytes of swap space
– 24 megabytes of RAM: 75 megabytes of swap space
– 32 megabytes of RAM: 65 megabytes of swap space
NOTE: These amounts are upper limits and are only necessary when
playing the larger battles and when the animations are checked in the
preferences (see page 30).
• Windows 95
• SVGA or better video card
• Double-speed CD-ROM drive
• Mouse and driver
• Sound card
• Resolution of at least 600 by 800
Getting Started
Installation
You must install the Great Battles of Caesar on your hard drive. You cannot
play the game directly from the CD-ROM.
There are two options for installation: Normal and Full. Both installations
run the game well, but the more information you store on your hard drive,
the faster the game runs.
The Great Battles of Caesar is designed for Windows 95 and features an
AutoPlay-enabled CD-ROM. AutoPlay simplifies installation of multimedia
and gaming titles under Windows 95 by providing instant access to the most
common options for a particular problem. An installation menu is displayed
to guide you through the installation process.
If you prefer, you can install the Great Battles of Caesar manually. Select
the Start icon, then Settings, then Control Panel. In the Control Panel win-
dow, double-click the Add/Remove Programs icon.
In the Install/Uninstall window, click Install. Insert the game CD into the
CD-ROM drive.
Follow the instructions on the screen.
Modem Setup
To play multiplayer games via modem, make sure that your modem is
installed properly, then configure certain optional settings for optimum per-
formance. If necessary, connect and configure your modem following the
manufacturer’s instructions or the Windows 95 documentation.
Once you have configured your modem, you need to turn off data compres-
sion to ensure smooth play.
You can change these settings using the Control Panel.
NOTE: If you want to initiate a modem-based network game, you must
use the Control Panel to change these settings.
To change your data compression settings, follow these instructions:
1. Open the Control Panel.
To do this, click the Windows 95 Start button, then select Settings, then
Control Panel.
2. Double-click Modems to display the Modem Properties window.
3. Select the modem whose settings you want to change.
4. Click the Properties button to display the Properties window for the
selected modem.
12
Great Battles of Caesar Manual
NOTE: You can also display this window via the Great Battles of Caesar
modem dialing window.
5. Select the Connection tab.
6. Select the Advanced button.
7. Make sure that Compress data is not checked.
8. Select Hardware for flow control. The hardware control is usually the
default.
9. Select OK to return to the Properties window and apply the new
settings.
10. If the phone line quality is poor,
your modem may not be able to
establish a stable connection. If
this happens, reinstate the Use
error control check mark, but be
sure to disable (remove the check
mark for) data compression.
13
Getting Started
Quickstart
This Tutorial is to help players new to the Great Battles series begin playing
the game. It covers one round, or turn, of the battle of Ruspina, showing the
basics of unit movement and attack.
1. From the opening window, click Start Battle. The Choose Scenario
dialog box is displayed with a map showing all the battle sites.
2. Select Ruspina. A miniature map of the battlefield, and a brief
description of the battle is displayed below the map.
3. Click OK. The Choose Variant dialog box is displayed, giving the
option of playing the standard battle or the variant.
4. Leave the default standard battle and click OK. The scenario loads, and
the Leader Control dialog box is displayed.
5. In the Leader Control dialog box the Caesarian army is preset to Player
control. Click OK. The Army Rout Level dialog box is displayed.
Leave the settings as they are and click OK
6. The Elite Initiative dialog box is displayed. Select Cavalry Praefect II
and click OK. The battle of Ruspina begins.
The map opens with the Cavalry Praefect II and his troops centered in the
window, their flags raised and waving, and the leader’s command range
dimly highlighted (see page 38).
14
Great Battles of Caesar Manual
The status bar at the bottom of the screen has three parts:
• The left scroll (Flyby): When you pass the cursor over the Landscape
View map, the hex number and elevation is displayed. If there is a unit
occupying that hex, the following information is also displayed: the
unit’s name, type, troop quality (TQ), cohesion hits, size, and, if it has
missile capability, missile information.
• The middle scroll: This shows which leader is active, along with his
initiative rating and the number of command orders left/total.
• The right scroll: This shows which unit you have selected, along with
some of the unit information found in the flyby. Use this scroll to com-
pare a selected unit with an enemy unit’s rating in the flyby.
15
Getting Started
Tribunes
Tribunes are the legion commanders. They each have up to ten cohorts in
their group. Although the initiative of a tribune is only 2, they never fail
when attempting a group order, which is a reflection of the discipline and
training of the Roman army. Take advantage of this ability when a tribune
leader is active.
Group Orders
It is possible for a leader to order all the units in his group to perform the
same task, even when some of them are outside his command range.
There are several group orders:
• Group Move
• Group Retreat
• Group Attack
• Group Restore Cohesion
For further details see “Group Orders” on page 40
To perform a Group Attack:
1. Center the map on the active leader. Right-click on the Landscape
View map to display the pop-up menu.
2. Select Group Attack. All the units in the leader’s group move toward
the enemy and attempt to fire a missile volley and to shock attack. Red
arrows show where shock combat is to occur.
3. Finish the leader.
A leader that has attempted a group order is not eligible for momentum.
Section Commanders
There is only one section commander at Ruspina - J Caesar. Section com-
manders do not have a group of units under their command. They can give
individual orders to any unit within their command range.
When J Caesar is active use him to rally any routed units, to restore cohesion
or to move units to plug any gaps which may have developed in your line.
You may need to move him to bring units within his command range.
17
Getting Started
Rallying Units
Units which have been routed can be rallied.
1. Select a unit that has been routed.
2. Click the Rally button.
3. The Running Commentary box records the success or failure of the
attempt.
Restoring Cohesion
Units which have taken cohesion hits, can have 0-3 hits removed.
1. Select a unit which has taken hits.
2. Click the Restore Cohesion button.
3. The Running Commentary window records the number of hits restored
to the unit.
As the battle develops, notice how the Pompeian army moves and attacks.
Look for weaknesses in the formations and for units left by themselves.
When all of the leaders are finished, the first round of the game is over, and
the Game Overview dialog box is displayed. It shows the total results of the
battle at this point. These results are visible for both sides, so you can see
how many of your units are eliminated or terminally routed and how close
the enemy is to losing. Select Army Details to view individual unit results.
As the next round begins the Elite Initiative box appears. Click Yes if you
want J Caesar to be the first active leader.
This is not an easy battle to win in a straight fight. Try to protect your flanks
and to develop a line for the Numidians to smash themselves upon ...
18
Beginning a Game
The Great Battles of Caesar can be played by one person or by several peo-
ple over the Internet or any network that uses Winsock. You can play a bat-
tle, a campaign game, or a previously saved game.
We recommend that you close all other applications when playing the Great
Battles of Caesar.
To increase the speed of game play, we recommend that you turn off the ani-
mation options in the Preferences dialog box, under the Game menu. Regu-
lar removal of dead units from the battlefield, an option available under the
Unit menu, is also recommended.
Beginning a Game
2. From the battlefield map, select the battle you want to play:
– Vercellae (101 BC) see page 90
– Chaeronea (86 BC) see page 90
– Bibracte (58 BC) see page 91
– Sabis (57 BC) see page 91
– Dyrrachium (48 BC) see page 91
– Pharsalus (48 BC) see page 92
– Ruspina (46 BC) see page 92
– Thapsus (46 BC) see page 93
– Munda (45 BC) see page 93
20
Great Battles of Caesar Manual
4. Click OK. The Choose Variant dialog box is displayed. (See the
individual battle descriptions, starting on page 89 for details).
Highlight the variant you want, then click OK. The Leader Control
dialog box is displayed.
NOTE: Sabis and Munda do not have a variant.
5. Select the side or armies you want to
control and click OK. If you want to
play a multiplayer game on a single
computer (hotseat play), select Player
for both sides. The Army Rout Levels
and Deployment window is displayed.
21
Beginning a Game
22
Great Battles of Caesar Manual
Multiplayer Play
The battle scenarios of the Great Battles of Caesar can be played over the
Internet or on a local network with a TCP/IP stack or via modem.
23
Beginning a Game
3. Select the Internet TCP/IP connection type and click OK. The Choose
Game to Join dialog box is displayed.
4. Join a game or begin a new one:
a. To join a game, highlight Locate Remote Game, then click OK.
The Locate Session dialog box is displayed. Leave blank to search
for any games, or type in the IP address of the host computer
(server).
b. To begin a new game, highlight Create New Game and click OK.
The Session Name dialog box is displayed. Type the new game
name or leave the default, and click OK.
Follow steps 4–7 in “Playing over a Local Area Network” on page 23.
NOTE: The host should email or telephone the client players to let them
know the IP address. IP addresses usually change every time you log on, so
if you have to restart after disconnection, the host needs to inform everyone
of the new IP address.
24
Great Battles of Caesar Manual
Player Chat
The Player Chat box allows you to converse with other players while playing
a network game.
To use the Player Chat box:
1. Open a network (multiplayer) game. The Player Chat box is displayed
automatically.
2. Select one of the chat options (Friendly, Hostile, Custom) described
below.
3. Type your message on the message line and click Send. Your player
name and message are recorded in the message display.
The Player Chat box opens whenever a message is sent to you. Press Ctrl+A
to open and close the Player Chat box. The Show Chat option in the Window
menu also opens and closes the Player Chat box.
The message display shows all messages sent by you and to you.
Chat Options
• Friendly—Select this radio button to send messages to your allies.
• Hostile—Select this radio button to send messages (or insults) to your
enemies.
• Custom—Select this radio button then select a single player or a combi-
nation of players from the Players box. This allows you to converse with
a custom group.
View Tutorial
Click View Tutorial to display the online help for the Quickstart tutorial for
the battle of Pharsalus. An alternative tutorial, for the battle of Ruspina,
begins on page 14 of this manual.
Help
Click Help to access the online help file.
Exit
Click Exit to close the game and return to Windows 95.
25
Beginning a Game
26
Using the Interface
Toolbar
Close Game (Ctrl+Q)—Closes your current game
without exiting the application.
28
Great Battles of Caesar Manual
Menus
Game Menu
Close Battle(Ctrl+Q)—Closes your current game without exiting the
application.
Save (Ctrl+S)—If you have previously saved a game with the current battle,
this action updates that saved game file. If you have not yet saved the current
battle, see Save As below.
Save As—Displays the Save Game dialog box. To save a game, type a
description of the battle in the Description field. Whatever you type in the
Description field also is displayed in the File Name field, with .jc following
the name. You can change the file name if you want. If the name you type in
the Description field has already been used to save a game, a number is
added to the end of the file name.
There is a list of previously saved games. If you
want to overwrite a previously saved game, high-
light the one you want to use. Click OK to save
your game.
If you want to delete a previously saved game,
highlight the name and click Delete.
NOTE: You can only save a game at the end of a turn, when the Game
Overview box is displayed, or when you have a leader active. This is true
even when playing the campaign game; it can be saved only during a battle
scenario.
29
Using the Interface
Game Overview—The. Game Overview dialog box shows how your armies
are faring against the enemy. It displays the current statistics for both sides
and shows how many points are necessary for either army to withdraw
(lose). This dialog box also is displayed at the end of every game turn to
show updated statistics for both sides
Army Details: The Army Details dia-
log box gives you more detailed infor-
mation about the leaders and units
involved in the current battle, along
with the total army rout level, percent-
age of army rout, TQ routing, and rout
points eliminated.
Preferences—The Preferences dialog box
lets you toggle several features of the
game:
Movement: Shows units and leaders
moving over terrain.
Combat: Shows fighting between
units.
Sounds: Plays sounds of battle, such
as movement and trumpets, throughout the game.
Ambient Sounds: Plays background sounds not directly related to
battle.
Sound Volume slider: Changes the volume of battle and ambient
sounds.
Music: Plays music throughout the game.
Music Volume slider: Changes the volume of the music.
30
Great Battles of Caesar Manual
Leader Menu
Options on the Leader menu are grayed out when their function does not
apply.
Center on Leader—Centers the active Landscape View map on the active
leader.
Group Move—Moves a leader and all units under his command in
formation (see page 40).
Group Retreat—A leader and all his units retreat their full movement
allowance, toward the retreat edge of the map (see page 41).
Group Attack—Moves all units toward the enemy to shock attack (see
page 41).
Group Restore Cohesion—Attempts to restore cohesion to each unrouted
unit in a leader’s group (see page 42).
Finish Leader—Ends a leader’s orders phase (see page 43).
Unit Menu
Options on the Unit menu are grayed out when their function does not apply
to the selected unit.
Center on Unit—Centers the active map on the selected unit.
View Details—The Unit Details dialog box
displays the unit’s statistics.
Undo Last Action—Undoes the last unit
movement (see page 45).
Rally—Attempts to rally the selected unit
(see page 57).
31
Using the Interface
Map Menu
Options on the Map menu are grayed out when their function does not apply.
Open Map—Opens a new Landscape View map (see page 34).
Zoom In, Normal, and Zoom Out—Displays the active Landscape View
map zoomed in three different views.
Reverse View—Rotates the map 180 degrees.
Hide/Show Overview—Hides or shows the Overview map in the active
Landscape View map.
Hide/Show Hex Grid—Hides or shows the green grid outline on the active
Landscape View map.
Window Menu
Options on the Window menu are grayed
out when their function does not apply.
Tile Vertical, Tile Horizontal, and Cas-
cade—Vertical, horizontal, or cascade win-
dow display.
Arrange Icons—Arranges the minimized
icons at the bottom of the application.
Show/Hide Commentary (Ctrl+C)—Toggles the Running Commentary
window on and off.
32
Great Battles of Caesar Manual
Help Menu
About—Game development information.
Help on this battle—Gives background information for the current battle
scenario and the normal victory conditions.
Help—Opens the online help. The help file contains more detailed informa-
tion about the Great Battles of Caesar, additional game hints, a tutorial for
the battle of Pharsalus, and an extensive glossary of terms.
33
Using the Interface
Maps
Landscape View Map
The Landscape View map is the main playing area, from which you give
your orders and watch any ensuing conflict.
You can open more than one map of the battle you are playing. You can
rotate and zoom in and out of these maps to show different areas of the same
battlefield. These capabilities give you many different perspectives of the
battle and help you keep an eye on the other leaders’ units.
To open a Landscape View map, you can either select the Open Map button
or select Open Map from the Map menu. A Landscape View map opens,
centered on the active leader.
Each time a new leader is activated, the active map centers on that leader.
The command range of the active leader is highlighted, (see page 38). When
a unit or leader is selected, the display shows a brighter highlight where it is
possible to move that unit or leader.
Overview Map: The Overview map can be shown or hidden on each of the
Landscape View maps you have opened. You may find you need to move
the Overview map to select the hexes that are adjacent to it.
34
Great Battles of Caesar Manual
Toggle the hex grid using the Show/Hide Hex Grid buttons on the toolbar or
select Show/Hide Hex Grid from the Map menu.
Right-Clicking: Right-click on the Landscape View map to display a pop-
up menu from which you can:
• Center on Leader—Centers the active map on the active leader.
• Group Move—Moves a leader and all units in his group in formation.
• Group Retreat—Moves a leader and all units in his group their full
movement allowance toward the retreat edge of the map.
• Group Attack—Moves a leader and all units in his group forward to
shock attack the nearest enemy unit, if they can.
• Group Restore Cohesion—Attempts to restore cohesion to each
unrouted unit in a leader’s group.
• Finish Leader—Finishes the active leader’s turn.
For further details see Group Orders page 40
Changing Views: Use the zoom buttons in the toolbar (see page 27) to show
the battlefield in three different views: Zoom In, Normal, and Zoom Out.
The battlefield opens in Normal view. You can choose any view and change
it any time. During shock combat (page 52), the view zooms in so you can
see the fighting. It returns to the previously selected zoom after combat.
Use the Reverse View button in the toolbar to rotate the view 180 degrees.
This gives you another perspective of the battle and perhaps a better view of
the situation.
Scroll the map by moving the cursor near a window edge. A rotating, golden
arrow is displayed, and the view scrolls until it reaches the edge of the map
or until you move the cursor away from the window edge.
Cursor Changes: If the cursor changes to a sword while over an enemy
unit, it is possible to shock attack (page 52) that unit. When a unit can fire
missiles (see page 51) at an enemy and Missile Volley has been selected, the
cursor turns to an arrow, axe, bolt, javelin, or sling (as appropriate) when
over the enemy unit.
Overview Map
The Overview map shows the entire
battlefield in a small scrolled area; the
various units are represented by small
colored dots.
Clicking or Dragging: The rectangular viewfinder highlights the portion of
the map shown in the Landscape View map. The viewfinder can be moved
by clicking on the Overview map or by dragging it to the preferred position.
35
Using the Interface
Opening the Overview Map: Select either the Show/Hide Overview button
or select Show/Hide Overview from the Map menu. The Overview map is
displayed in the top right section of the Landscape View window. Only one
Overview map can be opened for each Landscape View map.
Moving the Overview Map: Pass the cursor over one of the scroll handles,
then click and drag the map to the preferred position.
Status Bar
The status bar is at the bottom of the screen and is divided into three parts:
• The left scroll (flyby): As the cursor passes over the interface, various
pieces of information are recorded in the flyby. When you pass the cur-
sor over the Landscape View map, the hex number and elevation is dis-
played, and if there is a unit occupying that hex, the following
information is also displayed: the unit’s name, type, troop quality (TQ),
cohesion hits, size, and, if it has missile capability, the type of missile,
missiles remaining, maximum number of missiles, and missile firing
range. For a listing of all unit details, see “Unit Table” on page 67.
• The middle scroll: This shows which leader is active, along with his
initiative rating and the number of command orders left/total. For a full
listing of leader details, see “Leader Table” on page 74.
• The right scroll: This shows which unit you have selected, along with
some of the unit information found in the flyby. Use this scroll to com-
pare a selected unit with an enemy unit’s rating in the flyby.
36
Playing the Game
Play Sequence
Elite Initiative
Caesar’s elite initiative simulates his ability to get his troops to perform
remarkable feats, often allowing him to extricate himself from unhealthy sit-
uations into which his somewhat unstable ego had put him. To reflect this
advantage in the game, Caesar is given three opportunities to be the first
leader to take an orders phase. This takes place through the Elite Initiative
dialog box. At the beginning of a battle (except where Caesar is not present),
you can activate either Caesar or one of his other leaders first when playing
the Caesarians. Each turn after that, you are asked whether you would like to
use elite initiative to activate Caesar first that turn. Elite initiative is allowed
three times (including the automatic first time) during a battle.
After you have used the three options for elite initiative, the leaders are
selected randomly. The higher a leader’s initiative, the better his chance is of
going first.
Sequence
When a leader is activated, he gives orders that allow units within his com-
mand range to move, missile volley, and shock attack. Momentum is than
attempted, which may give him another orders phase.
When all leaders have been activated and are finished, the game turn is con-
cluded. The Game Overview window is displayed.
Game Length
All battles are fought until one side withdraws, or until a certain number of
turns have passed, if that option was not unchecked in the Army Rout Levels
Playing the Game
and Deployment window (see “Starting a New Battle” on page 20). Roman
battles took longer to complete than those of just 150 or so years previously.
Participants had developed a wide variety of tactical systems to counter
those of their enemies. In addition, armor and protection was lighter and
more efficient, enabling soldiers to fight longer. The result of all this was a
sharp rise in casualties and battles lasting a great deal longer.
Each game turn represents, rather loosely, 15–20 minutes of real time.
Game Scale
In the Great Battles of Caesar, army unit size is representative and symbolic.
Each point of size represents approximately 100 infantry or cavalry. Thus a 5
size Cohort unit represents 500 men (historically a Cohort was 480 men).
The shape of a unit represents its frontage. A phalanx in full array had a
frontage of approximately 150 yards; therefore, it occupies two hexes. A
cavalry unit had a frontage of around 50 yards and occupies one hex.
Each hex is approximately 60–70 paces (yards) from side to side. For play
purposes, some of the simulated rivers are a little wider than their actual
counterparts.
Leaders
See the Leader Table on page 74 for details about individual leaders.
Centering: To center on the active leader in the Landscape View window,
select Center on Leader from the Leader menu, or right-click anywhere on
the Landscape View map and select Center on Leader from the pop-up
menu. The map centers on the leader. You can also select the Center Leader
button on the toolbar (see page 27).
Command Range: The leader command range is the dim, highlighted area
surrounding an active leader. The command range is normally the greatest
distance from a leader that a unit can be located and still receive an individ-
ual order.
A leader's command range is measured using an unobstructed path of hexes
equal to the range, not including the hex occupied by the leader. Normal ter-
rain penalties for going up or down levels apply (that is, if the range extends
up a level, it reduces the range from the leader by one hex). The command
range is obstructed by hexes occupied by enemy units, by terrain a leader
cannot cross or enter, and by enemy zones of control not occupied by a
friendly unit.
38
Great Battles of Caesar Manual
Group: A leader and the units which raise their nation’s flag when that
leader is activated, are in the same group.
Section Commanders: Section commanders do not have a group of units
under their command. They can give individual orders to any unit with their
command range.
Moving: Leaders have a nine-point movement allowance. In addition, they
perform an orderly withdrawal before any opposing unit. Leaders cannot
move next to enemy units, even routed ones.
To move a leader:
1. Select the leader.
2. Select the hex within the highlighted movement range to which you
want to move the leader. He moves to the new hex.
3. To confirm the placement of the leader, click on him again.
Leaders can be moved only once per orders phase and use one of their own
orders to do so. Leaders cannot order other leaders to move.
Leaders do not have—or need—any facing (see page 47).
Leader Phases
Each leader has three phases: inactive, active, and finished. All leaders start
the turn inactive, and become active in random order. When a leader
becomes active, he is capable of giving orders. When a leader has concluded
giving orders, his is finished.
Combat units can move and fight only when ordered to do so by their lead-
ers. Leaders issue orders in the orders phase. Leaders cannot issue any orders
or commands until they are activated. The momentum rule (see page 42)
gives an activated leader up to two additional orders phases per turn.
Each game turn starts with a leader being activated. The higher a leader’s
initiative, the better his chance of going first. Elite initiative (see page 37)
allows Caesar to be activated first on three occasions. Only inactive leaders
who have not been active in that turn are eligible for activation, with the
exception of the momentum rule.
A leader can be activated a maximum of three times in succession in a game
turn by gaining momentum for the last two times.
39
Playing the Game
Individual Orders
A leader can order any friendly combat units within his command range (see
page 38). A leader’s command range moves as he moves.
An individual order allows a unit to conduct movement, missile volley,
shock combat, remove 0–3 cohesion hits, or rally, as appropriate. In a single
orders phase, a leader issues a maximum number of command orders equal
to his initiative rating. A unit not in the leader’s group but within his com-
mand range may be ordered but uses up two command orders to perform one
of the previously described actions.
Section commanders are leaders who are not part of a group. They can give
an individual order to any unit within their command range, using only one
order to do so.
When a leader has issued all of the orders you want him to give (or that he
can give), finish the leader (see page 43). Units then engage in shock combat
during the ensuing shock segment. After shock combat has been completed,
that orders phase is finished.
A leader can move if he issues an individual order to himself, at the cost of
one command order.
A leader can issue a group order, which takes up all of his command orders,
but it allows him to command all units in his group simultaneously.
Group Orders
A group order may allow a leader to command more units than he could do
with individual orders. In addition, it enables him to order units beyond his
command range.
A leader and the units which raise their nation’s flag when that leader is acti-
vated, are in the same group.
A leader’s ability to complete a group order depends upon his initiative rat-
ing—the higher the rating, the better the leader’s chance of successfully
completing a group order.
Exceptions: Roman leaders are always successful at group order attempts,
because of their superior communications system. All leaders succeed when
attempting a group move.
Attempting a group order uses all of the leader’s command orders for that
turn, and he is ineligible for momentum. If the leader has already used one or
more orders, no group orders are available. If a unit in the leader’s group has
been ordered by another leader earlier in the turn, Group Move is not avail-
able.
Group orders do not affect routed units.
40
Great Battles of Caesar Manual
Group Move: A group move is usually performed near the start of the battle
to bring the leader and units into battle sooner. This also allows the leader to
retain his units’ initial formation.
When a leader orders a group move, once the units have finished moving,
any unit that is in an enemy unit’s zone of control fires a missile volley, if
applicable. It is also possible to designate shock combat when performing a
group move.
You can designate shock combat with a group move in two ways:
• When the hexes highlight and your cursor changes to a sword when
passed over an enemy unit, select that enemy unit to be shock attacked.
• When the hexes highlight, select the hex you want your leader to move
to, then, click on the enemy unit to be shock attacked.
NOTE: The advantage of designating shock after movement is that you
decide where to place your leader. If you use the first option, you have no
control over the positioning of your leader.
To order a group move:
When a leader has become active, select the Group Move button, right-click
anywhere on the open map and select Group Move from the pop-up menu, or
select Group Move from the Leader menu. Confirm the group command by
clicking OK. The Group move window is displayed. Check the “Do Not
Show This Again” box if you do not want it to appear again.
All available hexes into which the leader can move are highlighted. Select
the hex into which you want the leader to move. The group can change fac-
ing by rotating in the usual way (seeFacing on page 47).
The maximum distance a group can move is the movement allowance of the
slowest unit.
Group Attack: A leader can also order his units to go into attack mode. In
attack mode, a unit tries to find an enemy unit that it can shock attack.
To attempt a group attack:
When a leader has become active, select the Group Attack button, right-click
anywhere on the Landscape View map and select Group Attack from the
pop-up menu, or select Group Attack from the Leader menu. Confirm the
group command by clicking OK. The Group Attack window is displayed.
Check the “Do Not Show This Again” box if you do not want it to appear
again. The Running Commentary window displays the results.
Group Retreat: A leader can attempt to order all units in his command to
retreat. When successful, all of the leader’s units turn and move their entire
movement allowance toward the retreat edge of the map.
41
Playing the Game
Momentum
At the conclusion of the orders phase, a momentum check is made for the
currently active leader. If he passes, he undertakes another order phase. If he
fails, he is finished. The higher a leader’s initiative, the greater the chance
for achieving momentum.
The percentages used to calculate momentum are as follows:
First momentum check:
(leader initiative +1) x 8 = percent chance of getting a second orders
phase
Second momentum check:
(leader initiative +1) x 5 = percent chance of getting a third orders phase
After a leader’s third orders phase in a turn, he is automatically finished.
Momentum applies only to a leader who has just completed an orders phase.
A leader who was finished several phases ago does not attempt momentum.
A leader who has attempted a group order (see page 40) is not eligible for
momentum and is finished.
Dark Gray Flag: A unit with a dark gray flag indicates that the unit was
ordered in a previous orders phase during this turn. If the unit is ordered to
participate in a group order, it takes a cohesion hit (see Cohesion on
page 59). A unit cannot be ordered more than once per orders phase.
42
Great Battles of Caesar Manual
Finishing Leaders
Finishing a leader ends his orders phase and resolves any shock combat situ-
ations. When a leader attempts momentum and passes the momentum check,
the leader receives another orders phase. If he fails the check, he is finished,
and the next leader is activated.
To finish a leader:
Select Finish Leader from the Leader menu, right-click on the Landscape
View map and select Finish Leader from the pop-up menu, or click the Fin-
ish Leader button.
When all leaders are finished, the rout movement phase occurs (seeUnit
Rout & Rally on page 57).
Units
Refer to the Unit Table on page 67 for individual unit information.
Moving Units
Leaders can give individual orders to units within their command range (see
page 38). The leader and units that raise their nation’s flag when the leader is
activated, are in the same group.
43
Playing the Game
Orders: It costs the leader one command order to order a unit in his group. It
costs two command orders to order a unit not in his group. Section com-
manders, who are leaders who have no group, can order any unit within their
command range, at a cost of only one command order.
A leader’s initiative rating is the maximum number of command orders he
can give in an orders phase.
Moving: A unit’s movement allowance is the maximum that unit can move
in a phase.
To move a unit:
1. Select the unit. Its movement range is displayed as highlighted hexes.
2. Select the hex to which you want to move the unit.
3. To deselect the unit, click on it again or select the next unit.
To specify a route for a unit move it in increments.
When a unit moves adjacent to an enemy unit, the enemy unit has the oppor-
tunity to perform a missile volley, an orderly withdrawal, or to reface, if
applicable.
A unit can rotate as part of its movement allowance (see page 47).
Backward Movement: The backward move allows a unit to move back-
ward while maintaining its original facing. It is a useful defensive maneuver
and should not be confused with orderly withdrawal (page 46).
To perform a backward move:
1. In the Landscape View map, select a unit.
2. Select Backward Movement from the Unit menu or click the Backward
Movement button. The hexes that your unit can move to highlight.
3. Select the hex to which you want to move your unit.
Missiles: If a unit has missile capability, it can fire a missile volley (see
page 51) once per orders phase; before, during or after movement; and
before or after shock combat is designated.
Shock Combat: When the cursor turns to a sword while over an enemy unit,
it indicates that the selected unit(s) can attempt to perform shock combat
(see page 52) on that unit. Select the enemy unit to be attacked. The red
arrows indicating that shock combat has been designated appear and your
unit(s) moves adjacent to the enemy, if necessary.
When your unit moves adjacent to it, the enemy unit may perform an orderly
withdrawal (see page 46), if eligible.
A leader does not use a command order to designate shock combat if the unit
does not move or fire a missile volley during that orders phase.
44
Great Battles of Caesar Manual
Once a unit has completed movement and missile volley, assign shock com-
bat by clicking on an enemy unit or deselect the unit by clicking on it again.
Selecting another friendly unit also deselects the current unit.
NOTE: Once you deselect a unit or assign it to perform shock combat, you
cannot select it again that orders phase. Shock combat must be assigned
while the unit is selected.
NOTE: When a leader is successful in gaining momentum, the flag color
of the units that were ordered in the last orders phase changes to dark gray.
If a unit is moved or ordered to missile volley when it has been ordered
previously during the turn, it takes a cohesion hit.
Reaction Fire
Missile units can fire a volley in reaction to enemy movements into and out
of their zones of control.
Entry Reaction: Whenever a friendly unit enters the zone of control of an
enemy missile-capable unit, that missile unit fires a volley at the entering
unit. Effects from this missile volley occur immediately.
When a unit moves adjacent to a defending unit’s flank, the defending unit
may reface and fire a reaction volley. When a unit moves adjacent to a
45
Playing the Game
defending unit’s rear, it may temporarily reface, fire a reaction volley, then
return to its original facing.
This reaction refacing is dependent on a number of factors, including unit
type, distance moved by the enemy unit, and the defending unit’s TQ. In
general, light infantry, lancers, skirmishers, and light cavalry have a better
chance of refacing than do heavy infantry, heavy cavalry, and medium infan-
try. In the right situation, however, all units (except chariots, elephants, and
double-sized units) can reface when approached by an enemy.
Reaction fire requires that the missile units have sufficient missiles available
to volley. A unit cannot fire a reaction volley if it has no missiles.
Exception: Rampaging elephants and routed units do not draw reaction fire.
Orderly Withdrawal
During movement enemy cavalry approached by a non-cavalry unit and
leaders approached by any enemy unit can perform an orderly withdrawal.
Skirmishers can also perform orderly withdrawal—but only when con-
fronted by cohorts , heavy infantry for phalanxes.
When an enemy unit moves adjacent to a unit capable of orderly withdrawal,
the latter unit undergoes a TQ check. If the unit passes the TQ check, it per-
forms an orderly withdrawal, moving up to two hexes away from the enemy
unit. If it fails the TQ check, the unit stays in the hex.
The withdrawing unit maintains its original facing throughout withdrawal.
However, the unit does pay any of the usual cohesion penalties for move-
ment (see Terrain Effects page 49).
When the withdrawing unit is approached from a rear or flank hex, it suffers
a one-point cohesion penalty before withdrawing. Cavalry always suffers a
one-point cohesion hit when orderly withdrawing when approached by ele-
phants.
Exception: The penalty applies to skirmishers only when approached from
the rear—not from their flank.
A unit can be withdrawn an unlimited number of times during a game turn.
The penalties are cumulative, but no movement points are expended, and no
orders are needed.
When a withdrawing unit reaches its TQ rating in cohesion hits, it is routed.
A unit cannot withdraw into an enemy zone of control or into rough hexes.
Exception: Orderly withdrawal of calvary in the face of rampaging elephants
can take place at any time.
46
Great Battles of Caesar Manual
Facing
All units (except leaders,
who have no facing)
face into the vertex (cor-
ner) of the hex. The two
hexes to the front (three
for double-sized units)
are called the frontal
hexes; those to the side are called the flanks; and those behind, the rear. A
unit can move into a hex in front of it, or behind it, when using backward
movement.
A unit can only fire a missile volley at, and engage in shock combat with, an
opponent they are facing.
Rotate Units
For a single-hex unit to change its facing, it must rotate within its hex. It
costs one movement point for each vertex shifted. If a unit is double-sized,
one half pivots in the same hex, while the other half moves into a new hex.
Exceptions:
• Chariots, elephants and heavy cavalry pay two movement points per
vertex to change facing.
• Skirmishers pay one movement point for any number of changes of fac-
ing within one orders phase.
Although changing facing is movement, any such change in rough terrain
does not incur a cohesion penalty.
To rotate a unit:
1. Select the unit you want to rotate. Its movement range is highlighted.
2. Select Rotate Clockwise or Rotate Counterclockwise from the Unit
menu, or click the Rotate Clockwise or Rotate Counterclockwise
buttons (see page 27).
3. The unit turns and its new movement range is highlighted.
47
Playing the Game
Double-Sized Units
Double-sized units reflect formation and tactical use. Because of the nature
of the double-sized units, they have special rules:
• Pivoting: A double-sized unit can either go forward with both halves of
the unit entering new hexes, or one half of the unit can enter a hex while
the other half pivots in the space it occupies (in essence changing the
facing of the unit). Accomplish this latter movement by selecting Rotate
Clockwise or Rotate Counterclockwise from the Unit menu or the Rotate
Clockwise or Rotate Counterclockwise buttons.
• The About Face maneuver: At a cost of three movement points, a dou-
ble-sized unit can be refaced in the opposite direction (180 degrees) in
the same two hexes. There is no cohesion penalty for this maneuver, and
it can be performed at any time, even when part of the unit is in an
enemy zone of control or in rough terrain. Accomplish this movement
by selecting About Face from the Unit menu or the About Face button.
Zone of Control
The zone of control (ZOC) is those hexes over which a unit exerts control,
forcing enemy units to cease movement on entering. A zone of control does
not extend to hexes into which the unit exerting the control cannot move.
The zone of control depends upon the type of combat unit:
• Missile-armed foot skirmishers exert a zone of control into their front
and flank hexes—except when out of missiles, in which case they exert
a zone of control only into their frontal hexes.
• All other combat units exert a zone of control only into their front hexes.
• Routed units and leaders do not exert a zone of control.
All units stop moving when they enter an enemy zone of control except skir-
mishers which can move into and out of enemy zones of control during
movement.
Moving Out: A unit that begins an orders phase in an enemy zone of control
can move out, as long as there is a hex for it to move into (normal movement
restrictions apply, see page 43).
48
Great Battles of Caesar Manual
Terrain Effects
A unit expends movement points for each hex it enters. The number of
movement points expended this way depends upon the terrain type of the
hex. Most units pay extra movement points to move into a hex of different
elevation. Units also use movement points to change facing (see page 47).
Certain units receive a cohesion point penalty when they change elevation or
when they enter or change facing in terrain that is anything other than clear.
All cohesion penalties for movement (including advances after combat) and
facing changes are applied the instant they occur.
There are limitations on how many levels of elevation a unit can cross while
moving from one hex to another.
Cavalry (light or heavy) can never change more than one elevation level at a
time (for example, it cannot move directly from a level one hex to a level
three hex, or vice versa). All other units can change two elevation levels at a
time.
A moving unit must have enough movement points to pay the terrain cost of
entering a hex. If it doesn’t, it cannot enter that hex.
Terrain affects the shock combat results (see Terrain Adjustments on
page 86). Units in woods gain some protection from enemy missile fire.
Double-sized Units: When a double-sized unit moves and enters two hexes
of different terrain/elevation, it expends the terrain costs of the left-hand hex.
This applied to both movement and cohesion penalties.
Rough Terrain: This is any hex that costs one or more cohesion hits to
enter.
49
Playing the Game
Terrain types
Cohesion Penalties to enter/cross
Skirmishers
Elephants
MP cost
Chariots
Infantry
Cavalry
Leaders
to enter/
Terrain type cross
1 0 0 NA 0 0 0
2 1 0 NA 1 1 P
1 1 0 NA 2 1 P
1 1 1 NA 1 0 P
2 1 1 NA 2 P P
+1 1 1 NA 1 0 P
OS 2 2 2 NA 2 2 2
IS 1 1 1 NA 1 1 1
1 2 1 NA 2 P P
0 0 0 NA 0 0 0
Up +1 1 1 NA 1 0 1
Down +1 1 0 NA 0 0 1
Up +2 2 2 NA P P P
Down +1 2 2 NA P P P
50
Great Battles of Caesar Manual
Combat
There are two kinds of combat—missile volley and shock combat. Missile
volley occurs as part of (or instead of) movement and any damage is
assigned immediately. Shock combat is designated during the orders phase
but damage is assigned after the leader has been finished (see page 43). A
missile unit can participate in both types of combat during an orders phase.
The main reason for engaging a unit in battle is to inflict cohesion hits. This
weakens the opponent and makes it easier to reach the overall objective of
winning the battle.
Missile Volley
Units with missile capability can fire a missile volley. There are several
types of missile units: archers, artillery, axmen, javelinists and slingers.
A missile unit can fire a volley at any time before, during, or after move-
ment. Each unit, however, can volley only once during an orders phase.
Missile fire can occur as an order, as reaction fire, or during orderly with-
drawal (mounted archers only). A missile unit can fire a volley at any single
target unit that is within its missile range.
A unit can fire a reaction volley any number of times during an enemy order
phase as long as it has missiles remaining.
The following missile volley adjustments apply:
• When the target unit is elephants or chariots, it takes two cohesion hits
for every successful missile volley.
• All combat effects from missile volley are immediate and occur before
anything else.
Missile Range: A unit’s missile range extends from the unit’s frontal hexes
(see Facing, page 47).
The further away a target is, the less likely it is that the missiles will hit.
Missile Supply: Missile units can fire until they run out of missiles. Each
missile type has its availability levels:
• Artillery start each battle with 99 missiles.
• Axmen start each battle with two missiles.
• Javelinists start each battle with three missiles, except cohorts which
only have one.
• Slingers and archers start each battle with ten missiles.
51
Playing the Game
Shock Combat
The shock combat system relies on the interaction of the units’ weapon
types, armor protection, size, angle of attack, and TQ, to produce a single
result. While no factor is unimportant, pay special attention to the TQ.
To engage a unit in shock combat:
1. Click on the unit you want to use to initiate shock combat. The unit’s
movement range is highlighted.
2. When an enemy unit is in range, the mouse pointer changes to a sword
when you position it over the enemy unit. Click on the unit that you
want to engage in shock combat.
3. Your unit moves adjacent to the enemy unit and a red arrow is
displayed.
NOTE: For more control of the unit’s movement and from where it shock
attacks, move the unit in increments to the preferred position, then click on
the enemy unit you want as your primary target (see below).
4. When you have assigned all the units you want to assign (or can
assign), to perform shock combat, right-click on the map and select
Finish Leader, or select Finish Leader from the Leader menu or click
the Finish Leader button.
The units engage in combat and the results are displayed in the Overall Com-
bat Results dialog box. Details of the battle are viewable by double-clicking
on the battle name to display the Combat Results box.
52
Great Battles of Caesar Manual
53
Playing the Game
Combat Adjustment
The combat system uses the combat tables, beginning on page 79 to deter-
mine the outcome of a battle.
When the attacker is attacking with more than one unit, and such attack is
coming from more than one angle, the angle of attack most advantageous to
the attacker is used.
If there is more than one type of defending unit, the defender type is deter-
mined randomly.
Determine superiority: There are two factors influencing superiority:
• Position—The angle of attack.
• System—The weapons and armor.
The side that has the advantage is determined by comparing the position and
systems of the attacking unit with the defending unit and establishing
whether the attacker or defender is superior.
Conditions for superiority are determined as follows:
When a unit is attacking an enemy through its flank or rear, it is considered
attack superior to the defender.
54
Great Battles of Caesar Manual
Exceptions:
• Attacking skirmishers through their flanks does not produce superiority.
• Cavalry versus elephants (see “Elephants” on page 62).
• An attacking unit cannot gain superiority if it is in the zone of control of
any enemy unit (excluding skirmishers) other than the one it is attacking
and if that enemy unit is not being attacked by a another friendly unit.
When no superiority is attained from the relative positions of the units, the
weapon systems are compared to determine whether one is superior to the
other. This is determined using the information shown in “Shock Superior-
ity” on page 79.
Combat Resolution: The same unit used to determine superiority deter-
mines the base shock combat value shown in the Initial Clash of Swords
table on page 80.
Look up the base shock combat value column in the Shock Combat Results
table (see page 86) and adjust for size ratio difference (see page 85) and ter-
rain. This shows the range of possible outcomes.
The results from the Shock Combat Results table (see page 86) are distrib-
uted as cohesion hits for both attacker and defender. The number in paren-
theses is for the defender.
When the attacker is superior, the defender’s result is doubled. When the
defender is superior, the attacker’s result is tripled. When more than one unit
on the same side was involved in that combat, cohesion hits are distributed.
The Push of Shields or Breakthrough: When shock combat has been
resolved, any unit that has three or more times the number of cohesion hits
than any other enemy unit during combat takes two additional cohesion hits.
The Collapse: Units which have been routed now proceed to the unit rout
and rally stage. Chariots are eliminated and Elephants rampage.
When all battles are completed, the Overall
Combat Results window is displayed with a
list of all the battles fought. Click on a battle
to center the map where that combat took
place. Double-click on the battle to view the
Combat Results dialog box, which shows the
current status of the units involved in the com-
bat.
NOTE: To toggle the Overall Combat
Results dialog on or off, select Preferences in
the Game menu and check or uncheck the Overall Combat Results Dialog
option.
55
Playing the Game
The current hits listed in the Combat Results box are cohesion hits which
have just been received in the battle. The total hits reflect the unit’s overall
total hit allocation at this time. Units which have been routed are denoted by
an asterisk.
Cavalry Pursuit
If a unit is routed by an attacking cavalry unit in shock combat, the victori-
ous cavalry unit can pursue. If more than one cavalry unit causes the rout,
only one of them can pursue.
The victorious cavalry unit can pursue the routing unit off the map. There is
a 40 percent chance that the pursuing unit returns to the battle in subsequent
rounds. When the cavalry unit does return, it is in berserk mode. You can no
longer control the cavalry unit, and during each turn, a “ghost phase” is
given to all berserk units to combat enemy units.
Exceptions:
• If the defending unit is eliminated because it cannot complete its rout,
there is no pursuit.
• If a unit shock attacks two units and only one is routed, there is no pur-
suit.
When a cavalry unit pursues a routed unit, it follows using the same path.
The cavalry unit stops when it moves adjacent to the routed unit or when it
enters an enemy zone of control. When the cavalry unit is adjacent to the
routed unit and not in an enemy zone of control, it undergoes a TQ check to
see whether it attacks again. If successful, the routed unit undergoes a TQ
check to see whether it is eliminated.
If the routed unit is a foot unit, the pursuit stops at this point. If the routed
unit is a cavalry unit, it now moves off the map, with the pursuing cavalry
following (although the pursuing cavalry stops if it enters an enemy zone of
control).
56
Great Battles of Caesar Manual
Unit Advance
After shock combat, attacking units that can advance into hexes vacated by
routed enemy units do so. All advancing units are assigned cohesion penal-
ties when entering rough terrain.
Exception: If a unit causes an enemy to vacate a hex because of the Charge
(see page 53 ) and is in an enemy zone of control at the time, it cannot
advance.
If there is more than one attacking unit, the unit that has superiority (if any)
advances. If there is no such unit, the one with the highest TQ advances. If
there is a tie in TQ, the advance is random.
There is no advance after missile fire alone, regardless of what the target unit
does.
57
Playing the Game
A unit that either moves off the map or cannot complete its rout movement
because of the presence of enemy units or impassable terrain is either routed
terminally or eliminated.
If a unit is shock attacked or receives a hit from missile volley while routing,
it is eliminated.
Routing units may move through friendly units, but they may not end rout
movement in the same hex as a friendly unit. The routing unit moves
through instead.
A unit that has had a routed unit pass through suffers an immediate one-point
cohesion penalty.
Routed skirmishers lose their unique capabilities and are treated like any
other unit. Routed artillery and chariots are eliminated and elephants ram-
page! (See “Elephants” on page 62.)
Restrictions on routed units:
• Routed units retain their size and movement allowance.
• Routed missile-armed infantry units automatically have no missiles.
• Routed, moving units do not incur movement/terrain cohesion hits.
• Routed units may not receive or use orders or commands, other than to
rally.
• Routed units use normal movement rules, except that they may not enter
enemy zones of control unoccupied by friendly units.
Rallying Units: Any leader may attempt a rally if the routed unit is within
his command range (see page 38).
Exception: Gallic leaders may only attempt to rally units within two hexes of
them.
To attempt to rally a routed unit:
Select the routed unit, select Rally from the Unit menu or click the Rally
Unit button. The higher the leader's initiative, the better the chance to rally
the unit. If the unit is rallied, a number of cohesion hits are removed.
Rallied units may not receive or use orders until the next game turn. Missile
units still have no missiles.
Terminal Rout: If the attempt to rally the unit fails, the unit goes into a ter-
minal rout and heads straight off the map. In essence, they have thrown
down all their armor and weapons and run away. For victory purposes, they
are eliminated.
58
Great Battles of Caesar Manual
Rout Points
A unit’s rout points are equal to its troop quality (TQ), with the following
exceptions:
• All skirmisher units are worth one rout point.
• Elephants and chariots are worth two rout points.
• Phalanxes are worth twice their TQ rating. Therefore, a phalanx with a
TQ of seven is worth 14 RPs.
• Leaders are worth five times their initiative rating.
When both sides exceed their rout point level at the end of the same turn, the
player with the least number of rout points above that level wins.
Cohesion
Cohesion is a measure of how organized and effective a unit is at any point
during the battle. It is represented in the game by TQ and cohesion hits.
Cohesion hits are a measure of how much disorganization or damage a unit
has sustained during the battle. When a unit’s cohesion hits equal or exceed
its TQ rating, the unit is routed.
Cohesion hits do not affect a unit’s combat strength or capabilities in any
way, except to show how close it is getting to falling apart. Therefore, a unit
with a TQ of six and four cohesion hits has the same combat effect as one
with no hits. It is just closer to being routed.
TQ Check: Each unit has a TQ, rated from one to nine (based on their his-
torical capabilities), with nine being the best rating. Whenever a TQ check is
made, a number from 0–9 is selected; if the number is equal to or lower than
the unit’s TQ, the unit passes the check.
The consequences of failing a TQ check vary, depending on the action that is
being undertaken.
NOTE: This does mean that the few elite units with TQ ratings of nine
never fail TQ checks.
Hits from Combat: When there are multiple units involved in a single com-
bat resolution, hits are divided among those units. After shock combat, all
units that are within one cohesion hit of being routed and are in an enemy
zone of control must pass a TQ check. If the unit fails the TQ check, it is
routed.
Recovery: During an orders phase, any unrouted unit with cohesion hits can
remove zero to three cohesion hits if given an order to do so. When the unit
is in an enemy zone of control, adjacent to an enemy unit, or within range of
any enemy missile unit, it is more difficult to regain any cohesion.
59
Playing the Game
To attempt to restore cohesion, select the unit, then click on the Restore
Cohesion button or select Restore Cohesion from the Unit menu.
Group Restore Cohesion: It is possible for a leader to try to instruct all the
units in his group to attempt to restore cohesion. As with all group orders
(see page 40), this uses all the leader’s orders for that orders phase, and they
do not attempt momentum. Roman leaders always succeed in their attempt.
Depletion
Depletion reflects the loss of men in shock combat. Any time a unit that has
been routed is rallied, it becomes depleted. In some scenarios, certain units
start the battle depleted. Units that are already depleted do not suffer addi-
tional depletions.
For the affects of depletion on combat see “Column Adjustments” on
page 86.
Depletion decreases the chance of a unit causing hits with missile volley.
Reinforcements
During several of the battles, reinforcements arrive. There is a chance of the
extra units appearing at the beginning of any turn.
When units are already occupying the destination hexes of reinforcement
units, they do not appear until the hexes are free at the beginning of a turn.
Reinforcements appear at an edge of the map, and a notification is displayed
in the Running Commentary. When their leader is activated, they can be
moved as usual.
Army Withdrawal
To win a battle, you must cause the enemy to accumulate a certain number of
rout points within the number of game turns allowed (see Battle Scenarios &
Victory Conditions starting on page 89 for further details). The rout level is
calculated from the terminally routed units and eliminated units. These lev-
els differ for every battle and can be adjusted in the Army Rout Level dialog
box (see page 21) to vary the battle’s difficulty.
60
Unit & Leader Details
Combat Units
Combat units come in two sizes: square (single) and rectangular (double-
size). Each combat unit is a specific type, depending on its weaponry and
armor/protection. All combat units are rated numerically for their TQ, size,
and movement allowance. Units that are capable of firing missiles are also
noted: archers, artillery, axmen, javelinists and slingers.
Artillery
By the first century BC, the use of field artillery had become commonplace.
Although Caesar mentions their use only in passing, other sources show that
each legion usually traveled with an accompaniment of scorpiones, catapulta
or ballista. Essentially they were simply giant crossbows, firing bolts.
The crews are treated as light infantry if attacked or attacking. Artillery that
has been routed is eliminated.
Barbarian Cavalry
Barbarian cavalry had some, but not a lot of, body armor, light shields, and,
perhaps a lance or sword. Armed in a manner similar to lancers, they are
treated as a separate class due to their bigger horses and overall aggression
and ferocity, which made them superior to almost all other cavalry of the era.
In the Great Battles of Caesar, these are the vaunted and feared Germans.
Barbarian Infantry
Barbarian infantry is a form of medium infantry, remarkably aggressive but
tactically dense tribesmen. They fought with huge swords, minimal body
armor, but lots of courage ... the latter usually good for one charge only.
They could, when led and used correctly, be extremely effective (and fright-
ening); far too often, they were just an unruly mob that disintegrated when
faced with superior organization and discipline.
Unit & Leader Details
Chariots
Chariots were greatly favored by the eastern armies, who had great, flat
expanses over which to use them. Because they had fixed axles and no sus-
pension, however, they were extremely difficult to maneuver. The Greek
versions - scythed, of course - seem to have been the pride and joy of the
army. That they were virtually useless in the rocky hills and uneven terrain
of Greece seems not to have occurred to Mithridates’ military advisors. At
Chaeronea, despite initiating the festivities, Archelaeus’ wheeled wonders
appear to have been a nonevent.
Chariots operate under the following movement and terrain restrictions:
• Chariots pay a two-point cohesion hit cost for changing facing.
• Chariots cannot:
– Enter rough terrain.
– Move up or down more than one level in any one phase.
Any unit shock attacked by a chariot unit has one point added to its TQ
check prior to the attack. Chariots can ignore any pre-shock combat TQ
checks when undertaking a moving shock attack that covers four or more
hexes. Routed chariots are eliminated.
Cohorts
Under the reforms attributed to Marius, the legion shed its three-line, hastati,
principes, and triarii differentiation. They were homogenized into cohorts,
each with the same weapons and armor. A cohort was an organization akin
to the modern battalion consisting of 480 men. It was composed of three
maniples of 160 men each. Each maniple consisted of two centuries of 80
men each. These are “paper strength” only because, during the war, cohorts
were frequently well below this strength. The use of the cohort as the basic
battlefield unit gave the Roman army remarkable flexibility. Because every
soldier was armed the same, superiority in battle resulted not from weapons
but from training and experience.
Elephants
The era of the war elephant as a key tactical weapon system had passed.
They make their last appearance in classical history during Caesar’s African
campaign, at Thapsus, where they played a decisive role in the outcome ...
destroying their own army and setting it to rout before Caesar’s cohorts
could reach the front lines. By this time, the Romans had become quite adept
at dealing with these behemoths, reducing their effectiveness to an historical
footnote.
62
Great Battles of Caesar Manual
63
Unit & Leader Details
Heavy Cavalry
The Greek cataphract heavy cavalry was almost fully covered with scale-
metal armor, both horse and rider. The Mideast had a great number of these
units. They could be devastating if they could gain impetus for a full-scale
attack. Individual cavalrymen, however, were slow and maneuvered with
difficulty.
Cataphract heavy cavalry units have the following special capabilities and
restrictions:
• They pay two movement points per vertex to change facing.
• Missiles are less likely to inflict cohesion hits.
• When defending, there is a two column adjustment to the left in the
Shock Combat Results table (see page 86).
Heavy Infantry
Heavy infantry was usually protected by a helmet, breastplate and, perhaps,
leg armor. They carried a shield and short sword, as well as a seven-foot
spear. This amounts to over thirty pounds of uncomfortable equipment. They
usually fought in densely packed formations that restricted mobility.
Lancers
Lancers are light cavalry units trained to use lances for attack. They have no
missile capability (a simplification for game purposes). It is somewhat spec-
ulative to comprehend how they used lances effectively without the presence
of stirrups to anchor them to their mounts, but they obviously did so. Many
of these units were recruited from Gaul and incorporated into Roman legions
as auxiliary units.
Light Cavalry
Light cavalry were essentially mounted javelinists from north Africa and
archers from the eastern Mediterranean and Asiatic provinces. Their speed
and mobility was a great advantage as demonstrated by the effectiveness of
the Numidian light cavalry at Ruspina.
The Numidian light cavalry leaders at Ruspina, to reflect the advantage they
had over the cohorts, have a greater chance of successfully achieving
momentum during the first round of the battle.
64
Great Battles of Caesar Manual
Light Infantry
Light infantry wore little or no body armor and usually carried a spear and
perhaps a light shield and sword. Most light infantry had missile capability.
Light infantry differ from skirmishers in that light infantry fought in forma-
tion and were trained for some shock combat. This class includes the antes-
ignani which were units raised by the Romans to operate with their cavalry
units as a combined-arms task force.
Phalanxes, cohorts and heavy infantry that are attacked frontally by light
infantry do not have to undergo a TQ check prior to shock combat.
The Gallic archers had developed a better bow than that used in the Mediter-
ranean. Gallic archers, therefore, have a greater chance of hitting a target
than other archers.
Medium Infantry
Medium infantry, while not as well-equipped as their heavier counterparts,
usually had swords and some body protection that was superior in effective-
ness to that worn by light infantry.
Phalanx
The phalanx was a formation of shoulder-to-shoulder hoplites used in Greek
warfare since around the seventh century BC and perfected by the Mace-
donians. By the era of Roman ascendancy, the phalanx had reached the
zenith of its development. The front ranks now used a shortened, nine-foot
spear, while the fifth rank used an immense 21-footer, with the lengths of the
sarissa of intervening ranks having corresponding lengths.
After a non-phalanx unit moves and shock attacks a phalanx frontally, the
unit going against the phalanx has its effectiveness drastically reduced. This
applies only to moving attacks, not to attacks in which the attacking unit
started adjacent to the phalanx unit and stayed in that hex to shock.
Roman Cavalry
In terms of weapons and armament, the Roman cavalry was more like heavy
cavalry than light because they copied much from the Greek era. Unfortu-
nately, they were neither trained in, nor especially adept at, shock combat.
By the late Republic, cavalry is not attached specifically to a legion. The
Romans simply hired cavalry contingents as they were needed, mainly from
the Gauls and Germans. Any cavalry which was armed, trained and led by
the Romans, is termed Roman Cavalry.
65
Unit & Leader Details
Skirmishers
Skirmishers were intended to harass and annoy the approaching enemy and
present a screen behind which movement could be concealed. Their mobility
allowed them to outrun their more weighty opponents, a move that was their
best bet for survival. They rarely—if ever—shock attacked because they had
no weapons with which to do so. They were deployed in dispersed, amor-
phous formations which gave great maneuverability.
Special Rules:
• Skirmishers can only perform shock combat upon chariots and routed
units.
• All non-skirmisher units engaging in shock attack against skirmisher
units do not have to undergo the TQ check prior to attack.
• Skirmishers can perform an orderly withdrawal before heavy infantry
cohorts and phalanxes.
• When performing orderly withdrawal, skirmishers only suffer a cohe-
sion penalty when approached from the rear.
66
Great Battles of Caesar Manual
Unit Table
In the Units table that follows, the following abbreviations are used:
• S—Size
• TQ—Troop Quality
• MA—Movement Allowance
• MS—Missile
Ar—Archer; Ax—Ax; Bo—Bolt; Ja—Javelin; Sl—Sling
• R—Range
Army Name S TQ MA MS R Type
Caesarian III Veteran 1 5 8 5 Ja 1 Cohort
V Veteran 1 5 8 5 Ja 1 Cohort
VI Veteran 1 5 8 5 Ja 1 Cohort
IX Veteran 1 5 8 5 Ja 1 Cohort
X Veteran 1 5 8 5 Ja 1 Cohort
XI Veteran 1 5 8 5 Ja 1 Cohort
XI Veteran 2-5 5 7 5 Ja 1 Cohort
67
Unit & Leader Details
XV Veteran 1 5 7 5 Ja 1 Cohort
Ballista 1 2 2 Bo 7 Artillery
68
Great Battles of Caesar Manual
69
Unit & Leader Details
X Veteran 1 5 8 5 Ja 1 Cohort
70
Great Battles of Caesar Manual
L Veteran 1 5 7 5 Ja 1 Cohort
Lacedaemon 1 1 4 5 Ar 4 Skirmisher
71
Unit & Leader Details
V Veteran 1 5 8 5 Ja 1 Cohort
VI Veteran 1 5 8 5 Ja 1 Cohort
72
Great Battles of Caesar Manual
X Veteran 1 5 8 5 Ja 1 Cohort
73
Unit & Leader Details
Leader Table
Elite Commander: Caesar has the ability to usurp the standard initiative-
based orders phase sequence. See “Elite Initiative” on page 37.
The columns in the Leaders table are as follows:
Initiative: Denotes a leader’s basic ability to control forces and make rapid
decisions. Initiative determines the order of leader activation and the chances
of that leader being able to use momentum. It also defines the number of
orders that a leader can issue per orders phase. The higher the rating, the bet-
ter the leader.
Command Range: Denotes a leader’s overall presence on the battlefield as
well as the effectiveness of his abilities; also lists the range in hexes over
which that leader can exert his initiative.
Movement Allowance: The number of movement points a leader can
expend in a phase. The movement allowance for all leaders is nine. They
never suffer cohesion hits for any kind of movement.
C Rebilus 4 6 9
Cavalry Praefect I 3 4 9
Cavalry Praefect II 3 4 9
F Maximus 5 6 9
Gn Domitius 4 5 9
J Caesar 6 9 9
King Bogud 4 7 9
Labienus 4 6 9
Legates 4 6 9
M Antonius 5 6 9
P Considius 4 6 9
P Sulla 4 5 9
Q Pedius 5 6 9
74
Great Battles of Caesar Manual
Atrebates Chief 2 5 4 9
Boii Chief 1 4 4 9
Beorix 5 10 9
Cavalry Commander 1 4 10 9
Cavalry Commander 2 4 2 9
Cavalry Commander 2 4 10 9
Cavalry Commander 3 4 10 9
Chief 1 5 10 9
Chief 2 5 10 9
Chief 3 5 10 9
Chief 4 5 10 9
Chief 5 5 10 9
Helvetii Chief 1 4 4 9
Helvetii Chief 2 4 4 9
Helvetii Chief 3 3 4 9
Nervii Chief 1 5 4 9
Nervii Chief 2 5 4 9
Tulingi Chief 1 4 4 9
Veromandui Chief 1 5 4 9
Veromandui Chief 2 5 4 9
Greek Archelaeus 5 5 9
Archon 3 4 9
Aristion 4 3 9
Buphus 4 2 9
Diogenes 5 3 9
75
Unit & Leader Details
Metrophranes 4 3 9
Taxiles 5 4 9
A Labienus (Cavalry) 5 7 9
A Varus 4 6 9
Auxilia (Pompeian) 2 4 9
C Lentulus 3 4 9
C M Scipio 4 4 9
C Piso (Cavalry) 3 4 9
Cilician Tribune 2 4 9
Cretan Tribune 2 4 9
D Ahenobarbus 5 5 9
Galician Tribune 2 4 9
Gnaeus Pompeius 5 7 9
L Afranius 4 5 9
M Petreius 4 6 9
M Petreius (Cavalry) 4 4 9
Macedonian Tribune A 2 4 9
Macedonian Tribune B 2 4 9
Pacideius 1 (Cavalry) 3 5 9
Pacideius 2 (Cavalry) 3 5 9
Pompey 6 6 9
Scipio 5 5 9
Sextus Pompeius 4 5 9
Spanish Tribune A 2 4 9
Spanish Tribune B 2 4 9
Spanish Tribune C 2 4 9
76
Great Battles of Caesar Manual
Roman Auxilia 2 4 9
Catulus 4 5 9
Cavalry Praefect 1 3 4 9
Cavalry Praefect II 3 4 9
Galician Tribune 2 4 9
Marius 6 7 9
Murena 4 5 9
Sulla 5 6 9
77
Unit & Leader Details
78
Combat Tables
The tables and figures needed to calculate shock combat results have been
integrated into the Great Battles of Caesar combat system. These numbers
and all shock combat results are automatically calculated, but this section
includes the instructions and charts for manual calculations to allow you to
become familiar with the data. Knowing how the charts work together to
determine size ratio differences, shock superiority, and combat results help
you use your units more effectively when engaging in shock combat (see
page 52).
Shock Superiority
Use the shock superiority table only if there is no positional superiority (see
“Shock Combat” on page 52.
In the Shock Superiority table, the following abbreviations are used:
• BC—Barbarian Cavalry • BI—Barbarian Infantry
• CH—Chariot • Con CO—Conscript Cohort
• EL—Elephant • HC—Heavy Cavalry
• HI—Heavy Infantry • LC—Light Cavalry
• LI—Light Infantry/Artillery • LN—Lancer
• MI—Medium Infantry • PH—Phalanx
• RC—Roman Cavalry • Rec CO—Recruit Cohort
• SK—Skirmisher • Vet CO—Veteran Cohort
Using the following rules, determine which unit, if any, has superiority:
• Always read down the attacker column.
• Use available weapons system most advantageous to each player.
Combat Tables
• DS*: If the combat unit has missile capability and has no missiles, then
it is not DS (defender superior)
• —: No superiority; cohesion hits normal for both sides.
• Regardless of weapons/armor type, any unit that attacks an enemy
through its rear or flank is attacker superior.
Exceptions: Cavalry attacking elephant, and skirmishers being attacked
through their flank.
Attacker
Defender
BI — — — — — — — — DS — — — — DS —
Con DS — — — DS — AS — — DS* — AS — — AS
CO
EL — — — — — — — — — — — — — — —
CH — — — — — — — AS — — — — — AS —
HC — — AS — AS — — — — — — — DS DS —
HI — — — — — — — DS — DS — — DS DS AS
LC AS — AS — AS AS — — — AS — — AS — —
LI — AS — — — — AS DS* — — — AS — — AS
LN — — AS — AS AS — — — — — — — DS —
MI — — — — — — — DS* — — — — DS DS —
Rec — — — — — — — DS — — — — DS* DS AS
CO
RC AS — AS — AS — — — — — — — — DS —
SK AS AS AS AS AS AS AS AS AS AS AS AS AS — AS
Vet DS — — — — — — DS DS — — — DS DS —
CO
80
Initial Clash of Swords
Attacker
Defender
Orientation
PH Front 6 8 7 5 5 4 1 5 5 5 4 3 5 4 6
Flank 13 13 12 10 10 9 6 10 10 10 9 8 10 9 11
Rear 13 13 13 12 12 10 7 11 11 11 11 9 12 10 12
MI Front 9 10 9 7 8 7 3 7 7 7 6 5 7 6 8
Flank 13 13 11 10 10 9 5 8 8 8 7 6 10 9 10
Rear 13 13 12 12 13 10 7 10 10 10 9 7 12 11 12
BI Front 6 10 9 6 7 7 1 5 5 5 4 3 6 7 7
Flank 13 13 11 10 10 7 6 10 10 10 9 8 10 9 11
Rear 13 13 12 12 13 9 7 11 11 11 11 9 12 10 12
LI Front 11 11 10 8 10 10 5 8 8 8 7 6 8 7 9
Flank 13 12 10 8 10 10 5 8 8 8 7 6 8 7 9
Rear 13 13 12 10 12 10 6 10 8 8 8 6 10 9 11
81
Great Battles of Caesar Manual
Initial Clash of Swords (continued)
82
Attacker
CO CO CO
Defender
Orientation
SK Front 13 13 13 11 12 6 7 11 11 11 10 9 11 10 12
Flank 13 13 13 11 13 7 7 11 11 11 10 9 11 10 12
Rear 13 13 13 11 13 8 7 11 11 11 11 9 11 10 12
HC Front 11 11 9 7 7 6 3 7 7 7 6 5 7 6 8
Flank 13 12 10 8 9 7 4 8 8 8 7 6 8 7 9
Rear 13 13 11 9 11 8 5 9 9 9 8 7 9 8 10
RC Front 11 11 9 7 7 6 3 7 7 7 6 5 7 6 8
Flank 13 12 10 8 9 7 4 8 8 8 7 6 8 7 9
Rear 13 13 11 9 11 8 5 9 9 9 8 7 9 8 10
BC Front 11 11 9 7 7 6 3 7 7 7 6 5 7 6 8
Flank 13 12 10 8 9 7 4 8 8 8 7 6 8 7 9
Rear 13 13 11 9 11 8 5 9 9 9 8 7 9 8 10
LN Front 11 13 11 9 9 8 5 9 9 9 8 7 9 8 10
Flank 13 13 11 9 10 8 5 9 9 9 8 7 9 8 10
Rear 13 13 12 10 11 9 6 10 10 10 9 8 10 9 11
Initial Clash of Swords (continued)
Attacker
Defender
Orientation
LC Front 13 13 11 9 10 8 5 9 9 9 8 7 9 8 10
Flank 13 13 11 10 11 8 5 9 9 9 8 7 10 8 10
Rear 13 13 12 11 12 9 6 10 10 10 9 8 11 9 11
EL Front 7 8 4 3 1 1 1 NA NA NA NA NA 3 1 3
Flank 7 11 9 7 5 6 3 7 7 7 6 5 7 6 8
Rear 7 13 12 11 7 9 6 10 10 10 10 8 11 9 11
CH Front 8 7 5 3 3 2 1 3 3 3 2 1 3 2 4
Flank 13 13 13 11 11 10 7 3 3 3 9 9 11 10 12
Rear 13 13 13 13 13 10 7 3 3 3 9 9 13 10 12
Vet Front 7 9 8 6 7 5 2 6 6 6 5 4 6 5 7
CO
Flank 8
Rear 13 13 13 12 11 10 7 11 11 11 11 9 12 10 12
Rec Front 9 10 9 7 8 6 3 7 7 7 6 5 7 6 8
CO
Flank 13 13 11 10 10 9 5 8 8 8 7 6 10 9 10
Rear 13 13 12 12 13 11 7 10 10 10 9 7 12 11 12
83
Great Battles of Caesar Manual
Initial Clash of Swords (continued)
84
Attacker
CO CO CO
Defender
Orientation
Con Front 11 11 8 10 7 5 8 8 8 7 6 8 7 9
CO
Flank 13 12 10 8 10 7 5 8 8 8 7 6 8 7 9
Rear 13 13 12 10 12 9 6 10 8 8 8 6 10 9 11
Great Battles of Caesar Manual
Attacker’s Size
1 2 3 4 5 6 7 8 9 10
1 0 1R 2R 3R 4R 5R 6R 7R 8R 9R
2 1L 0 0 1R 1R 2R 2R 3R 3R 4R
3 2L 1L 0 0 0 1R 1R 1R 2R 2R
4 3L 1L 1L 0 0 0 0 1R 1R 1R
5 4L 2L 1L 1L 0 0 0 0 0 1R
6 5L 2L 1L 1L 1L 0 0 0 0 0
7 6L 3L 2L 1L 1L 1L 0 0 0 0
8 7L 3L 2L 1L 1L 1L 1L 0 0 0
9 8L 4L 2L 1L 1L 1L 1L 1L 0 0
Defender’s Size
10 9L 4L 3L 2L 1L 1L 1L 1L 1L 0
11 10L 5L 3L 2L 2L 1L 1L 1L 1L 1L
12 11L 5L 3L 2L 2L 1L 1L 1L 1L 1L
13 12L 6L 4L 3L 2L 2L 1L 1L 1L 1L
14 13L 6L 4L 3L 2L 2L 1L 1L 1L 1L
15 14L 7L 4L 3L 2L 2L 2L 1L 1L 1L
16 15L 7L 5L 3L 3L 2L 2L 1L 1L 1L
17 16L 8L 5L 4L 3L 2L 2L 2L 1L 1L
18 17L 8L 5L 4L 3L 2L 2L 2L 1L 1L
19 18L 9L 6L 4L 3L 3L 2L 2L 2L 1L
20 19L 9L 6L 4L 3L 3L 2L 2L 2L 1L
85
Combat Tables
0 1 2 3 4 5 6 7 8 9 10 11 12
0 6(1) 5(2) 4(2) 3(2) 3(2) 3(2) 3(2) 3(2) 3(2) 3(2) 3(2) 2(2) 2(2)
1 6(1) 4(2) 4(2) 3(2) 3(2) 3(2) 3(2) 3(2) 3(2) 2(2) 2(3) 2(3) 2(3)
2 5(1) 4(2) 4(2) 3(2) 3(2) 3(2) 2(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3)
3 5(1) 4(2) 4(2) 3(2) 3(2) 2(2) 2(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3)
4 5(2) 4(2) 3(2) 3(2) 3(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(4) 1(3)
5 4(2) 4(2) 3(2) 3(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(3) 2(4) 1(4)
6 4(2) 4(2) 3(2) 2(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(4) 2(4) 1(4)
7 4(2) 4(2) 3(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(3) 2(4) 1(4) 1(4)
8 4(2) 3(2) 2(2) 2(2) 2(2) 2(3) 2(3) 2(3) 2(3) 2(4) 2(4) 1(4) 1(4)
9 3(2) 3(2) 2(2) 2(2) 2(3) 2(4) 2(4) 2(4) 2(4) 2(4) 1(4) 1(4) 1(6)
• #(#) = Attacker cohesion hits (defender cohesion hits)
• If attacker superior (AS), double (2x) defender cohesion hits. If defender superior, triple
(3x) attacker cohesion hits.
• If either defender or attacker is a skirmisher, halve the cohesion hits of the non-skirmisher
unit (rounding down).
Column Adjustments
Terrain Adjustments
Use the best position available to defender(s):
• 1L — all defenders in river, marsh, or woods
• 1L — defending unit is infantry in a rough hex
• 1L — any defender on a higher terrain level than attackers
• 1L — all defenders on a higher terrain level than attackers
• 1L — any units attacking across a river hex
• 2L — all units attacking across a river hex
86
Great Battles of Caesar Manual
Depletion Adjustments
Depletion affects combat as follows:
• 1R — Any defender depleted
• 1L — Any attacker depleted
Fortification Adjustments
• 3L — attacking from outside the camp, across a ditch and berm
• 2L — attacking from inside the camp, across a ditch and berm
87
Combat Tables
88
Battle Scenarios &
Victory Conditions
The Great Battles of Caesar depicts nine battles scenarios, seven of which
have a variant. Each battle has its own map, which displays the terrain of that
battlefield.
For more information about the battles described in this section, refer to the
Great Battles of Caesar help file.
Turn limits can be checked on or off, and army withdrawal levels can be
changed in the Army Rout Levels and Deployment dialog box (see page 21).
Redeploying Units
The individual battles in the Great Battles of Caesar open with a standard
deployment. The troops have been placed to try and duplicate the actual bat-
tle as closely as possible. You may wish, however, to change history and the
deployment of the troops. Unchecking the “Use default army deployments”
check box in the Army Rout Levels and Deployment dialog box (see “Start-
ing a New Battle” on page 20) allows you to place your units almost any-
where on the Landscape View map.
To change the army deployment:
1. In the Army Rout Levels and Deployment dialog box, uncheck the
“Use default army deployment” check box.
2. Click OK. The Landscape View map opens, and you can begin moving
units.
3. Select a unit.
4. Position the green, hex highlight where you would like the unit to be
deployed and click. The unit appears in the new location
5. When you have moved all the units you want to, click Finish to end
redeployment.
The battle begins.
Battle Scenarios & Victory Conditions
90
Great Battles of Caesar Manual
91
Battle Scenarios & Victory Conditions
92
Great Battles of Caesar Manual
93
Battle Scenarios & Victory Conditions
94
Campaign Game
In the campaign, Caesar attempts to win the Civil War and to become the
Emperor of the Roman Empire. There is no set order to the battles and no
subjugation of provinces, and in this way differs from the campaigns in the
Great Battles of Alexander and the Great Battles of Hannibal.
Key:
Caesar and his Army Caesar’s Fleets
To scroll the map, drag it by holding down the left mouse button and moving
the cursor to the left or the right.
To win the campaign game, Caesar must defeat the Senatorial armies before
one of them, or Pompey, captures Roma. Your level of achievement is
reflected at the conclusion of the campaign by the title bestowed upon you.
Moving Caesar’s Army: The red Flag icon on the campaign map shows
where Caesar is stationed with his main army. You can move the flag up to
two provinces each turn.
Move Caesar by clicking and dragging the flag to the destination province
then dropping it. When the flag moves into a province the border is high-
lighted in red.
When you have completed your move, click Finish to enter a battle, or to
proceed to the beginning of the next turn, as applicable.
When in Roma: At the end of each turn Caesar remains in Roma (apart
from the first), each of his units has its TQ reduced by one. This penalty is
cumulative, although no unit’s TQ is reduced to less than one.
Fighting a Senatorial Army: If, at the end of a turn, both Caesar and a Sen-
atorial army are occupying the same province, a battle ensues. The battle
scenario depends upon the Senatorial army involved. Only Ruspina is fixed
to a province - Egypt.
The battles in the campaign are:
– Munda (see page 93)
– Pharsalus (see page 92)
– Ruspina (see page 93)
– Thapsus (see page 92)
Pompey: When Caesar enters a province which Pompey occupies, but no
Senatorial army is present, Pompey flees towards a province containing a
Senatorial army. A Senatorial army led by Pompey is more likely to attempt
to capture Roma.
Navies: The navies, represented by the ship icons, are on Caesar’s side.
They prevent the Senatorial armies from crossing from Numidia to Sicilia
and from Graecia to Roma. However, a Senatorial army may attempt to
defeat a navy during a turn, instead of moving. If successful, the appropriate
sea may now be crossed.
Cleopatra: When Caesar enters Egypt he fights the battle of Ruspina. This
is the only battle that is fixed to a province in the campaign. On winning
Ruspina, there is a 50 percent chance that Caesar is unable to move out of
Egypt - persuaded to stay by the allure of Cleopatra. Each turn Caesar
96
Great Battles of Caesar Manual
remains in Egypt, after the first, each of his units have their TQ reduced by
one. This penalty is cumulative, although no unit’s TQ is reduced to less
than one.
Victory or Defeat: There are several ways to lose; just one to win.
If, at the end of a turn, a Senatorial army is the sole occupant of the Roma
province, Caesar loses.
If, at the end of any turn, except the first, Pompey is the sole occupant of the
Roma province, Caesar loses.
If Caesar has not won by the end of turn ten, he loses.
Caesar must defeat all four of the Senatorial armies, before the end of turn
ten, to win.
97
Campaign Game
98
Credits
100
Index
A cavalry
heavy 64
about face 28, 32, 48 light 64
active leader centering
see leader on leader 15, 27, 38
advancing units 57 on unit 31
archers, mounted 64 Chaeronea scenario 90
army details 30 changing elevation 49
army withdrawal 60 chariots 62
arranging icons 32 chat
attack movement option 31, 41 hiding Chat window 33
AutoPlay 12 options 25
using 25
B closing game 27, 29
cohesion 59
backward movement 28, 32, 44 hit 59
battle restoring
scenarios 89 group 31, 42
starting 20 unit 28
battlefield perspective 14 collapse, units 55
beginning game 19 combat
Bibracte scenario 91 adjustment 54
breakthrough 55 tables 79
units 61
C command range 34, 38
commanding units simultaneously
campaign
see group order
starting 22
cascading windows 29
Index
D Help Menu 33
hex grids, showing/hiding 28, 32
depletion 60 hex size 38
details, army 30 hiding
determining superiority 54 hex grid 28
displaying windows 29 Overview map 28
double-sized units 48, 49
duration of game 37 I
Dyrrachium scenario 91
icons, arranging 32
infantry
E light 65
effect, of terrain 49 medium 65
elephants 62 initial clash of spears table 80
elevation, changing 49 initiative 37
elite initiative 37 installing 12
Internet play 23
F
facing 47
J
failing TQ check 59 javelinists 64
finish leader 31
finishing leader 27, 43 K
fire, reaction 45 killing leader 43
flyby 36
frontage 38 L
G lancers 64
Landscape View map 33, 34
game leader
beginning 19 centering 15, 27, 38
closing 27 finishing 27, 31, 43
Game menu 29 killing 43
getting started 11 moving 39
group phases 39
attack movement option 31, 41 shock combat 43
moving 27, 31, 41 wounding 43
restoring cohesion 31, 42 Leader menu 31
retreat 31 leaders table 74
retreat movement option 41 length of game 37
group order 40 light
group orders 40 cavalry 64
infantry 65
H loading saved game 22
heavy cavalry 64
help 25, 33
102
Great Battles of Caesar Manual
M N
manipular line extension 28 network play
map see multiplayer play
hex grids 32
open 32 O
opening 28, 34
online help 33
Overview, showing/hiding 28
reverse view 32 opening map 28, 32, 34
rotating 29 ordering
show Overview 32 group 40
view, reversing 29 orderly withdrawal 43, 46
zooming 29, 32, 35 orders 40
Map menu 32 orders, individual 40
maps Overview map 28, 35
Landscape View 34 overview, of game 30
Overview 35
medium infantry 65 P
menus
Pharsalus scenario 92
Game 29
Help 33 phases, leader 39
Leader 31 pivoting 48
Map 32 playing over network 23
Unit 31 preferences 30
Window 32 push of shields 55
missile
capability 44 Q
range 51
quickstart 14
replenishing 52
supply 51
volley 28, 51 R
modem play, setting up 24 rallying unit 28, 31, 57
modem, setting up 12 range
momentum 42 command 34
mounted archers 64 missile 51
movement allowance 39, 44 reaction fire 45
moving recovering, from cohesion hits 59
group 27, 31 reinforcements 60
leader 39 removing dead units 32
units 43 replenishing missiles 52
moving backward restoring cohesion 28, 32
see backward movement restoring group cohesion 31, 42
multiplayer play 23 retreat, group 31
Munda scenario 93 retreating 41
music volume 30
103
Index
104
Great Battles of Caesar Manual
battlefield 14
tutorial help 25
unit details 28, 31
volleying missile 28, 51
volume
music 30
sounds 30
W
window display 32
Window menu 32
windows, displaying 29
withdrawal, orderly 46
withdrawing army 60
wounding leader 43
Z
zone of control 48
zooming map 29, 32, 35
105
Index
106