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Great Battles of Caesar - Manual

Manual for the computer game Great Battles of Caesar

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100% found this document useful (1 vote)
53 views106 pages

Great Battles of Caesar - Manual

Manual for the computer game Great Battles of Caesar

Uploaded by

colinbun
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 106

Great Battles of Caesar

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

Battle Scenarios & Victory Conditions 89


Redeploying Units. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Vercellae (101 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Chaeronea (86 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Bibracte (58 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Sabis (57 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Dyrrachium (48 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Pharsalus (48 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Ruspina (46 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Thapsus (46 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Munda (45 BC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Campaign Game 95
Credits 99
Index 101

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).

Viewing the Battlefield


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 at any time. During
shock combat (see 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.
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.
The Overview map (see page 35) in the top right corner shows the entire bat-
tlefield and armies in miniature. The rectangular viewfinder highlights the
portion of the map shown in the Landscape View. Move the viewfinder by
clicking on the Overview map. The Landscape View map dynamically
changes as the viewfinder is moved.

14
Great Battles of Caesar Manual

The Running Commentary window is initially displayed in the bottom right


corner. It records useful information such as the results of reaction fire, mis-
sile volley and shock combat. You can leave this window open to see what is
occurring or toggle it off (and on) by pressing Ctrl+C.
The Overview map can be moved by clicking on a scroll handle and drag-
ging to the preferred position. Similarly, clicking and dragging the Running
Commentary window by the title bar, moves this window.

The Status Bar

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.

Movement and Shock Combat


To center on the active leader, click the Center on Leader button from the
toolbar. A leader can give individual orders only to units within his com-
mand range, which is dimly highlighted (see page 38).
1. Select Gaul 3 (LN) in hex 2645. The unit’s statistical information is
displayed in the right scroll, and in the flyby as you place your cursor
over the unit. The hexes into which Gaul 3 (LN) can move are
highlighted.
2. Pass the cursor over the enemy units just beyond the highlighted
hexes; the cursor changes to a sword. The sword indicates that Gaul 3
(LN) can shock attack those units.
3. Select hex 3245 for Gaul 3 (LN) to move into. This brings Gaul 3 (LN)
next to Numidia 3 (SK) in hex 3345. Numidia 3 (SK) gives reaction
fire and the result is recorded in the Running Commentary. Numidia 2
(SK) in hex 3343 is likely to reface, so that its flank is not exposed.

15
Getting Started

4. Click on Numidia 3 (SK) to designate shock combat. A red arrow is


displayed from Gaul 3 (LN) to Numidia 3 (SK). Shock combat occurs
when the active leader is finished.
5. Select Gaul 4 (LN) in hex 2647 and click the Rotate Clockwise button
in the toolbar. Then, move Gaul 4 (LN) to hex 3049 and click the
Rotate Counterclockwise button.
6. Pass the cursor over Numidia 4 (SK) and click. Gaul 4 (LN) moves
and shock attacks Numidia 4 (SK).
7. Select Cavalry Praefect II (the leader). The hexes he can move to are
highlighted. Select hex 3146, then click again to deselect him, when he
has arrived. Notice that Cavalry Praefect II’s command range has
moved with him.
8. Cavalry Praefect II has given all three of his orders, so the Finish
Leader dialog box is displayed. Check the “Don’t Show this Again”
box.
9. Click Finish to finish the active leader. Shock combat now occurs.
When the combat is finished, the units (or what is left of them) regain their
formation, or begin to rout, and the Overall Combat Results dialog box is
displayed. Double-click on the battle to view details about the combat.
Select Close to close the Combat Results window and then again to close the
Overall Combat Results window.
Momentum is attempted to gain Cavalry Praefect II another orders phase.
When this fails the next leader is activated. Leaders are activated in random
order, so you may have to skip one of the following sections, then return to it
when an appropriate leader is active.

Missile Volley and Backward Movement


Missile volley can be performed, by units with a missile capability, before,
during or after movement, and before or after the designation of shock
combat.
When Auxilia (Caesarian) is active:
1. Select Auxilia 2 (SK) in hex 2736.
2. Move him to hex 3036, then click the Missile Volley button. the hexes
into which he can fire highlight.
3. Select Numidia 6 (SK) in hex 3335.
4. The Running Commentary records the hits inflicted.
5. Select the Backwards Move button and move Auxilia 2 away from the
enemy units.
6. Click the Finish button to finish the active leader.
16
Great Battles of Caesar Manual

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

Starting a New Battle


1. In the Great Battles of Caesar window, click Start Battle. The Choose
Scenario dialog box is displayed.

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

3. Click Details to display further information regarding the battle.

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.

6. Select one of the Difficulty Level radio


buttons (Easy, Normal, Hard, or
Custom) to use preset rout levels for the
armies. Even if you select one of the
buttons, you can still change the rout
levels.
7. Select the up or down arrows (spin
controls) to adjust the rout level for the
armies. The higher the number, the
more units must be terminally routed or
eliminated before that army loses the
battle.
8. If you want to redeploy your units before battle begins, uncheck the
“Use default army deployments” check box, see Redeploying Units on
page 89.
9. To play with no turn limits, uncheck this option (recommended for
variant battles).
10. Click OK. If the Elite Initiative dialog
box is displayed (see page 37) select a
leader to center the Landscape View
map on that leader. Highlight the leader
you want to play first, then click OK.
The Landscape View window is
displayed.
11. Begin playing the game. (See also Quickstart on page 14.)
NOTE: The More button opens a menu which will allow you to load
future “plug-in” scenarios.

21
Beginning a Game

Loading a Saved Game


1. In the Great Battles of Caesar window,
click Load Saved Game.
2. In the Load Game dialog box, highlight
the description of the game you want to
load from the Saved Games list.
3. Click OK.
4. The game loads and you can continue
playing.

Starting a New Campaign

NOTE: We recommend that you gain experience and knowledge fighting


the single battles before you attempt a campaign game.
In the Great Battles of Caesar window, select Start Campaign. For further
information, see “Campaign Game” on page 95.

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.

Playing over a Local Area Network


1. In the Great Battles of Caesar window, click Multiplayer. The Enter
Your Name dialog box is displayed.
2. Type your game name and click
OK. The Choose Connection Type
dialog box is displayed.
3. Select the IPX connection type and
click OK. The Choose Game to Join
dialog box is displayed.
a. To join a game, highlight the
game you want to join and click OK.
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.
4. (Host only). In the Connecting Other Players dialog box, click Choose
to display the Choose Scenario box and select a scenario. To exclude a
player, highlight the player’s name and click Reject.
5. To send messages to other players, type the message in the box to the
left of the Send button and click Send.
6. Click OK.
7. (Host only) Assign each player to a leader and click OK.
The game loads and the Landscape View window is displayed.
NOTE: Individual players must be assigned at least one leader to control.
All leaders must be assigned to players, but no leader can be assigned to
more than one player.

Playing over the Internet


1. In the Great Battles of Caesar window, click Multiplayer. The Enter
Your Name box is displayed.
2. Type your game name and click OK. The Choose Connection Type
box is displayed.

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.

Setting up Modem Play


1. In the Great Battles of Caesar window, click Multiplayer. The Enter
Your Name box is displayed.
2. Type your game name and click OK. The Choose Connection Type
dialog box is displayed.
3. Select Modem Connection in the Choose Connection Type dialog box
and click OK.
a. To join a game, select Dial Up Remote Game and click OK. In
the Modem Connection dialog box, type the session host’s
telephone number and select your modem from the drop-down
box. Click Connect.
b. To begin a new game, select Create New Game and click OK. In
the Session Name dialog box, type the new game name and click
OK. In the Modem Connection dialog box, select your modem
from the drop-down box and click Answer.
Follow steps 4–7 in Playing over a Local Area Network on page 23

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

The Great Battles of Caesar features easy point-and-click operation. The


toolbar displays the most commonly used options, which are also available
in the menus.
Another feature of the interface is the user feedback. Combat units immedi-
ately move and display whether they are designated for combat. As a player,
you can see the results of your leader’s orders and plan strategy for future
turns.
When you pass the cursor over a toolbar button, the function of the button is
displayed. Buttons are grayed out when their function is not applicable.
All the windows are resizable and movable.

Toolbar
Close Game (Ctrl+Q)—Closes your current game
without exiting the application.

Finish Leader—Ends the active leader’s turn (see


page 43).

Center on Leader—Centers the active leader on the


active map.

Group Move—Moves a leader and all units under his


command in formation (see page 40).
Using the Interface

Group Attack—the leader orders all the units in his


group to shock attack the nearest enemy units.(see
page 40).
Rotate Counterclockwise—Rotates the unit in the
hex. If the unit is double-sized, the left-half pivots in
the same hex, right-half rotates one hex forward.
Rotate Clockwise—Rotates the unit in the hex. If the
unit is double-sized, the right-half pivots in the same
hex, left-half rotates one hex forward.
About Face—Rotates the unit 180 degrees (available
only to double-sized units; see page 48).

Backward Move—Shows the hexes available for a


backward move (see page 44).

Missile Volley (Ctrl+M)—Highlights hexes contain-


ing units that can be fired at.

Restore Cohesion—Attempts to restore cohesion (see


page 59) to the selected unit (0–3 hits removed).

Rally Unit—Attempts to rally the selected unit (see


page 57).

View Unit Details—Shows the selected unit’s statis-


tics.

Open Map—Opens a Landscape View map (see


page 34).

Show/Hide Overview Map—Shows or hides the


Overview map.

Hex Grid On/Off—Shows or hides the green grid out-


line.

28
Great Battles of Caesar Manual

Reverse View—Rotates the active Landscape View


map 180 degrees.

Zoom Out/In—Shows the Landscape View map in


three different zoom levels.

Window Style—Vertical, horizontal, or cascade win-


dow display.

Undo—Undoes certain actions (see page 45).

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

Trees: Sparse or Dense options for increased or decreased visibility,


respectively.
Options: The following options can be toggled:
– Finish Leader Dialog
– Confirm Group Command Dialog
– Overall Combat Results Dialog (see page 55)
– Show Intro Video
– Auto Save Game
Exit—Exits the current battle and the application.

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

Restore Cohesion—Attempts to restore cohesion (see page 59) to the


selected unit (0–3 hits removed).
Missile Volley (Ctrl+M)—Highlights hexes containing units that can be
fired at (see page 51).
Rotate Counterclockwise—Rotates the unit in the hex. If the unit is double-
sized, the left-half pivots in the same hex, the right-half rotates one hex for-
ward.
Rotate Clockwise—Rotates the unit in the hex. If the unit is double-sized,
the right-half pivots in the same hex, the left-half rotates one hex forward.
About Face—Rotates the unit 180 degrees (available only to double-sized
units see page 48).
Backward Movement—Shows the hexes available for a backward move.
Remove Dead Units—Removes dead units from the battlefield in the Land-
scape View map. Once you have removed dead units, they cannot be
returned.

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

Show/Hide Chat (Ctrl+A)—Opens the Chat window; deselect to close the


Chat window. This option is only available when playing a multiplayer game
over a network (see page 23).
Landscape View—Offers a choice of the individually numbered landscape
maps.

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.

Running Commentary Window


The Running Commentary window is initially
displayed in the bottom right corner. It gives
you instant feedback on game progress. Leave
this window open or select Show/Hide Com-
mentary from the Window menu (or select
Ctrl+C) to open and close the Running Commentary window.
To move the Running Commentary window, pass the cursor over the title
bar of the window then click and drag to the preferred position.
NOTE: If you use Undo Last Action, any information already recorded
remains listed in the Running Commentary window.

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.

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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.

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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

To attempt a group retreat:


When a leader has become active, right-click anywhere on the Landscape
view map and select Group Retreat from the pop-up menu, or select Group
Retreat from the Leader menu. Confirm the group command by clicking OK
and check the “Do Not Show This Again” box if you do not want it to appear
again..
Group Restore Cohesion: A leader can order all units in his command to
restore cohesion. Each unit attempts to restore cohesion, with 0–3 hits being
restored. Units without any hits and routed units are not affected by this
order.
To attempt a group restore cohesion:
When a leader has become active, right-click anywhere on the Landscape
View map and select Group Restore Cohesion from the pop-up menu, or
select Group Restore Cohesion from the Leader menu. Confirm the group
command by clicking OK and check the “Do Not Show This Again” box if
you do not want it to appear again. The Running Commentary window dis-
plays the results.

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.

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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).

Wounding or Killing a Leader


A missile volley can be fired at a leader. There is a 15 percent chance of his
being hit. If he is hit, the outcome is based on the following percentages:
• 25 percent chance that the leader is startled (if they have not yet given
orders, they do not have a chance this turn).
• 45 percent chance that the leader is wounded (first time wounded; sec-
ond time killed).
• 30 percent chance that the leader is killed and replaced with a generic,
lower-rated leader.
Replacement leaders are denoted by an (R) following the name of the leader
they have replaced.
Leaders automatically perform an orderly withdrawal (see page 46). There is
a five percent chance of being injured from an orderly withdrawal; injuries
are determined using the same percentages as for missile volley.
A leader is never involved in shock combat. Therefore, if a leader is sur-
rounded by enemy units, he still performs an orderly withdrawal; however,
an orderly withdrawal check is made for every hex he moves into or through.

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.

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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.

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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.

Undo Last Action


Occasionally, you may move a unit or leader in one direction and then wish
you had not! The Great Battles of Caesar allows you to take back a move or
series of moves of a unit or leader.
The following conditions prevent you from undoing a move:
• Missile fire—either from your unit or an enemy unit’s reaction fire
• Refacing—an enemy unit refaces after you approach its flank
• Orderly Withdrawal—getting close enough to cause an enemy unit to
withdraw
• Rout Move—moving over rough terrain that causes your unit to be
routed
• Designate Shock—selecting an enemy unit for shock combat
• Finishing—finishing a leader, even if additional orders are still possible
When none of the above occurs, you can undo a unit’s or leader’s last move.
To undo a unit’s or leader’s movement:
Select Undo Last Action from the Unit menu or click the Undo button in the
toolbar. The unit or leader returns to its previous position.

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.

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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).

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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

P—Prohibited; NA—Not Applicable; OS—Moving or attacking from outside of camp;


IS—Moving or attacking from inside of camp.

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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.

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Playing the Game

Missile Replenishment: Replenishment of missiles occurs at the beginning


of each leader’s activation. Replenishment is attempted for any of the units
in the leader’s group and command range that are out of missiles.
For each replenishment attempt, a random number of missiles—up to half
the unit’s original missile supply (rounded up)—are added to that unit.
NOTE: This can result in a unit replenishing zero missiles.
A unit that has replenished its missiles cannot be ordered during that orders
phase.
Cohort do not have the ability to replenish missiles.
Wounding Leaders: All leaders can be wounded and even killed. Killed
leaders are removed from play and are replaced with lower-rated generic
leaders (see page 43).

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.

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Great Battles of Caesar Manual

Eligible Units: A unit is only eligible to perform shock combat when:


• The enemy unit being attacked is in one of its frontal hexes.
• It could normally move into the hex occupied by the enemy unit
• It has an inherent ability to perform shock combat (Skirmishers cannot
perform shock combat, except against chariots and routed units).

Designating Shock Combat


1. Everyone in an attacking unit’s zone of control must be attacked.
2. Everyone that is being attacked must be in the attacker’s zone of
control.
When you move a unit next to the enemy unit that you want to attack and
click on that unit to designate shock, the enemy unit you clicked on becomes
the primary target. This is due to rule #1. If there is another enemy unit in
your zone of control, it also becomes part of the battle; that is, multiple battle
arrows appear. This is also due to rule #1.
If you bring another unit into the same battle, you cannot designate shock on
your first unit’s primary target. However, you can designate shock on any
remaining enemy units.
If you click on the other enemy unit, the battle arrow from your first unit dis-
appears and a new arrow is displayed from your second unit.
Units that shock attack must attack all units in their zone of control, unless
the defending unit is already being attacked by another unit in that shock
segment.
The following restrictions apply:
• A unit can attack more than one enemy unit, as long as the targeted
defenders are all in the attacking unit’s zone of control.
• An attacking unit (even a two-hex unit) cannot split its attack capabili-
ties, although two (or more) units can combine their attacks on one
defender.
• If more than one unit is defending or attacking, the units’ sizes are
totaled for combat resolution purposes.
Shock combat occurs after a leader has been finished (see Finishing Leaders
on page 43). All shock combat initiated by that leader is resolved before
momentum is attempted or the next leader becomes active.

The Charge (TQ Check before Shock Combat)


When moved and designated for shock combat, the following units go
through a TQ check to see how well they have kept formation: cohorts,

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Playing the Game

heavy infantry, medium infantry, phalanxes, lancers, and elephants. The


units that are being attacked also go through a TQ check.
Exceptions:
• Units in shock combat with routed units.
• All non-skirmisher units engaging in shock combat against skirmisher
units.
• Phalanxes, heavy infantry and cohorts that are attacked frontally by
light infantry.
TQ Check: A random number is generated from 0–9. If the number is
higher than the unit’s TQ it has failed the TQ check and, it receives cohesion
hits equal to the difference between the number and the unit’s TQ.
One of the following now occurs:
• Both units are routed.
• The attacker is routed and the defender remains in place.
• The defender is routed and the attacker advances into the vacated hex,
as long as it has no other enemy units in its zone of control and it can
physically do so (double-sized units may not be able to do so). If such
an advance then causes the unit to be routed, it does so (see Unit Rout &
Rally on page 57).
• Neither unit is routed and shock combat is resolved normally.

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.

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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.

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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).

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Great Battles of Caesar Manual

The chances of a pursuit occurring are as follows:


• Light Cavalry
– against Cavalry: 20 percent
– against Infantry: 40 percent
• Roman Cavalry or Lancer
– against Cavalry: 40 percent
– against Infantry: 60 percent
• Barbarian or Heavy Cavalry
– against Cavalry: 60 percent
– against Infantry: 80 percent
There is a ten percent deduction if the pursuing cavalry is in the zone of con-
trol of an unrouted enemy.

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.

Unit Rout & Rally


A unit which has been routed has received cohesion hits equal to or over its
TQ. It is immediately moved two hexes toward its retreat edge (usually the
one behind the unit’s original deployment). No movement points are
expended, but the unit takes the most direct path towards its retreat edge,
even if this means moving through friendly units.
Rout Movement Phase: In the rout movement phase, which occurs after all
leaders have finished but before the Game Overview dialog box is displayed
at the end of the game turn, all routed units are moved their full movement
allowance—even if they moved previously during the turn.

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.

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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.

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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.

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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.

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Great Battles of Caesar Manual

War elephants were pretty much impervious to anything—except sharp,


pointy objects and loud, strange noises. They also tended to have minds of
their own, which they often followed when confronted with those same
sharp, pointy objects and strange sounds.
Elephants have little protection against missile attacks because they are not
armored. When an elephant unit is hit by missile volley it always takes two
hits.
Whenever an elephant is shock attacking, the defending unit is more likely to
take a cohesion hit during the pre-shock combat TQ check.
Rampage: Routed elephants rampage, charging anyone in sight. An ele-
phant rampage is always resolved before any other game mechanic is
addressed—except for orderly withdrawal in face of the rampaging
elephants.
A rampaging elephant continuously attempts to move three hexes in any
direction until it either moves off the map or is otherwise eliminated. When a
rampaging elephant unit enters a hex occupied by a friendly or enemy unit,
the unit takes:
• One cohesion hit if the elephant enters frontally.
• Two cohesion hits if it enters from the flank or rear.
Regardless of the angle of rampage, cavalry and chariots always take two
hits when a rampaging elephant attacks.
The elephant rampage goes on until one of the following events occurs:
• The elephant rampages off the map.
• The elephant is eliminated by its mahout (handler).
Rampaging elephants have no zone of control and cannot be rallied.
Cavalry: Cavalry units can never voluntarily move into the zone of control
of an enemy elephant unit. They can move into or through an elephant’s
flank or rear hexes, but at the cost of two cohesion points for each such hex
entered. When cavalry attacks an elephant unit through the flank or rear
hexes, it does not gain the usual attack superiority for this position superior-
ity.
Historical Note: Horses dislike elephants intensely; getting one to go near an
elephant is a task requiring much skill and patience.
When an elephant moves adjacent to enemy cavalry, the cavalry attempts
orderly withdrawal, and receives a one-point cohesion hit. If the cavalry is
already routed, it is eliminated.

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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.

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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.

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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

III Veteran 2-5 5 7 5 Ja 1 Cohort

III Veteran 6-10 5 6 5 Ja 1 Cohort

V Veteran 1 5 8 5 Ja 1 Cohort

V Veteran 2-5 5 7 5 Ja 1 Cohort

V Veteran 6-10 5 6 5 Ja 1 Cohort

VI Veteran 1 5 8 5 Ja 1 Cohort

VI Veteran 2-10 5 7 5 Ja 1 Cohort

VII Recruit 2-5 5 6 5 Ja 1 Cohort

VII Recruit 6-10 5 5 5 Ja 1 Cohort

VII Veteran 1 5 7 5 Ja 1 Cohort

VIII Veteran 1 5 8 5 Ja 1 Cohort

VIII Veteran 2-5 5 7 5 Ja 1 Cohort

VIII Veteran 6-10 5 6 5 Ja 1 Cohort

IX Veteran 1 5 8 5 Ja 1 Cohort

IX Veteran 2-10 5 7 5 Ja 1 Cohort

X Veteran 1 5 8 5 Ja 1 Cohort

X Veteran 2-10 5 7 5 Ja 1 Cohort

XI Veteran 1 5 8 5 Ja 1 Cohort
XI Veteran 2-5 5 7 5 Ja 1 Cohort

XI Veteran 6-10 5 6 5 Ja 1 Cohort

XII Veteran 1 5 8 5 Ja 1 Cohort


XII Veteran 2-5 5 7 5 Ja 1 Cohort

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Unit & Leader Details

Army Name S TQ MA MS R Type


Caesarian XII Veteran 6-10 5 6 5 Ja 1 Cohort
(continued)
XIII Veteran 1 5 8 5 Ja 1 Cohort

XIII Veteran 2-10 5 7 5 Ja 1 Cohort

XIV Veteran 1 5 8 5 Ja 1 Cohort

XIV Veteran 2-5 5 7 5 Ja 1 Cohort

XIV Veteran 6-10 5 6 5 Ja 1 Cohort

XV Recruit 2-5 5 6 5 Ja 1 Cohort

XV Recruit 6-10 5 5 5 Ja 1 Cohort

XV Veteran 1 5 7 5 Ja 1 Cohort

XXVII Conscript 2-10 5 5 5 Ja 1 Cohort

XXVII Recruit 1 5 6 5 Ja 1 Cohort

Alaudae Recruit 2-5 5 6 5 Ja 1 Cohort

Alaudae Recruit 6-10 5 5 5 Ja 1 Cohort

Alaudae Veteran 1 5 7 5 Ja 1 Cohort

Antesignani 1-8 1 7 6 Ja 1 Light Infantry

Auxilia 7-12 1 4 6 Sl 2 Skirmisher

Auxilia 1-6 1 4 6 Ar 4 Skirmisher

Ballista 1 2 2 Bo 7 Artillery

Catapult V, VII, VIII, 1 2 2 Bo 7 Artillery


X, XI and XV

Gaul 1-6 4 6 8 Lancers

German 1 and 2 3 7 8 Barbarian Cavalry

German 3-6 4 7 8 Barbarian Cavalry

Moor 1-12 5 6 8 Ja 1 Light Cavalry


Scorpion 1-3 1 2 3 Bo 7 Artillery

Gallic Atrebates 1-4 7 4 5 Barbarian Infantry

Atrebates 5-8 7 5 5 Barbarian Infantry

Atrebates 9-12 7 6 5 Barbarian Infantry

Atrebates 13-16 7 7 5 Barbarian Infantry

Boii 1 7 8 5 Barbarian Infantry

Boii 1 and 2 5 5 5 Ja 1 Light Infantry

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Great Battles of Caesar Manual

Army Name S TQ MA MS R Type


Gallic Boii 1 and 2 7 7 5 Ax 1 Light Infantry
(continued)
Boii 2 and 3 7 6 5 Barbarian Infantry

Cimbri 1-10 7 8 5 Barbarian Infantry

Cimbri 1-10 3 5 6 Ar 4 Light Infantry

Cimbri 1-30 5 7 8 Barbarian Cavalry

Cimbri 1-30 7 6 5 Ja 1 Light Infantry

Cimbri 1-32 7 6 5 Ax 1 Light Infantry

Cimbri 31-58 7 5 5 Ja 1 Light Infantry

German 1-10 3 5 6 Ar 4 Light Infantry

Helvetii 1-3 5 6 8 Lancers

Helvetii 1-10 7 8 5 Barbarian Infantry

Helvetii 1-10 5 5 5 Ja 1 Light Infantry

Helvetii 1-13 7 7 5 Ax 1 Light Infantry

Helvetii 11-30 7 6 5 Barbarian Infantry

Nervii 1-10 7 5 5 Barbarian Infantry

Nervii 11-20 7 6 5 Barbarian Infantry

Nervii 21-30 7 7 5 Barbarian Infantry

Tulingi 1 7 8 5 Barbarian Infantry

Tulingi 1 and 2 5 5 5 Ja 1 Light Infantry

Tulingi 1 and 2 7 7 5 Ax 1 Light Infantry

Tulingi 2 and 3 7 6 5 Barbarian Infantry

Vedette 1-10 1 6 8 Barbarian Cavalry

Veromandui 1-5 7 4 5 Barbarian Infantry

Veromandui 6-10 7 5 5 Barbarian Infantry


Veromandui 11-15 7 6 5 Barbarian Infantry

Veromandui 16-20 7 7 5 Barbarian Infantry

Greek Bythnia 1-8 6 4 5 Ja 1 Light Infantry

Cappadocia 1-6 6 5 5 Ja 1 Light Infantry

Galatia 1-5 7 5 5 Medium Infantry

Greek 1-4 10 5 4 Phalanx

Macdonian 1-3 10 6 4 Phalanx

69
Unit & Leader Details

Army Name S TQ MA MS R Type


Greek Phrygia 1-5 7 5 5 Medium Infantry
(continued)
Phrygia 1-7 6 4 5 Ja 1 Light Infantry

Pontus 1 2 6 8 Ar 4 Light Cavalry

Pontus 1-4 7 5 7 Heavy Cavalry

Pontus 1, 2, 5-7 4 5 8 Roman Cavalry

Pontus 1-6 1 3 6 Sl 2 Skirmisher

Pontus 1-8 1 3 6 Ar 4 Skirmisher

Pontus 1-14 1 3 7 Ja 1 Chariot

Pontus 2 4 5 8 Ar 4 Light Cavalry

Pontus 3 5 6 8 Ja 1 Light Cavalry

Pontus 3 and 4 4 6 8 Roman Cavalry

Pontus 4 5 5 8 Ja 1 Light Cavalry

Pontus 8 4 7 8 Roman Cavalry

Pontus 9-13 1 5 6 Ar 4 Skirmisher

Pontus Bronze Shields 1-10 7 6 5 Heavy Infantry

Slave 1-7 10 3-7 4 Phalanx

Thrace 1-4 6 6 5 Ja 1 Light Infantry

Pompeian I Veteran 1 5 8 5 Ja 1 Cohort

I Veteran 2-10 5 7 5 Ja 1 Cohort

III Veteran 1 5 8 5 Ja 1 Cohort

III Veteran 2-5 5 7 5 Ja 1 Cohort

III Veteran 6-10 5 6 5 Ja 1 Cohort

X Veteran 1 5 8 5 Ja 1 Cohort

X Veteran 2-10 5 7 5 Ja 1 Cohort


XVI Recruit 2-5 5 6 5 Ja 1 Cohort

XVI Recruit 6-10 5 5 5 Ja 1 Cohort

XVI Veteran 1 5 7 5 Ja 1 Cohort

XVII Recruit 2-5 5 6 5 Ja 1 Cohort

XVII Recruit 6-10 5 5 5 Ja 1 Cohort

XVII Veteran 1 5 7 5 Ja 1 Cohort

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Great Battles of Caesar Manual

Army Name S TQ MA MS R Type


Pompeian XXX Recruit 2-5 5 6 5 Ja 1 Cohort
(continued)
XXX Recruit 6-10 5 5 5 Ja 1 Cohort

XXX Veteran 1 5 7 5 Ja 1 Cohort

L Recruit 2-5 5 6 5 Ja 1 Cohort

L Recruit 6-10 5 5 5 Ja 1 Cohort

L Veteran 1 5 7 5 Ja 1 Cohort

Africa 1-12 5 5 7 Ja 1 Elephant

Asia 4 5 8 Ar 3 Light Cavalry

Balearic 1-3 1 4 6 Sl 2 Skirmisher

Ballista 1 and 2 1 2 2 Bo 7 Artillery

Bessian 1 and 2 4 5 8 Roman Cavalry

Cappadocia 5 6 8 Ja 1 Light Cavalry

Cilicia Conscript 2-10 5 5 5 Ja 1 Cohort

Cilicia Recruit 1 5 6 5 Ja 1 Cohort

Crete 1-3 1 5 6 Ar 4 Skirmisher

Crete Conscript 2-10 5 5 5 Ja 1 Cohort

Crete Recruit 1 5 6 5 Ja 1 Cohort

Dardan 1 and 2 4 6 8 Roman Cavalry

Galatia 1 and 2 3 5 8 Roman Cavalry

Galician Veteran 1 5 8 5 Ja 1 Cohort

Galician Veteran 2-5 5 7 5 Ja 1 Cohort

Galician Veteran 6-10 5 6 5 Ja 1 Cohort

Gaul 1 and 2 3 6 8 Roman Cavalry

Gaul 1-6 5 6 8 Lancers


German 3 6 8 Barbarian Cavalry

Greek 3 5 8 Roman Cavalry

Lacedaemon 1 1 4 5 Ar 4 Skirmisher

Macedon 2 7 8 Roman Cavalry

Macedonia A Conscript 2-10 5 5 5 Ja 1 Cohort

Macedonia A Recruit 1 5 6 5 Ja 1 Cohort

Macedonia B Conscript 2-10 5 5 5 Ja 1 Cohort

71
Unit & Leader Details

Army Name S TQ MA MS R Type


Pompeian Macedonia B Recruit 1 5 6 5 Ja 1 Cohort
(continued)
Marine 1-6 5 4 6 Ja 1 Light Infantry

Numidia 1-6 1 3 6 Sl 2 Skirmisher

Numidia 1-12 1 3 6 Ar 4 Skirmisher

Numidia 1-23 3 5 6 Ja 1 Light Infantry

Numidia 1-40 2 6 8 Ja 1 Light Cavalry

Pompey’s Herdsmen 4 4 7 Roman Cavalry

Pompey’s Slaves 4 4 7 Roman Cavalry

Pontus 1 and 2 1 5 6 Ar 4 Skirmisher

Scorpion 1-6 1 2 3 Bo 7 Artillery

Spain 1-4 5 5 8 Roman Cavalry

Spain A Conscript 2-10 5 5 5 Ja 1 Cohort

Spain A Recruit 1 5 6 5 Ja 1 Cohort

Spain B Conscript 2-10 5 5 5 Ja 1 Cohort

Spain B Recruit 1 5 6 5 Ja 1 Cohort

Spain C Conscript 2-10 5 5 5 Ja 1 Cohort

Spain C Recruit 1 5 6 5 Ja 1 Cohort

Syria 2 6 8 Ar 3 Light Cavalry

Syria A Conscript 2-10 5 5 5 Ja 1 Cohort

Syria A Recruit 1 5 6 5 Ja 1 Cohort

Syria B Conscript 2-10 5 5 5 Ja 1 Cohort

Syria B Recruit 1 5 6 5 Ja 1 Cohort

Thessaly 1 and 2 4 5 8 Roman Cavalry

Thrace 5 5 8 Ja 1 Light Cavalry


Roman III Veteran 1 5 8 5 Ja 1 Cohort

III Veteran 2-5 5 7 5 Ja 1 Cohort

III Veteran 6-10 5 6 5 Ja 1 Cohort

V Veteran 1 5 8 5 Ja 1 Cohort

V Veteran 2-5 5 7 5 Ja 1 Cohort

V Veteran 6-10 5 6 5 Ja 1 Cohort

VI Veteran 1 5 8 5 Ja 1 Cohort

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Great Battles of Caesar Manual

Army Name S TQ MA MS R Type


Roman VI Veteran 2-10 5 7 5 Ja 1 Cohort
(continued)
IX Veteran 1 5 8 5 Ja 1 Cohort

IX Veteran 2-10 5 7 5 Ja 1 Cohort

X Veteran 1 5 8 5 Ja 1 Cohort

X Veteran 2-10 5 7 5 Ja 1 Cohort

XIII Veteran 1 5 8 5 Ja 1 Cohort

XIII Veteran 2-10 5 7 5 Ja 1 Cohort

XIV Veteran 1 5 8 5 Ja 1 Cohort

XIV Veteran 2-5 5 7 5 Ja 1 Cohort

XIV Veteran 6-10 5 6 5 Ja 1 Cohort

XVI Recruit 2-5 5 6 5 Ja 1 Cohort

XVI Recruit 6-10 5 5 5 Ja 1 Cohort

XVI Veteran 1 5 7 5 Ja 1 Cohort

XVII Recruit 2-5 5 6 5 Ja 1 Cohort

XVII Recruit 6-10 5 5 5 Ja 1 Cohort

XVII Veteran 1 5 7 5 Ja 1 Cohort

XXX Recruit 2-5 5 6 5 Ja 1 Cohort

XXX Recruit 6-10 5 5 5 Ja 1 Cohort

XXX Veteran 1 5 7 5 Ja 1 Cohort

Antesignani 1-4 1 7 6 Ja 1 Light Cavalry

Auxilia 1-6 1 4 6 Ar 4 Skirmisher

Auxilia 7-10 1 4 6 Sl 2 Skirmisher

Galician Veteran 1 5 8 5 Ja 1 Cohort

Galician Veteran 2-5 5 7 5 Ja 1 Cohort


Galician Veteran 6-10 5 6 5 Ja 1 Cohort

Gaul 1-4 4 6 8 Lancers

German 1 and 2 3 7 8 Barbarian Cavalry

German 3-6 4 7 8 Barbarian Cavalry

Roman 1 and 2 2 6 8 Roman Cavalry

Scorpion 1-6 1 2 3 Bo 7 Artillery

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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.

Army Name Initiative Command Movement


Range Allowance
Ceasarian A Lepidus 5 5 9
Auxilia (Caesarian) 2 4 9

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

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Great Battles of Caesar Manual

Army Name Initiative Command Movement


Range Allowance
Caesarian Tribune Alaudae 2 4 9
(continued)
Tribune III, V, VI, VII, 2 4 9
VIII, IX, X, XI, XV, XII,
XIII, XIV, XV, XXVII

Gallic Atrebates Chief 1 4 4 9

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

Army Name Initiative Command Movement


Range Allowance
Greek Dromichaetes 4 4 9
(continued)
Erudites 3 4 9

Metrophranes 4 3 9

Taxiles 5 4 9

Pompeian A Labienus (Cavalry) 4 5 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

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Great Battles of Caesar Manual

Army Name Initiative Command Movement


Range Allowance
Pompeian Syrian Tribune A 2 4 9
(continued)
Syrian Tribune B 2 4 9

Tribune I, III, X, XVI, 2 4 9


XVII, XXX, L

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

Tribune III, V, VI, IX, X, 2 4 9


XIII, XIV, XVII, XXX,

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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

BC BI CH Con EL HC HI LC LI LN MI Rec RC SK Vet


CO CO CO
BC — — AS — AS — — — — — — — — DS —

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

Initial Clash of Swords


The angle at which your units attack can make a significant difference in the
amount of damage they inflict. Using the Initial Clash of Swords table and
the rules that follow, match the attacking and defending units at the appropri-
ate orientation (front, flank, or rear).

80
Initial Clash of Swords

Attacker

EL CH PH MI BI LI SK HC RC BC LN LC Rec Con Vet


CO CO CO

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

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Great Battles of Caesar Manual
Initial Clash of Swords (continued)

82
Attacker

EL CH PH MI BI LI SK HC RC BC LN LC Rec Con Vet


Combat Tables

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

EL CH PH MI BI LI SK HC RC BC LN LC Rec Con Vet


CO CO CO

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

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Great Battles of Caesar Manual
Initial Clash of Swords (continued)

84
Attacker

EL CH PH MI BI LI SK HC RC BC LN LC Rec Con Vet


Combat Tables

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

Size Ratio Difference


Although size is the least important factor involved in shock combat, attack-
ing a phalanx unit (size 10) with a skirmisher unit (size 1) would not be a
wise maneuver, even from the flank or rear.
Use the Size Ratio Difference table and the rules that follow to match the
attacker’s size to the defender’s size. The results adjust the column used on
the Shock Combat Results table (CRT) on page 86.
NOTE: When shock combat involves either elephants or chariots, size is
not taken into consideration—there is no size ratio difference (SRD) .
Size Ratio Difference

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

#R or #L = Shift shock CRT column # to right or left

85
Combat Tables

Shock Combat Results


All of the tables’ results end with the Shock Combat Results table. The Ini-
tial Clash of Swords table gives the base look up column. The Size Ratio
Difference table and column adjustments (see below) may move the lookup
column to the right or left.
The Die Roll column is a randomly selected number from 0 to 9.

Shock Combat Results


CRT Columns
Roll
Die

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

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Great Battles of Caesar Manual

• 1R — all defenders on a lower terrain than attacker


All terrain adjustments are cumulative.

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

Vercellae (101 BC)


Consul Gaius Marius, having just returned from
a successful campaign in Libya, is ordered north
to face the plundering Germanic armies. After victories over the Teutons and
the Ambrones, Marius, with six legions, turned east to face Beorix and the
Cimbri.
Standard and Variant Victory Conditions:
The Roman army must beat the Gallic army by the end of game turn 6; oth-
erwise, they lose the battle.
Roman Army Withdrawal Level: The Roman army withdraws when units
totaling 240 rout points have been eliminated.
Gallic Army Withdrawal Level: The Gallic army withdraws when units
totaling 165 rout points have been eliminated.
Heat at Vercellae:
The battle of Vercellae took place in August. The Gauls, being from the far
North, were unaccustomed to the heat and its enervating effect. The follow-
ing adjustments occur to all Gallic non-cavalry units:
• From the beginning of turn three, +1 to TQ checks.
• From the beginning of turn five, +2 to TQ checks.

Chaeronea (86 BC)


Sulla, after driving Marius from Rome, usurps
Marius’ Senatorial appointment and lands his
army in Greece. In the key battle of the first
Mithridatic War, he confronts a much larger army under Archelaeus just
north of the town of Chaeronea, site of Phillip of Macedon’s famous victory.
Standard and Variant Victory Conditions:
The Roman army must beat the Greek army by the end of game turn 6; oth-
erwise, they lose the battle.
Roman Army Withdrawal Level: The Roman army withdraws when units
totaling 155 rout points have been eliminated.
Greek Army Withdrawal Level: The Carthaginian army withdraws when
units totaling 125 rout points have been eliminated.

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Great Battles of Caesar Manual

Bibracte (58 BC)


The breakout of the Helvetii to find new lands, at
the expense of the Aechii (a client of Rome) was
the excuse Caesar needed to start his military
career. As proconsul for Gaul, his response was to gather four veteran
legions, raise two new ones and stop the Helvetii at Bibracte.
Standard and Variant Victory Conditions:
The Ceasarian army must beat the Gallic army by the end of game turn 6;
otherwise, they lose the battle.
Caesarian Army Withdrawal Level: The Roman army withdraws when
units totaling 240 rout points have been eliminated.
Gallic Army Withdrawal Level: The Gallic army withdraws when units
totaling 165 rout points have been eliminated.

Sabis (57 BC)


Due to poor scouting, Caesar and his men are
caught off guard while setting up camp at the river
Sabis. A gruesome battle with the Belgian Nervii
tribe sorely tests the unprepared Romans’ courage and discipline.
Standard Victory Conditions:
The Caesarian army must beat the Gallic army by the end of game turn 6;
otherwise, they lose the battle.
Caesarian Army Withdrawal Level: The Roman army withdraws when
units totaling 196 rout points have been eliminated.
Gallic Army Withdrawal Level: The Gallic army withdraws when units
totaling 126 rout points have been eliminated.

Dyrrachium (48 BC)


After Caesar crossed the Adriatic into Greece, he
built siege lines around Pompey’s army. But in his
haste he neglected to protect his seaward flank.
When he became aware of this weakness, Pompey launched more than 40
cohorts in a daring two-pronged frontal and amphibious assault to break the
siege.

91
Battle Scenarios & Victory Conditions

Standard and Variant Victory Conditions:


There are no turn limits in this battle.
Caesarian Army Withdrawal Level: The Roman army withdraws when
units totaling 115 rout points have been eliminated.
Pompeian Army Withdrawal Level: The Carthaginian army withdraws
when units totaling 145 rout points have been eliminated.

Pharsalus (48 BC)


After retreating from his defeats at Dyrrachium
and Lesmikia, Caesar regrouped his veteran
army and sought battle near the town of Pharsa-
lus. Outnumbered 2-1 in total forces and almost 7-1 in cavalry, Caesar none-
theless advanced to decide the issue with Pompey.
Standard Victory Conditions:
The Caesarian army must beat the Pompeian army by the end of game turn
8; otherwise, they lose the battle
Caesarian Army Withdrawal Level: The Roman army withdraws when
units totaling 240 rout points have been eliminated.
Pompeian Army Withdrawal Level: The Carthaginian army withdraws
when units totaling 210 rout points have been eliminated.
Delbruck Version Victory Conditions:
The Caesarian army must beat the Pompeian army by the end of game turn
8; otherwise, they lose the battle
Caesarian Army Withdrawal Level: The Roman army withdraws when
units totaling 240 rout points have been eliminated.
Pompeian Army Withdrawal Level: The Carthaginian army withdraws
when units totaling 200 rout points have been eliminated.

Ruspina (46 BC)


Following Pompey’s death, the Senatorial lead-
ers named Q C Scipio to lead their army. He
landed in Africa and there raised a ten-legion
army augmented by Labienus’ Gallic and Germanic cavalry. In a prelude to
Thapsus, Labienus’ cavalry surrounded and attacked Caesar’s primarily
infantry army at Ruspina.

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Great Battles of Caesar Manual

Standard and Variant Victory Conditions:


The Caesarian army wins if all unrouted units are retreated off the southern
edge of the map before the army loses. The edge directly behind the Cae-
sarian army at the start of the scenario is the southern edge.
Caesarian Army Withdrawal Level: The Roman army withdraws when
units totaling 65 rout points have been eliminated.
Pompeian Army Withdrawal Level: The Pompeian army withdraws when
units totaling 105 rout points have been eliminated.

Thapsus (46 BC)


When Caesar moved to capture Scipio’s main port
of Thapsus, Scipio planned a coordinated two-
pronged attack to destroy Caesar’s army. flanked
by the sea on one side and salt marshes on the other, Ceasar negated Scipio’s
cavalry advantage and attacked with five legions.
Standard and Variant Victory Conditions:
The Caesarian army must beat the Pompeian army by the end of game turn
6; otherwise, they lose the battle.
Caesarian Army Withdrawal Level: The Roman army withdraws when
units totaling 170 rout points have been eliminated.
Pompeian Army Withdrawal Level: The Pompeian army withdraws when
units totaling 120 rout points have been eliminated.

Munda (45 BC)


After Thapsus, the remainder of the Senatorial
army fled to Spain, where they regrouped and
raised additional legions. Caesar soon followed,
and, in the last battle of the Civil Wars, attacked Gnais Pomeius’ (Pompey’s
son) forces in a final, decisive battle.
Standard Victory Conditions:
The Caesarian army must beat the Pompeian army by the end of game turn
12; otherwise, they lose the battle.
Caesarian Army Withdrawal Level: The Roman army withdraws when
units totaling 230 rout points have been eliminated.
Pompeian Army Withdrawal Level: The Pompeian army withdraws when
units totaling 190 rout points have been eliminated.

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

Pompey Senatorial Army


Campaign Game

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

Interactive Magic, Inc.


Executive Producers Ray Rutledge, Joe Rutledge
Project Manager Steve Wartofsky
Game Design S. Craig Taylor, Jr.
Consultant
Technical Editor Sara Ley
Editing Assistant David Artman
Multimedia Support Robert Stevenson, Chris Roby
Quality Manager David Green
QA Coordinator Brian Davis
Internal Playtesters Joe Allen, Mike Pearson, Marc Racine, James
Cowgill, Jason Sircy, Adam Turner,
Carlin Gartrell, Ted Wagoner, Chris Gardner,
Anthony Lazaro, JP Berard, Denham Hardman,
Chuck Rice, Sean McDaniels
External Playtesters Jim Pedicord, Phil Natta, Peter Pelka, Adam
Digleria, David Holst, Nick Caldwell, Gary Rost,
Brant McClure, Lu Pham, Mark Perry,
Brian Holland, Louis Portillo, Steve Lieb,
Gino Costa, Mark Logsdon, Kent Coleman,
Richard Arnesen, Dennis McLaughlin
Product Marketing Angela Lipscomb
Manager
Credits

Package Design Cassell Design Group


Introduction Narration Scott Addison Clay
Cover Illustration Robert Rodriguez

Erudite Software, Inc.


Design Team Mark Herman, Gene Billingsley, Richard H Berg
Executive Producer Dan Masterson
Producer Bruce Nielson
Associate Producer Joel Barber
Lead Programmer Joel Barber
Supporting Programmer Lee Peterson
Lead Artist Daniel Johnson
Supporting Artists Mike Murrill, Andrew Nielson, Marika Stacey
Technical Writer Kristen Hawkins
Music Mike Meads
Sounds Daniel Johnson
Original Board Mark Herman, Richard H. Berg
Game Design
Engine Development Ken Meads, Ian Lewis, Chad Peterson,
Joel Barber, Sean Rohead

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

reversing map view 29, 32 T


Roman Cavalry 65
rotating terrain effects 49
map 29 terrain types 50
units 28, 47 Thapsus scenario 93
rough terrain 49 toolbar 27
rout movement phase 57 TQ check 53, 54, 59
rout points 59 failing 59
routed unit 57 troop quality
Running Commentary window 32, 36 see TQ
Ruspina scenario 92 tutorial
see also quickstart
S tutorial help 25
types of terrain 50
Sabis scenario 91
sarissa 65 U
saved game, loading 22
saving game 29 undo action 29
scenarios 89 unit
about face 28, 32
Section Commanders 39
advancing 57
section commanders 40
backward movement 28, 32
sequence of play 37 cohesion 59
setting up collapsing 55
modem 12 combat 61
modem play 24 details, viewing 28
shock combat double-sized 48
designating 53 missile capability 44
engaging 51 movement allowance 44
leader 43 moving 43
results table 86 rallying 28, 31, 57
shock superiority table 79 removing dead units 32
showing hex grid 28 restoring cohesion 32
showing Overview map 28 rotating 28, 32, 47
simultaneous movement routed 57
see group order shock combat 51
size of units 38 size 38
undo last movement 31
skirmishers 66
viewing details 31
sound volume 30
Unit menu 31
starting
unit table 67
battle 20
campaign 22
statistics 30
V
status bar 15, 36 Vercellae scenario 90
superiority 54 Vercellae, heat at 90
supply of missiles 51 victory conditions 33
system requirements 11 viewing

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

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