Saturday, June 29, 2013

Hail Caesar Skirmish #12: Ambush!


"All right lads, let's practice one more time! The Romans'll be here soon. Everyone back into the forest!"

After wrapping up our quick "Cavalry vs. Infantry" scenario, we had just enough time to run a second scenario. For our second match we chose "Ambush" from the classic Table Top Teasers. A quick report of a Celtic ambush of a Roman column after the jump.



Roman column blissfully unaware of the impending ambush


Luckily, "Ambush" uses quite a bit of the same terrain as "Cavalry vs. Infantry", so we shifted our terrain features about and deployed the Roman column according to the scenario. Two Roman cohorts and Cretan archers closely escorted a Roman wagon, with a VIP standing in for the scenario's original princess. Two Numidian light cavalry elements took the very forward and rear positions. The Romans needed to march their wagon and VIP to the river ford, allowing them to escape to the north.


The Celts were slightly outnumbered (having a unit of slingers, a warband, a cavalry unit and a small unit of archers), but could deploy in any terrain feature. We modified the rules slightly from the original scenario, allowing any units in the rough ground or eastern forest to be detected on a roll of 5 or 6 as the Roman column was already close enough for scouts to spot them. Units in the other terrain feature would require a successful order to reveal themselves, with additional orders allowing them to move.

As for the wagon train and VIP, we decided they'd be captured after being contacted by an enemy unit (in hindsight, we should have used the stats for wagons in the Hail Caesar rules, but their existence slipped our minds at the time).

Since the Celts would be ambushing, my Roman opponent Mike let me have the first round. I revealed a warband in the rough ground, charged and contacted the wagon train.

"Wait," we both said, "that's lame. Let's play again."

For our second attempt we removed the rough terrain as an option for hiding troops, reset all the figures and started over.

The Celts Sound the Attack

Celts launch their ambush

Repositioned to give the Romans a fighting chance, the Celts let loose their bloodthirsty howls and emerged from the woods. The requirement of spending a single successful order forming up at the edge of the forests restricted the barbarians from charging the Romans while they were vulnerable. I didn't roll more than a single order for any of my troops, and actually failed to get my archers out of hiding.

Celt slingers pepper enemy infantry with stones


The celt slingers were in range of the wagon train though and unleashed a fusillade of stones against their helpless latin foes.

Though spread thin, I was feeling confident that I had managed to surround my enemy and could prevent a simple flight to the ford (a real danger if the wagon or VIP rolled three successful orders).


Romans Fall in Line

The Romans deployed into a defensive line, seeking to blunt the thrust of the cavalry and skirmishers who were poised to charge next turn.

Romans deploy to protect the wagon train




Close enough to unleash missile weapons, the Romans dealt and astounding amount of damage to the slingers who rolled a 3 on their subsequent break test and were wiped out.

"The horror. The horror."

My confidence began to waver. I had missed the opportunity to deal a large amount of damage with my smaller force while the Romans were still in their vulnerable column formation.

Celts trying to reach the battle


With the rough ground and great distance from my other forces protecting his flank, Mike's Romans were free to apply their full force to my cavalry. He moved one heavy infantry unit back, close to being broken after suffering under the initial attack by my slingers. As initiative passed back to me I decided to gamble everything on a charge to his center, with my general throwing his full weight into the battle.

The cavalry tries to break the Roman center

All In


As I charged his infantry, Mike took advantage of the rule that allows formed cavalry to countercharge join the battle.

The celt general urges his troops on

My cavalry managed to survive the initial battle, even being flanked. On the subsequent round, Mike's general also joined the fray. In the resulting bloodbath, my cavalry still managed to hold on but were broken, but my general met a glorious but tragic end.

With two units mauled, my general defeated and dinner time approaching we decided the Romans had staved off the Celtic ambush. The barbarian general was packed up and shipped back to Italy for his inevitable parade and execution during a triumph.

Ignominious defeat

What Did We Learn?

Converting the Table Top Teasers to Hail Caesar requires a little bit more finesse than I think we initially appreciated. The variable move distance (varying between 0 and 18" for infantry for example) means that distance by itself can't be used to govern game length. The river ford and ambush positions feel extremely close in this scenario, potentially ending the game before it begins.

Allowing the wagon and VIP to use the stats (rather than being instantly captured upon contact) would have given them more resilience  and limiting them to single moves would have prevented them from skittering off the board on the first turn.



The ambushing forces are also purposely outnumbered in the scenario, but because they are spread out they can't take advantage of supporting each other, further weakening them. The Romans on the other hand can lock up into a defensible line, using the river and rough ground to protect their flanks.

I'll have to think on this a bit more, but giving the Celts only skirmishers and more terrain might allow them to strike and slip back before the heavier roman infantry can pursue. Even with equal forces, the Celts will take a beating if they get into a stand up fight with formed infantry, but could prove frustrating for the Roman player. After losing (yet again) I might not mind too much some Roman fuming!

Saturday, June 22, 2013

Hail Caesar Skirmish #11: Infantry vs. Cavalry. Kind of.




"Hey, for our Hail Caesar game tomorrow, let's do something different this time" my gaming pal Mike said, "Not just a line 'em up bash."

No problem. I'd been looking forward to trying a Table Top Teaser and this seemed a great chance to shake things up with a new scenario. I flipped through the collection to find something suitable, which proved a bit challenging as most seemed to work better for more modern armies (Horse and Musket or later), or required a ton of cavalry or terrain. I finally settled on "Infantry vs. Cavalry" and "Ambush". Check out our battle report for Cavalry Attack after the jump.



I didn't have nearly enough cavalry to run cavalry attack, but quickly finished up a small unit of Numidian cavalry (please excuse the block painting and unfinished bases) and tried converting the suggested forces to figures I had on hand. The terrain also needed some modification as well, but the vital hills, river and layout were close enough to work.

Romans (RED) 

The Romans in column formation

The Romans begin the game in column, marching along a river when they are surprised by a (mostly) cavalry force. We set up the Romans according to the scenario map, two cohorts per side, with Cretan archers in the middle, all in column formation.
The Romans begin nearly in the middle of the table, with a series of hills and rough ground to the north that will provide an escape from the cavalry attackers. Should they manage to reach the rough ground, the Romans will win the scenario.

Celts & Allies (BLUE) 

The celtic cavalry prepares to launch their attack.

The Celts are free to set up along the western table edge in an angled deployment zone. As the Celts, I placed my two light cavalry and one heavy cavalry towards the north, ready to dash across the table and cut off the Roman retreat to the north. Two warbands and a Spanish medium infantry unit took the southern half of the deployment zone, with a small unit of celt slingers just in front of them.

Initial deployment

Opening Moves

The Celts, springing their trap, received the first initiative. I ordered my cavalry to charge, one small unit swinging north to stall any Roman advance to the protected ground to the north, with the rest of the cavalry charging straight ahead to engage the boys from the boot as quickly as possible.

I rolled well, getting my cavalry into position, but failing to engage the Romans in combat. The rest of my infantry moved along the river, but remained beyond javelin range.
Light cavalry swing north to cut off escape to the hills


The main body surges towards the Romans, but not yet reaching javelin range.

With initiative passing to the Romans, my opponent Mike realized he needed to get his Romans out of march and into a defensive position. A lengthy discussion occurred in which Mike I negotiated the sophisticated maneuvers he wanted his tiny lead men to engage in, while I asked him to reconsider the complexity of his commands for something a little simpler. After quite a bit of back and forth, his troops finally fell into a crescent formation, one side facing the onrushing enemies, the other facing the river to prevent a flank attack.

Romans unfurl into a broad crescent

Neither of us were quite sure of the legality of the maneuver  but in an effort to get back to the game, we decided it was good enough and got on with it. The Romans loosed sporadic ranged attacks, but dealt few casualties.

Cavalry Charge

Having failed to take advantage of the Romans initial vulnerable position, I had to console myself with the fact that they had to drop into a defensive position rather than simply making for the hills. Feeling confident, I went for broke, charging my warbands towards the Roman line which evaded back out of the way. Of course, this is totally illegal since they are close order infantry, but neither Mike nor myself caught that rule in the moment.

Romans deploy Kirk's Kobayashi Maru maneuver to get out of a jam.
On the other side of the line, my medium cavalry supported by light Numidian cavalry crashed into the Roman line.
Celts attack, with Numidians in support


But after a horrendous round of combat, were forced to recoil!

Forced to flee! This is what I get for putting figures with unfinished bases into play.
Having rebuffed the Celtic attack, the Romans see an opportunity to deal some damage.

The Late Republic Strikes Back

The Roman left which had just evaded, charges the warbands, completely obliterating them. Their defeat was so quick the only evidence that remains is this pic of the victorious Romans, bloodied and disordered, but still in the fight.

Without celts in proximity, Romans collapse into a stout defensive configuration


Having been dealt a serious blow, I felt I need to attack. On the Carthaginian initiative I sent my medium infantry into support another cavalry charge and ordered the advance.

One last charge

Again the two lines collided and again my cavalry performed miserably, routing off the table following a dismal 3 on the break test. With three out of six units routed, and finally realizing that formed infantry can't evade along I decided to concede the game. There was little hope to stopping the Roman juggernaut with only light troops remaining.

Had I not been so eager to come to blows, or realized that I didn't have quite the numerical advantage I thought I had, I would have proceeded more cautiously and perhaps made a better showing. Also, I love Hail Caesar, but it could really use a proper glossary and index to help quickly find rules questions. Still we had fun, and since the first game went by rather quickly, we decided to try out the other Table Top Teaser, "Ambush". That write up will need to wait for another time though.



Friday, June 7, 2013

Hail Caesar Skirmish #10: Battle at the Pig Farm


It was obvious when I got home from work that I was having a crummy day. After dinner, we washed up, I got my son ready for bed and tucked him in. I clomped back downstairs and out of the corner of my eye caught a glimpse of our kitchen table set up with a pair of armies facing off across a forest clearing.

My wife smiled sheepishly. "I think you'd feel better if we played a game." It was true, my mood did a quick 180 as we settled in to a surprise game of Hail Caesar. My wife GMs her first Hail Caesar game after the jump.


Roman Briefing (as conveyed to me) 


"Ok, so these Romans got cut off from their legion. They're trying to get back, but they've been disgraced by fleeing their last battle. Also they are starving. So they want to get these pigs to eat, and also to wipe these barbarians out. They can't return to their legion without killing these guys or they'll wind up looking like chumps."

Celt Briefing


 "These pig farmers see all the Romans coming and are all 'Yull nevar tehk owr PEEGS!' Also, see this woodland clearing over here? That's where they do their tribal dances, so obviously they don't want the Romans tromping through there. (These pigs are the cutest.)"

The deployment was set when I sat down at the table, taking command of the Romans. Their four units of heavy infantry were in two ranks behind a river snaking its way across the table. A small unit of Numidian cavalry and some Cretan archers held my left flank. A hill on the far side of the river looked like a good place to set these lighter forces up while my infantry crossed the river.

The Celts were massing behind a narrow passage between some rough ground and the edge of the wood. Their skirmishers armed with slings lurked on their right flank within the wood, while a unit of celtic cavalry was formed up within a turnip patch on their left flank, with only some brush before them.



The Roman plan was to get across the difficult river crossing first, charging forward to plug the celt warbands up in the gap between the wood and rough ground. This would prevent them deploying into a full line in the open ground at the center of the table.

The Celts (I later learned) intended to hold the main Roman line with two warnand units so the other two could roll up the flank. The skirmishers would sneak through the woods into the Roman rear to finally pepper them with stones once the lines had clashed.

Terrain: The Third Antagonist

Both armies were forced to deal with challenging terrain. As the Romans, I started by sending my light cavalry and archers across the river to the hill on the far side. We decided the river would take three actions to move across (move up to it, cross, consolidate on the far side), and luckily my light troops rolled three moves. The heavy infantry wasn't so lucky, only able to move up the river before passing initiative to the Celts.

Cretan archers set up on a strategic hill

Heavy infantry "wading" across the small river.

The Celts were in a tough position as well. They moved their cavalry into the scrub on their left flank, but the skirmishers made little progress through the woods on their right.

Cavalry switches to open order to manage the scrub land.

The warbands, with their larger base size and a narrow gap between the woods and rough ground could only manage to wriggle a single stand through initially.


Depending on Numidians



With my infantry stalled in the river, and seeing the Celt cavalry moving into my flank, I was concerned  my heavy infantry would be hit in the side as soon as they crossed the river. The only hope I had of protecting them was to send my Numidians into hand to hand combat with the tougher Celtic cavalry to buy me some time.

I ordered the Numidians into close order and gave them a charge order directly at the Celts. My wife and I discussed charge responses and she decided to countercharge. My Numidians were likely to get stomped, but by countercharging the two cavalry units met at the midway point between them. Directly in front of my Roman heavy infantry.

The dice swung my way and I was able to send my Romans the rest of the way across the river and into contact with the flank of the Celt cavalry.

Celtic cavalry caught after a rash countercharge

In the ensuing battle the Numidians managed to push the Celt cavalry back and pursued them to protect the Roman right flank as long as possible. The Romans consolidated and eyed the approaching warbands across the narrow plain.


Warband Plans

The Celts skirmishers continued to slink along the edge of the woods, while the warbands moved into the clearing and arrayed themselves in a shallow V formation.




Seeing the warbands getting into position, and not wanting to be on the receiving end of a fully prepared barbarian rush, I decided to risk a full charge.



I extended my line, leaving a double depth of heavy infantry on the side likely to take a hit to the flank, and charged forward. The Celts again responded with a countercharge of their own, and unfortunately wound up facing Romans who were fighting atop the hill on the Roman left. I was totally going to let her take it back, but she felt she needed to stop the Romans in the center of the clearing to give her other warbands who hadn't made contact yet room to maneuver.





In the clash the Celts took a beating but in managed to hold on during their break tests. The cavalry skirmish between the Numidians and Celts continued, but both sides became Shaken and were forced to retire.



Now the Celts could bring the rest of their warbands to bear. Unable to get to the Roman flank, the barbarians were able to double up and hit the Roman right. Desperate to score a victory, the Celt leader joined the melee. In the ensuing battle the Celts were able to push the Roman right flank back...


but in the center the Romans persevered against the already bloodied Celts and managed to shatter them. The Roman center used their Move by Victorious Units to swing into the flank of the fresh barbarians.

The Roman center breaks through and swings right, flanking the Celts on the Roman right.

The furious battle also claimed the life of the Chief Pig Farmer. With more than half of their units Shaken or routed, and their general dead. The Pig Farmers fled the field of battle.

"They may take our lives... but they'll never take our PULLED PORK!"

Wrapping Up

This was another of our small "skirmishes" using only a single division per side this time, but even at this level Hail Caesar is fun. I'm also feeling more comfortable with the rules, even making some rulings on the fly rather than look them up to keep the game flowing.

I still feel like I need a few more units and command stands to get up to the three divisions per side HC recommends, and I'm looking forward to creating some historical scenarios, or some more interesting confrontations based on the old Table Top Teasers.

We're moving house this month and into temporary accommodations until our new home is built. I'm hoping to sneak in one more Hail Caesar game before the move, because in the interim I'll have to be content with painting as most of my game stuff will be in storage. But once we move I should be able to get a new game table, camera, actual lighting rigs, and plenty of time and space to extend my terrain collection. Can't wait!