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Caesar: Epic Battle of Alesia

Caesar: Epic Battle of Alesia Rulebook

Table of Contents

Table of Contents

  • 2. Unit Counters
  • 3. Prepare to Play
  • 4. Sequence of Play
  • 5. Movement
  • 6. Zones of Control
  • 7. Movement Bonuses
  • 8. Terrain Movement Restrictions
  • 9. Movement Within Alesia
  • 10. Stacking
  • 11. Off-Board Gallic Movement
  • 12. Assault Periods
  • 13. Hand-to-Hand Combat
  • 14. Multiple Unit Battles
  • 15. Resolving Hand-to-Hand Combat
  • 16. Movement After Combat
  • 17. Multi-Player Games
  • 18. Gallic Attack Coordination
  • 19. Leadership Capabilities
  • 20. Archers & Slingers
  • 21. Disruption
  • 22. Cavalry
  • 23. Outer Works
  • 24. Forts
  • 25. Ramparts
  • 26. How to Win
  • Optional Rules
    • 22.4 Recon
  • Play by Mail
  • Appendix
    • A. Rampart Connections
    • B. Gallic Assault on a Fort
    • C. Battle Rages
    • D. Doubled Rampart Positions
    • E. River Defense
  • Alesia Frequently Asked Questions
  • Design Credits
  • Designer's Notes
    • The Historical Outcome
    • Designing the Game
    • The Effect of Terrain and Fortifications
    • Setting Up the Game
    • Assault Periods
    • Rules of Movement
    • Off-Board Gallic Movement
    • Gallic Exterior/Interior Coordination
    • Forts (Missile Engines)
    • Archers & Slingers
    • Cavalry
    • The Opponents
    • Conditions of Victory
  • Tactics
    • Hand-to-Hand Combat Table
    • Elements Favoring the Romans
    • Elements Favoring the Gauls
    • Roman
    • Gallic Options
  • Terrain Effects Chart
  • Combat Tables
    • Hand-to-Hand Combat Table
    • Archer/Slinger Table
    • Missile Engine Table
    • Outer Works Table
    • Reconnaissance Chart

2. Unit Counters

2.1 The die-cut cardboard counters represent the military formations which took part in the battle. Each counter contains information essential to the play of the game.

2.2 Types:

Gallic: Each Gallic combat counter is a triangle bearing the tribe name and its Battle Group number, printed on a square background that also carries the unit's Combat Factor and Movement Factor as a hyphenated pair (Combat Factor first, Movement Factor second — e.g. a Ruteni counter reading "7-6" has a Combat Factor of 7 and a Movement Factor of 6). If the tribe triangle is filled in solid black, the unit is part of the besieged Alesia force; otherwise it belongs to the relieving force. Examples:

  • First assault group of the Aedui ("9-6", Combat Factor 9 / Movement Factor 6) — among the fiercest warriors of the Gauls, part of the besieged Gallic force.
  • Seventeenth assault group of the Averni ("8-6") — one of the major tribes contributing infantry, part of the relieving Gallic force.
  • First squadron of Gallic cavalry ("2-13") — part of the relieving Gallic force.
  • Vercingetorix ("0-8") — the key to victory.

Roman: Each Roman cohort counter shows the Legion numeral and Cohort number (e.g. "X-1" is Legion X, Cohort 1), with the Movement Factor and Combat Factor printed side by side below (Movement Factor first, Combat Factor second — e.g. "9 + 9"). Examples:

  • First cohort of the Tenth Legion ("X-1", MF 9 / CF 9) — Caesar's "body guard."
  • Second cohort of the Tenth Legion ("X-2", MF 6 / CF 8) — Caesar's finest.
  • Eighth cohort of the North Italian recruits ("R-8", MF 4 / CF 7).
  • First squadron of Caesar's mercenary Germanic cavalry ("2-15").
  • Roman fort (contains gravity and spring-powered missile engines).
  • First group of Caesar's Numidian Light Infantry (Movement Factor 9 / Combat Factor 2).
  • First group of Caesar's mercenary Numidian archers ("0-1-8").
  • Ninth group of Caesar's mercenary Balearic slingers ("0-1-8").
  • Labienus ("0-8").
  • Caesar ("0-9").

2.3 All Gallic unit counters containing a triangle enclosed in the upper right hand corner constitute the besieged Gallic force with Vercingetorix.

2.4 The combat factor is a unit's basic fighting strength whether attacking or defending. (Exception: See archers and slingers, Rule 20.)

2.5 The movement factor (hereafter referred to as MF) is the basic number of hexes a unit may be moved over clear terrain in one turn.

2.6 Information relating to Tribe, Battle Group, Legion, and Cohort are for historical reference only. It plays no role in the play of the game.

3. Prepare to Play

3.1 Superimposed over the mapboard is a hexagonal grid which is used to determine movement, range, and the proximity of units to each other. Refer to the Terrain Effects Chart for an explanation of the terrain features printed on the mapboard.

3.2 The Roman player places all of his unit counters anywhere on the mapboard he wishes, except in or adjacent to the town of Alesia. EXCEPTION: Forts may not be placed within 7 hexes of Alesia.

3.3 The Gallic player places all the besieged (blue Gallic) units and the Vercengetorix leader in any hex in the walled area of Alesia. When placing units in Alesia they may be stacked 3 high and remain so until they move out of Alesia.

3.4 The Gallic player places all relief force units (green Gallic) on the Off Board Chart which is divided into 10 boxes with Roman numerals which correspond to entrance zones on the game board. The chart should be placed behind the player screen so the Roman player cannot see it. The Roman player may not look at the Off Board Chart (OBC) during the game. In each box on the chart is the game turn in which those forces may enter the map during the 1st assault. Once placed at the start of the game, it may not be changed until the set up during the second assault.

3.5 Place the Assault marker in the first box on the assault track. Place the Turn marker on the 1 space on the turn track.

4. Sequence of Play

4.1 The Gallic player moves all of his units currently on the board that he wishes to move. Then additional units may appear on the board from the OBMC. The Roman player resolves defensive fire from fort missile engines, archers and slingers during the Gallic movement phase.

4.2 The Gallic player conducts all Off-Board movement he wishes to make and then updates the Off-Board Gallic Presence indicators on the chart of the same name.

4.3 Determine the effect of the Outer Works on all Gallic units in Roman zones of control.

4.4 Resolve all battles caused by Gallic movement on the Hand-to-Hand Combat Table. Units permitted to advance or forced to retreat are so directed immediately upon resolution of the battle in which they are involved.

4.5 The Roman player moves all of his units he wishes to.

4.6 Resolve all battles caused by Roman movement on the Hand-to-Hand Combat Table. Units permitted to advance or forced to retreat are so directed immediately upon resolution of the battle in which they are involved.

4.7 This ends one full turn. Advance the "TURN" counter one box on the Assault Period Chart and repeat steps 4.1–4.7 till game conclusion.

5. Movement

5.1 In the movement portion of your turn you may move as many units as you wish; all, some, or none.

5.2 Units are moved one at a time in any direction or combination of directions up to the limit of their movement factors. The die has nothing to do with movement, it is only used to resolve battles.

5.3 Each unit is permitted to move a number of hexes equal to its movement factor, although this may be increased (See 7.1) or restricted (See 8) by terrain, or the presence of enemy units (See 6.2).

5.4 Movement factors are not transferable from one unit to another, nor can they be accumulated from one turn to the next.

5.5 You may move over or stack on top of your own units, but you may never move onto a hex occupied by an enemy unit.

6. Zones of Control

6.1 Every unit (except leader counters, units inside Alesia, and units occupying forts) has a Zone of Control (hereafter referred to as ZOC) which consists of the six adjacent hexes (A-F in the diagram). A unit's ZOC extends across all types of terrain and units except the town of Alesia, forts, and off the board.

6.2 Units must stop upon entering an enemy ZOC and must attack those enemy units exerting the ZOC. EXCEPTION: See 15.3—Battle Rages.

6.3 Units which begin their turn in an enemy ZOC must attack those units exerting the ZOC or withdraw. EXCEPTION: See 15.3—Battle Rages.

6.4 Movement from one enemy ZOC directly into another ZOC of the same unit or another enemy unit is not allowed. EXCEPTION: See 16.1.

6.5 The presence of friendly units or a friendly river does not negate the ZOC of an enemy unit.

6.6 Disruption caused by missile fire or Battle Rages results may temporarily cancel a unit's ZOC or some of the specific properties of that ZOC.

7. Movement Bonuses

7.1 All units move twice as fast as normal when crossing hexsides along a perimeter rampart and/or camp rampart (hereafter jointly referred to as ramparts for movement purposes). Thus a unit with a movement factor of 6 could move 12 hexes along ramparts.

7.2 A unit may combine rampart and non-rampart movement in any fashion. When doing so, consider each rampart hex moved into from a connecting rampart hex to expend ½ of a MF. Unused fractions may be carried over from movement on one portion of rampart to movement on a different portion of rampart in the same turn, but at the end of movement a unit may not use a fractional MF to move through a non-rampart hexside.

7.3 When moving from a rampart hex to another rampart hex not directly connected by the rampart across the hexside being traversed, a unit expends one full MF.

7.4 In some cases black and brown ramparts may not physically touch due to slight printing errors but the intent of connecting ramparts should be obvious due to the extreme proximity of the two colors (less than 1/32"). See Appendix A for further clarification. The three instances of non-connecting ramparts occur in regards to the camp rampart southeast of Mt. Rea.

8. Terrain Movement Restrictions

8.1 Units may not cross rivers or hexes of the Isolated Trench in one turn, but must stop on them. The next turn they may move off the hex in any direction at the normal movement cost.

8.2 Movement along rivers or hexes of the isolated trench is considered normal movement. Crossing of such a barrier requires that the unit start its turn on that hex. It may then move off in any direction or along the barrier before moving off but once off it may not recross the barrier that turn.

8.3 Any hex containing a portion of river or isolated trench which does not touch two hexsides of that hex does not restrict movement in the above manner, although units defending against units attacking from such a hex are still doubled on defense.

9. Movement Within Alesia

9.1 No Roman unit may ever enter the town of Alesia.

9.2 The location or deployment of the besieged Alesia force within the town is never known to the Roman player. Gallic units are merely piled within the town in random fashion.

9.3 The Gallic player may send any besieged unit or units out of the town at any time (EXCEPTION: See 18) from any wall hex, as long as they conform to movement and stacking rules outside the town. In any given turn no more than two Gallic units may appear on the same wall hex of Alesia from within the city without costing a MF. All additional units (in multiples of 2) appearing on that wall hex must pay an additional MF. Thus, if 7 units were to appear on the same wall hex of Alesia, the 7th would do so at a cost of 3 MF; the 5th and 6th units at a cost of 2 MF, etc.

9.4 A unit may not enter and leave the town in the same turn (but it may leave and then re-enter the town in the same turn). For example, a Gallic unit north of the town could not move to an area south of the town by passing through Alesia. It would have to move around the town or exit from it until the next turn.

9.5 Gallic units on the walls of Alesia attacking adjacent Roman units may stack only two units high. Roman units may never attack Gallic units which are on or within the walls of Alesia.

10. Stacking

10.1 The Roman player may stack up to three of his units together in a single hex; the Gallic player may stack only two units.

10.2 Units may move over friendly stacks, as long as a turn's end no stack is in excess of the limits prescribed in 10.1. Any stack in excess of the stacking limits at turn's end must eliminate sufficient units to bring the stack back within legal limits. The owning player may determine which units to eliminate.

10.3 Players may recombine units into different stacks at any time during the movement phase or as a result of combat.

10.4 Forts and leader units (Caesar, Labienus, Commius, Vercingetorix) are not counted towards stacking limitations. All other units count equally towards stacking limits regardless of strength or type.

10.5 Leaders, archers and slingers must be placed on top of any stack they are in.

11. Off-Board Gallic Movement

11.1 The mapboard is divided into ten off-board zones which correspond with the Roman numerals I through X around the edge of the board. The triangular symbols "△" arranged around the edge of the map between the off-board zone numbers, designate the borders of each off-board zone. A unit in a given off-board zone may enter the playing area from the edge of the map between or on the two symbols corresponding to its off-board zone. Placement on the outermost hex row of the board from the OBMC costs 1 MF. In any given turn no more than two Gallic units may be placed on the same outermost hex row of the board from the OBMC at a cost of 1 MF. All additional units (in multiples of 2) appearing per individual hex must pay an additional MF. Thus, if 7 units were to appear on the same mapboard hex, the 7th unit would do so at a cost of 4 MF; the 5th and 6th units at a cost of 3 MF, etc.

11.2 Whenever Roman units occupy the outermost hex row of the board they are subject to attack from Gallic units occupying that OBMC zone during the Gallic turn. These Gallic units are considered in the OBMC zone during and after combat. Should this occur an additional imaginary hex row is added to the fringe of the board which Gallic units starting their turn in that OBMC zone may occupy (up to normal stacking limits) and attack from. Units are never doubled on defense when attacked from off the board.

11.3 Only the Gallic player may move units off the map. To use off-board movement units must either be off the map or within range of the edge of the board at the beginning of their turn. EXCEPTION: See Assault Periods, 12.3.

11.4 During the movement portion of his turn, the Gallic player may enter the mapboard from any edge hex of the off-board zone corresponding to the box it occupies on the OBMC—OR—move to an adjacent box on the OBMC—OR—stay in the same box on the OBMC—OR—enter the OBMC from the board. No specific Gallic unit can perform more than one of these options in the same turn.

11.5 There are no "half hexes" in CAESAR: such a position is considered off the mapboard. A unit already on the mapboard may move onto the OBMC by reaching the outermost hex row of the board with at least one MF remaining, or being advanced or retreated as a result of movement after combat. It is then placed on the OBMC box corresponding to the off-board zone exited. It may not be moved further that turn.

11.6 Any number of units may use off-board movement at once.

11.7 No unit may leave the board and re-enter in the same turn.

11.8 At the end of the First Assault Period the Roman player must study the Gallic dispositions. This is the only time the Roman player may see the OBMC.

11.9 The Gallic player must disclose the off-board zones in which he has unit(s) every turn, but need not tell the number or type of units in each zone. This disclosure is indicated automatically by placing a blank counter on the square of the off-board zone in which he has forces. The counter must be removed at the end of the Gallic movement phase if no Gallic unit occupies the OBMC zone—even if there are Gallic units on the board in that area.

12. Assault Periods

12.1 There are two Assault Periods of 12 turns each in the game which represent the two days of the battle. Taken together these two Assault Periods constitute the maximum duration of the battle.

12.2 At the end of the last turn of the First Assault Period the surviving besieged Gallic units are automatically returned to the town regardless of where they are on the mapboard.

12.3 At the end of the last turn of the First Assault Period the surviving relieving Gallic units are automatically moved off the board from where they are on the mapboard. Each unit is moved to the box on the OBMC corresponding to the off-board zone it is nearest. Nearness is calculated by the distance from the unit to the off-board zones on the edge of the map, measured by the number of hexes in a straight line regardless of terrain restrictions.

12.4 At the end of the First Assault Period both sides may revive up to 10% of the combat strength (Note: factors—not units) of their respective eliminated forces on or off (in the case of the Gallic player) the mapboard. Fractions are rounded downwards. Losses must be counted by unit type; i.e., cavalry losses cannot be replaced unless 10 or more cavalry units have been eliminated. Similarly, archer and slinger units and the Lt. Numidian Infantry cannot be replaced. Legion and recruit cohorts can be counted together as one type to determine replacements.

12.5 Gallic replacements must be divided between the besieged and relieving forces in direct proportion to the percentage of factors lost by each force. Excess replacement factors of each group are lost. The Gallic relieving replacements may be placed anywhere on or off (at the discretion of the Gallic player) of the mapboard, but must be placed prior to seeing the new Roman starting positions.

12.6 At the end of the First Assault Period after the reorganization of Gallic forces the Roman player may relocate any and all of his surviving units (except forts) as he wishes anyplace on the mapboard except adjacent to Alesia, and inspect for the first and only time the OBMC. When he has finished this reorganization the Second Assault Period begins.

13. Hand-to-Hand Combat

13.1 Whenever your units end their turn in an enemy ZOC they must attack those units exerting the ZOC. (EXCEPTION: 21.2 and 15.3—Battle Rages.) The player moving his units is the attacker; his opponent is the defender for that player turn.

13.2 Before resolving combat the attacking player may move as many of his units as the stacking limits and the rules of movement will allow into attack positions. You may make as many attacks as you wish in one turn but no unit may attack more than once per turn. EXCEPTION: missile fire.

13.3 After all movement is completed the attacker resolves all battles one at a time in any order he chooses, executing all movement after combat of each attack before proceeding to resolve the next.

13.4 The combat factor of a unit is never doubled for any reason while attacking.

13.5 The combat factor of a unit is sometimes doubled while defending. (See the Terrain Effects Chart on the back of this manual.) The defensive benefit of terrain is not cumulative; i.e., a defender on a rampart being attacked from a river hex is still only doubled—not quadrupled.

14. Multiple Unit Battles

14.1 When two or more units attack one defending unit the factors of the attacking units are added into one combined attack factor.

14.2 When one unit attacks two or more defending units the factors of the defending units must be combined into one defense factor.

14.3 When several units attack several defending units the attacker has the choice of how to divide combat provided:

14.31 he attacks every defending unit in whose ZOC he has a unit,

14.32 all his units in enemy ZOC attack some enemy units,

14.33 each attacking unit is adjacent to the specific defending unit it is attacking.

EXAMPLE: Four Gallic units — Turoni (6-6), Segustavi (9-6), Biturges (7-6), and Allobroges (8-6) — are adjacent to three Roman units: R-15 (4+7), two stacked XIV-10 units (5+8 each), and X-10 (6+8). The Gallic player could divide combat in a number of ways but he must divide combat into three attacks since his "6" and "8" aren't adjacent to the Roman "5's" but must attack other Roman units they are adjacent to. Thus, the Gallic "6" must attack the Roman "4" and the Gallic "8" must attack the Roman "6", and at least one of the three remaining Gallic units must attack the Roman "5's." The Gallic player is free to utilize the remaining two Gallic units as he sees fit so long as they attack an adjacent Roman unit. The Gallic player in our example has decided to attack at 3-1 (15-4), 1-2 (7-10), and 2-1 (15-6).

14.4 When defending units are stacked in the same hex, the attacker may not attack them individually — he must attack them as one combined defense factor. EXCEPTION: 20.5—Missile Fire.

14.5 Attacking units in the same hex may divide their stack to make separate attacks against defending units on separate hexes.

14.6 The combat factor of an individual attacking unit cannot be split and applied to more than one battle.

14.7 You may attack with one or more units at unfavorable odds in order to gain more favorable odds over other defending units. This tactic is called soaking-off. The 1-2 (7-10) attack in the above illustration is an example of a soak-off attack.

14.8 No unit, attacking or defending, can fight more than one Hand-to-Hand battle in any one player-turn, even if it finds itself adjacent to enemy units after all combat has been resolved. Such units are simply left adjacent and it becomes the other player's turn.

15. Resolving Hand-to-Hand Combat

15.1 Once he has decided how to divide all combat, the attacker resolves battle one at a time. First the "odds" of each battle must be reduced to the basic odds shown on the Hand-to-Hand Combat Table. To do this, divide the smaller combat factor both by itself and into the larger combat factor. The resulting two numbers (one of which is "1") are expressed as a strength ratio, placing the number which represents the attacker first in the ratio, and the defender in second. Fractions of any size are "converted" either up or down to the whole number most favorable to the defender in an attack. Examples: Attacker 14, defender 8; dividing both by 8 yields attacker 1 6/8, defender 1. Since 1 6/8 is rounded off in favor of the defender this becomes 1:1. 8 to 14 becomes 1:2; 14 to 6 becomes 2:1; 4 to 14 becomes 1:4.

15.2 The odds thus determined, the attacker rolls the die and cross-indexes the result with the proper odds column of the Hand-to-Hand Combat Table. Example: A Roman cohort with a strength of 5 is stacked with a cavalry squadron (strength of 2), and they are attacked by three Gallic units; two 8-6's and a 6-6. The odds would be 22-7 or 3-1 on the Hand-to-Hand Combat Table. Assuming a die roll of "4" the Roman units would have to retreat one hex.

15.3 The various combat results are defined as follows:

  • AR# — The defending player retreats the attacking units the indicated number of hexes, passing through each hex only once. The path of retreat may not be into enemy ZOC or through restrictive terrain if other non-blocked routes exist. Units unable to retreat the prescribed number of hexes due to enemy ZOC or restrictive terrain are eliminated instead.

  • AA# — The attacker may advance any of his attacking units into the defender's vacated hex and barring enemy ZOC or restrictive terrain may continue his advance up to the indicated number of hexes. The vacated enemy hex counts as the first hex of the advance.

  • AE — All attacking units are eliminated.

  • DE — All defending units are eliminated.

  • DA# — The defender may advance any of his defending units into the attacker's vacated hex and, barring enemy ZOC or restrictive terrain, may continue his advance up to the indicated number of hexes. The vacated hex counts as the first hex of the advance.

  • DR# — The attacker retreats the defending units the indicated number of hexes, passing through each hex only once. The path of retreat may not be into enemy ZOC or through restrictive terrain if other non-blocked routes exist. Units unable to retreat the prescribed number of hexes due to enemy ZOC or restrictive terrain are eliminated instead.

  • Melee — No advance or retreat. Both sides remain adjacent. The next player must move or attack in their player turn.

  • Battle Rages — All participating units (attacker and defender) are inverted and the battle must be refought in the attacker's next turn, unless the defender chooses to counterattack in his own attack phase. Units affected by a Battle Rages result may not move further until after the attack is repeated in the next turn (the attack odds differ from the original attack due to reinforcement by either the attacker or defender). Inverted units retain their full combat factors and ZOC. Both sides have the option to reinforce the battle but must fight it with all the original participating units as well.

    The defending player may reinforce the Battle Rages situation without having to attack by bringing new units into the hex or hexes of the defending unit(s). The defending player may place new units in other adjacent hexes without having to attack, providing that these reinforcing units are not moved adjacent to an enemy unit not marked with a Battle Rages marker. The option to reinforce a battle does not permit the defender to ignore the presence of other enemy units in whose ZOC he moves.

    If the defending player counterattacks any of the original attacking units in a Battle Rages situation, all the original attacking units must be attacked. An attack on one of the original attackers in a Battle Rages result automatically releases the other original attackers from the effects of the Battle Rages. See Appendix C for further clarifications.

15.4 Whenever Gallic units are completely surrounded by adjacent Roman ZOC and attacked at odds of 2-1 or more they are automatically eliminated. Roman units involved in the attack may advance up to 4 hexes barring enemy ZOC or restrictive terrain. The first hex of advance is the hex previously occupied by the eliminated defender.

15.5 Odds of 6-1 or better result in automatic elimination of the defender with the attacker eligible for an advance of up to 4 hexes.

15.6 Odds worse than 1-4 are treated as 1-4.

16. Movement After Combat

16.1 Victorious units which are allocated an "advance" capacity on the Hand-to-Hand Combat Table may always move into the vacated hex of the defeated opponent, regardless of enemy ZOC. (NOTE: if the hex isn't vacant, as can happen when a unit not involved in that particular attack was stacked with the eliminated attackers, no advance is possible.) Except for the occupation of the vacated hex of the defeated opponent, a unit's movement after combat is restricted by enemy ZOC and restrictive terrain in the same fashion as these factors would inhibit movement.

16.2 Units which are unable to retreat the number of hexes specified by the Hand-to-Hand Combat Table due to enemy ZOC or restrictive terrain are eliminated. Roman units which are forced off the board edge are eliminated. Gallic units may retreat off the board.

16.3 Units advancing or retreating after combat may be fired upon by missile units which have not yet fired during that turn.

16.4 The victorious player must always retreat his opponent's defeated units toward the losing player's own lines whenever possible.

16.5 An advance can always move into an enemy ZOC, but never through it. A unit forced to retreat into enemy ZOC is eliminated.

17. Multi-Player Games

17.1 CAESAR can be played by from two to four players. When three players are involved, two must play the Gallic side, one commanding the besieged forces and the other commanding the relieving forces. With four players, both sides get two players.

17.2 The Gallic commanders are given separate control of the besieged and relieving Gallic forces. Although the player assuming control of Vercingetorix assumes the role of the besieged Gallic forces, there is no counter representing the Gallic commander of the relieving force. Each player exercises an entirely independent command.

17.3 On the first turn of each Assault Period the besieged Gallic forces leave Alesia, the besieged forces must move first. Thereafter, interior and exterior Gallic forces are moved simultaneously.

17.4 If there are two Roman commanders they assume the role of Caesar and Labienus (Caesar's second-in-command). Each commands half the Roman perimeter (defined as his sphere of command) facing any five contiguous off-board movement zones and exercises control over all Roman units within that area. These players may discuss strategy of a general nature, request reinforcements, etc. but may not move the other's pieces nor make specific tactical suggestions. Once established, a Sphere of Command cannot be changed, except between the First and Second Assault Periods.

17.5 If a Roman leader unit enters the Sphere of Command of the other Roman player it may assume direct control of all Roman units within 10 hexes unless the other Roman commander counter is also within a 10 hex radius, or refuses to grant that control. Example: assume the Roman players have divided their commands giving the Caesar player control of off-board perimeter zones I-V, and Labienus VI-X. The Gauls, wishing to concentrate their effort, attack opposite zone VII. The Caesar player is left with no apparent opposition on his front but he cannot aid his partner by helping him move his units unless the Labienus counter itself moves to that side of the perimeter and gains direct control over units within a 10 hex range.

18. Gallic Attack Coordination

18.1 Regardless of the number of players, the besieged Gallic force with Vercingetorix may not leave the town of Alesia during each Assault Period until the turn after ten or more relieving Gallic units land on or traverse the Outer Works and at least one Hand-to-Hand Combat has been resolved. The ten units need not survive to fulfill this requirement.

18.2 In a two player game where only one person commands both the exterior and interior Gallic forces, the delay is enforced. The delay is determined by the Gallic player secretly drawing one of three counters (numbered from 1 to 3) and setting it aside until the Gallic interior force leaves Alesia. The relieving forces are then prohibited from leaving Alesia that many turns after the relieving force has landed ten units on the Outer Works.

Example: ten units land on the Outer Works on turn 2 and the "3" counter is drawn. The interior Gallic force may not leave Alesia until turn 6.

19. Leadership Capabilities

19.1 The Vercingetorix piece is used solely for victory determination. It has no special powers and is automatically eliminated whether alone or when accompanied by another unit in a Roman ZOC.

19.2 The Vercingetorix piece may not be moved within artillery range (3 hexes) of a fort. It may be moved within missile range of an archer or slinger unit but is subject to elimination by successful missile fire.

19.3 The two Roman leader counters (Labienus & Caesar) have special combat powers not shared by any other game piece. Roman leaders have no combat factors, cannot attack by themselves, and are automatically eliminated if placed alone in an enemy ZOC.

19.4 Anytime the Labienus counter is stacked with a unit involved in a Hand-to-Hand attack (either while on offense or defense), it may call for an additional die roll. The Roman player may then choose the most advantageous of the two die rolls to determine the outcome of the battle.

19.5 Anytime the Caesar counter is stacked with a unit involved in a Hand-to-Hand attack (while on offense or defense), it may call for two additional die rolls. The Roman player may then choose the most advantageous of the three die rolls to determine the outcome of the battle. Should both generals be involved in the same attack they would both be entitled to three attack die rolls.

19.6 A Roman leader unit may aid as many attacks as the units they are stacked with are involved in. Conceivably, a leader unit could take part in as many as three attacks every turn.

EXAMPLE: Let's assume Labienus is stacked with three Roman cohorts. One of the cohorts is soaking-off at 1-4 odds and is eliminated by the Roman soak-off at odds of 5 and 6. Labienus is not affected, though his presence gave the Roman soak-off an extra die roll. Labienus will share the fate of the two remaining Roman cohorts in their attack—whatever that may be, and his presence will allow them to have two die rolls each.

20. Archers & Slingers

20.1 Archers and slingers (to be jointly hereafter referred to as missile units) may never attack on the Hand-to-Hand Combat Table, although they may be attacked on it in which case they defend with a defense factor of 1.

20.2 Missile units may not advance into an enemy ZOC, even if accompanied by friendly, non-missile units.

20.3 A missile unit which starts its turn in Gallic ZOC must retreat unless inverted due to a Battle Rages result. If unable to retreat due to enemy ZOC or restrictive terrain they may remain in position until the combat phase only if stacked with another non-missile unit. Otherwise, they are automatically eliminated before combat.

20.4 An inverted missile unit defending alone awaiting the outcome of a Battle Rages result will not attack in any manner. One which is defending with a friendly, non-missile unit in the same hex may still launch a missile attack against the opposing player's next turn provided that is against a unit already engaged in attacking it.

20.5 Missile fire occurs during the Gallic movement phase. A missile unit may fire once per turn using the Archer/Slinger Table at the two hex secondary range and one hex primary range (adjacent) for a maximum of two attacks per turn. These attacks need not be against the same unit. As a Gallic unit moves into the missile unit's field of fire, the Roman player must decide whether or not to fire before the Gallic unit moves on, or that unit ceases movement and another Gallic unit must move. The movement of Gallic pieces must be clearly visible to the Roman player at all times with the Roman player given ample opportunity to state "fire" before the Gauls continue to move.

20.6 When the decision to fire has been reached, a die is rolled on the Archer/Slinger Table. If the attack is ineffective, Gallic units may continue their move. If the attack results in "E", the attacked unit is removed from play. If the attack results in "D", the target unit is inverted and remains that way for the remainder of the turn. See 21, Disruption.

20.7 Missile units may fire at only one unit per attack, regardless of range or other units in the target hex. Missile units may fire over any intervening units and any type of terrain other than the walls of Alesia.

20.8 Ineffective missile fire at the secondary range does not preclude attacking the same unit again at primary range.

20.9 Other Gallic units may move over intervening hexes normally. The elimination of a unit in a hex due to missile fire does not affect stacking limits. The Gallic player may still have two units in the hex at the end of the turn.

21. Disruption

21.1 Units attacked by any form of missile fire (archers, slingers, fort missile engines) may be disrupted. Disrupted units are inverted in the hex in which they are attacked and may not move further that turn. EXCEPTION: If attacked, they may retreat or advance normally although still disrupted.

21.2 Disrupted units lose their ZOC and may not attack while disrupted. Roman units do not have to attack adjacent disrupted units, unless the disrupted unit is stacked with another Gallic unit that is being attacked.

21.3 Disrupted units still count towards stacking limits and defend at full strength if attacked.

21.4 Disrupted units are turned face-up at the beginning of the next Gallic turn.

21.5 Disrupted units in the same hex with another attacking unit neither advance nor retreat, regardless of the movement after combat generated by the attack.

21.6 A unit which is disrupted twice in the same turn suffers no additional adverse effects beyond those suffered by the first disruption.

21.7 When disruption occurs in the vicinity of a Battle Rages result, confusion may arise as to the exact status of the inverted counter. "Disruption" counters are provided to place on top of disrupted units to indicate their status whenever any question could arise as to their status.

22. Cavalry

22.1 Cavalry units may never enter the Outer Works and are eliminated if forced to retreat on or through them. This prohibition pertains to any hex containing Outer Works symbols—even if on the opposite side of a river or in an apparent gap between two sections of Outer Works.

22.2 Gallic cavalry starts the game in OBMC zone I.

22.3 In all other respects cavalry functions in the same manner as infantry including doubled movement on ramparts.

23. Outer Works

23.1 Despite its formidable appearance the Outer Works have no effect on movement of non-cavalry units.

23.2 Gallic units on Outer Works hexes which are in Roman ZOC are subject to elimination on this chart for each unit prior to Gallic Hand-to-Hand attacks. The die is cast separately for each unit. The Outer Works never affect Roman units.

23.3 Unlike some missile attacks, units eliminated by the Outer Works cannot be replaced in time to aid in combat because the effect of the Outer Works are determined only after all Gallic units have finished movement; thus it can greatly affect the actual combat.

23.4 Even disrupted Gallic units and units involved in 'Battle Rages' must roll on the Outer Works table if in a Roman ZOC.

24. Forts

24.1 The Roman player has 23 immobile forts which he places at the beginning of the game. Forts may not be placed within 7 hexes of Alesia. Forts double the defensive strength of all units in them, regardless of terrain occupied by attackers. In addition, all occupied forts have built-in missile engine capacity. Any unit other than a leader is a sufficient occupation force to activate a fort's missile engine capacity.

24.2 All missile engine volleys take place during the Gallic movement phase. Missile engine volleys resemble the rules of missile fire (See 20) except there are three different ranges instead of two. The fort may fire once per turn at each of its three ranges: tertiary (3 hexes), secondary (2 hexes), and primary (adjacent) up to a maximum of three attacks per turn. EXCEPTION: See 24.4. Failure to fire at a unit at a given range does not preclude that fort from firing at a different unit at that range later in the same turn. As with missile fire, the movement of Gallic units must be clearly visible to the Roman player, giving him sufficient movement to say "fire" at which point movement is suspended while the Missile Engine Table is consulted for the result of fire.

24.3 If the attack on the Missile Engine Table is ineffective, the missed Gallic unit may continue and may suffer attack again at closer range.

24.4 Unlike missile fire, Missile Engine volleys affect all occupants of a hex at that range. Therefore, the Roman player may wish to withhold his primary fire until the end of the Gallic movement phase. Forts, unlike missile units, may always fire at the end of the movement phase provided they have not used their primary range volley earlier in the turn.

24.5 Whenever Gallic units start their turn adjacent to a fort, the fort loses its secondary and tertiary range missile engine capability for the balance of that turn. EXCEPTION: See 24.6.

24.51 Gallic units starting their turn within a field of fire cannot be fired upon until they move closer to the fort (or missile unit). EXCEPTION: 24.6 and 24.52.

24.52 Gallic units which start their turn within a field of fire and do not move during the movement phase may be fired upon at the end of the movement phase. In effect, their stand constitutes their movement.

24.6 Gallic units appearing on the edge of the board from the OBMC inside the maximum field of fire of any fort may suffer Missile Engine volleys from all ranges as if it moved through the secondary and tertiary field of fire rather than appearing within it. Therefore, a Gallic unit moving onto the mapboard edge within two hexes of a fort could be made to suffer both secondary and tertiary range volleys in his initial hex if the Roman player wishes to utilize his volleys in that manner.

24.7 As units in a fort have no ZOC and Gallic units cannot exert a ZOC over a fort, Roman units in forts need not attack adjacent Gallic units on the Hand-to-Hand Combat Table. Neither does the Gallic unit have to attack an adjacent fort. Battle Rages and Melee results are negated if either the entire attacking or defending force occupies a fort.

24.71 Units attacking out of a fort do not exert a ZOC on any hex other than the fort itself.

24.72 Some units may attack out of a fort while others do not, regardless of the presence of enemy units.

24.8 Forts also act as bridges when placed on a river hex and serve to connect any rampart hexes in hexes adjacent to the fort. Movement through forts is double the normal rate, like ramparts.

24.9 Whenever a fort is taken by the Gauls it is removed from the board for the duration of the game. However, a Gallic unit may retreat through a vacant fort—using it as a shield from enemy ZOC. The fort is destroyed after the Gallic retreat. A fort can never be used as a bridge by Gallic units under any circumstances. See Appendix B for an example of a Gallic assault on a fort.

25. Ramparts

25.1 Ramparts double the defense factors of all units thereon while attacked from non-rampart hexes or from a rampart hex of lesser strength. Camp ramparts (those in black) are always doubled on defense when attacked from a perimeter rampart (those in brown).

25.2 In hexes where both types of rampart exist, camp ramparts (black) always take precedence over perimeter ramparts (brown) and units occupying that hex are considered to be on camp ramparts.

25.3 When an attacker and defender occupy adjacent rampart hexes but there is a break in the rampart between the units, the defender is still doubled on defense.

25.4 Units on ramparts are doubled on defense only if all attacking units attack from a non-rampart or a rampart hex which is not directly connected through the hexside being attacked to the defending rampart hex. If even one attacking unit is located on a directly connected rampart hex of equal or greater strength, the defender defends at basic strength against all attackers.

25.5 Ramparts act as "bridges" across any river they cross. Units defending behind rivers lose the doubling effect of the river if attacked from a "bridge" hex.

25.6 Units defending on a rampart hex are still doubled on defense even though attacked from a directly connected rampart of equal strength IF the rampart hex they occupy is on a hilltop and they are being attacked from a slope hex.

26. How to Win

26.1 The Gallic player wins if he moves the Vercingetorix piece off the map during either Assault Period.

26.2 The Roman player automatically wins if he moves any unit adjacent to Vercingetorix anytime during the game or prevents the Gallic player from moving Vercingetorix off the board within the time span of the game.

26.3 If the Gauls eliminate the Caesar unit, the Romans cannot win. If they do prevent a Gallic win but have lost Caesar in the process the game is a draw.

Optional Rules

CAESAR can be a very deceptive game where play balance is concerned. First impressions invariably consider the Roman position to be less than a 50/50 proposition. However, our experience has shown us that as the players become more familiar with the game the balance tends to shift to the point where, if played with enough expertise, the Roman side has a distinct advantage. The following optional rules are provided so that players of unequal experience may attempt to balance their contests. Both players must agree on which, if any, optional rules are to be utilized before the start of any game.

8.4 The Gallic player may "fill in" portions of the Isolated Trench by stacking two Gallic units on the same hex for four consecutive turns. The two Gallic units must be replaced by different units each turn. At the end of the fourth such turn, a blank counter is placed on the hex to signify that it has been filled in. Non-cavalry units may then traverse this hex as if it were clear terrain. Cavalry units must still stop before crossing. Units defending behind the Isolated Trench are still doubled on defense.

12.7 Shorten each Assault Period to 11 or 10 turns as agreed between the players.

17.6 If either Roman leader counter is eliminated in a 4 player game, the player it represents is also out of the game—the other Roman player assuming control of all Roman forces.

17.7 To make the multi-player rules effective a mutually agreed upon time limit should be imposed on each move. For example, in a 3 player game the Gauls would have ten minutes to move, the Roman 20 minutes. In a 4 player game, each side would have ten minutes for movement of their units.

17.8 The Sphere of Command does not have to be made known to the Gallic player until the end of each Assault Period. The actual off-board zone perimeters of each Sphere of Command can be secretly recorded on a piece of paper and not revealed until the end of each day's battle.

19.7 Vercingetorix is no longer eliminated by simple contact with a Roman unit if stacked with other Gallic units. Vercingetorix can be eliminated only by missile fire or elimination of the accompanying Gallic units in the same hex.

22.4 Recon

22.41 The Roman player may attempt reconnaissance of the OBMC zones by moving one or more of his cavalry units in a given OBMC zone. (This is the only exception to the rule disallowing Roman off-board movement. If forced off the board due to combat Roman cavalry is still eliminated.) The combat factors of all Roman cavalry moved off the board in a given OBMC zone are combined to form a Reconnaissance factor.

22.42 Roman cavalry off-board movement capabilities are identical to Gallic off-board movement.

22.43 Roman cavalry can be attacked during the Gallic turn while off the board only by opposing Gallic cavalry in the same OBMC zone. Additional Gallic cavalry can be moved to the OBMC zone in question by normal means in order to join in the attack. All Roman cavalry in the same OBMC zone are combined into one combined Screening factor and applied against the Roman Reconnaissance Combat Table. If Gallic infantry in the OBMC zone outnumbers Roman cavalry (on a unit basis—not combat factors) by a 3-1 or better ratio the odds column of the attack may be moved one column to the right. The Gallic infantry does not have to be added to the screening force attack, but may be at the Gallic player's option.

Example: Assume two Roman cavalry attempt to recon OBMC zone V while the Gallic player has four cavalry units and six infantry units. The Gallic player may attack the Roman Reconnaissance force at 3-1.

22.44 The Roman recon force never attacks while off the board. Any Gallic screening force must attack during the Gallic turn regardless of the odds. Retreat, Advance and Melee results are ignored on the Hand-to-Hand Combat Table. Battle Rages results force both the Reconnaissance and the Screening force to remain in the same OBMC zone for another turn. Both sides may reinforce the battle in their next turn. AE or DE results eliminate the respective forces.

22.45 The accuracy of Roman Reconnaissance depends on the strength of the Gallic Screening force in the same OBMC zone. If unopposed by Gallic cavalry, the Gallic player must be told the exact number and type of units in that OBMC zone (although combat factors need not be revealed). If a Screening force does exist the accuracy of the report on Gallic strength must abide by the following chart. Fractions are rounded off to the whole number (.5 always rounding up).

Reconnaissance Chart

Screen AttackAccuracy of Report
—100%
1-4, 1-3, 1-290%
1-175%
2-1, 3-150%
4-133%
5-125%

Example: Using our example in 22.43 the Gallic player finds that he must tell the Roman player the number of his units in OBMC zone V within 50% accuracy. Thus, he may report that he has between 2 and 6 cavalry units and from 3 to 9 infantry units. In this case, the Gallic player would probably have chosen to not add the extra infantry to his screening force as they would not yield any additional protection.

22.46 Regardless of the strength of the attack by the screening force, the Gallic player gives no information on his strength in the OBMC zone until a Roman cavalry unit returns to the Outer Works. The information which he reports need only be accurate within the prescribed limits for the turn in which the screening attack took place. The Gallic player is under no obligation to report on subsequent movement into or out of the reconned OBMC zone since the screening attack took place.

22.47 Once per turn (after all Roman movement) the Roman player may attempt to send a report back to his lines via messenger without actually withdrawing any of his recon force. To be successful, he must roll a 3-6 in any OBMC zone where there is no screening force. In any OBMC zone where a Screening force exists he must roll a 6. Upon the successful die roll, the Gallic player must reveal the information gained as a result of the screening attack described in 22.45.

25.7 The attacking player may not examine the contents of any stack prior to combat resolution which is on a fort or rampart hex and defending at double its normal strength.

Play by Mail

CAESAR is not a good choice for PBM play due to the nature of Roman defensive missile fire which allows them to fire during Gallic movement. But, for those who are adamant in their desire to play any game by mail we offer the following official grid coordinate system.

Starting in the Northwest corner of the mapboard label the left side of the board A to YY. These letters will identify that horizontal row. Starting in the Northwest corner of the board label the hexes from left to right 1 through 52. Numbers 53-77 will fit along the right (East) side of the mapboard ending in the Southeasternmost hex on the board. Numbers will identify the diagonal row running from SW to NE.

EXAMPLES: Roman numeral I is located in VV26; II is AA14; III is D4; IV is A20; V is A34; VI is D50; VII is AA65; and VIII is VV72.

Appendix

A. Rampart Connections

The ramparts at A are not directly connected. Those at B are.

B. Gallic Assault on a Fort

The Gallic player is rushing the Roman position with six 8-6's, two 7-6's, and a 5-6. The first unit moved is a 7-6 which the fort fires at in tertiary range—rolling a 5 and disrupting it in hex Z. The other 7-6 now moves through Z into hex Y where the fort again fires—this time at secondary range—rolling a "2" and missing. The 7-6 continues its move onto the Outer Works.

Having used all his defensive fire to save the primary range, the Roman can only watch while the remainder of the Gallic force moves into attack position for an overwhelming 48-8 attack on the fort.

But the Roman now uses his primary range volley on the Missile Engine Table—hoping to eliminate the two units at "X" with one shot. He rolls a "3" thus disrupting only one Gallic unit. But the Gallic player must still roll six times on the Outer Works Table prior to combat and rolling from left to right rolls a "6" on his first and last die rolls. The situation at the moment of attack now looks like this:

The Gallic player must divert an 8-6 from each flank to soak-off against the 5-8 cohorts on the ramparts, leaving only three 8-6's to attack the fort at 3-1. The die roll is a 5 resulting in a melee. Although the fort's garrison is unaffected by the melee the Roman cohorts on the ramparts will have to attack or withdraw in their turn because the Gallic attack has left units adjacent to them.

C. Battle Rages

The three Gallic "7's" have just rolled a Battle Rages result on one Roman cohort while the other Gallic units forced the other Roman cohort back 1 with no advance. It is now the Roman's turn. He does not wish to counterattack so the units affected by the Battle Rages remain inverted. He can reinforce the battle by moving units into hex "A." The Gallic player in his turn would then have to renew his attack in the Battle Rages situation but must now also attack hex "A"; either from hex "B" with a new unit or by stripping off one or more of his "7's" from the main attack on hex C. Regardless, both hex A and C must be attacked in separate battles on the Gallic turn.

The Roman player cannot reinforce hex C directly without attacking every unit in hex C he comes adjacent to an uninverted Gallic unit (the 6). This requires him to attack the "6" and since it is not possible to divide attacks on units in the same hex, he must also attack the inverted "7." This, in turn, releases the other two "7's" in hex E from their Battle Rages result and requires that they also be attacked.

D. Doubled Rampart Positions

A is doubled when attacked from B. C is doubled when attacked from D.

B defends at basic strength when attacked from A. C is doubled when attacked from B.

E. River Defense

In the case of fork hexes (hexes wherein a fork branches into two rivers, or vice versa) questions can arise as to whether or not a defender is occupying a river hex of the same river as an attacking unit, and hence whether or not that unit is doubled.

The defending unit occupying a fork hex is not doubled against attacks coming from river hexes connected to that fork hex by flowing directly into the defending hex. For example: "D" would be doubled if attacked from hex "2" but it would not be doubled if attacked from hex "1" or "3" or any combination of "2" with "1" and/or "3." The same logic would apply to units attacking from fork hexes. For example: assume "D" is now the attacker. He would face a doubled defense on hex "2" but would meet only basic odds defense in hexes "1" and "3."

Alesia Frequently Asked Questions

Q. 18.1 If three Gallic units land on the Outer Works on turn 1 with one surviving and seven more land on the Outer Works on turn 2, does this free the interior garrison?

A. No. The ten units must traverse the Outer Works on the same turn and whether or not they survive has no effect on Gallic Attack Coordination.

Q. Can a unit move onto a river hex, attack a unit across the river, and upon obtaining a DR4/AA3 result, move off the river into the defenders vacated hex and on to the limits of its movement allocated on the Hand-to-Hand Combat Table?

A. 16.1 States that an advancing unit may always occupy the vacated hex of a defeated unit regardless of terrain. The unit could continue its advance however only if it began its turn on the same side of the river as the defender or on a hex of the river.

Q. Could you explain the 3 hexes mentioned in 7.4 regarding non-connecting ramparts and illustrated in Appendix A a little more?

A. Units attacking from hexes containing both perimeter and camp ramparts face normal, not doubled, defense. Units attacking from perimeter ramparts against a hex containing both camp and perimeter ramparts are faced with a doubled defense. Because the three ramparts in question do cross hexsides units may cross the camp rampart to the perimeter rampart at ½ MF even though these ramparts are connected within a hex.

Q. There is one hex containing both a river and rampart symbol where the rampart does not cross the river. For purposes of attacking from this hex against the adjacent connecting rampart is the defender doubled?

A. Yes.

Q. Suppose an attack results in the attacker (or defender) being able to advance past the defeated unit's vacated hex and into the ZOC of another enemy unit. Further suppose that this advance carries it into the same hex (subject to stacking limits) occupied by another friendly unit which has not yet fought but is committed to an attack or defense. What effect would this have on the subsequent combat?

A. The odds for the subsequent attack would remain the same and only the unit(s) that started the combat phase in the hex when the attack was made would be affected by the results of the attack. Therefore, the advancing unit would not be forced to retreat from the hex, nor could it make a further advance.

Design Credits

Historical Research & Design: Dr. Robert Bradley

Game Development: Donald Greenwood

Artwork: Al Eckman, Scott Moores, Donald Greenwood, Charles Veit

Playtesting: B. Barr, A. Blumberg, A. Davis, R. Hamblen, T. Hazlett, J. Henry, T. Hilton, O. Kis, P. O'Neill, OOPS, C. Ransom, J. Reilly, R. Riggins, M. Uhl

Typesetting: Colonial Composition

Printing: Monarch Services

Designer's Notes

By Dr. Robert L. Bradley

The Historical Outcome

The relieving Gauls, arriving late in the day from the southwest, encamped and filled a neighboring ridge (just off the SW corner of the board). The following day they assaulted the perimeter on the southwest sector. The attack was ill co-ordinated, especially since the Alesia force had largely been repulsed. To add to the Gallic problems the fortifications had a devastating physical and psychological effect.

That evening the relieving force again attacked, this time from the west. Again the Alesia force was late in responding. The dark created great chaos on both sides and losses were heavy but the Gauls were again beaten off.

The next day the exterior force assaulted from the northwest. For once the Alesia force responded promptly and overran Mount Rea, a particularly weak point in the Roman defenses. And when the Roman camp on the river, an integral part of the perimeter in that sector, was successfully assaulted and taken, the Romans were in a desperate position. Caesar acted quickly. Labienus scraped together elements of 40 cohorts (many of them probably recent North Italian recruits) to strengthen the beleaguered sector, and Caesar sent his mercenary German cavalry around the outer perimeter. The relieving Gauls saw fresh Romans on the line and cavalry on their rear. They panicked, broke, and ran. The cavalry hunted down many of them; the rest eventually returning home. The following day Vercingetorix surrendered himself and his starving city.

Designing the Game

As is the case with many a wargamer who attempts to design his first game, the present writer created a totally unplayable ALESIA prototype. The original effort featured a map which was over four feet square. Each unit in the Order of Battle could be broken down into century-level substitute units (six for each Roman cohort, for example); these substitute counters were rectangular and a half inch in length. Within each hex a unit could be oriented to six different "attitudes" and two directions, meaning a dozen possible variations in deployment within a hex. The 1,000 pieces which the game used led to each turn taking a day or more to play! Hidden on-board movement (in woods outside the bounds of the present map) made matters all the worse. Workable conditions of victory had not been established.

In fact the design was so unwieldy that it was relegated for more than a year to a dusty attic. Yet the nature of the siege and the extraordinary aspects of its military dispositions had excited the designer's imagination, and after thinking the subject matter over for a further year an entirely new approach was made. This approach resulted in a semi-professional version which was sold under the name of ALESIA on a limited basis in 1971.

The map was made substantially smaller (though even today it is one of the largest ever published). The pieces were cut to the standard square size; and no substitute counters were provided. In this way the game attempted to keep within the most manageable bounds possible under the circumstances. In reducing the map's dimensions a substantial area beyond the outer perimeter was cut out, permitting the scale of the fortifications to remain largely unaffected. Above all, a more realistic approach was made toward creating a playable game with defined mechanics and conditions of victory. In general, the rules and mechanics of the present game follow the pattern of most Avalon Hill games, though many innovations were introduced to account for unique aspects of the siege and battles.

At this point the design was sold to a third party and laid dormant for several years before again being purchased; this time by Avalon Hill. The game then underwent a one year development program under the direction of Donald Greenwood. Together, we polished the design into its present form.

The first step in the Avalon Hill development was to restrict the size of the board even further. This was accompanied by a complete revamping of the fort/artillery rules which had proven almost unmanageable in the earlier edition. Here we added the disruption result which proves to be such a crucial factor in the Gallic assaults. The leader counters and special rules regarding their use came into being as did the Numidian Light Infantry auxiliaries. A decision was made to trust in the gamer's honor and go with the present OBMC system rather than the unwieldy and time consuming written record which had been in use previously. It should be noted that a simplified version of the written system can still be utilized with a minimum of effort for those who have less than 100% faith in their opponent's honor. Simply require the Gallic player to commit in writing his relieving force into several task forces 'A-X'. It then becomes a simple matter to record the movement of whole forces off the board without voluminous note keeping. Of course, as units leave a task force they form a new one and this sort of thing has become tedious to keep track of but is perfectly manageable if a written record is desired. Aside from a vigorous hunt for ambiguities and contradictions within the rules themselves, these changes sufficed to bring the Avalon Hill version of the game into being. It may be worthwhile at this point to explain the historical/mechanical rationale for some of these rules.

The Effect of Terrain and Fortifications

Caesar's two perimeters were awesome: not only were there some 25 miles of ramparts (with palisade and towers) but also over 50 miles of trenches, but also on each perimeter in front of these the Gauls had to cross a 100-yard-wide field of iron spurs imbedded in the ground, pits with wooden spikes on the bottom, and a double row of entwined brambles. The mine field/barbed wire analogy is irresistible. We have called this 100-yard horror the Outer Works, and it will take its toll in every game.

The rules covering slopes and rivers are standard and require little explanation. Movement must stop upon river hexes before crossing, because a man could not have waded across in an hour (the approximate period of historical time reflected by each turn); but the assembly of a whole cohort or battle group before and after crossing exercises was necessarily time-consuming.

The treatment of the isolated trench in the same way as rivers is perhaps less easily understood. It has been suggested, for example, that if cavalry are allowed to cross it at all, there should be no movement delay. The reason units must stop on this feature is that it was a real obstacle to both horse and foot: the Gauls learned in the first and second assaults to fill in short stretches of trench with logs and hurdles (wicker baskets and brambles); this operation took time.

It can be argued that the Outer Works should have a delaying effect on movement; this is not the case, however, for two reasons: first, such a rule would upset the play balance very much in the Romans' favor; and second, units moving onto the Outer Works adjacent to enemy from these defenses could (and did) easily pick their way through the traps.

Camp ramparts take precedence over perimeter ramparts only because the former were far stouter. It is important to realize also that ramparts were double defenses—not just a wall affording protection in one direction. The Romans could and did defend such ramparts from simultaneous attack on both sides. It was only when the Gauls succeeded in breaking into one of these ramparts that the Romans were hardpressed to stand their ground.

[Diagram: "Roman Works at Alesia (VII. 72, 73.)" — cross-section showing tower front and side views, LORICA, VALLUS, AGGER, FOSSA, CERVUS, CIPPI, SCROBES WITH LILIA (8 rows set in quincunx), STIMULI]

Setting Up the Game

The Roman player is not permitted initially to deploy any of his pieces in or adjacent to the town because Caesar had decided (after the abortive assault on Gergovia a few weeks earlier) on a starvation strategy. Hence the closest Roman troops were allowed to approach the town was when the German cavalry chased Gallic cavalry in early skirmishes (several weeks before the beginning of the game's setting).

Assault Periods

The concept of distinct assault periods had to be invented for the sake of the fact that each major assault by the Gallic relieving force took a whole day to organize and deliver; once each had faltered the day's (or night's) conclusion came to an immediate end. Thus, if the game continues into the Second Assault Period a whole new game—in effect—is begun.

The rule providing for the revival of 10% of infantry losses is based on the premise that a certain percentage of battle losses consisted of small groups of dispersed men and casualties with minor wounds; both of which in practice have been available some 24 hours later. Note that while the rules do not specifically exclude slingers, or archers, or Numidian Light Infantry revival, in fact it is mathematically impossible to revive 10% of these pieces since there are not ten of them in the Order of Battle.

The rule that units—even surrounded units—return automatically to the town after turn 12 of the First Assault Period is due to the fact that when darkness fell, things became completely chaotic on ancient battlefields, and organized fighting just came to a pretty abrupt end. Historians agree, for example, that Williams had to break the English line at Hastings (to cite an early Medieval example) before dark to win the battle. Had he failed, he simply would have lost. One of three main Gallic assaults at Alesia took place at night, and it was such a mess for both sides (especially the Gallic), that I simply ignored it. In any case such an assault was very atypical, to say the least. Let me quote from Caesar (translated by H. J. Edwards) what he had to say about it:

". . . The Gauls left camp silently at midnight and approached the entrenchments . . . As the darkness made it impossible to see for miles, many sounds were received on both sides . . . Then when they (the Gauls) came up closer, they were soon caught unawares by the spikes on the pits and sunk into the pits and were shot by artillery pikes from the rampart and turrets, and so perished on every side . . . (B.G. VII, 81-2).

Talk about a minefield! Night fighting was really impossible, and there was always such confusion that men would always slip away from the action or infiltrate. Don't worry about surrounded pieces being automatically returned to the town between assault periods—there was no ZOC or fighting after dark in 99% of ancient battles.

Rules of Movement

The stacking rules favor the Roman player, not for play-balance, but for tactical reasons. Each Roman combat factor represents two to three times as many men as each Roman factor. For this reason, and because Roman units could deploy and fight effectively in much closer order than untrained barbarian formations, the Roman player may stack pieces three-high, while the Gallic may stack only two-high.

Off-Board Gallic Movement

Caesar ordered his legions to clear a wide strip outside the outer perimeter, partly to provide timber for the defenses, and partly to clear a healthy field of fire in the forward zone. The edges of the game's map roughly represent the outer edge of this cleared strip. Beyond this were very thick woods and ridges. The novel rules covering off-board Gallic movement reflect the excellent cover the rough terrain gave to the relieving force as it maneuvered into assault positions. And coincidentally the rules provide a unique (and realistic) form of suspense for both players, while the bookkeeping of the exterior Gallic commander is relatively difficult.

In some cases, terrain had to take a back seat to the physical dimensions of the playing board. Hence, the rule allowing forts, archers and slingers to fire at all possible ranges at units entering the board inside their maximum range.

The Romans on a given sector knew when Gauls were nearby, thanks to pickets; but it was impossible to tell how great a force was in the adjacent zone. Thus the Roman player is permitted to know whether any Gallic units occupy a given off-board zone, but not the nature of the force involved.

Gallic Exterior/Interior Coordination

In two out of three of the major assaults which took place during the battle, the Alesia force responded very late to the relieving force's attack. This is perfectly understandable, since Vercingetorix could have had no more knowledge than Caesar as to where the relieving force would make the Gauls' major efforts. When two players take both Gallic sides, an unpredictable delay factor has to be taken into account.

As for Gallic units exiting from town, this can be done from any 'wall' hex because we are not talking about a minefield! Alesia, like all iron-age strong-holds (oppida), was impregnable in this case partly because of its stone-supported wooden parapets, and partly because of its excellent natural position, and partly because of the mauling which the Romans took assaulting Gergovia shortly before the Alesia siege. I'm not saying that the town has Swiss cheese walls, simply that the place should be seen as equivalent to a Roman or Medieval walled town/city. There were plenty of places to exit from.

Forts (Missile Engines)

Caesar, Bellum Gallicum, VII, 69:

". . . Camps had been sited at suitable points, and 23 forts had been built, in which forts garrisons were placed by day, in order that no surprise attack might be made. These same forts were held at night by observers and strong units."

The concept of multi-impulse attacks on forts within single-impulse turns was the greatest source of confusion when Alesia was first published. Yet this system was necessary when the various missile ranges were considered. The present system of forcing the Roman player to commit his long range missile fire as each Gallic unit moves is far simpler, and even more realistic. Missile units didn't have time to judge the relative effectiveness of masses of charging Gauls in the heat of battle, and once closed with the enemy were of little value. The present rules force the missile units to shoot out of instinct rather than calculation.

While Caesar mentions the very effective use of missile engines of various types in the siege, he does not state where these machines were emplaced. I felt that the simplest way of incorporating this important element into the game was by including it with the forts, rather than as additional units which could not have moved during the game in any case.

Trained crews manned the fort's artillery engines at all times. Although not able to hold the fort themselves against a determined attack, they delivered a murderous fire upon any attacker when properly supported. Some might ask why forts can only fire once when enemy units start the turn adjacent to them. After all, the turn still represents the same amount of time and surely it takes no longer to fire at a closer target than one at a great distance. The answer lies not so much in multiples of time as it does in the very proximity of the enemy. The missile engines' restriction on firing at retreating Gallic units is a question of priorities. The ballista bolts and onager stones used by these engines were in short supply. This ammunition was saved to repel attackers, not to inflict further casualties on those who have been repelled or do not constitute the most immediate threat to the defenders.

[Diagram: "Conjectured Plan of a Castellum (Fort)" — solid black is rampart and palisade; the curved forms at each gate are claviculae, forcing attackers to advance to the entrance with their unshielded right arms facing the wall; cross-hatched is ballistaria (platforms for missile engines); outline shows tents housing troops, probably a centuria of 80 men.]

Anyone who has studied the Outer Works at Alesia as exposed by archaeological excavation will know why no cavalry is allowed to cross these deadly hexes.

Archers & Slingers

The Balearic slingers hired by the Romans were from the Balearic islands off the coast of Spain. Mercenary slingers were the islands' main cash export for several centuries. The boys of the islands were trained in the use of a sling from the time they could walk. When they were a bit older they were not permitted to eat meat unless they had procured it by hunting with their sling. Their skill became legendary. Their missiles were usually selected stones. However, they often also carried a special pouch of cast lead balls for especially important volleys. Some of these lead balls have been unearthed bearing molded imprints of thunderbolts or slogans such as, "Here is one for your nose."

The Numidian archers were imported by the Romans from a part of Africa that corresponds generally with what is now Algeria. The Numidians were then the most skilled and carefully drilled archers of the Mediterranean world. Their bows were weak by later standards.

These specialized troops were very lightly armed, and were intended for long-range defense. Time and again in the ancient world these light troops would advance too close to the enemy and expose themselves to devastating counter-attack. Thus, archers and slingers learned to keep a respectful distance from the enemy; for this reason these pieces may not remain adjacent to enemy units (except when within a fort or forced to by a BR result).

Caesar mentions Gallic archers in the battle, but all this means is that the occasional Gaul owned a bow and knew how to use it. The Gauls were not renowned for their archery (any more than the Roman legions proper), and they certainly did not use whole units of bowmen in the field. For this reason there are no historical or practical grounds for including Gallic archer units.

Cavalry

The stirrup had not yet been introduced to Europe from Asia. Therefore, cavalry did not have the shock effect in the charge that was associated with this branch of arms in later times. Indeed, the cavalry often dismounted and fought on foot after arriving at the scene of the fray. The great utility of the cavalry was its speed. This permitted cavalry to cut off retreats; outflank strong positions and arrive at a sagging sector just in time to tip the scales. You will find these things happening often in the game. Anyone who has studied the Outer Works at Alesia as exposed by archaeological excavation will know why no cavalry is allowed to cross these deadly hexes.

The Opponents

The Roman legionary was a sturdy professional. His steadiness and silence, except for the signals of clarions, and his lethal precision are well known. The bright display of the legions' massed metal armor has often been described as a chilling sight. The Gallic player will find the smoothly moving and steadfast Roman characteristics reflected in the game and difficult to crack.

The Gauls were an altogether fearsome lot. Many wore long red and blond hair and mustachios in tight braids. Their horrendous battle-cries were literally stunning. The warrior males of a family often linked themselves together with rope so that whether they prevailed or perished it would be together. Some Gauls attacked without garments of any sort but with their hair and beards worked into fantastic shapes with a mixture of grease and pitch. Some of these techniques might even lend an advantage in the game—they would certainly be distracting enough.

Conditions of Victory

The prototype of Alesia failed to solve the problem of how a player could win or lose the game: no territorial objectives were applicable, nor were the losses inflicted on the enemy. Naturally a decisive destruction of Caesar's army was a long term objective of the Gallic leaders, but the real issue at Alesia was the relief of the town and—above all—the rescue of the rebellion's leader, Vercingetorix. This man was the sole backbone of the rebellion, and for the war to have stood any chance of success he simply had to survive. He and his core of veterans came close to escaping, but failed in the end. With the capture of Vercingetorix the entire rebellion collapsed. The conditions of victory which were happily stumbled upon are very simple, effective, and historically accurate.

Tactics

Hand-to-Hand Combat Table

The AR1 in the 3-1 column reflects the fact that all too often in the ancient world odds which would normally be considered excellent led to surprising repulses.

The crucial rule that Gallic units surrounded and attacked at odds of 2-1 or more are automatically eliminated is based on constantly recurring instances of barbarian panic. Being utterly undrilled and often poorly-led, Gallic units in all of Caesar's battles (barring one) collapsed when faced with simultaneous attack from opposite sides by more powerful troops. Indeed, the third and last great assault by the relieving force—which came unbelievably close to succeeding—suddenly turned into a rout when it was outflanked by Caesar's Germanic cavalry.

Before discussing such matters it will be important to consider (briefly) those aspects of CAESAR which favor the Romans and those which favor the Gauls. This will give the novice in particular a concise view of each side's strengths and weaknesses.

Elements Favoring the Romans

  1. Time. From the beginning of the game time is on Caesar's side: the town will be relieved by the Gauls, and Vercingetorix must be freed; thus the Roman player in a very real sense does not have to win the game—all he has to do is prevent the Gallic player from doing so.

  2. Speed of Pieces. Not only are the Roman pieces faster than comparable Gallic ones, but also the road system attached to the perimeter ramparts gives Caesar's units a great advantage in mobility over the enemy.

  3. Fortifications. These are the real basis of Roman defense and are unquestionably the greatest asset for the Roman player.

  4. Missile-Firing Pieces. Like fortifications, these are very painful for the Gallic player.

  5. Three-High Stacking. This, coupled with the doubling effect of fortifications, makes it very hard for the Roman player to achieve high odds on most occasions.

  6. Automatic Elimination in 2-1 Surrounding. With the exception of the devastating effect of the Outer Works, this rule accounts for the greatest number of Gallic losses, and it additionally often permits the Roman player to extricate himself from very difficult tactical situations.

Elements Favoring the Gauls

  1. First Movement. From the start the Gallic player has the initiative in the game, and he cannot easily lose it.

  2. Average Piece Strengths. The Gallic infantry pieces average about 6 factors, while the Roman average is less than 5.

  3. Total Strength and Number of Units. The Gallic player enjoys a total combat strength which is about twice that of his opponent, and he has many more units.

  4. The Tactical Configuration. This siege and series of battles represents, for the defender (Caesar), the worst possible position in which to fight. The Gauls enjoy the basic principle of an expanding inner ring aided by a contracting outer ring—with the Romans caught in the middle.

  5. Hidden Off-Board Salvation. This is the Gallic player's salvation—forcing the Roman to defend everywhere while the Gauls concentrate wherever they wish in relative secrecy.

  6. Knowledge of Roman Deployment. From the start the Gallic player can search the Roman deployment for the basic weaknesses which inevitably exist.

  7. The Town of Alesia. This is an impregnable haven for the interior force and, especially, for the Vercingetorix piece: the key to victory is not exposed to any danger until the Gallic player decides to make his great move for victory.

Roman

The biggest single decision (or group of decisions) facing the Roman player is that of initial deployment. It had been suggested on more than one occasion that if one places all of the forts in a tight ring around the town it will effectively prevent the Vercingetorix piece from ever breaking out. In the designer's considerable experience this is not so, for a very simple reason. The Roman player inflicts the greatest losses on the Gallic player when masses of Gauls assault the outer perimeter (just as in D-Day the Germans wreak the most havoc in the first two or three turns of the first invasion). Sacrificing one's forts for a second inner perimeter greatly reduces the defensive strength of the crucial outer line which must bear the greatest weight of the Gallic assaults. Additionally, the forts are extremely valuable prizes over the many rivers which breach the perimeters at many points. Yet, because Caesar decided not to approach so close to Alesia the matter is academic as placement within 7 hexes of the town is forbidden.

Placing the twenty-three forts requires great consideration, since they are immobile throughout the game. As a rule they should be placed on river hexes with break perimeter ramparts, not only because they act as very important bridges (crucial for quick response to trouble spots), but also because these localities are often intrinsically weak. Beyond this, forts should occupy rampart hexes which jut forward and can be attacked from three hexes. Mount Rea (in the NW corner of the map) deserves one or two forts.

Deployment of combat units on the outer perimeter is very difficult and tricky, since there is so much area to cover. Remember that Gallic cavalry cannot cross the Outer Works, and some rampart hexes are beyond the reach of Gallic infantry in their first turn on the board.

A general rule to bear in mind in the initial deployment is that the outer perimeter must always take precedence over the inner one: the relieving force is the real enemy, not the smaller Alesia force.

When only one person is playing the Gauls, he will normally commit ten pieces of the relieving force for a token assault in the first turn, so as to free the Alesia force for action as soon as possible. Therefore, make the Roman player facing off-board zone 1 as strong as possible (including archers/slingers) so that this preliminary attack is brutally parried.

Because the relieving force can only assault a gradually increasing number of sectors as the opening turns of the game are ticked off, some initial deployment mistakes (for example, opposite zone IV) can be corrected in good time.

The temptation to advance beyond the outer perimeter to attack apparently vulnerable Gallic "stragglers" should be strongly resisted. Roman pieces can ill afford to take chances like this. Upon occasion, however, a very effective counter-attack beyond the outer perimeter can be delivered, involving a number of automatic 2-1's. This is especially true if the Roman player utilizes his advance after combat to retreat back inside the outer perimeter after having done his damage.

At all times one must keep track of the Vercingetorix piece. To prevent Gallic players from sneaking the Vercingetorix piece off the board underneath the infantry units, the stacking rules have been modified so that crucial units such as leaders must always be placed on top of stacks. Unless there is good reason to believe that it is only a ploy, move all available units to the appropriate area where the Vercingetorix piece leaves the town.

Gallic Options

Land ten (weak) units from the relieving force onto the Outer Works no later than turn 2 if you are the only Gallic player: the Alesia force must be available as soon as possible.

Split the relieving force into two roughly equal parts in turn 1 and send one into off-board zone II and one into zone X. Leave a cavalry piece in off-board zone I to keep the Romans guessing.

Generally speaking, at least one hefty first assault should be launched before (or in conjunction with) the serious assault. This will draw Roman units away from the real action, if it is done correctly. Sometimes a feint will actually do better than the real assault: adjust your off-board troops and Alesia force accordingly.

Avoid taking unnecessary risks with the Vercingetorix piece. It is fun to shake up your Roman opponent by moving it in and out of the town, but it is not usually very profitable.

When you attack forts, do not do it half-heartedly: it will be costly and difficult, but often it is necessary.

You should try to win the game in the first assault period. Some have suggested that the Gallic player(s) might spend the first assault period inflicting the greatest possible losses on the Romans in forts and combat units. But this is risky, and in any case the Gauls almost inevitably lose proportionately more pieces and factors than the Romans in heavy fighting.

Protect the flanks of assaults carefully: the 2-1 surrounded rule is painful enough—don't make costly gifts to Caesar.

Unless time is desperately short, the Vercingetorix piece should not attempt to move from the town to the edge of the map until a reasonably secure corridor running the entire distance has been established. Bear in mind how many turns Vercingetorix will need to move across the map in the chosen sector.

Until your strategy has become obvious, keep the Romans guessing at all times: probe, feint, upset the defender's balance throughout the game.

Finally, don't be afraid to lose pieces. In many wargames the loss of half a dozen pieces can spell defeat. This is not true here. The Gauls have an abundance of "catapult fodder"; and Gallic players have lost 300 or more factors in the first four or five turns and have still won decisively. Brutal (not to say reckless) aggression must be the order of the day.

Vercingetorix deditur, arma proiciuntur. His litteris cognitis Romae dierum viginti supplicatio redditur.

Vercingetorix was handed over and weapons were cast down. When the campaign's dispatches were posted in Rome a twenty-day public thanksgiving was decreed.

—Caesar, Bellum Gallicum, VII, 89-90.

Terrain Effects Chart

TerrainEffect on MovementEffect on Combat
SlopeNo effectDefender is doubled if on top of hill and attacked only from slope hexes
*RiversUnits may not cross rivers (except at bridges) unless they began the turn on a hex of that river, but they may move along rivers and cross the next turn if they end their movement on a river hex.Defender is doubled if all attackers are on river squares. Defender is not doubled if on a river square of the same river as the attacker. See Appendix E.
*Isolated TrenchUnits may not cross the Isolated Trench unless they start their turn on a hex of the trench. Movement along the trench is allowed.Defender is doubled if all attackers are on hexes of the Isolated Trench and the defender is not.
Camp RampartUnits may enter at ½ MF if entered from a rampart hexside. See 7, Movement Bonuses.Defender is doubled if on the camp rampart and all attackers are on non-rampart, perimeter rampart, or unconnected camp rampart hexes.
Perimeter RampartUnits may enter at ½ MF if entered from a rampart hexside. See 7, Movement Bonuses.Defender is doubled if on the perimeter rampart and all attackers are on non-rampart hexes or rampart hexes not directly connected to the defending hex.
Outer WorksCavalry prohibitedGallic units on Outer Works in Roman ZOC are subject to special attack on the Outer Works Table. See 23, Outer Works.
TownRoman units prohibited. Gallic movement is unlimited within town. See 9, Movement Within Alesia.Roman units may not attack.
FortUnits may cross at ½ MF if entered through a rampart hexside. Forts serve as bridges and automatically connect to any ramparts or forts in adjacent hexes. Otherwise a unit expends 1 MF to enter a fort hex.Defender is doubled on defense. If occupied, a fort may attack using the Missile Engine Table.

*Restrictive Terrain — may be moved into but not through.

Combat Tables

Hand-to-Hand Combat Table

Die1-41-31-21-12-13-14-15-1
1AR1MeleeBattle RagesBattle RagesBattle RagesDR3 AA1DE AA3DE AA4
2AR2AR1MeleeDR1DR1DR2 AA1DR4 AA2DR4 AA3
3AR3 DA1AR2AR1MeleeMeleeBattle RagesDR3 AA1DR3 AA2
4AR4 DA2AR3 DA1AR2AR1MeleeDR1DR1DR2 AA1
5AE DA3AR4 DA2AR3 DA1AR2AR1MeleeDR1DR1
6AE DA3AE DA3AR4 DA2AR3 DA1AR2AR1MeleeMelee

Archer/Slinger Table

DieSecondaryPrimary
1––
2––
3––
4–D
5DE
6EE

Missile Engine Table

DieTertiarySecondaryPrimary
1–––
2–––
3––D
4–DE
5DED*
6EEE*

Key: – No Effect. D = Disrupt 1 unit. E = Eliminates 1 unit. * = Effects all occupants of hex.

Outer Works Table

DieResult
1-5No Effect
6Unit Eliminated

Reconnaissance Chart

Optional Rule Only

Screen AttackAccuracy of Report
—100%
1-4, 1-3, 1-290%
1-175%
2-1, 3-150%
4-133%
5-125%