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Hail Caesar

Hail Caesar is the next evolution of the popular Warmaster series of rules and can be played with any scale of figures. The system uses a modified version of the WMA command system where leaders roll 2D6 against their Leadership number to see if their units go one, two, or three moves, which adds a layer of chaos to each side's battle plan. Units are rated for their clash, sustained, and saves for melee, which can produce some back and forth with combat. You can use any scale and basing with the rules, making them very flexible. We currently have large forces for the Seleucids and Republican Romans along with the War of the Roses.

Hail Caesar: Syracuse 1st Try

 

Syracuse Clashes With Rome

After a quite extensive painting project, we finaly had enough images to field a Syracuse army against the Republican Romans as we were getting tired of seeing them facing off against the Seleucids. When you talk about Syracuse, then you know that there are going to be a lot of mercanry hoplites, which was the case here. The Syracuse army was arrayed in two large infantry divisions plus one division of cavalry, while the Romans had four divisions, including one of Italian allies (Oscans & Campanians). The commander of the largest Syracuse division failed his first command roll of the turn for 8 consecutive turns, which must be some kind of record! When it finally got going it crushed the Italian allied division and turned towards the center where both sides had been fighting a slow war of attrition. With their center flanked and both sides grinding each other down, the game was called as a tactical victory for Syracuse. We just need to add some Etruscans and a few more unarmored hoplite units and we should be done with this project.

The Friday Night Update is sponsored by Trenchworx.


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