hail cæsar battle in 2mm

The previous battle did not go well for the rebels. They elected to flee back to the main army, but the Vilmir (roman) commander followed in hot pursuit. The generals skills in field tactics was measured against each other. This meant a 70% chance of the rebels getting caught. They did not, to their luck.

We decided to play the pursuit scenario anyways, to see how it would have gone, and if the scenario would be off balance.

The Carthaginians were the pursued and the Romans, the pursuers. The Carthaginians would have to deploy in center. Due to previous losses they had about a hundred points less. Their aim is to escape to their table edge. The romans had the possibility to place two divisions in a flanking maneuver. They would need a command roll to appear. -2 the first turn, -1 the next and normal thereafter. The Carthage players would be allowed to ignore the proximity rule due to their aim of escaping. They were also allowed to chose the time of day they where to stand and fight, as described in the Dacian Wars supplement. Facing the sun is a disadvantage.

Romans 530 points

Carthage 420 points

It took about 4 hours.

It went like this:


The Carthage players had two plans playing at the same time, escape and attack. Not focusing on retreat was a disaster as this would have negated the envelopment somewhat. The Roman player got lucky with the flanking divisions, and this really made it very hard for the Carthage players to escape. The scenario might be better if only one unit is allowed to appear at the flank.

The scenario is meant to be a “standard” way of solving a pursuit in our grand rpg campaign. One player will, if they are caught, probably have less points than the pursuer and the pursuit can be a dangerous situation.

Luckily for the rebel, the battle did not happen in the rpg, but it was a fun game. For the scenario i even made a unit of the 144 surviving pikemen from the previous battle.


Armans mercenaries clash with the legions.

This summer we did a trip to Greece to enjoy sun, wine and old stone. We toured around the Peloponnese and had a look at the various fortifications and towns, all with their own interesting stories. We also brought a rpg scenario and some 2mm irregular miniatures to play out the next steps in our grand civil war campaign. This small battle would be in 1:1 ratio and the Irregular miniatures are perfect for this purpose.

The rpg scenario revolved around two characters competing with Vilmirian officers for the hired hands of a mercenary pike phalanx. After a late night with wine, olives and bargaining, the mercenary general chose to side with the rebels. This led to a confrontation between Armans mercenaries (carthage) and Vilmirian Legions (romans) with the pike phalanx (macedonians) trappet in the middle.

With the different officers competing with their tactical skills in order to gain advantages, the Vilmirans managed to get their light infantry in a forward position. This proved to be fatal for the pike phalanx mercenaries…


This was a fun game that lasted about 4 hours (we started late). The rebels should have placed the phalanx in squares to begin with or withdrawn them to their own lines. This would have added a great contribution of men to the rebel cause, but the legionaries cleverly prevented this with their superior tactics.

Over 1000 dead rebels littered the olive groves.



Dramatic rebel victory.

A strong rebel coalition give battle to the Baron of Krell and his legionaries. The rebels are represented by gallic warbands and hoplite infantry. The Vilmirians are represnted by the Republican Romans. Aprox 11 000-12000 soldiers on the rebel side and 9000-10000 on the Vilmir side.

Nothing went as planned for both sides in the battle. The Rebels had clearly underestimated their own cavalry and overestimated their oponents cavalry. When engaged they proved very strong, as i had feared. The Vilmir side had to engage the cavalry when the left flank failed in their task.

Despite the “high aggression” trait and superior troops, and the fact that the enemy divison was broken, the Vilmir left could not prevail. This was a large part due to unlucky order dice and some blasted skirmishers doing way more damage than is the norm. With both centers in hard fighting and the right center unable to engage early with the rebels, the battle plan fell apart. The resulting cavalry charge on the rebel left was a disaster for the Vilmir forces.

All in all a very fun game with all major protagonists present for the glorious moments. Hard losses on the Vilmir side due to pursuit and many cavalry units left them at aprox 4500 dead as opposed to the rebels aprox 1200-1500 dead.

Both armies have now bloodied themselves severalt times and we reward them with optional veteran abilities as “stubborn” etc.

Battle south of Kletch

As the Baron of Krell withdrew his forces back to Uhio, despite his victory against the barbarian army of Emilio, he is reinforced by troops sent from Vilmiro. The rebels join forces with Kalvan, Arman and Hasdrubal to form a larger army for the defence of their territory. The Rebel admiral left his marines on land and was forced to avoid engagement with the Vilmirian fleet. The rebels take their 10 000 prisoners aboard the trade fleet and escort the wealth to the southern slave markets to reinforce the rebel economy and to avoid uprising among the captured soldiers and sailors.

Reinforced, the Baron of Krell, once again sets out to confront the rebels and smash the rebel city of Kletch. Simultaneously legat Brakk and Graccus lay seige to Mariol and Lysander, holed up in his fortress.


Naumachiae Naval battle Rome vs Carthage

We had ourselves a battle of Naumachiae to test some simplifications. There are some nice mechanisms that makes it a great game, but we are trying to scale down the book-keeping and make a large naval action playable in an evening.


We had a good game in the evening, landing on approx 5 hours.

The reason i like the rules so much is that they take in consideration how ships and fleets moved with communication limits and that speed and maneuver is crucial for success. I`m opposed to the idea that naval battles are just land battles at sea, and i think it`s important to try to emphasize the different tactical aspects of a land battle and a sea battle. So, that is why we simplify this good, but too complex game.


Battle in southern Uhio.

This battle is represented with Republican romans as Vilmir vs Greek hoplites and Early Germans as the rebels with allies. Names and places on the map is unfamiliar to most, but RED is ROME. GREEN is CARTHAGE with REBEL SCUM.

After the disaster at cape Mariol and the loss of Kletch, the Vilmirans have to consolidate and rethink their strategy. The rebels are now on the offensive.


Our battle is between Emilio and his Vargisians with Argimiliars Marines, VS Lord Hurlis of Krell and his two Legions with reinforcements. About 9000 rebels (Germans and hoplites) vs 11000 Vilmirians (roman republican army). As the Vilmirans have force marched they gain a -1 stamina disadvantage as they have not rested. This leaves the points a little more close, but they are still in far favor of the Vilmir side (romans). The points are about 850 vs 1100.


It had been a while since we had our last battle, so a few mistakes and silly things where done here and there, but it was great fun and exiting, although the Romans had the upper hand. The Romans won the field. And the rebels withdrew to a nearby fortress.

Losses landed on aprox:

2665 dead romans and about

3300 dead rebels.

The Lord of Krell will have to turn back to Uhio, to avoid beeing attacked by the Rebels further north. Great fun as the campaign rolls on.



The storming of Kletch

The rebels that landed in Uhio would, at the same time as the battle of Mariol, try to storm the city of Kletch, defended by 1600 levies and 400 veteran soldiers that had colonized the rebel city. The rebels, led by Kalvan, Arman and the allied Hasdrubal from Argimiliar started building the storming equipment. The attackers numbered about 7050 men.

The 5000 Argimiliarites was represented by the Syracuse list. Kalvans 550 men are Gallic war bands. Armans mercenaries was represented by the Carthage list, the 6 elephants was held back.

The attackers have enough ladders for 3 points of attack, two battering rams and four medium bolt throwers.

The defenders have 2 heavy artillery, 2 cauldrons of hot sand, 4 medium bolt throwers and 2 small bolt throwers.

We allow the unit climbing ladders to be supported and the units on the walls to be supported to the flank. We declined the rule from “the Dacian wars” that you can tear down the walls with units, as this is a little too abstract to our taste.




The battle was hard fought and i am glad we could try a siege like this before the big ones commence. We need to get the balance right as there will be quite a few of these in the future. We both agreed on that the defense was too strong. Mainly there should have been more ladders, as the attacker could not use their superior numbers to outmaneuver the few defenders. The amount of artillery should be less for a small city like Kletch. Four light artillery and two medium should be more appropriate, but i think the attackers should still have the four medium.

The siege rules in “Dacian wars” suggest that units can attack the walls themselves and tear them down. I think this should only happen with wall  breaking machines and catapults sapping tunnels and things that have been prepared over time, as weakening a wall takes time. The “attacking the walls themselves” rule could be used to simulate the amount of ladders in an army, though, and the trouble of having them erected. The amount of troops carrying the ladders and equipment will also be determined by the size of the army. Half of the units in the army will then have such equipment. Then the superior numbers can be utilized properly. The attackers will also be facing the ditch rules then. During this battle we forgot the -1 to hit defenders on walls, but had the charge bonus included.

The defenders on the walls will, according to “the dacian wars ” siege rules be able to stretch their defense line by shrinking in size. Medium become small etc. We did not use this, but will in the future. We will lean a little more to the original siege rules, as they seem sound, but will scrap the “tearing down walls with swords” rule.

All in all a good game, but a little frustrating for the attacker. The civilians may have time to escape as the defenders prepare themselves for the inevitable last stand as the victorious enemy fleet will approach within days.


attacker : 401 men

defender : 45 men