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"Vikings v Normans Hail Caesar game." Topic


Hail Caesar

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Empires at War Sponsoring Member of TMP14 Jul 2015 11:00 a.m. PST

We had a game at the Border Reivers club night last Wednesday involving these two foes. It was a pretty basic game to demonstrate these rules to our new club member who hadn't played these rules before. Lots of pictures with the odd comment here and there but the Norman army is rather well done and was painted by one of our members.

You can find the report here-

Link

John Meunier14 Jul 2015 11:26 a.m. PST

Thanks for the report. I've seen many good looking reports for Hail Caesar games. But almost all of them look like two big lines of troops facing off, moving straight across the table, and rolling dice.

Is playing the game fun? What makes it fun?

(Obviously, I've never been able to take part in a game of Hail Caesar, which is why I am asking.)

leidang14 Jul 2015 12:13 p.m. PST

We play a lot of Hail Caesar and I think that what you have seen is more a question of players choosing to use those (mostly historical)tactics or playing on a smaller table.

We play Hail Caeser with our own mods almost exclusively and to me the three best features are: 1)The command and control system in which you verbally state your orders and then roll to see how many actions you get towards the order's completion. This gives a nice friction / fog of war feel while allowing for the fact that we all see the whole table. 2) The Morale check system which allows uncertainty about when a beat down unit will actually become broken and 3) the blunder table and the havoc that can cause at the most inopportune times.

If you like having perfect information and coming up with a plan that you will not have to deviate from and your troops doing exactly what you want then I would stay away from Hail Caesar. If you like adapting and dealing with some uncertainty on the tabletop then Hail Caesar is a great game.

Note in Hail Caesar the way to maintain a cohesive line of troops is to order them in groups and/or to give them short orders that a single action can satisfy to minimize the chance of them moving at different rates. So Advance a single move to the front or advance to support that unit that already moved.

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