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35

THE CLASH OF UNITS


Analyzing the Pieces in Caesar's Legions
By David Meyler

CASEAR'S LEGIONS lends itself nicely to the provided. In scenarios 3, 4, and, to a lesser extent, Although not apparent in game terms many of the
"piece by piece" type analysis. Although it extends 5, the selection of rebel tribes and tribal mobiliza- regular auxiliary units on the Rhine were drawn
over five scenarios and a hundred years, situations tion are vital. The most important tribe is the from Batavians. In scenario 5 the Batavians
and units do not change greatly. The general tactics Chatii, due to numbers and central location. It spearhead a revolt against Rome, and anyone who
and use of various units that apply to one scenario makes a good staging area for raids into the Roman has played this scenario will know how much this
generally apply to others. Covered in this discus- rear areas, as well as moves to block Roman drives defection weakens Rome's position on the Rhine.
sion, in addition to the actual unit counters, will be in the north, center and south. Behind the Chatii Advantages: Tribes can mobilize a fair number
such intangible "pieces" as the German tribes and corne the Lesser and Greater Chaucii. They also of troops very quickly, within two days or one game
Roman empire, which have an important, if provide a large number of warriors, but are less turn.
somewhat hidden, influence. A brief historical centrally positioned. Nevertheless, together with Disadvantages: The lack of unity amongst the
comment will be provided for the German units, the Chatii, these tribes usually form the core of tribes makes mobilization uncertain. The failure of
since this is lacking in the designer's notes. German resistance. The Rhine tribes, the Sugam- an important tribe to mobilize in time, or simply
brii, Tencterii, Marsii and Usipatii, together form mobilize at all, can be decisive, aside from what it
an important force, both in warriors and chiefs, the does to your nerves.
latter comprising a category which the Germans
never seem to have enough of. The Langobardii Armin- Supreme Leaders: These units rep-
The Germans: makes a good reserve force. The Suebii, Lugii and ius resent the most influential war leaders
Tribes: The thirteen represented are not, on the Hermandurii, although large tribes, remain 3-7 (among the western tribes elected by
whole, single tribes as such. Some of the larger somewhat localized powers due to their remoteness the warrior assembly) and their per-
groupings, such as the Lesser Chaucii and Suebii, from the central area of the board. This is of more sonal retinues. The German leaders are, on the
represent the named tribes plus dependents and importance in scenarios four and five, since in the whole, more important than their Roman counter-.
allies. Actually there were some twenty or so major Teutoburger Wald isolated villages can be difficult parts. The legions can usually cope on their own,
tribes in the area represented, hence each village on for the Roman to hold. The Frisii are generally pro- but Germans can always use a bit more help.
the map could represent one tribal center. Popula- Roman although a few renegade chaps help out Supreme leaders also give the Germans some unity,
tion figures should be watched as they are usually Arminius from time to time. The political situation allowing more than one chief to stack together.
exaggerated. The western Germans (generally those had changed somewhat by the Batavian Revolt They also act as chiefs, allowing units to break
represented in the game) were subsistence farmers, however, and the Frisii were definitely anti-Roman. down for losses.
and numbers could not have been large. H. W. Koch Hence their forces could be increased for scenario 5 Advantages: The favorable combat modifica-
in Medieval Warfare estimates an average tribe at to something around the level of eight warbands. tions of + / - I.
25,000 to 40,000 individuals, fielding a force of The Batavii are Roman allies in most of the Disadvantages: You only get one in any given
6,000 to 10,000 warriors. In scenarios I and 2 tribal scenarios in which they participate, and sometimes scenario, and in scenario two you don't get one at
setup does not playa major role as set forces are provide native troops as ad hoc auxiliaries. all.
36
Chiefs: These represent the regular roughly represents clan sized squares of approx- 12-3 Veterans: Ah, the pride of
war leaders; family and clan heads with imately 1,500 men. Warbands by themselves are not Wotan. These are the most formidable
their mounted retinues. The chiefs are an effective fighting force. They can be used in German warriors, with the same
vital to the Germans for they allow various miscellaneous ways, such as delaying or strengths and weaknesses as the 11-3s.
units to break down for losses; usually meaning that garrison units. Their most important function is as After a time they seem to have a psychological
losses are cut in half. Stacked with a supreme leader breakdown units when losses are received. impact not unlike Napoleon's Old Guard. They
a number of chiefs can add a few very important Advantages: Nothing notable outside of generally escort the supreme leaders, and are usually
combat factors and step losses to a major stack. numbers. paramount in the final, decisive battles of any

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Near the end of scenarios, chiefs can be removed Disadvantages: They are not really effective scenario.
for losses to spare the warriors. Other than that, until formed into mobs. Advantages: Heaviest hitting power.
chiefs should never be exposed to unnecessary risks. Disadvantages: Low mobility and quantity.

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Historically, German chiefs fought in the front line, 9-5 Mobs: Actually "mob" is a There are only four of them.
since the warriors were expected to do no more than misleading term. Germans had a fairly
their elected leaders. As such they made prominent 9 -5 strict military organization based on
targets, but the Romans rarely caught any. So it family relationships that is too com-
should be in the game; use the chiefs extensively in plex to go into in detail here. The fact that Romans
combat, but if things get tight make sure they get failed to recognize military formations as they knew The Romans:
out before it's too late. them is no reason for assuming the German armies The Empire: Perhaps the most important and
Aavantages: They allow units to break down for were haphazard masses. The 9-5s are somewhat of least visible element in the game. The central,
losses. an anomaly, either being light, medium infantry, or imperial administration basically sets the
Disadvantages: There are never enough of heavy light infantry. They can be used in killer characteristics for each scenario, determining
them, and with a movement factor of seven, Roman stacks, but due to their limited break down capacity Roman forces and the way they are to be used. Both
light cavalry can run them down if isolated. they are more fragile than regular units. the 9-5s are players, but especially the Roman, must carefully

)1/1 I
also fast enough to use for raids or infiltration, examine his objectives and resources. Whether the
although they do not have the light infantry's Roman player is out to kill Germans, capture

C... I",....n' 5·'" C"oI"


: among the western Germans was not
advantage in woods. On the whole they make good
emergency units having both speed and strength, so
villages or recapture eagles he must not deviate
from what will gain victory. Although the central
5 -9 the decisive force. Its most important that if a crisis arises they have the mobility to get government provides an efficient army, resources
roles were supporting the infantry and there and the strength to do something about it. are not limitless. The Roman player generally has
providing a raiding and reconnaissance force. They Advantages: Mobility. just enough troops to accomplish his victory condi-
were armed with the javelin or framae and a shield. Disadvantages: Fragility. It hurts if you lose tions, and cannot afford any waste. The Roman
The game represents cavalry's supportive role in the nine factors all at once, and 9-5s have a tough time army was based on the maximum use. of the

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retinues of the leaders, and occasionally when breaking down to satisfy 50lllo combat factor losses. minimum force; do not forget this when you play
cavalry is placed in a killer stack. The raiding role is the game.

[!]
easily the main use of the cavalry units. Cavalry is 10-4 Mobs: The backbone of the Advantages and Disadvantages: These are
well suited for harassing the Romans; with a move- German forces, these units represent basically the same. Scenario five is a good example.
ment factor of nine they are the fastest units in the 10.4 the typical square formation of approx- In the first segment you, as frontier commander,
game. The 2-9 warbands do nicely for delaying imately 3,000 men (Tacitus' famous are faced with a fractured and weakened empire,
major Roman forces, since its annoying to lose two "wedge"). Arms consisted of, once again, javelins, commanding a fractured and weakened army; in
movement points for the sake of these small units. shields, a few short swords, and the odd helmet or the second segment a revived empire sends in a
The warbands in sufficient number can be a threat breastplate. Four mobs (five in a village or temple) revived army. The differences are like night and
to exposed Roman auxiliaries. The 5-9 mobs are the with a chief form the basic killer stack. The Romans day: when things are good, they are very good, but
true cavalry battle groups. A stack of four can should have little difficulty in defeating Germans in when bad, they are very bad.
challenge most auxiliary stacks, are nearly always the open simply because they can put twice as much
fatal to single Roman cohorts, and provide a "fire power" into a hex. In the forest, however, Supreme Leaders: Basically similar
powerful raiding force. In the Teutoburger Wald "killer stack" takes on a new meaning. Replacing to German supreme leaders. They can
scenario a stack of 5-9s that gets into a "soft" one medium infantry mob with light infantry gives also be used for breaking down double
Roman area can be both devastating, and extremely the German a combat advantage without reducing cohorts for losses.
difficult to run down. strength to a great degree. The Romans, mean-
Advantages: The movement factor of nine. while, can put only one legion, instead of two, in a
Disadvantages: The attack factors are about forest hex. With auxiliaries the maximum odds 3-4 Auxiliary: The basic auxiliary
half that of medium infantry for comparable units,. attainable against a killer stack vary from I-I to 3-2, unit. They are used for garrisons in
and you can always use more than you get. which are effectively reduced to 1-2 and I-I by light forts and villages, occupying gaps

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infantry. If it need be said, all major German opera- between legions, probing concealed
Itions should be based on wooded areas, and it just German stacks, delaying enemy units, exploring
so happens that the board abounds in these green virgin forests, and any other miscellaneous duty

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horrors.
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2 -5
Light Infantry 2-Ss and S-Ss: Light
infantry represents the elite German in-
fantry. They served as retinue men,
Advantages: 1O-4s are just your average units,
although with a chief present they easily break
that can be thought of. And for all of this, what
reward do auxiliaries get? They get to occupy the
front lines, bear the brunt of combat, take the in-
supported cavalry by actually running down into 5-4s without losing anything. itial losses, and protect the glory-boy legionaries
beside the horses, and aided the regular forces in Disadvantages: Inability to stand against from too much harm. The Roman player must pro-

,
pitched battles. They were armed with javelins, Roman legions in the open. tect his auxiliary units. They are not strong and can
.slings, short swords (actually hunting knives) and only stack three high. Hence, if outside the protec-

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shields. The 2-5 warbands, like their cavalry I 11-3 Mobs: These units represent tion of a legion the Germans can ambush and
counterparts, make good delaying units. Light in- the better armed Germans; those with destroy these vital units.
fantry are the most mobile units in woods, and can 11-3 the long and heavy thrusting pike as Advantages: Expendability.
infiltrate into Roman rear areas through forests. opposed to the lighter javelin. They Disadvantages: These units cannot survive on
The 5-5 mobs can be decisive when placed with a provide the cutting edge in German killer stacks. their own, and the Roman never has enough of
killer stack in the woods due to the + / - I die roll However, their relative immobility renders them them. When they are gone, the Legions must be
modification. In addition they can be used to sup- difficult to use offensively in non-ambush situa- broken down and cohorts sent out in their place.
port major cavalry raids through wooded areas. tions. Normally forests help the German, but 11-3s
Advantages: The movement and combat bonus can only move through them one hex per turn.
in woods. Therefore initial placement is vital. Make sure you 7-4 Double Cohort Auxiliary: This
Disadvantages: The same as for cavalry. know where you want these units to go, and that type of formation allows the Roman to

IM I
they can get there; if they have to change objectives effectively more than double his aux-
in transit they may not reach the new trouble spot in iliary strength in one hex. The 7-4s
time. work well with legions in woods, providing vital
5.. Infp", W"b.n'"
This is the base German unit, com- Advantages: Heavy hitting power. combat factors. They can also be used to beef up an
5-4 ,posed of the average warriors armed Disadvantages: Low mobility, especially in important garrison.
with javelins and shields. The warband woods. Advantages: The double cohort formation in-
37
creases the firepower which can be stackedjn a hex. 45-4 Legion: The most powerful
Disadvantages: The double cohort formation.
You need a leadership unit to break down the
unit in the game. Two of these units in
non-woods terrain can create 90 to 110
SQUAD LEADER
double cohort for losses or the whole unit must
be removed.
factors (depending on whether a 55 or
45 factor legion is being used), to the German's 50 T-SHIRTS
to 60 factors. Legionary units get a + / - 1 die roll
modification in clear terrain. The legion is usually Yes, we are following up on the success of the
o
2- 8
2-8 Light Cavalry: Roman light
cavalry is basically used for the same
purposes as German cavalry. The 2-8
as mobile as a German killer stack inside and out-
side the forests. However powerful a legion may be,
PANZERBLITZT-shirts with yet another offer-
ing on what has become our hottest game. Now
however, don't get carried away: they are not quite you too can become a SQUAD LEADER
can be used for running down isolated
as invincible as the game box would have you whether you play the game or not. The back of
chiefs. The Roman player fiust be cautious, for
believe. The Roman must be careful in their use and the shirt is adorned with the same Avalon Hill
German cavalry is faster and stronger.
not take unnecessary risks. Legions like company logo you've seen before on the PANZERBLITZ
Advantages: It's the fastest Roman unit.
and operate best in groups of two. Single legions shirts. Be sure to specify size: small, medium,
Disadvantages: Low combat factor and lack of
should have strong auxiliary support. Never expose large, or extra large. $5.00 plus 50q; for postage
numbers as with all auxiliaries.
a single 45-4 legion without support in a woods hex and handling. Maryland residents please add 51lJo
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o3 -6 3-6 Light Cavalry: The sacrifice of
mobility for strength. A group of these
units makes a good mobile reserve to
to German killer stacks. If forced to take losses the
legion suffers "battle shock" -affectionately
known as the "ram of the fram(ae)". For example
deal with raiding light infantry. Other if a legion lost one cohort, it would have to break
than regular auxiliary uses, they make good legionary organization resulting in the effective loss
legionary supports. of an additional five factors. The legion in other
Advantages: Mobility words would drop from 45 factors to 35, compared
Disadvantages: Lack of numbers to deal with to the average German loss of three to five factors.

I
infantry incursions, and lack of speed to run down Should this situation occur during the Roman com-
German cavalry and chiefs. bat phase, German counter-attacks in their turn can
be devastating.
[1;41 4-4 Un", C''''''
strength but even less mobility. It
Mm' Advantages: Strength in the open and organiza-
tion that allows both mobility when necessary (5-5
4.4 should be used to support legions, cohorts) and brute force when the prey is cornered.
although it is pitifully slow in the Disadvantages: Limited stacking in woods and
woods. lack of numbers. The loss of just one legion will
Advantages: It's a relatively strong unit for an often cost the Roman player the game.
auxiliary.
Disadvantages: It's slow for cavalry, and once The Gauls: Altogether not too
again low in numbers. effective, but they can field a force of
47 factors. The main Gallic advantage
9-4 Heavy Cavalry Double Cohort: is their small unit composition. Losses
This unit is best used with the legion. are at two factors per step, opposed to the Roman
9 -4 The two available units with a 7-4, total- average of four. They only appear in the Batavian
ling 25 factors, is the strongest aux- Revolt. A strong force of them in a castilla can SO THAT'S WHAT
iliary stack possible, and combined with a legion delay the Romans for a time, but generally the YOU'VE BEEN PLAYING
provides the strongest Roman stack that can enter a German player will be happy to have them survive,
woods hex. Titles Listed 130 Total Responses: 650
since just one Gallic unit west of the Rhine will cost
Advantages: The strongest auxiliary unit. the Romans the game. Rank Times
Disadvantages: Lack of mobility and numbers. Advantages: Small unit size. Twenty 2-4s and Last On Freq.
It can't compete with German cavalry in either Rank: Title Pub Time List Ratio
three 2-8s are hard to track down.
area. Disadvantages: Inability to integrate well with I. Third Reich AH 5 6 7.4
2. Squad Leader AH I 6 6.9
other troops. 3. Guns of August "AH 16 3 5.3
Ships and Marines: One might say 4. Cross of Iron AH 8 6 2.8
that the ships are the fastest units in the 5. TRC AH 3 6 2.6
game, and technically this is true as far RUSSIAN CAMPAIGN ...Continued from Page 28 6. FE AH 13 6 2.6
as movement points go. But since they 7. COD AH 12 6 2.4 -
are limited to water this severely restricts their The only time it would be wise for the German 8. 0&0 TSR 7 6 2.1
to use the option is if he cannot win, but is strong 9. War & Peace AH I 2.1
overall mobility. The marines are basically used as
enough to comfortably deny the Russian a large 10. Bulge AH 1 2.0
3-4s. Keep them near water where they belong, and 11. VITP
piece of the map. Then the Russian must weigh AH 4 6 1.9
where their ships can make up for their poor 12. Air Force AH 2 2 1.9
overland speed. When saved till the end they can carefully, can I recapture enough to win, or should I
take the safe route and end the game now in a tie 13. Afrika Korps AH 17 6 1.8
occasionally raid deep into Germany and seize an 14. Panzer Leader AH 1 1.8
unwary village. rather than risk defeat? 1-15. Panzer151itz AH 10 6 1.5
Advantages: Mobility along the waterways. Rationalization for Optional Victory: German 16. WS&IM AH 11 6 1.5
activation of the option equals "Hitler sues for 17. War t Sea A"H 6 6 1.3
Disadvantages: Those same limited waterways.
peace". The Western Allies refuse and continue to 18. D·Day'77 AH I 1.1
demand unconditional surrender. The Russians can 19. "Kingmaker AFr' 15 3 1.0
5-5 Legionary Cohort: The basic 20. Napoleon AH 1 1.0
tactical unit of the imperial army. Fast
and strong in a group, isolated cohorts
make a separate peace. (Stalin did in fact threaten
to do just that, but it most likely was all bluff as he
1-
A number of things stand out this time. Perhaps the
-
did so while pressing the West for concessions.)
should, if at all possible, not be exposed most obvious is SQUAD LEADER being toppled from
This would be the tie result. If they refuse, the race the top spot for the first time. The 3rd edition revision of
to enemy attack. But, of course, the Roman can ex-
for Berlin is on. Russia loses if she fails to establish THIRD REICH is seemingly doing wonders for the
pect that stacks of German cavalry and infantry will
a dominant position in central Europe before popularity of that old favorite. One wonders how high
try to hit isolated Roman posts, especially in
England and the US arrive. THIRD REICH will go after this issue which features the
scenarios where cohorts will have to be detached for
The variant contains nonhistorical elements. game. Vol. 18, No.3 featuring GUNS OFAUGUSThas
garrisons. had an obvious effect on that game's standing. Five
However, had a wartime leader elected differently,
Advantages: Combat advantage in clear terrain, games dropped from the top 20 listing including
it might have been. All is within the range of what
mobility, and combat factor. STALINGRAD which had made all previous lists. The
was possible. If you try the game I think you will
Disadvantages: What? We're talking about other casualties were CIRCUS MAXIMUS, MIDWAY,
find it works, that it is balanced, and true to the SUBMARINE, and MAGIC REALM. WAR & PEACE
Roman legionaries aren't we? But seriously, all
spirit of one of Avalon Hill's finest simulations. and PANZER LEADER return to the list after a one issue
superlatives aside, Roman cohorts were designed
Questions pertaining to this variant will be absence, but the Times On List category reflects "con-
for group action and are used most effectively that
gladly answered by: Kurt A. Blanch, 17431 secutive" appearances and thus they are rated as first time
way. Avoid, as much as possible, small, isolated
Ambaum S. #41C, Seattle, WA 98148 entries.
groups. They won't last long outside the protective
organization of the legion.

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