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Caesar's War least two Roman fortresses at the start of their player turn, or by preventing a Roman win by the end of turn fourteen. Turn One 58 BC I The Campaign Card selected is: Recruits. The Romans recruit three legions in Cisalpine Gaul. Then Titus Labienus begins a campaign against the Helvetii, marching through Allobroges to Helvetia. A battle ensues and the Helvetii are defeated. Rome also loses a legion. The Gallic Player’s first card is Helvetians Migrate. Because of the Roman victory at Helvetia, there is no place to take the recruits and no Helvetian units to move. This is not a good start for the Gallic side. Turn Two 58 BC II The Romans begin with a supply crisis. Labienus’ Army is over-stacked in Helvetia. One unit is lost to attrition. (To be supplied units must be in or adjacent to a friendly fortress or camp. Up to two units can forage, but larger stacks have to check for attrition.) The campaign card selection is: Siege. This can be a good card because is allows enemy units in fortified areas to panic. Unfortunately, the Romans are within range of only one such area, Gergovia. Labienus continues to perform all of Caesar’s dirty work. Two legions are left behind in Helvetia, while the Roman army opens a campaign against Gergovia. The Romans seize the initiative and wipe out the garrison and capture Gergovia. At this point, the Romans have two of the four fortified areas needed for victory. by E.R. Bickford Production: Lise’ Patterson © 2012 Decision Games Bakersfield, CA. AAR of Caesar's War: The Conquest of Gaul, 58-52 BC This game is played in 14 turns, which represent 6 months each beginning with the year 58 BC. The Roman units represent legions and auxiliaries, while the forces of Gaul consist of warbands from the various tribes. The Romans need to have captured at least four Barbarian Oppida (fortified settlements) at the start of any game turn to win. The Gauls win by controlling at | AFTER ACTION REPORT | The Gallic player selects the Germans Invade event. This allows the Germanic warband to rise in the German areas with two movement points. One thought is to attack Helvetia, but this is across the Rhenus River. The implications are that if forced to retreat, the unit would be destroyed. Nonetheless, the Germanic warband is raised in Suebi. The warband does cross the Rhenus,but it moves to Vessantio. Since it has crossed the river, it must stop there. A1 Mini Series: Turn Three 57 BC I Labienus’ army is out of supply at Gergovia. The over-stacked units roll for supply and pass. Then the Roman player selects a card. It is Unrest in the Roman Ranks. This causes a check for defections and then a re-shuffle of the card deck. This time, none of the units defect, but the card has no recruit ability and the movement allowance is negligible. This still represents a problem in the Roman ranks, even though no units were lost. The Roman player decides to remain static, with the low movement allowances this turn. The Barbarian card is: Venetii Raiders. This is also a weak card. The Barbarian player raises the Celtae Fleet. The Celtae tribes also have a movement of one, but their only warband is in Alesia, where it remains. The fleet is deployed in the port at Venetii. A2 | AFTER ACTION REPORT | Caesar's War Turn Four 57 BC II The Roman deck is reshuffled. Labienus’ Army at Gergovia is out of supply, so the first order of business is to roll for attrition. This time, the VII Legion is removed for lack of supply. Next, the campaign card selected is: Titus Pullo et Lucius Vorenus. This represents two Roman centurions who rose to notable distinction and were mentioned by Julius Caesar. The Romans recruit one unit and decide to build a camp at Gergovia to support a siege against the Gallic tribes in Avaricum. This will also provide supply for the Roman forces there. Additionally, the Roman player will receive an extra combat die roll for each round this turn. Labienus launches an attack and siege against the Gallic bands at Avaricum. The Romans gain a +2 DRM for Labienus and the elite X Legion. This is | AFTER ACTION REPORT | A3 Mini Series: enough to shift battlefield superiority to them. The Gallic garrison panics (due to the Roman camp causing panic results count), leaving a Belgae warband to fight. The Belgae are excellent warriors and are rated with a 4 combat factor. This time they whiff on the die roll. The remaining Roman units also miss. The battle goes to a second round. The Romans maintain battlefield superiority. Finally, the Belgae warband panics and flees. Avaricum falls to the Romans. Labienus will receive a hero’s welcome from Caesar. The Belgae run to Alesia. so the Gallic player would like to counterattack. The Celts and the Belgae can bring a significant force to bear, but the card only allows the tribe that was recruited this turn to move. This is the Celtic tribe, which has three fairly strong units available. The fateful decision is made and the three Celtic units converge on the Romans in Avaricum. The Romans win battlefield superiority, but the X Legion fails in its attack. Then the Roman Auxilium is destroyed. The X Legion falls apart, and Labienus flees in a panic to Gergovia. Glory is so short-lived. The Gallic player selects the Gallic Tribe Rises card. This is a powerful recruit card and allows all of the warbands of one of the major tribes to join the coalition. The Celts are selected as the central area seems to be the focal point of the Romans. Two Celtic warbands arise in Liger. Labienus is a little exposed in Avaricum Turn Five 56 BC I A4 The Romans avoid their former supply problems. Since two units were destroyed by the Celts last time, there is not much demand for supply. The campaign card selected is: Legions on the March. This card allows good maneuverability and it suspends the | AFTER ACTION REPORT | river effects for marching across the Rhenus River on this turn. The recruit point is used to rebuild the Roman X Legion. It is deployed with Labienus at Gergovia (allowed by the camp there). The Romans have to be careful because they are outnumbered in Gaul at this time. Therefore Labienus lays low in Gergovia and Caesar likewise stays out of harm’s way. The Gallic player’s card is Vercingetorix. This is the primary Gallic leader. He is bad news for the Roman player. Vercingetorix is recruited along with four warbands. This is a one event card, so it must be removed from play after its use. The Gallic player could also discard it and select another, reshuffling the deck. This time, it seems like Vercingetorix has come on the scene at the perfect moment. One of the implications of this card is that Vercingetorix is a supreme Caesar's War leader, which allows two card choices from the discard pile. A second is that he provides an elite bonus to the battlefield advantage die roll. This is one of the better opportunities, but the Gallic player must take pause and look at the entire situation. Certainly a blow against Labienus could be the death knell for the Romans, but it might leave Vercingetorix’s army vulnerable. The fact remains that the Romans have only two of the four Oppida needed to secure victory. With that, Vercingetorix holds back and decides to fight a more underground type of campaign. Since Vercingetorix is the only Gallic leader, his loss would be a devastating blow to the coalition. The Aquitanii deploy at the coastal port of Burdigala. Turn Six 56 BC II There is no recruiting and the potential loss of troops on the map. Simulating the dysfunction, there is limited movement too. The Roman army in Allobroges and Gergovia are deployed with leaders so these are safe from the deadly die rolls. Unfortunately, the XIV Legion in Helvetia breaks down. The remaining legion still controls the area and it is not immediately threatened. The Gallic player selects the Gallic Tribe Rises event. There are no qualified units to recruit. This is a sign that the Gallic tribes are unlikely to gain much more strength. Also, with this card in the discard pile, the Gallic leader can select it in lieu of new card later in the game. The Belgae tribe is selected for movement and the unit in Axona moves to Alesia, where it joins Vercingetorix. Adding insult, the Romans choose an ugly card: Unrest in the Roman Ranks. | AFTER ACTION REPORT | Turn Seven 55 BC I The Roman player decides to risk a random draw. The Raid Britain card is selected. This is not too useful. A fleet is recruited but the Roman player has no port so it isn’t happening. The movement allowance is also fairly low. Labienus decides to risk another go at Avaricum. The Romans still have the camp at Gergovia which facilitates the siege by allowing panic results against the enemy units in the fortress, and the Romans outnumber the Gallic tribes in this location. The Romans roll tied dice on the battlefield advantage roll, but win due to the elite units (plus they win on ties anyway). There are two Celtae warbands there and one panics in the face of the Roman X Legion. The other Celtae warband gets a kill against the XII Legion. Then the Roman A5 Mini Series: allow Caesar to march on the Oppidum at Atuatica. Instead, the Gallic player selects the Gallic Tribe Rises card. This allows Vercingetorix and the Belgae to march on Avaricum. The Romans win battlefield advantage and the elite X The Gallic player decides to use his Legion attacks and misses entirely. The supreme leader, Vercingetorix, to select a card from the discard pile. The Belgae warbands roll four dice each, but the first group also misses. Then Germans Invade card is pondered. Labienus’ entourage manages to panic While this would allow the German warband in Vessantio to move to Alesia, one of the Belgae bands. The Belgae miss again. The Gallic tribes win the it would also open up the flank and XI Legion strikes and the second Celtae warband is destroyed. The Romans have recaptured Avaricum. The Celtae retreat to Alesia. second round battlefield advantage. This time they hit and the Roman X Legion is wiped out. Labienus panics and the Romans retreat to Gergovia. Turn Eight 55 BC II Getting desperate, the Roman player uses his supreme commander, Julius Caesar, to pull a card from the discard pile. It is the Titus Pullo et Lucius Vorenus card. Yes, Caesar is calling on his favorite lieutenants to save him from defeat. This allows the recruit of one unit, which is the X Legion of course (the elite unit). It joins Titus at Gergovia. (How many times will Caesar trust Titus with this unit?) It seems that Titus is intelligent enough to avoid risking an attack against Vercingetorix’s Belgae warbands at Avaricum with such a weak force. The Tribes Go Home is randomly selected by the Gallic player. This is not a good card for the coalition. A die is rolled for all of the warbands on the map. Only Vercingetorix can move. The lucky Gallic player doesn’t lose any units due to exceptional die rolling I guess. Perhaps the tribal warbands are happily united under the generalship of Vercingetorix? The Gallic player stands pat. Turn Nine 54 BC I The Roman player draws the card De Bello Gallico, a removable card . It allows the Romans to raise three recruits, who join Labienus in the camp at Gergovia. Labienus takes his force against Vercingetorix’s Belgae, which are defending in the Oppidum Avaricum. One would think that the Romans would have learned that this is futile. To keep the Roman camp, one legion must remain behind at Gergovia. Nonetheless, this is Labienus’ largest army thus far. The Romans have a leader and an elite unit against a Gallic leader (plus the tie breaker.) The Gauls roll a six and the Romans a four so one the Belgae warband fires first. These roll four dice. Ouch! A six and two fives! The Romans are impotent again. Just like that, the VII Legion is gone. In the face of the A6 | AFTER ACTION REPORT | Caesar's War X Legion, one of the Belgae warbands panics (the one that fired already.) Then X Legion panics. The XIII Legion hits and the Belgae warband is destroyed. Then in an heroic act, Vercingetorix’s band wipes out the XIII Legion. The rest of the Roman units are panicked so they retreat to Gergovia. The Gallic tribes win that round. The Gallic player chooses the Britannii Raiders event. This allows the Britannii warband and fleet to deploy. These sail to Batavii where they can defend the Oppidum at Atuatica. Otherwise there is not much activity and unfortunately, the Belgae and Vercingetorix cannot move. Turn Ten 54 BC II The Roman player selects the Recruit card. This is a good card as it adds three units. Labienus decides to move against Vercingetorix’s Belgae warriors at Avaricum, again. The Roman army marches to Avaricum and besieges it. (The Romans still have a camp at Gergovia, which provides the siege effects, i.e., panic results.) The Romans have a leader plus an elite unit against the Arverni leader. The result is a tie which goes to the Romans, so Labienus has battlefield advantage. The elite X Legion attacks but misses on the dice roll. The Belgae warband rolls four dice and gets two hits and a panic. The Roman XIV Legion inflicts a hit and this takes out the Belgae warband, leaving only Vercingetorix. The rest of the dice are misses so the battle goes to a second round. The battlefield advantage diceoff results in another tie, giving the Romans the advantage. The X Legion attacks and captures Vercingetorix. | AFTER ACTION REPORT | His days are numbered. The town of Avaricum falls to the Romans. The Gallic player draws the Ambush card. This allows a recruit so a 4-rated Belgae unit is selected. Then it is marched to Alesia, to defend the Oppidum against the suspected Roman assault. Losing Vercingetorix is clearly a blow to the Gallic player. In addition to the modifier to battlefield advantage, he also allowed one more card selection from the discard pile. This ability has disappeared now. Turn Eleven 53 BC I The Roman player decides that now is the time to employ his second (and last) card selection from the discard pile. He picks the Titus Pullo card again. This allows one recruit and the Roman player decides to build a camp at Avaricum. This will facilitate the siege A7 Mini Series: of Alesia. Then Labienus marches on Alesia with a large Roman army, intent to subdue the Gallic tribes once for all. Labienus seizes the initiative. The battle is violent and both sides suffer heavy losses during the first round. Then in a quirk of fate, the Celtae gain battlefield advantage and take out two Roman legions. In the end the Romans destroy the remaining Celtae warbands and capture Alesia. Labienus is killed. (At least he won’t be a threat to Julius Caesar.) Since Vercingetorix is captured and the Romans hold four Gallic Oppida, Rome will win unless, the Gallic tribes can liberate at least one of the fortified towns. The campaign card is a random selection. The event: Gallic Tribe Rises is drawn. It is a good card. Three Celtae warbands arise and march on Alesia. Despite having an elite legion, the Romans are unable to take the battlefield initiative. One of the Celtae warbands attacks but fails to damage the Romans. Then the Roman X legion attacks and wipes out a Celtae warband and causes another to rout. The remaining warband gets a hit and this eliminates the X Legion. The game may rest on this next die roll. The VIII Legion rolls two dice and they get a hit and a panic, which destroys the entire Celtae army. The battle was a close run thing but the Romans manage a defensive victory. Turn Twelve 53 BC II The Roman player controls Alesia, Avaricum, Helvetia and Gergovia. Vercingetorix is captured. This is enough to secure a Roman victory. Julius Caesar prepares a triumphal procession, in honor of Labienus, the fallen hero. The centurions, Titus Pullo and Lucius Vorenus are also given due spoils, after all, their card was used three times in this game. The Gallic player should have been more careful with Vercingetorix as the Romans cannot win if he is on the map. A8 | AFTER ACTION REPORT |