CAESAR, THE EPIC BATTLE OF ALESIA

ADC2 version by Joseph D. Oliver, 1999 (Jaydeeo@aol.com)
Original board version ALESIA by Dr. Robert L. Bradley, 1970
Revised edition by The Avalon Hill Game Co., 1976

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It's been almost thirty years since the original "amateur" publication of ALESIA, and even 
the Avalon Hill revision, CAESAR, has been out-of-print for a while, and it's not likely to
be reprinted by Hasbro.  But, it's well worth locating a copy, because it remains one of, 
if not THE best game of its kind.  

The situation itself, almost unique in gaming and in history itself, for that matter, is 
well known.  A horde of Gauls is besieged by a Roman force commanded by one of history's 
greatest military geniuses, which in turn is surrounded by an even larger horde of Gauls.  
The game is both big and colorful, but it plays reasonably quickly, partly due to the 
unusually clear AH rules, and partly because it is admittedly less complex than many of the 
newer popular "Ancients," such as the GMT Alexander and SPQR/Roman series of games.

The victory conditions are among the simplest imaginable.  The Gauls win if they can move 
their leader Vercingetorix off the map, and the Romans win by stopping them.  A draw is 
possible, but unlikely (only if Caesar is killed and Mr. V does not exit the board).

Also, it has one additional special virtue.  It plays as well (many would say BETTER) as a 
three-way game, with the Gauls split among two players, "Besieged" and "Relieving" forces, 
allied with each other, but out of communication.  It can even be played well as a four-way
affair, with Caesar and Labienus commanding units in specific chosen zones of the map.

The one downside is that, as with many tactical level games, CAESAR does not lend itself 
EASILY to PBM/PBEM.  Roman defensive missile fire DURING Gallic movement is the fly in the 
ointment.  However, where there's a will, a way can be found, and an "honor" system wherein 
the Gallic player conducts/resolves Roman missile attacks probably could be workable.  
Besides, it's just too good (and too pretty) a game to pass up doing an ADC2 conversion, 
AND one can save space and aggravation even for solitaire play.  
  
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This version of CAESAR is a reasonably faithful translation of the Avalon Hill revision.
The following is a summary of the main differences.

Separate artwork counters have NOT been done for every individually NUMBERED Roman cohort 
or Gallic "squad" unit.  Such would have GREATLY increased the unit BMP file sizes (and 
DECREASED my patience in making them).  However, every separate legion and tribe, including 
all with different combat strengths, DOES have its own separate artwork, and each is 
correctly identified with its legion or tribe name in the class/piece data.

The counter number sizes have been increased relative to the counter size (the originals 
were far too small), and Times New Roman type-face has been used, for its more appropriate 
style.  Though not strictly needed in ADC2 games, I feel that the new numbers "look" much 
better, particularly in "Zoom 3."

The Roman archer and slinger units have their original "0-1-8" printed, but remember that 
they may NOT engage in hand-to-hand attack ("0"), but only in defense ("1").  The "0"
number is NOT shown as a separate field in the class/piece data.

Perhaps annoying to some, the map has been oriented with north to the right.  While this 
may be less usual in a typical face-to-face game, and the entire board can't be shown at 
Zoom 1 with typical monitors/resolutions, it does have the sterling virtue of locating in 
the upper left corner "Zone I" of the "Off Board Movement Chart" area (OBMC).  Since the 
Gallic relief force begins the game there, and since the earliest action usually always 
takes place in that corner of the map, scrolling will be somewhat lessened.
 
While I have not created an actual OMBC, I have provided "Hidden" markers for Gallic relief 
force units, so the units themselves can be placed directly in the first row/column of 
differently colored "off-board" hexes and marked as "hidden."  These particular hexes can 
also ease the employment of the optional rule for Roman off-map reconnaissance.  As a 
possibly easier alternative to placing actual relief force units in those hexes, ten 
"hidden" empty force pools have been created for moving/holding relief force units.   

Also, "Fill" markers have been provided for those wishing to use the optional rule that
allows the Gallic player to fill in the isolated trench hexes (the original game suggested
the use of blank counters).

In the interests of clarity, I have made changes in some map art.  The original slopes 
were not hex-sides, but rather filled entire hexes.  These have been reduced somewhat in 
size.  Also, the outer works have had an additional contrasting color added.  The original 
off-board zone single numbers have been changed to two numbers, one on each side of the 
zone border triangles.  Finally, ADC2 hex-lines, coupled with small squares, have been 
used for the camp (black) and perimeter (brown) ramparts, and I've tried to avoid some of 
the AH board's ambiguities regarding if and where they are connected.

For two-player games, the three numbered "Delay" counters are present in a similarly 
labelled force pool, from which the required random pick may be made.

Due to complications involved in combinations of choice of zones, deployment, and in 
changing command or "ownership" of individual Roman units DURING a game, I have NOT created 
a four-player OPS file/game (with Caesar and Labienus as two different players), but anyone 
wishing to do such should feel free to modify as needed. 

ALL artwork has been done as individual bitmapping.  No scans were used at all, so 
whatever merit and/or deficiency in it is mine (do not blame Dr. Bradley or TAHGC).  

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PLAY AND ADDITIONAL NOTES

"Caesar-alesia.ops" is the two-player game, and - surprise! - "Caesar-alesia-3player.ops" 
is the three-player game.

The Gallic unit name prefixes, "GA" and "GO," indicate the "A" = Alesia besieged force and 
the "O" = Outside relief force, respectively.  

The Missile Engine, Archer/Slinger, and Outer Works Tables, and the Reconnaissance Chart 
(optional rule) have been provided as "info-pages."  However, observing the spirit of ADC2 
of requiring ownership of the converted game, I have NOT provided the "Hand-to-hand Combat 
Table" (CRT) or the "Terrain Effects Chart" (TEC).  Both were too large to fit by typing in 
one info-page, and the rule book TEC lettering was so small that a reduced scan picture 
would have been illegible.    

While I have provided "Disrupted" markers (in a "Markers" force pool with "Battle Rages" 
markers), it may be easier to edit directly the specific unit's class/piece data field for
disruption.

If the Gallic player uses the hidden unit feature and places his actual units in the first 
row/column "off-map" hexes, then he must remember to edit and "un-hide" them when they 
enter the main playing area.  Alternatively, and perhaps easier, if he uses the "Hidden" 
force pools for off-map zones, then he must remember to use a single "GO-Hidden" marker to 
indicate presence in each relevant zone.

Remember that although it is made up of apparent separate hexes, in both the AH and this 
version, the part of Alesia inside the walls is to be treated as a single large "holding 
area" for the besieged units within it (no movement costs within the city).  However, keep 
in mind the stacking limitations in the special case of besieged Gauls attacking Roman 
units adjacent to the city walls.

While CAESAR is not at its best when played solitaire, I have created a "Gamemaster" for 
any who wish to do so without the inconvenience of logging on and off repeatedly.

For those interested in improvements to the game, see Salvatore Vasta's excellent summary 
at Web Grognards (http://grognard.com/variants/alesia.txt), which includes additional 
leaders, Gallic tribal integrity, suggested realistic modifications to the map ramparts 
and works, additional combat modifiers, and more (approximately two printed pages).

As a final note, some comments on the coin portrait BMPs are in order.  While the image of 
Julius Caesar is readily available on dozens of Roman coins, that of Vercingetorix is 
another matter.  Coin authorities differ as to the identity of the portrait on the denarius 
(L. Hostilia Saserna; Seaby# "Hostilia 2/2a") from which this scan was made.  Crawford 
describes it only as "a typical male captive (in Gaul)."  Sydenham lists it as "Head of 
Gaul," but parenthetically adds, "Vercingetorix?"  Sear (Seaby) identifies it without 
equivocation as that of Mr. V himself.

Now, it is known that after the battle and his capture, Vercingetorix was taken to Rome, 
where he was executed.  For those unfamiliar with the subject of coins, it is safe to say 
that while Roman die cutters never matched the artistic achievement of their earlier Greek 
counterparts, their portraiture was quite good and realistic, even to the point of being 
downright unflattering, at least on later Republican coins and for two and a half centuries 
or so on Imperial coins.  Thus, it is possible that the image was cut by someone who had 
actually seen Vercingetorix.  Anyway, since I needed such a likeness, and since 2000-year-
old Barbarian portraits are not exactly commonplace, I decided to agree with the latter 
interpretation.  

Regardless, it's sufficient to say that the old coot depicted doesn't resemble someone that 
one would care to run into in a dark alley today, much less than with more than a quarter 
of a million of his buddies in a European wildness over two millenia ago.  In fairness, I 
must add that I have encountered a few such living faces, but only in John Waters films and 
on some doormen at certain adult entertainment establishments on The Block in Baltimore ;o)

Have fun.
       

