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Mutford House Rules developed in 2011-2012 playing Hail Caesar using the following

armies in around 100 battles:

- Early Imperial Roman


- Ancient British
- Early Roman Republic
- Later Greek Hoplite
- Macedonian
- Archaemenid Persian

References to Hail Caesar rules are enclosed in square brackets. For example, [HC
p.98/Drilled] would mean the section on ‘Drilled’ on Page 98.

Mutford
Suffolk

March 2013

Change Control
Issue 2. Added clarification to rule M6 (fire & flee)

Issue 3

Modified C1 to recognise benefit for immediate proximity of general


Added clarification to M4 (turning to face when charged)
Added H5 that units are forced to support adjacent units in combat (Forum dialogue – March 2013)
Added H6 for fighting in rough terrain (Forum input : Stuart Tonge)
Added H7 to describe Feigned Flight behaviour (Forum dialogue - Feb/Mar 2013)
SECTION 1: COMMANDS
HOUSE RULE C1: Giving orders

The following modifiers apply to the dice thrown for a command order and are in addition to [HC p.26ff
/Command and p.29/Distance modifiers].

Barbarian* Troops

-1 Barbarian troops ordered to advance towards the enemy


+1 Barbarian troops given an order which does not result in an advance towards the enemy

Rationale: From our reading, Celtic/Gallic tribesmen had a natural eagerness to engage with the enemy.
The ‘eager’ rule on p.99 only applies to failed charge orders.

*The term Barbarian is of course subjective and was used initially by the Greeks. The Romans used it to
refer to the Celts, Germans and Iberians etc. and that is the usage intended here.

Levy Troops

+1 Levy ordered to advance towards visible enemy, or to a less safe position


-1 Levy troops given an order which results in a move to a position of greater safety

What is considered to represent a place of greater safety may require an umpire ruling.

Rationale: Conversely to Celtic/Gallic tribesmen, we felt that levy troops would be more reluctant to
engage with the enemy. The ‘levy’ rule on p.101 only covers recovery from disorder.

Proximity

+1 The commander is not in line-of-sight of the unit(s) receiving the command. Where an order is
given to a division, the penalty is only incurred if all units in the division are out of sight. The penalty does
not apply to skirmishers or open order cavalry.

Rationale: If a general cannot see his troops (such as in woodland even when close by) then the risk of the
unit not receiving the order is higher.

-1 The commander is within 3 inches of any part of a single unit receiving an order. This is not
permitted for divisional orders.

Rationale: The chance of failure is minimal when the commander is very close to the unit. We introduced
this rule after seeing a Roman general next to his troops apparently unable to get them to do anything after
3 game moves.

Giving orders whilst in combat

A commander engaged in combat cannot give orders. The only movement possible for unengaged units in
the commander’s division is via initiative.

Rationale: If a commander is fighting, he is unable to assess the wider situation or send orders.
HOUSE RULE C2: Failed Orders

1. If a divisional order fails, and a drilled unit makes a single move as allowed by [HC p.98/Drilled], any
skirmishers or open order troops who are directly associated with the drilled unit and subject to the
same order can also make the free move. Other closed order troops subject of the order will, however,
stand still.

Rationale: We felt that drilled units would not let ‘their’ skirmishers stand still, but would encourage them
along.

HOUSE RULE C3: Blunders


1. Units with an elite status have the option to re-roll a blunder. If an elite unit is part of a group, the re-
roll is only allowed for the elite unit.

Rationale: We had a series of games where elite units such as a 1st cohort, or Macedonian companions ran
away whereas lesser units in the vicinity carried out their orders. We felt that elite units needed a second
chance.

2. Artillery treat blunders as a failed command and do not move.

Rationale: In fairness, [HC p.30/blunders] is written in a way to provide a lot of flexibility to the umpire.
However, we decided to formalise this rule after a (drilled Roman) artillery unit rolled a blunder, then rolled
a 6 and so was required to charge the enemy, which seemed improbable.

3. The C-in-C cannot re-roll a blunder.

Rationale: [HC p.80/The General/paragraph 2] allows this but we feel a blunder is exactly that and makes
the game more interesting.
SECTION 2 : MOVEMENT

House Rule M1: Movement Distances for Infantry

The movement distances for infantry are modified according to the weight of their armour:

Armour Movement distance Examples


Little or no armour, 8 inches Skirmishers, peltasts
no shield
light armour with 7 inches warband, light hoplites,
shield Roman auxiliaries
medium/heavy 6 inches Most regular infantry
armour with shield
very heavy armour 5 inches Heavily armed hoplites
including greaves Romans armed for Dacian wars
and/or arm armour

Rationale: [HC p.33/table of standard moves] gives all infantry a move distance of 6 inches. We felt there
needed to be a differentiation between lightly armed skirmishers and those wearing heavy armour.

In our play-testing, the skirmishers in particular were far more effective and could evade enemy charges
more easily which is what we would have expected. We have retained the standard 6 inches for giving
ground.

We have (possibly controversially) classed Roman Auxiliaries as being lighter and more mobile than
legionaries.

We developed these changes after noting the -1 inch movement penalty for cataphracts.
House Rule M2: Initiative Moves
[HC p.31/Initiative Moves] states that units can make one initiative move if they are within 12 inches of the
enemy. If a unit makes this initiative move, then it cannot take any additional orders. Additionally in their
own turn:

1. Units in direct support or in the same formation will automatically follow a unit making an initiative
move, even if some units may be more than 12 inches from the enemy. An umpire decision may be
required if there are space restrictions or where a supporting unit is felt not to have been in that
role.

Rationale: [HC p.31/Initiative moves] allows support troops to follow if they are also within 12
inches of the enemy. We first extended the rule to include supporting units which were more than
12 inches away. We later extended it further to cover formations as it would seem odd for 3 units of
a 2x2 formation (main + 2 supports) to do one thing and the 4th unit being left behind when they
were part of the original group.

2. A levy unit cannot use initiative to move closer to or engage with an enemy unless the latter is in
open order.

Rationale: We developed a number of restrictions for levy troops when we played Archaemenid
Persians. We felt that a levy unit would normally be reluctant to engage with an enemy using their
own initiative, unless the enemy was comparatively weak.
House Rule M3: Moving through Friends

1. A regular trained close order infantry unit may move (not charge) through a similar unit without either
unit needing to test for disorder, even if a centre-front of one unit crosses the other. In all other cases
a disorder test is required for both units.

Rationale: [HC p.35/Moving through friendly units and p.98/Drilled] do not permit this unless both units
are drilled. We developed this rule for Imperial Roman legionaries and auxiliaries who were both
regular and trained.

2. Close order infantry can charge through open order infantry without either needing to take a disorder
test, provided at the end of the move the two units are not occupying the same space. If that happens,
the open order unit is considered to have been pushed and must test for disorder.

Rationale: [HC p.35/moving through friendly units/2nd paragraph] may imply this anyway.

3. A Roman Auxiliary unit becomes disordered on a 5+ rather than 4+.

Rationale: The HC army lists do not permit auxiliaries to be drilled; however they were formally trained
alongside legionaries and other auxiliaries. It seemed appropriate (to us) that such training should
have some benefit.
House Rule M4: Turning to face when charged

[HC p.60/Charge Responses and p.61/Turn to Face] permit a charged cavalry unit which is not disordered
to countercharge if facing the chargers, or to turn to face them if not. This extension permits any charged
unit to turn to face a charging enemy, if time permits.

A unit attacked in the flank or rear and which is not itself directly or indirectly engaged in combat can face
charging attackers provided the attackers are more than one move away – i.e. the charged unit has time to
react.

 a unit charged in the rear can about-face


 a unit charged in the flank can make a single move to face the attackers

Command dice are used to determine if the unit reacts. No distance penalties are applied as this is
considered local initiative but the dice are used to introduce a risk that the unit may not become aware of
the threat until it is too late [the default HC position].

No single figure in the unit may move more than the maximum allowed distance in a single move. An
umpire decision may be required to determine how far a unit can realign before the attackers arrive.

This manoeuvre is not possible for:

 Disordered units
 Deep formations (such as warband and phalanx)
 Heavy Chariot units (as being too unwieldy)

Rationale: if a unit is charging an enemy using several moves, HC states that the charge itself is the final
move. When the chargers commence their move, however, the charged unit are likely to notice the
approaching enemy and so will have time to react. If the charge is close (one move), this is not possible.

We adopted this rule after some instances where flank attacks were made on isolated infantry units who
had failed a command in their own round (and so could not move). The chance of a unit just ignoring such
an obvious threat seemed unlikely.
House Rule M5 : Proximity Rule

1. Enemy units who are engaged in nearby combat may be ignored unless they constitute a direct threat.
An umpire decision may be required.

Rationale: We interpreted the logic for [HC p.34/Proximity of enemy] as reacting to the presence of a
threat. An umpire decision may be required in the case, say, of a nearby combat where friends are close to
being overwhelmed, in which case the possibility of an enemy sweeping charge would represent a direct
threat.

2. Within woodland, the proximity distance is halved to 6 inches.

Rationale: we felt that any awareness of the enemy would be significantly reduced, even when using
outlying scouts.

3. The restriction applies to all of a unit’s movement in the round. For example, if a unit is permitted 3
moves, it cannot back out of the 12-inch range with the first move and then take the next 2 moves,
ignoring the presence of the original enemy unit.

Rationale: When we started with HC, it became a common tactic for us to use the first part of a move
sequence to escape the proximity rule. This struck us as too much like power gaming, so we introduced this
restriction.
House Rule M6: Open order troops being charged – Evading and “Fire & Flee”
Rationale: This section reflects a feature from WAB which we liked. We believe that an open-order unit
should be able to ”fire and flee” if time and distance allows. What follows differs in some degree from [HC
p.60/charge responses].

When a player announces a charge, the charged unit must state their intention to stand, evade or fire &
flee before the command dice are thrown.

Stand

Once committed to standing their ground, an open order unit can elect to close up as permitted by [HC
p.36/Formation Changes]

Evade & ‘Fire & Flee’

The number of moves available to the charged unit is the same as that for the attackers. If the attackers
take 3 moves to contact, then the charged unit has 3 moves to react. This is different from HC which
requires a command roll to determine the number of evade moves.

If the unit elects to ‘fire and flee’ then the first move will be taken up firing traversing shots as soon as the
enemy come within range; any residual moves are used for evading. In the event that the shooting forces
a break test on the chargers and stops them, then the unit firing does not move but any other open order
units which had to evade due to the charge will move an appropriate distance (umpire to decide).

Evading troops will always head for the area of maximum safety as understood by the unit. An umpire
decision may be required to resolve any discussion concerning non-visible troops - i.e. awareness of
friendly or enemy units in a wood or behind a hill.

If the evaders are caught, they are destroyed [standard HC].

The unit must evade using all their available movement unless their path is blocked by impassable terrain
or enemy units. The unit can evade through a friendly unit provided it can completely clear the other unit,
otherwise it will remain in front of it. If it does move through a friendly unit, neither unit need test for
disorder as the evading unit is in open order.

House Rule M7: Charging and Line-of-Sight


The unit must be able to see the unit it is charging at the beginning of the round. It cannot use the first
moves in a sequence to get into sight of the target and then charge.

Rationale : We believe this is what [HC p55/Making the Charge Move/para 2] intended anyway, but
included this rule for certainty. An order is given at the beginning of the round, and that is when the target
needs to be seen by the unit (not necessarily the commander).
SECTION 3: RANGED ATTACKS
HOUSE RULE R1: Long Range Attacks (ie does not apply to javelins etc)

a) The range of all weapons within woodland is 3 inches

Rationale: [HC p.47/table of morale save modifiers] provides a benefit of +1 for a unit being in cover,
but there is nothing to limit the range. From personal experience (I live in a wood), it is rare that you
can see more than 30/40 yards in a straight line. We have used one distance for all weapon types. Half
range penalties (see below) do not apply as everything is effectively at short range.

b) A ‘to hit’ modifier of -1 is applied at over half-range (of the weapon)

Rationale: this replaces the modifier for long-range shots in [HC p.45/table of ’to hit’ modifiers] which
applies to all weapons if the range is over 12 inches. Following a forum discussion on horse archers and
some reading up on the effectiveness of slingers, we felt that this penalty needed to be weapon-specific.

c) All modifiers are applied to the ‘to-hit’ score. If a 7 is needed to hit, then for each 6 rolled, it needs to
be converted by throwing another dice (4+ = hit).

Rationale: [HC p.44/last paragraph] states a 6 will always hit. We felt that a target in open order, at
long range and partially obscured would be a really difficult target. However we still count 6’s for the
purpose of the 6-test even if the 6 was not converted.

d) A unit can fire overhead without any additional penalty if it is uphill of intervening friends.

Rationale: [HC p.51/Shooting overhead with artillery] appears to only permit artillery to fire overhead.
We developed the rule when playing with significant number of archer unit. It seemed unlikely for units
on the hills and in range to be unable to fire.

e) Troops making ranged attacks in their move must fire preferentially at any unit which is firing at them,
or which constitutes the greatest threat (an umpire decision may be required). A unit with elite status
can however elect to fire at another target.

Rationale: [HC p.41/Nominate Target, p.42/Choice of Targets and p.48/Ranged attacks and open order]
give guidance that the closest enemy would be the natural target and provides a list of units which are
not considered clear targets. We decided to just apply a simpler “greatest threat” rule as to determine
the natural target, recognising that an umpire decision may be required.
HOUSE RULE R2: Firing into combat
HC does not appear to cover this explicitly.

a) A unit can make ranged attacks at an enemy unit which is supporting another in combat without risking
casualties to their own side

b) A unit can make ranged attacks at an enemy unit in combat. Each attack is then separately checked to
see where it lands: 1-3 = own unit; 4-6 = enemy unit. The saving roll then reflects the target troop
type. The weightings can be altered by agreement if one of the combatants presents a proportionally
larger target.

Rationale: often a skirmisher unit is able to fire into a combat and it seems unlikely that they would just
stand and watch!

HOUSE RULE R3: Effect of Ranged Attacks


Ranged attacks must roll two sixes to force a break test on the target unit. This applies even if the ‘to hit’
score is 7.

Rationale: [HC p.44/top right paragraphs] state that a break test must be taken if one six is rolled. It adds
that if a 6 is required to hit, then two sixes would be required for the test. However after many battles, we
found that a disproportionally large number of medium/heavy infantry units being broken with the one-six
rule. We then play-tested this two-six rule and found that heavy infantry generally stopped running from
skirmishers though they did suffer considerable attrition as they advanced. We felt this better reflected
what we read in our history books. We re-examined this in 2013 after forum feedback, but still feel (after a
great number of games) that the one-six rule gives a more balanced result – at least for us.
SECTION 4: HAND-to-HAND COMBAT
HOUSE RULE H1: Action by victorious unit when enemy unit gives ground
A unit must follow up an enemy unit it has defeated in combat and which has given ground, even if they
are disordered or shaken unless the victorious troops are “drilled” or defending a barricade or building. All
units in the attacking formation* must also follow up.

Rationale: [HC p.78/Moves by Victorious Units/paragraph 2] states that the victorious unit does not have to
follow up. We have played many rule sets in the past which included the concept of a push-back. This is
how we view ‘giving ground’: it is the pressure of the winning side which has forced the enemy back. As
such, no gap should appear even if the winners are badly battered - that is, the troops are actually pushing
not just standing there watching the enemy break off combat.

*the attacking formation comprises all units in the original charge, whether they are directly supporting the
main combat or not.

HOUSE RULE H2: Action by victorious unit when enemy unit is destroyed
When a unit is destroyed in combat and removed, the victorious unit must immediately move into the
space previously occupied by the destroyed unit, even if the unit is Drilled, Disordered or Shaken. Any
supporting units will also follow up if possible.

Rationale : [HC p.78/Moves by Victorious Units/paragraph 2] makes this move optional. The move into a
destroyed unit’s space is to reflect that the final stages of the combat will be very confused, and that the
enemy unit does not just disappear leaving a void. We found that this rule made for far more interesting
battles as the battle lines became disrupted, which we believe is what actually happened.

HOUSE RULE H3: Phalanx rule.


If a phalanx is attacked in the flank or rear, and is not engaged to the front, the phalanx rule does not
apply.

Rationale : [HC p.107/Phalanx] does not mention flank attacks, but we felt that was in the spirit of what is
written.
HOUSE RULE H4: Commanders in Combat.
A commander who has joined a unit can choose to enter combat.

1. The commander/general/C-in-C contributes one extra attack

Rationale: The Hail Caesar army lists permit 3 attacks and in some cases more, though [HC
p.83/Fighting Values of Commanders/paragraph 3] lists some restrictions. This rule is probably our
reaction to the WAB rules which in our view made Characters too powerful.

2. The commander/general contributes +1 to any break test score taken by the unit

Rationale: we felt that the presence of the general should boost the morale during the combat.

3. [repeat of rule C1] The commander is unable to give orders to other units in his command whilst in
combat. The general may choose not to enter combat but still remain with the unit, in which case
he can still give orders.

Rationale: If the general is fighting he cannot send orders. We could not find this restriction but
were certain it was implied.

HOUSE RULE H5: Supports.


1. Units adjacent (flank or rear) to friends in combat must support them.

Rationale: [HC/p.66/Supports] does not explicitly state that units must support adjacent units in combat.
However, in a Forum discussion (March 2013), it was clear that opting out of supporting in order to (say)
subsequently instigate a flank or rear attack in the next game move would be unreasonable and
unhistorical – especially for undisciplined units such as warbands. Cases where a trained unit needs to head
off a greater threat (and so needs to be free to do this) or when the adjacent combat is almost won by
friends, need to be referred to the umpire.

2. Units within 1cm are viewed as being in support and do not have to be actually touching it or
exactly aligned with it.

Rationale: [HC/p.67/Positioning Supporting Units] permits some flexibility. This rule is to quantify the
limits.

HOUSE RULE H6: Fighting in Rough Terrain.


Light infantry get a +1 bonus for attacking medium/heavy infantry in rough terrain.

Rationale: Medium/Heavy infantry are less mobile due to their heavier armour and arguably are less used
to fighting in rough terrain. [HC/p38/Rough Ground] permits such troops a single move. Light troops
however retain their mobility. This rule will even up the attacks to 5+, though light infantry will still only
save on 6. We have not currently differentiated between medium and heavy infantry though there is an
argument that (medium) Roman Auxiliaries are more mobile than heavy infantry and so also get the bonus.
HOUSE RULE H7: Implementing Feigned Flight.
[HC/p100/Feigned Flight] only permits a unit to ‘move out of combat’ and describes how its purpose is to
lure the enemy out of position. A forum dialogue in Feb/March 2013 resulted in our proposing this
enhancement after much input and discussion.

Following a round of combat, a unit with Feigned Flight which is not disordered can disengage, break into
open order and make a single move away from the enemy. This does not require an order and is at the
player's initiative as soon as the combat is fully resolved. The unit will face the enemy after making the
move.

Any supporting troops which also have the capability of Feigned Flight can do so as well. If there is a
mixture of troop types, then how (or if) the Feigned Flight manoeuvre can be carried out will be decided by
the umpire.

The enemy (unless Shaken) must to roll to see if they impetuously follow up with a sweeping charge and
make 2 full moves: 4+ = follow-up, modified to 5+ for drilled troops or troops in closed ranks and to 3+
for levies or tribesmen.

If they make a sweeping charge, all directly supporting troops do so as well. All units in the sweeping
charge which are not already disordered will take a disorder test.

Rationale: Troops who suddenly see their foe apparently turn tail and run may believe they have actually
won the combat and so be tempted to follow up impetuously. Drilled troops will be more disciplined and
less likely to move forward. This rule provides a chance that the enemy battle line may be disrupted
whereas the HC feature as it is defined does not. We have also stated that troops in closed ranks are less
likely to charge forward as there is arguably a higher chance that the officers have more time to halt the
charge as they are in a closed defensive formation.

END of MUTFORD HOUSE RULES

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