EXTRA SCENARIOS FOR CAESAR IN ALEXANDRIA 11.5 THE BATTLE WITH ACHILLAS (Caesar in Alexandria Rules) 12.3 THE BATTLE FOR PHAROS (Caesar in Alexandria Rules) This scenario covers the amphibious landing on the Island of Pharos by 10 cohorts, a picked body of light infantry and such of the Gallic Cavalry as Caesar sought suitable. After some difficulties with the Egyptian Navy and the rugged terrain some legionaries found a place to land and the rest followed. The Egyptian HI fought them stoutly on the flat terrain, but broke and fled into the town. Caesar expressed surprise then such soldiers, who fought so well in the open, were such cowards in the more easily defendable town. They surrendered en masse and the Romans levelled the buildings to make a fort. The next day they tried to take the Southern Redoubt in the Battle for the Heptastradium. The Egyptian Player has the following units available at the start of the game: 1 Subordinate Leader 2 7TQ Heavy Infantry 3 6TQ Heavy Infantry 2 5TQ Heavy Infantry 1 7TQ Light Infantry 1 6TQ Light Infantry 1 5TQ Light Infantry 1 4TQ Light Infantry 1 Scorpio The Egyptian Player sets up first, as follows: 1 Heavy Infantry and the Scorpio in the Redoubt (hex 3119). The other combat units and leader in any Point on Pharos, or in a hex adjacent to any Point (NB there are no blocks in Pharos Town, only Points). The Roman Player has the following units available at the start of the game: 1 Gallic Medium Infantry 1 Cretan Archers The Roman Player sets up second, as follows: 1 Gallic Medium Infantry and 1 Cretan Archer in the Lighthouse hex 4031. On the first Activation the rest of the Roman units arrive: 8 Cohorts from the VI Legion and the VI Legion Legate [a] 2 Gallic Medium Infantry 2 Numdian Light Infantry [a] Caesar says he sent 10 Cohorts, but the game only provides 8, and they are vets, so don't need much help, let's say the others are acting as marines. These are placed on any unoccupied beach hex on Pharos (hexes 3304-4130) and have one movement point. If any Cohorts have any enemy unit in their ZOC they Must Shock Attack. All shock attacks on the first turn have a - 1 die roll modifier as they have disembarked. Map Movement Restrictions: No units or leaders may move off the island of Pharos or the Heptastradium. Activation: The Romans are activated first. Players activate their leaders in alternite turns, there is no Seizure. Except on the first turn the Legate can only activate his Cohorts and the Gallic MI. The Gallic MI, Numidian LI and Cretan Archers can be activated separately as Auxiliaries (4.42). Game Length: The game ends after the 20th activation (10 activations each). Victory: The Roman Exhaustion Level is 25. The Egyptian Exhaustion Level is 20. Whichever army occupies the Redoubt (hex 3119) at the end of the game wins if it is not exhausted. If the army occupying the Redoubt is exhausted, or if neither army occupies the Redoubt, the game is a draw. 12.4 THE BATTLE FOR THE PALACE (Caesar in Alexandria Rules) While the VI Legion was taking Pharos the other Legions held onto the Palace Complex. Caesar mentions that he believed he could attack the island and the City simultaneously. In any case it represents the many Egyptian Attacks on the Palace and Royal Harbour. For variation the Romans can replace the XXXVII Legion with the VI Legion to represent an earlier part of the seige The Roman Player has the following units available at the start of the game: 1 Overall Commander (Julius Caesar) 8 Cohorts from the XXVII Legion and the XXVII Legion Legate 10 Cohorts from the XXXVII Legion and the XXXVII Legion Legate 4 Scorpios The Roman Player sets up first, as follows: All units and leaders anywhere in the Roman-held section of Alexandria. The Egyptian Player has the following units available at the start of the game: 1 Overall Commander (Ganymedes) 3 Subordinate Leaders 2 7TQ Heavy Infantry 5 6TQ Heavy Infantry 5 5TQ Heavy Infantry 1 7TQ Medium Infantry 2 6TQ Medium Infantry 1 5TQ Medium Infantry 3 7TQ Light Infantry 6 6TQ Light Infantry 6 5TQ Light Infantry 3 4TQ Light Infantry 2 Scorpios The Egyptian Player sets up second, as follows: The other combat units and leaders anywhere in Alexandria at least two (2) MP from the Roman-held section and not in a block adjacent to this section. Map Movement Restrictions: No units or leaders may move into any point in streets A-I, or into hex 2330. Activation: The Egyptian Player goes first, and this initial activation cannot be seized by Caesar. Game Length: The game ends after the 25th activation, including seized activations. Victory: The Roman Exhaustion Level is 40. The Egyptian Exhaustion Level is 35. If Caesar dies the Egyptian Player wins. The Egyptian Player also wins if he controls (11.4) the Palace at the end of any activation, and his army is not Exhausted. The Roman Player wins if he controls the Palace at the end of the 25th activation and his army is not Exhausted. Any other result is a draw. 12.5 THE BATTLES FOR PHAROS AND THE PALACE (Caesar in Alexandria Rules) This scenario combines the Battle for Pharos with the Battle for the Palace, in effect the Main Game with out the naval. Players may note that some units are missing, these are assumed to be manning the galleys as marines, or, if cavalry, to the west of the city. The Roman Player sets up first, as in scenarios 12.3 and 12.4 The Egyptian Player sets up as in scenarios 12.3 and 12.4, and in addition: 1 6TQ Heavy Infantry and the Ballista in the Redoubt (hex 2124). Map Movement Restrictions: No units or leaders may move off the island of Pharos or the Heptastradium, move into any point in streets A-I, or into hex 2330. Activation: The Roman Player goes first, and must activate the "fleet" so as to disembark the VI Legion & friends as in scenario 12.3. The Egyptian Player activaties second. These two initial activations cannot be seized. Victory: The Roman Exhaustion Level is 55. The Egyptian Exhaustion Level is 50. If Caesar dies the Egyptian Player wins. The Egyptian Player also wins if he controls (11.4) the Palace and the Redoubt (hex 3119) at the end of any activation and his army is not Exhausted. The Roman Player wins if he controls (11.4) the Palace and the Redoubt (hex 3119) at the end of any activation if his army is not Exhausted and the Egyptian army is Exhausted. If both armies are exhausted the game is a draw.