Pharsalus / GDW's game reviewed by Russ King Pharsalus, the latest offering from GDW, is a tactical simulation of the clash between the two rival factions which contested the civil war endangering the unity of the Roman States in the 1st Century AD, namely the armies of Pompey and Caesar. The venue, which was on the plain of the River Enipeus, near Pharsalus, is represented by the 22" x 28" heavy paper map, which is printed in brown on white. The counters, in contrasting colours of light blue and red, conform to the usual high GDW standards in this department, with easy-to-read, functional type-set and a thin plastic coating to improve durability. GDW has applied its usyal thoroughness to the Order of Battle; while obviously, there is room for debate in this area, the producers have con sulted a wide range of sources, from Caesar's own account to several modern American works. Immediately after the play commences, however, the insufficiency of the rules becomes painfully obvious, despite the completeness of the section on combat where the strength differential (in terms of numerical superiority) result on the die-roll is attentuated by the difference in combat effectiveness, an evaluation of the morale, experience and fatigue levels of a particular unit. To give an example of their inadequacy, the rules, while discussing the effects of facing on combat, omit to give any idea of how, when, or with what penalty incurred a unit is able to change said facing. Similar omissions or lack of clarity in expression are to be found in the sections on contours/line of sight and disorder/overstacking. However, with some thought, these problems are not insurmountable. Being a detailed simulation, play moves slowly but surely along a sequence of movement/ offensive fire/melee allocation/defensive fire/ melee/ rest (fatigue adjustment) phases, which are carried out alternatively by the two players. Game-turns are also lengthened by the use of separate counters to show changes in combat strength and effectiveness as the game progresses. These factors, together with the victory conditions (insisting on nothing less than total destruction of the opposing force) give the game a length of 6-8 hours. The games set-up is relatively simple, the opposing sides' legionary forces being set out in parallel lines, indicating a somewhat bloody clash in the centre of the board. Nevertheless, the play shows itself to be surprisingly subtle, especially in the problems of force allocation. The fatigue factor becomes vitally important; this is one ancients board game where it is not possible to try and plough through the opposition's lines with attacks more suited to Japanese tactics in the latter stages of World War Two. Losses must be kept at a minimum to avoid being on the losing side of a gradually crippling war of attrition. From a historical point of view, perhaps the game's most interesting point is its ability to simulate the decisive factor of the actual battle (the element of surprise used by Caesar in keeping legions in reserve to attack Pompey's flank), without the use of separate hidden movement rules. So if you're thinking of commanding Pompey's forces, be warned. It is also interesting to note the effects of Caesar's high-quality troops against seemingly overwhelming odds. The game more than makes up for the fact that it only has one scenario by virtue of that scenario's scope and overall balance. So despite the game's faults (and it must be said that military/historical purists may find other faults, e.g. the manner of the legions' deployment), this is still a highly enjoyable simulation for those people who are prepared to give a little time and patience into their gaming.