So, did my play test of Hail Caesar, standard frontage, 300 points. Well it was quick and strangely that was a problem, but more later.
I liked the formed unit basing, 40mm square for infantry and 50mm square for cavalry, suited my vision and multiple bases to a unit was also a plus, the single basing for skirmishers I didn't like, it was like someone else's skirmish game had spilled onto my battle game, it looked rubbish and as game mechanic they really were a waste of time. What did strike me as strange was the double ranking of cavalry; firstly why? and secondly they end up deeper than a four figure rank pike phalanx

The sequence I could live with but didn't actually fire me up, Blue then Red, then Blue

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Divisions? Felt all a bit artificial and I'm not sure that the history we have supports the idea either but again liveable with.
The stats. Too much really;Clash, Sustained, Morale Save, Stamina, SR & LR - even Agema cavalry have an SR?, oh and they might be Drilled or Elite or Stubborn or Tough - just too many to flick back to, many of which could have been included in the main body, some of which were pointless - Slings. When I used the lists for my trial game of Seleucid v Ptolemaic most of the stats are the same anyway (as where many of the other armies in the book) and the generals are the same thus making the whole thing a bit pointless. Also the range of generals, Genius to Unfit for Duty, really? The ancient world was a pretty unforgiving place, yes there are a couple of excellent generals and the odd crap consular general but this was needless I thought.
The command and movement was pretty straight forward and I'd live with it but testing every time you want to move (yes I know about Initiative) was tiresome and then varying the test for distance from the general unnecessary. The variance that success could bring of moving up to 3 times in a single turn was too much and irrational, a gimmick that didn't need to be there.
The shooting and fighting worked well enough given the need to use the variety of stats but I have to say I hate saving throws, all that says to me is you couldn't get the kill ratio right the first time and it slows the game. I found skirmishing completely pointless and maybe there's an argument that says there was little effect of such in the ancient world but why then did commanders recruit such troops by the thousand? The melees ground themselves out OK and the idea of going Shaken once you'd hit the Stamina threshold I got but the brutality of failing the Break Test was too extreme; of the nine possible test results, two would see your unit break and that means removable from the board (the board game analogy is deliberate), another three see your unit retreat which in almost all example means getting kicked up the arse in the next turn and breaking. The actual mechanism of a score giving a result for different troop types is fine but if you've painted up and based 32+ figures and after a couple of rounds of melee the whole thing is picked up and discarded you might be a little aggrieved especially when the 8 bases of figures don't reduce in any way, why not just do what other rules do and have one big base?
Generals in combat worked well enough and the risk is quite low so bang them in I say, the extra dice you get is worth the risk.
The inclusion of victory conditions is driven by the idea of having divisions which I've already said is a bit artificial; if you are playing a game and your opponent doesn't want to acknowledge he's beaten you're playing the wrong person.
There are a lot of pages to the rules (it's a book!) so you get a lot of bang for your buck but equally a lot of fluff, overlong and over detailed explanations of the blindingly obvious and stuff that just doesn't need to be there. If someone offered me a game however I'd play, the mechanisms are straight forward and easy to pick up and would be 'fun' a much used adjective which somehow gives a seal of approval to wargaming products these days but they aren't the set for me.
Only Swordpoint left to trial now.