Monday, 9 April 2018

ADLG: Movement Options

I started working on this quite some time ago but I was sidetracked by the complexities of evading in Art de la Guerre (ADLG).  Originally, I wanted to add the evade move to the table but it's far too complex and would break the format.

I wanted this written down because during some games, and for some inexplicable reason, I have repeatedly tried to move and expand a group.  I suppose old age comes to us all.

To me the table serves a useful purpose: it lays bare the "sub-moves" that can be combined with a simple advance during the various movement options.  It also highlights an important timing issue with charges.

Tuesday, 3 April 2018

ADLG: Evade Moves

I am sure my need to understand evade rules must have something to do with my penchant for Mongol cavalry armies.  They need to do a fair bit of evading to be effective.

In my experience implementing simple tabletop rules to allow troops to retire in the face of an enemy is a real challenge for rules writers.  So much can happen that the rules have to cover lots of eventualities.  Inevitably some outcomes get missed.  Sometimes the complexity defeats the author and the rules end up badly written.

Evade rules are such a perennial problem (for me?) that I've already written posts covering fleeing and evading in DBMM and Field of Glory respectively.  Now it's the turn of Art de la Guerre (ADLG) but before I do I'd like to mention something from an earlier post.

In 2009 John Garvey made the point that, at a conceptual level the [DBMM flee] process is simple:
  1. Start the flee move by turning the fleeing element; usually to point away from the threat.
  2. Check to see if the flee move places the element in further jeopardy; such as reaching impassable terrain. If not then flee.
  3. If there are problems with the original flee move, check if they can be avoided. If so turn the element a second time and then flee.
  4. If the problems can’t be avoided flee in the original direction and face the consequences.
Although written nearly ten years ago, and specifically about DBMM, it's a surprisingly good description of the ADLG evade process: plus ça change, plus c'est la même chose?  As always the real complexity comes from the implementation and the application of various limiting conditions.

If you don't like flow charts look away now.

Friday, 30 March 2018

ADLG: Commander Labels

It's a bank holiday and I've found time to do one of those mini projects we all have but never find the time for.  In this case I've been making labels for my ADLG commanders.  Here's a "work almost finished" shot:

Most of my commanders (generals) were painted when I played DBMM and are on 40x30 mm bases.  For ADLG separate commanders should be on 40 mm square bases.

Tuesday, 27 March 2018

ADLG: Flank Attacks

Since my last post about the Art de la Guerre (ADLG) rules in mid-December last year I've been playing reasonably regularly and trying to force the rules into my head.

It is getting better, or rather I am getting better. Recently I tried a completely different army (Timurids) including elephants and levy units. I also attempted some quite ambitious moves but it's fair to say they didn't all come off.

Following my first outing in the Northern League I've been aware that flank attacks fall into two distinct types: those where the unit is attacked whilst in combat to its front and those where it's not. The two types are very different and the former is far more effective and can be crucial to winning a game quickly.

In my last game I repeatedly confused the two and when I got home I decided to do something about it.