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"www.wargamer.com Review - Art de la Guerre 3d Ed" Topic


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883 hits since 6 Dec 2017
©1994-2018 Bill Armintrout
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Personal logo Colonel Bill Supporting Member of TMP06 Dec 2017 1:49 p.m. PST

My weekly column for wargamer.com brings me back to the tabletop with pewter with a review of ADLG 3d Ed. Really enjoyed this set of rules, a very refreshing change from what I am used to playing (mostly WRG 6th). Here is the link:

link

Ciao, Colonel Bill

idontbelieveit06 Dec 2017 3:00 p.m. PST

We've had a lot of fun with it over the past year and a half as well.

Thomas Thomas06 Dec 2017 3:57 p.m. PST

Good review though obviously they have missed the DBX revolution which created the concepts upon which ADLG is based.

They had replaced the old WRG1-7 methods. FOG was a bit of a throwback to WRG methods combined with a bit of Warhammer. ADLG has reinvented the DBX revolution.

TomT

Personal logo aegiscg47 Supporting Member of TMP06 Dec 2017 7:06 p.m. PST

WRG 5th and 6th? Those were the days! Great review and I'll have to look into these rules now.

Personal logo Colonel Bill Supporting Member of TMP07 Dec 2017 5:56 a.m. PST

If you think WRG 6 is bad, the Late Roman Army I mentioned was Mike's Models.

BTW, I was aware of the DBX connection, but these articles are supposed to be only two pages long (my editor lets me get away with 2 1/2 . . . sometimes), so I have to pick and choose what I write. In this case I felt other aspects more important, but the relationship is noted, and I can sure see why ADLG is so popular. And yes, the relationship of FOG to WRG Prime rules was evident as well.

I don't play Ancients much anymore, tho I do have 4 + armies still in the bags ready to paint. If I do, my choice will be ADLG on the table, and FOG 2 on the computer.

Ciao, Colonel Bill
wargamer.com

Russ Lockwood18 Dec 2017 10:01 a.m. PST

>missed the DBx revolution which created the concepts upon which ADLG is based.

That about sums it up.

ADLG Command Points (d6 + Cmdr rating/2 [round up]) are DBx pip rolls using commander abilities (0,+1,+2 etc) to flatten die roll extremes. For DBx, we allow use of a d6 "average" die (sides: 2-3-3-4-4-5) to do much the same thing.

Melee uses much the same procedure as DBx. I note "much the same" because each stand in ADLG still goes through a plethora of +1, -1 etc modifiers, but the actual difference in the melee result causes a number of hits, and each stand is rated for a certain number of hits before being taken off the board. In ADLG, stands stand fast, battle it out via die rolls, and degrade, so to speak, during a battle, instead of pushing back and forth in DBx until the magic 2x roll occurs.

Also, there's no DBx picking an order of combat, where the recoil result of one combat can affect (-1 overlap) the adjacent combat. In ADLG, melee is, er, "simultaneous" for lack of a better word.

One of the biggest differences is on attacking a flank with something heavier than lights -- DBx defender turns to face (except when simultaneously engaged to front, in which case the flank attack gives a -1 DM to defender), while ADLG puts one hit automatically on flanked defender and drops defender weapon stats. I'm not fond of ADLG's +1, -1 cornucopia, but within the system, this flank mechanic is clever.

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