ADLG-R v4 Rules December 2021
ADLG-R v4 Rules December 2021
ADLG-R v4 Rules December 2021
December 2021
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Acknowledgements
This is an unofficial supplement that Hervé, the author of L’Art de la Guerre (ADLG), has allowed me
to publish to the internet while he develops the official version. This supplement builds upon
Hervé’s initial draft I found on the ADLG forum and other fan versions from “Chris6”, Thierry and a
big thank you to Bruno Dejoux for your work on the army lists.
Thank you to Hervé for allowing me to extend his great set of rules, L’Art de la Guerre, which has
brought me and my club mates much pleasure, meeting new friends from around the world and
spending money on too many new miniatures**.
Thank you to everyone in the Central London Wargames Club who helped in developing and play
testing this supplement. A massive thank you to Andy Finkel, “Glitchfinder-General”, whose
assistance and dreaded red pen has been integral to the development and clarification of the rules!
Designer’s Notes
The inspiration to write this supplement came from a draft of ADLG-R from Hervé that I found on
the ADLG forum. The arrival of ADLG in my club reinvigorated interest in the ancient and medieval
period. The ADLG mechanics provided for a smaller, quicker and more decisive game and made me
think “Could these be adapted to cover the renaissance period”?
One of my key objectives in writing the ADLG-R supplement was to introduce as few changes as
possible to the core ADLG mechanics to allow you to play in the Renaissance period.
Trying to extend the ADLG rules to cover the Renaissance period came with one key challenge; how
to capture the foot formations such as the Pike & Shot or the iconic Tercio on the ADLG sized table.
These large, mixed foot formations don’t translate well to the single based unit that ADLG uses.
During the initial draft phase, several ideas were tried and rejected as they made the game too clumsy
or required multiple additional rules, and having a Tercio or Pike & Shot represented by a single base
1UD wide just looked wrong.
The simplest way to cover the mixed foot formations of the period using the ADLG mechanics was to
create a new inseparable group called a “Battle Unit”. The Battle Unit comprises two standard ADLG
units, in a permanent 2UD wide group. The new Battle Unit moves as a single integrated “group”. It
takes cohesion as a single group, but shoots and melees as individual units. For the deeper formations
of the Tercio, Later Tercio, Keil and Colunela, we have created a subcategory called the Deep Order
unit.
By adopting this new formation, the core rules of ADLG do not change and the visual impact of the
larger foot formations of the period is created with little to no rebasing. Mounted units are able to
manoeuvre on the table as they would in the period, attempting to exploit the flanks or holes in a line,
but would need to be very bold to charge a steady Pike & Shot or Tercio formation in the open.
Overview
This document contains proposed rules to extend L’Art de la Guerre (ADLG) to the Renaissance
period. This is a supplement to ADLG; to play the game you must have the 2021 Version (v4) of the
ADLG rule book.
This supplement covers the period from the start of the Italian Wars in 1500CE until the end of the
seventeenth century, when the pike was mostly abandoned and the infantry were armed with musket
and bayonet.
Only a few differences are presented here to reflect new weapons and tactics in use at the time. The
objective is to allow the player to easily switch from one period to another without having to relearn
the rules.
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A new quick reference sheet (QRS) has been developed to include all of the relevant factors. In
practice, after a couple of games, if you are familiar with ADLG, you can play this period with just the
QRS.
To help you, a summary of new troop types and points costs is presented at the end of this document
and there is an army list supplement covering Western and Eastern European, Middle Eastern and
Asian conflicts from 1500 to 1699.
**I was unaware of the concept of “too many miniature figures” until I googled it. This woefully
unscientific doctrine seems to have originated from a baseless assertion made by the partners of
wargamers.
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CONTENTS Deep Order Units ......................................... 26
Deep Order unit flank attacks .................... 26
Acknowledgements ............................................ 2
Flank attack examples .................................. 27
Designer’s Notes ............................................ 2
Rout and Pursuit ............................................... 30
Overview.............................................................. 2
Army cohesion and rout .............................. 30
ADLG vs ADLG-R Rules, which takes
precedence? ..................................................... 5 Terrain ................................................................ 31
Introduction ......................................................... 5 Cover from Shooting .................................... 31
Basing .............................................................. 6 Enclosed Fields ............................................. 31
Battle Unit ....................................................... 6 Setting Up ........................................................... 32
How units are represented ........................... 6 Deploying of Army Corps........................... 32
Unit Status ....................................................... 6 Budget ................................................................. 33
Unit Orientation ............................................. 7 Army Budget ................................................. 33
Groups of Units .............................................. 7 Points Formula .................................................. 35
Troop categories.................................................. 8 Battle Unit Formula ...................................... 35
Troop Description .......................................... 8 Mounted Unit Formula ................................ 35
Foot .................................................................. 8 Troop Glossary .................................................. 37
Mounted ........................................................ 12 Optional Rules ................................................... 39
Special Abilities ............................................ 13 Reserves ......................................................... 39
Dismounted Troops ..................................... 16 Smoke ............................................................. 39
Unit Characteristics Tables ......................... 17 Ships ............................................................... 39
Command .......................................................... 18 My troops are based on different sized
bases to ADLG-R, can I use my troops? .... 39
Giving orders ................................................ 18
Can I play ADLG-R on a FoGR sized table
Commander in Combat ............................... 18
and army? ...................................................... 39
Movement .......................................................... 18
Using DBX Basing ............................................. 40
Manoeuvrability ........................................... 18 References & Reading ....................................... 41
Special Movements ........................................... 20 Books .............................................................. 41
Charge ........................................................... 20
Websites & Articles ...................................... 41
Rallying .............................................................. 21
Procedure ...................................................... 21
Rally Test ....................................................... 21
Rear Support ................................................. 21
Examples of Rear Support .......................... 22
Shooting ............................................................. 23
Shooting Units .............................................. 23
Target Selection ............................................ 23
Shooting Resolution ..................................... 24
Melee .................................................................. 26
Melee Resolution .......................................... 26
Melee Modifiers ........................................... 26
Flank or Rear Attacks on a Battle Unit ...... 26
ADLG vs ADLG-R Rules, which takes The Gendarme, the most devastating unit of
precedence? the medieval battlefield, finds itself relegated
ADLG-R is built upon ADLG and is a to the side lines when it can no longer charge
down pike-protected foot units. Their
supplement. If a rule is not covered here, the
ADLG rules apply. expensive armour no longer offers much
protection against firearms or crossbows.
Mounted units evolve over the period, starting
Introduction with the ¾ armoured cuirassiers in deep
In the late 15th century, European warfare was caracole formations armed with pistols to
undergoing a dramatic change. Armies were shoot at very short range, and developing into
evolving from raised/levied forces to larger, shallower formations that discharge their
quasi-professional and mercenary armies that pistols before charging home. Eastern
fought and operated together for many years. mounted troops don’t evolve substantially
Mounted gendarmes were still the most potent from their medieval form, retaining their bows
weapon on the battlefield, now heavily and lances and only adopting firearms much
armoured in an attempt to protect the wearer later.
from bow and other infantry weapons.
Infantry formations changed and adapted, Representing the new mounted units and
with larger spear or pike units being used to tactics and their evolution from the Ancient
hold off the devastating gendarme charge. and Medieval rules set presents a number of
The Swiss used an 18 to 22 foot length pike to challenges, such as how to reflect mounted
great effect, keeping mounted at bay and trained to caracole in deeper formations while
allowing infantry armed with halberds and keeping ADLG’s single based units. We have
large two handed swords to break the “push sought to balance playability against accuracy,
of pike” or unmount gendarmes from their so the function of the deeper formations has
horses. Over the period, the length of pike been incorporated into the Support shooting
was reduced from 18 to 12 foot, allowing for a bonus and other relevant Special Abilities.
more flexible use.
Battles changed from confrontations where
Firearms had been available for many years mounted shock was the decisive element and
but with improvements to gunpowder, better fire a supporting element, to events in which
casting quality and reduction in cost, they the use of ranged weapons was decisive in its
started to appear in greater numbers on the own right. Most Eastern European, Middle
battlefield. Firearms could now be given to Eastern and Asian forces took longer to adopt
infantry with minimal training and when used firearms due for cultural reasons and
effectively, could defeat the gendarme’s heavy remained mostly bow based until the late
armour. 1660s.
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Routed A Battle Unit group moves EITHER in a
When a unit or Battle Unit has lost all of its checkerboard formation OR separated by a 1
cohesion points, it is Routed. It no longer able UD wide gap (see note on Light Artillery).
to fight and will flee the battlefield. The rout The checkerboard formation has the front
is indicated by the placement of a “rout” corner of the rear unit touching the rear corner
maker behind the unit or Battle Unit. A Routed of the front unit as per the diagram below.
unit or Battle Unit can no longer be rallied. It
is eliminated and removed from the battlefield Checkerboard formation
at the end of the current phase.
Unit Orientation
Each unit has an orientation that defines a
front (or front edge), a rear and two flanks. By
convention, in all of the diagrams in these
rules, the unit’s front is indicated by a small Separated by 1 UD gap
triangle in the middle of its front edge. A “+”
or cross symbol in a Battle Unit represents a
miniature heavy swordsmen/spearman or
pikeman figure, and a circle or bullet-point
symbol represents a figure armed with OR
arquebus, bow or musket.
Groups of Units
ADLG-R follows the standard ALDG rules
with one change covering Battle Units.
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Light artillery is able to move with infantry as manoeuvre more easily than other troops. All
part of a normal group or checkerboard other troops are called “heavy troops”.
formation. It must be placed in side edge to
side edge contact with units of the group Battle Units: All LMI, MI and HI units are
aligned with them by a front corner and facing Battle Units. Levy civilians were combatants
the same direction. You must choose one of little value or motivation and were bought
formation for the group move, you cannot mix together in haste and do not count as battle
formations. troops, so remain on the standard 1 UD wide
base.
Examples of Light Artillery group moves
Deep Order Units: These are HI units that are
based on deeper than 1 UD bases, specifically
the Tercio, Later Tercio, Colunela and Keil.
Troop Description
Foot
A commander is able to group move:
Light infantry (LI)
6 UD wide frontage of adjoining mounted
These troops are unprotected, fight in open
and/or skirmishers units.
order and are equipped with missile weapons
8 UD wide frontage of Battle Unit,
(bows, crossbows or firearms). Their main
including gaps.
functions are to harass the enemy and to
occupy areas of rough or difficult terrain. In
The commander must be in range of all units
open terrain, they must evade the charge of
in the group.
heavy troops or be destroyed if contacted.
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Some Musketeer units may have the Elephants, if they receive the charge on
Bayonet ability. the front edge.
They cancel the Impact, Pistol or Shock
Medium infantry (MI) ability (but not Furious Charge) of
These troops typically have light or partial mounted troops, except Elephants, if they
armour and sometimes a shield. They fight in receive the charge on the front edge.
a loose formation that allows them to move
more quickly and not be penalised in rough Bayonet: The development of the socket
terrain. However, their loose formation makes bayonet towards the end of this period spells
them more vulnerable against heavy mounted the end of the pike as an infantry support
troops. In this period, most foot troops are weapon. Troops armed with a bayonet could
armed with some ranged weapon, unlike in now hold off mounted in the open, although,
the ancient and medieval period. not as effectively as a Pike & Shot unit. The
introduction of flintlock firing mechanisms for
Medium Swordsmen: Troops primarily muskets allows more shooters to be added to a
equipped with a hand weapon such as an axe, unit with a reduced risk of the accidental
sword or polearm. Troops armed with axes or explosions among dense groups of matchlock
halberds can be treated as Swordsmen Two men, previously caused by loose gunpower or
Handed Weapon. Turkish Janissaries or Russian lit match-cords. These changes allow infantry
Streltsy are examples of swordsmen armed units to deploy a higher proportion of muskets
with bows or firearms in this period. while still having some protection from
Janissaries could be Medium Swordsmen mounted and being able to operate in rough
Impact Bow or Musket, while the Russian terrain with little or no adverse effect.
Streltsy could be Medium Swordsmen 2HW
Musket. Some armies in this period arm their troops
both with pike and bayonet. These units, they
Combat factor of +1 against all except remain classified as Pike & Shot units type as
Gendarmes. the pike provided the main protection.
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They cancel the Impact, Pistol or Shock Keil: The Keil is a Deep Order formation of
ability (but not Furious charge) of mounted trained pikemen. It can hold off a mounted
troops, except Elephants, if they receive charge in the open and can aggressively
the charge on the front edge. charge mounted. The Swiss used this
formation to devastating effect and were only
Heavy infantry (HI) halted by artillery and massed gun fire. The
These troops represent those trained to fight in German Landsknechts used a similar
a deep, close formation. They may be formation but were not as aggressive as the
equipped with sturdy armour but, over the Swiss
period, infantry gave up wearing armour due
its weight and ineffectiveness against firearms. Landsknecht Keil
Their tight formation puts them at a
disadvantage in rough or difficult terrain.
Combat factor of +1 against all, except +2 Tercio: The Tercio is the iconic Spanish
against LMI in open terrain or against formation of the period. It is an integrated
LH. Deep Order formation comprising pike in the
Bonus of +1 in the first round of a melee centre with shooters on the edges of the pike
against mounted troops, except square, forming the “horns”. The shooters are
Elephants, if they receive the charge of protected from mounted and heavy infantry
the front edge. by the pikemen and would retreat into the
They cancel the Impact, Pistol or Shock pike block when at risk of being charged
ability (but not the Furious Charge of
mounted troops, except Elephants, if they
receive the charge on the front edge.
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Spanish Tercio Combat factor of +1 against all, except +2
against LMI in open terrain or against
LH.
Bonus of +1 in the first round of a melee
against mounted troops, except
Elephants, if they receive the charge on
the front edge.
They cancel the Impact, Pistol or Shock
ability (but not the Furious Charge of
mounted troops, except Elephants, if they
receive the charge on the front edge.
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Later Pike & Shot with regimental gun
Medium Cavalry: These are unarmoured or
lightly armoured cavalry who fight in a
compact formation. Often unarmoured or
wearing a buff coat, Later Louis XI Kings
Guard, British Cavalry or Finnish Hakkapeliita
are typical examples of Medium Cavalry
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Dragoons Arquebus units this characteristic when
shooting.
Battle units
Special Abilities The rules for how different types of Battle
Units shoot are listed below. They are not
Keil Swordsmen classified as mixed units and do not have the
Generals adopted different tactics to help Missile support ability.
break the "push of pike". The Spanish had the The unit moves at the rate of the slowest
Sword and Buckler units and the troop type involved.
Landsknechts had their iconic Doppelsöldner The unit shoots as a Bowmen,
or Zweihänder, armed with a large two- Crossbowmen, Arquebusier, Musketeer
handed sword. Once the "push of pike" had or Flintlock, depending on its type.
started, these soldiers would move forward to The unit fights in melee as the close
start engaging the pikemen who were now combat unit type represented
locked in combat. (Swordsmen, Spearmen or Pike).
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Salvo • Regimental gun can never be added to a
Swedish musketeers were drilled to maintain a mediocre Battle Unit.
continuous fire by the use of the counter
march but, with the doubling of files when the Bayonet with Regimental Gun
enemy drew near, transforming the six-rank
formation into three ranks of shooters.
Commanded Shot
Musket-armed foot, trained to operate with
friendly cavalry and tasked with disrupting
enemy cavalry before a charge. The
Commanded Shot ability is represented by a
marker attached to the unit.
Cavalry units with Commanded Shot
Regimental gun ability shoot as Musketeer (ordinary).
Light 3-pounder guns were used by some Cavalry units with Commanded Shot
armies to provide additional firepower to their ability can group move with Cavalry but
foot units. They are included directly in a lose 1UD of movement
Battle Unit, represented by small artillery Cavalry units with Commanded Shot who
pieces or some other marker in front of, or evade or move further than 3UD lose the
within the unit. Commanded Shot marker and ability.
Commanded Shot can never be added to an
• Regimental Gun results are applied to both Elite unit.
units of a Battle Unit.
• Units equipped with a Regimental Gun Reiter with commanded shot
inflict one hit if their shooting total is tied
with their target. The tie result is
determined after applying quality
modifier (elite or mediocre).
• In the event of a tie in the first round of
melee, the unit with a Regimental Gun
inflicts one hit if their melee total is tied
with their target. The tie result is
determined after applying quality
modifier (elite or mediocre).
• Regimental gun effects do not apply if the
Battle Unit is charged in the flank or rear
or is in terrain which adversely affects its
shooting or combat factors.
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Caracole
This ability represents the tactic of early 16th Cuirassier with Pistol
century mounted to deal with the large pike
formations which were nearly impenetrable by
a charge. Cavalry in a deep formation would
trot up to foot, shoot their pistols at close
range and retire to the rear to reload rather
than use the pistol for melee. If not properly
executed, the caracole formation could
collapse, resulting in chaos and disorder.
More aggressive mounted units, like the
Gendarme, could sweep them away. To
reflect the deeper formation used by Caracole
mounted, these rules apply:
Pistol
Mounted units equipped with pistols and
trained to discharge them during the initial
charge and then use their sword or additional
pistol. They do not shoot their pistols at range,
saving their shots for close combat.
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ability gives a +2 bonus. This bonus is added • Scottish Highlanders.
to the base value of protection: 0 for mounted, • Irish Redshanks.
1 for foot. This means that foot units with the • Ming Chinese Tribal foot.
Armour ability have a protection of 2 and those
with Heavy Armour a protection of 3. Impact
Louis XIV French infantry, Scottish
The protection bonus for Foot knight and Highlanders, Ottoman Janissaries or other
Gendarme units is already included in the troops trained for close combat who use their
unit characteristics table. muskets or other ranged weapons just before
charging. To simulate the devastating effect of
A unit with heavier armour than its opponent a short-range volley just before the contact,
also has an advantage in combat. If it loses a they are given the Impact ability. Cavalry
combat, add one point to its die roll before armed with lances, which represent “Mounted
determining the outcome of the combat. The Impact” in ADLG are less effective in the 17th
advantage goes to the unit with the Heavier century, due to the rise of cavalry armed with
Armour. pistols. Some European and many Middle
Eastern armies kept using these less effective
Without armour > Armour > Heavy armour. weapons late into the 1650s for cultural
reasons. While ineffective against pistol-armed
In combat, Armour and Heavy Armour abilities mounted, they were still effective against
are cancelled in the following cases: unprotected foot in the open. To reflect this,
• During the first round of melee if the Mounted Impact is used to cover cavalry armed
enemy has Furious Charge (even if losing with lances in this period, as employed in
the melee). Polish, Ottoman Turks and other eastern
• During the first round of melee vs non LI armies.
enemy armed with arquebus, musket or
flintlock. • The unit has a +1 bonus in the first round
• If the enemy is an Elephant. of a melee if it charges or receives the
• If the enemy has the Shock ability. charge on the front edge.
• If both opponents have the same armour • The Impact ability of foot troops does not
ability (after accounting for the above apply against mounted troops if the foot
points). unit charges the mounted unit.
• The Impact ability of foot troops does not
Headstrong apply against mounted troops with
Some units are undisciplined or Mounted Impact, Pistol or Shock ability
aggressive and likely to charge without orders when the mounted unit charges the foot
at any enemy within range to engage in close unit.
combat. The undisciplined or • Medium and Heavy spearmen, Bayonet
aggressive nature of such troops also has an and Pikemen cancel the Mounted Impact,
adverse effect on their manoeuvrability when Pistol or Shock ability of mounted troops if
in close range to the enemy. To represent this, they receive a charge on the front edge.
we add the new characteristic • The Impact and Mounted Impact ability
Headstrong. Headstrong does not provide for never applies against Elephants.
any combat bonus, it represents the troop’s • The Mounted Impact ability of mounted
desire to charge into combat without orders or troops is cancelled if they are fighting in
unwillingness to follow complex orders when rough or difficult terrain.
in close range of enemy units.
Dismounted Troops
Headstrong troops are Unmanoeuverable.
In this period, mounted troops did not
dismount in response to Elephants, War
Examples of units and Battle Units with this
Wagons, fortifications or obstacles.
characteristic:
• Swiss Keils.
• English Civil War Cavaliers.
• Swedish Hakkapeliitta.
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Unit Characteristics Tables
Foot Category Protection Cohesion Basic melee factor and modifiers
Light Infantry LI 1 2 0 vs all. Destroyed in open terrain by
LMI, MI, HI, Cav and Kn
Bowmen, LMI 0 5 +1 vs LI, Drag and LH. +1 in first phase
Crossbowmen or vs mounted if received charge on the
Shot front
Medium MI 1 5 +1 vs all except Kn
Swordsmen
Medium Spearmen MI 1 5 +1 vs all except Kn
*@
Bayonet* MI 1 5 +1 vs all except Kn
Bayonet* @ HI 1 5 +1 vs all
Heavy Swordsmen HI 1 6 +2 vs LMI in open terrain or vs LH
Foot Knight 3 6 Otherwise, +1 vs all
Heavy Armour and 2HW if Foot Knight
Heavy Spearmen * HI 1 6 +2 vs LMI in open terrain or vs LH
@ Otherwise, +1 vs all
Colunela * @ HI 1 6
Tercio * @ HI 1 8 Deep Order units
Later Tercio * @ HI 1 7 +2 vs all
Keil * @ HI 1 7
Pike & Shot * @ HI 1 6 +2 vs LMI in open terrain or vs LH,
otherwise +1 vs all
Later Pike & Shot* HI 1 6 +2 vs LMI in open terrain or vs LH,
otherwise +1 vs all
Levy HI 1 3 +1 vs LI, LMI, Dragoon and LH
War Wagons # WWg 2 4 +2 vs mounted except El and +1 vs LI
and Drag
Bonus of +1 vs all if Battle-ready unless
Mediocre
Artillery Art 1 2 +1 if shooting vs El and WWg
+1 in melee for the enemy except if LI,
Drag or LH
* Cancels Mounted Impact, Pistol or Shock (except Elephant) if receiving the charge on its front. Furious
Charge is still applicable.
@ +1 in 1st round vs mounted (except Elephant) if receiving the charge on its front.
#Cancels Mounted Impact, Pistol, Shock and Furious charge, except if attacked by Elephants
Mounted Category Protection Cohesion Basic factor and modifiers
Light Cav LH 1 2 +1 vs LI if LI is in the open
Dragoon Drag 1 3 +1 vs LI and LH if in open.
Medium Cavalry 0 3 +1 against mounted, LI, Drag, LMI,
Heavy Cavalry (with [1] 3 MI and Levy, +1 against HI only if
Armour) Cv attacking them on the flank or rear,
Heavy Armoured [2] 3 Bonus of +1 in 1st round vs LMI and
Cavalry (with Heavy Medium swordsmen unless cavalry
Armour) already has Impact, Pistol or Shock or
is penalised by terrain
Gendarme (with Kn 2 3 +2 vs LMI, LH, Drag and Cv, +1 vs
Heavy Armour) others, 0 vs WWg
Elephant (1) El 0 3 +2 vs mounted and +1 vs foot
Impact except vs LI or LH
[x] The protection value already takes into account the Armour or Heavy Armour abilities for these troops
(1) Panic on mounted units
Command The unit within a Battle Unit that has the
commander included must be easily
recognisable by using an appropriate
Giving orders figure, a standard bearer or flag.
Each CP allows one move order to be given to
a unit, Battle Unit or a group of units or Battle Movement
Units. A commander can only give orders to
units or Battle Units under his command (i.e.
those which belong to his army corps). A Half-turn or quarter-turn
commander can issue up to three move orders This manoeuvre is used to reorient a unit,
per game-turn to the same unit, Battle Unit or Battle Unit or a group of units.
group of units or Battle Units. Performing a ¼ turn or ½ turn costs 1 UD
of movement allowance for most units.
Below is the list of the CP costs for the various It costs 2 UD for Unmanoeuvrable units,
orders: WWg, or Deep Order Battle units.
0 CP for a spontaneous charge or
uncontrolled charge. Battle Units making a quarter-turn
0 CP to rally a unit or Battle Unit if the A Battle Unit performing a ¼ turn rotates 90°
enemy is greater than 4UDs away. so that its front edge ends up occupying the
1 CP to charge or move a unit or Battle position of the side edge before the
Unit within command range. manoeuvre.
1 CP to rally a unit or Battle Unit in
Simple Support or if the enemy is less Battle Units cannot make a group quarter-
than 4 UDs away. turn.
2 CP to rally a unit or Battle Unit in melee
or in melee support. Example: Battle Unit making ¼ turn
2 CP to enter or exit Square formation. Battle Unit A wants to make a ¼ turn to its left
3 CPs to prevent an uncontrolled charge.
+1 CP for a unit or Battle Unit out of
command range at the moment the order
is given.
+1 CP for a Difficult Manoeuvre.
+1 CP if the commander is engaged in
combat except to rally the unit to which
The BU turns 90° left so that it’s front edge
he is attached or included.
now occupies the position of the side edge.
All other relative positions are the same.
Commander in Combat
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Elephants Square Formation
Levy It costs 2 CP for Tercio/Later Tercio,
Heavy Artillery Keil, Colunela or Pike & Shot Battle Units
to form or exit Square formation.
Difficult manoeuvres
Manoeuvres can be Easy or Difficult. A When in this formation, the unit does not;
Difficult manoeuvre requires the commander • Move.
to spend one additional CP. If several causes • Exert a ZoC.
make a manoeuvre difficult, the total expense • Have any 1st round bonus vs mounted or
is still only one additional CP. Furious Charge abilities.
• Suffer from flank/rear charge or fighting
The following are difficult manoeuvres for all in two directions even if in contact with
units: multiple enemy units or suffering any
A third movement in the same phase level of cohesion loss.
except if the movement is performed by • It shoots from its original front.
light troops or non-headstrong cavalry.
To exit an enemy’s zone of control except Prince Rupert of the Rhine and Boy
when performed by troops that can
evade.
Specific cases
Tecio, Keil and Colunela: Keil, Colunela and
Tercio (not the Later Tercio) operate in very
compact and tight formations. Thus, they
consider a quarter or half-turn a Difficult
manoeuvre.
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Special Movements Uncontrolled Charge
Some troops are very eager to fight and tend
to attack even if they do not receive orders to
Charge do so. All Headstrong troops have the potential
to make uncontrolled charges against the
Contact restrictions enemy in certain circumstances (see
Most troops can freely contact enemy units. exceptions)
Some troops however were not primarily
intended to engage in combat, and such units When any individual or group of Headstrong
can only contact enemy units under certain units or Battle Units is within charge range of
conditions: an enemy (ignoring intervening friends), the
following rules apply:
Dragoons Any manoeuvre other than a charge or a
• In open terrain, dragoons can only charge movement to give support to a friend in
an enemy if, after conformation, they melee costs 3 CP. This represents the
would be in melee with light infantry, difficult of restraining troops that want to
light cavalry, artillery, or the enemy camp charge.
or they would be in a support position. Staying in place and/or rallying one unit
• In rough or difficult terrain, dragoons or Battle Unit of the group also costs 3 CP
may charge any enemy who is penalised A charge or a move to give support to a
in combat in that terrain, is in Disorder, or friendly unit or Battle Unit already in
to contact them on their flank or rear. If melee costs 1 CP, or 2 CP if it is a difficult
the enemy being charged is a heavy troop manoeuvre.
which would destroy dragoons in open If the unit or group receives no orders, all
terrain, the entire front edge of the Headstrong units that are within charge
dragoons must end in the terrain after range of any enemy must make an
conformation for the charge to be uncontrolled charge
allowed.
• If, during a charge move, a dragoon Exceptions to an uncontrolled charge
would enter melee with a unit it is not A Headstrong unit or Battle Unit is not required
allowed to, the charge move stops just to make an uncontrolled charge in the
before (i.e. a few millimetres) contact. following cases:
• Dragoons can always contact enemy If the unit is already in melee or
(even heavy troops) already in melee to providing support to a friendly unit or
provide simple or melee support. Battle Unit in melee.
If the unit or Battle Unit is restricted by
Gustavus Adolphus
the ZoC of an enemy unit or Battle Unit
on its rear or flank and no other enemy is
more threatening.
If the unit or Battle Unit is in ambush.
If the unit or Battle Unit or its target is
behind a fortification, an obstacle (or
Stakes if the charging unit is a mounted
unit) or a river or in a village.
If the only target unit is an Elephant or a
WWg.
If the charge would cause a mounted unit
to become subject to Panic.
If the target enemy unit is light troops
and the unit or Battle Unit would need to
interpenetrate or burst through friendly
troops to reach them.
If the charging Battle Unit’s target is the
front edge of enemy mounted troops.
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If the charging unit is a Cavalry unit and Rear Support
the target is the front edge of an enemy Rear support was important in this era, with
Heavy Infantry unit (except levy) that is armies fighting in multiple lines for reserves
not Disordered (see note). However, these and support. To represent this, we add an
enemy units remain valid targets for additional die roll modifier of Rear Support in
Knight units. rally tests.
If, as a result of its charge, the unit or
Battle Unit would find itself, after Any Battle Unit or unit with Rear Support
conformation, with an enemy front edge gets an additional +1 when attempting to
in contact with its flank or rear edge. rally.
If, as a result of its charge, the unit or Battle Units and mounted units can
Battle Unit would find itself in terrain provide Rear Support to each other.
that penalises it in combat. Skirmishers cannot provide but can
receive Rear Support.
Note. If the target of the uncontrolled charge
can evade, any other enemy unit or Battle Unit If the roll to rally succeeds by +2 AND the
or terrain behind the target unit or Battle Unit score benefited from with Rear Support and a
up to the movement allowance of the charging General attached, remove 2 cohesion markers.
unit or Battle Unit plus 1 UD must be
considered before proceeding with the One Unit or Battle Unit can provide Rear
uncontrolled charge. Support for any number of eligible friendly
units within range.
Example: A Headstrong HI unit facing LI
units will not have to make an uncontrolled To claim Rear Support, the Unit or Battle Unit
charge if there is a mounted unit or a must have the supporting unit;
difficult or rough terrain behind the LI, Facing the Battle Unit/unit it is
within 3UD. supporting and
Either:
o Touching the rear corner of the
Rallying supported unit with its front corner or
o Be entirely behind the rear edge of
Battle Unit or unit claiming Rear
Procedure Support and within range.
Units or Battle Units in Disorder can try to
regain one or two cohesion points by rallying Support Ranges are;
during the movement phase. A unit or Battle Battle Units providing Rear Support must
Unit that attempts to rally cannot voluntarily be within 2UD of the supported unit.
move or conform but can still shoot or fight in A mounted unit providing Rear Support
melee. Only Light troops that have been must be within 4UD of the supported
shifted as a result of interpenetration or Battle Unit or unit.
conformation are still able to move and
attempt to rally, others cannot. To provide Rear Support, a Battle Unit or Unit
must;
Rally Test Not in be in melee or providing simple or
ADLG-R rallies are dealt with in the same way melee support.
as ADLG with the addition of Rear Support Have no enemy units in its ZoC.
Not have 2 or more cohesion markers for
Special Cases a Unit or 4 cohesion markers for a Battle
When a group with Headstrong troops is held Unit.
by spending 3 CPs, one rally attempt for one
unit in the group is permitted at no extra CP
cost. Other units in the group can also attempt
to rally for one additional CP for each rally
attempt.
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To determine Rear Support, draw a straight line
from the front edge of the Battle Unit or Unit -------------------
providing Rear Support.
Unit is within 4 UD of an enemy and has 3
cohesion markers.
Has no Rear Support but a general is with the
unit.
-------------------
Examples of Rear Support
Unit is in combat and has 3 cohesion markers.
Has Rear Support and a general is with the
unit.
Required score is 5+
The roll is a 5
Battle Unit B is providing Rear Support to both
Add +1 for Rear Support, +1 for general
Battle Units A and C
End result is 7, remove 2 cohesion markers
Required score is 4+
The roll is a 5
Add +1 for Rear Support
End result is 6, remove 1 cohesion marker.
22
Shooting Target Selection
ADLG-R follows the standard shooting rules
with these minor changes. Target priority
23
Shooting Resolution of two units, it could lose 2 cohesion points in
Circumstance Mod the one shooting phase.
.
Light troops or Reduced Shooter -1 Protection modifiers
Target in cover or behind a fortification -1 Weapon Protection Modifiers
Shooter is disordered -1 Carbine or Bow
Shooting from cover or in difficult -1 Longbow All units except WWg, Art and
terrain except if shooter is LI skirmishers, protection
Tercio shooting from the side/rear -1 reduced by one, protection
Dragoon, LI, LMI or MI shooting from +0 cannot be reduced below zero.
Enclosed Field Caracole,
LMI, MI or HI with Bows or Crossbows +1 Crossbow,
shooting at mounted (see Note) Arquebus Protection is 1 for all except if
For each supporter unit (max +3, LI/LH +1 Musket/Comman WWg or elephant.
counts as ½) ded Shot,
Artillery if shooting at El or WWg +1 Flintlock
Medium or Heavy Artillery shooting at +1 Light Artillery
short range, flank or Deep Order Battle Medium Artillery No Protection except if the
Units Heavy Artillery target is skirmishers.
24
Arquebusiers
Shooting example
25
Melee (bonus limited to +1 per side). Units in
flank to flank contact cannot provide
ADLG-R follows the ADLG Melee rules with
these minor changes. support.
Unit(s) in contact with their front edge
against the flank edge of a Deep Order
Melee Resolution unit must align its front corner to the
The standard ADLG rules apply other than
front corner of the enemy. This may
replacing the results table with this
result in the unit(s) conforming further
Difference Loser
than 1UD due to the depth of a Deep
Tie No cohesion loss Order Unit.
1 or 2 pts -1 cohesion point
3 or 4 pts -2 cohesion points Once a Deep Order unit has four or more
5 or 6 pts -3 cohesion points disrupted markers, the normal flank or rear
7 or 8 pts -4 cohesion points contact rules apply.
9 or 10 pts -5 cohesion points
11 pts and Automatic rout
Deep Order unit flank attacks
more
26
Offset charge
Unit C & D are cuirassiers (Heavy Cav Pistol)
and charge a Tercio Arquebus in the flank.
Initial Charge
After conforming.
After conformation
27
After contact
28
Units after contact -2 in rough terrain.
-3 in difficult terrain
Mounted units that are in terrain that
penalises them in melee do not have the
Mounted Impact, Pistol, Shock or Furious
Charge abilities.
Mounted units do not automatically
destroy LI in rough and difficult terrain.
Special cases
Elephants count fields and brush as open
terrain and are not penalised in such
terrain.
Dragoons count fields, enclosed fields
Unit B does not take a cohesion marker. Even
and brush as open terrain and are not
though contacted in the flank, unit B is not
penalised in such terrain.
already engaged to its front, so it does not
drop. It does fight at 0, while unit F fights at
+3 (+1 for P&S, +1 for simple support, from E, Landsknecht Doppelsöldner
+1 for flank attack)
Terrain modifier
Troops that are penalised in rough or difficult
terrain have a negative modifier during the
melee.
A unit or Battle Unit receives the penalty
if any part of its base is situated in the
terrain.
If the unit’s base is deeper than normal, a
standard-sized base (as per the table on
page 5) should be used to judge whether
or not the unit is in the terrain.
If a unit attacks an enemy situated inside
and just at the edge of a terrain piece, the
attacking unit is considered to partially
enter the enemy’s terrain piece. The most
penalising terrain modifier is that applied
to that unit, until the end of the combat.
Mounted Units
29
Rout and Pursuit
Leonardo Da Vinci
30
Terrain • Dragoons, LMI and MI are not penalised
if shooting from inside an Enclosed Field.
ADLG-R follows the ADLG terrain rules with
these changes.
Enclosed Fields
Cover from Shooting In this period, fields have become more
formally cultivated and divided by walls,
Terrain can provide cover but also penalises
hedges or deep irrigation. They are considered
units when shooting. For example, trees can
rough terrain and offer cover to the units
stop or deflect missiles.
located in them. Light Foot and Dragoons can
• A target unit benefits from cover if the
ambush in an Enclosed Field. A unit, except LI
line of sight of the shooter passes through
or MI, that shoots from an Enclosed Field does
the terrain.
so with a penalty of -1
• A unit, except Light Infantry, is penalised
when shooting if part of its shooting edge
# of Fields can be replaced by an Enclosed
is inside terrain that gives cover.
Field, included the free field covering a Gentle
• A unit located just on the edge of a terrain
Hill.
is considered to be inside the terrain: it
Before 1600 AD, 0-1
gains protection from cover but suffers a
After 1600 AD, 0-2
shooting penalty.
Terrain Table
Terrain Category Ambush Cover
River Variable Not possible
Coastal zone Impassable Not possible
Hill Variable Behind the horizon line Variable
Steep hill Difficult Behind the horizon line or Variable
crest line
Brush Rough Only LI
Field Rough Only LI
Enclosed Field Rough Only LI or Dragoons Yes, -1 if shooting
Plantation Rough All except elephants Yes, -1 if shooting
Wood Difficult All Yes, -1 if shooting
Marsh Difficult Only LI
Sand dune Difficult Only LI
Gully Rough All except elephants
Road Same as the terrain Not possible
crossed
Village Difficult All except elephants Yes, -1 if shooting
Impassable Impassable Not possible
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Setting Up
Deployment Zone
For a standard table of 120 x 80cm, light troops
and horse-mounted can be deployed right up
Terrain by Zone
Terrain Plain Forest Mountain Desert Steppes (*)
River or coastal zone 1 1 1 - 1 River only
Gentle hill (G) or Steep hill (S) 1G 2 4 (1) S 2 4 (1) G
Field or Enclosed field 4 (1) (@) - - - -
Brush - 3 2 2 3
Plantation 2 - - 1 -
Wood - 4 (1) 2 - -
Marsh 1 2 1 - 1
Sand dune - - - 4 (1) -
Gully 1 1 2 1 1
Road 1 1 1 1 1
Village 1 1 1 - -
Impassable - 1 1 1 -
(*) In steppes, only a single hill may be completely covered with brush and rough terrain.
(@) # of Fields can be replaced by an Enclosed Field, included the free field covering a Gentle hill.
Before 1600, 0-1
After 1600, 0-2
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Budget
Army Budget
Commander and camp Budget
In a standard format game, the budget for an 110 220 330
army is 220 points and its units are organised Strategist +5 +10 +15
into three corps, each led by a commander. Brilliant +3 +6 +10
Allied or unreliable commanders, as well as Competent +2 +3 +5
those included in a unit, are less expensive. Ordinary +0 +0 +0
Refer to the army list for the number of Allied or unreliable -2 -3 -5
command points and the types of troops Commander included -2 -3 -5
available. Fortifications 1 1 1
Fortified Camp 3 6 9
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Mounted Units Cost of units
Type M O E Options and abilities
Light Cavalry LH 4 6 7
Dragoon Drag 4 5 6 +1 if Musket
Medium Cavalry CV 5 7 9 +0 if Headstrong, +1 if Medium
Heavy Cavalry CV 7 9 11 Camel, +1 if Pistol, +1 if
Heavily Armoured CV 9 11 13 Mounted Impact, +2 if Caracole,
Cavalry +2 if Shock, +2 if
Bow/Crossbow/Carbine
Gendarme Kn - 11 13 +2 if Mounted Impact
Elephants El 10 13 16 +3 if Armour or Light Artillery
34
Points Formula
Below are the formulas and points cost used to create all the units. If you want to design your own
army lists or unit types, have fun!
35
Expansion Polearm 1
Expansion Keil Swordsmen 1
Expansion Regimental Artillery 4
Expansion Foot Furious Charge 1
Armour Armour 2 Covers both foot and mounted.
Armour Heavy Armour 4
Armour Foot Knight Armour 3
Dragoon
Dragoon Arquebus 5
Dragoon musket 6
War wagon
10 points
If light artillery +2
If no shooting -2
Elephants
13 points
If artillery +2
Elite/Mediocre +/- 3
Elite/Mediocre
Skirmishers
Mediocre -2
Elite +1
Battle Units
Mediocre -3
Elite +3
36
Troop Glossary
The below chart is a glossary of the different troop types in the Renaissance period and how they
would translate to ADLG-R. This isn’t an exhaustive list and is subject to a degree of subjectivity.
37
Janissaries Medium Swordsmen The Janissaries evolved over the
Bow/Arquebus/Musket period, first retaining the bow and
Impact slowly moving to being armed with
musket. They are given the Impact
ability to reflect their aggression in the
initial contact.
38
Pirate Ship in Action
Optional Rules
Reserves
Up to two Battle Units and/or non-
skirmishers units can be nominated as a
“reserve”.
• A reserve is allocated command pips as
normal and these can be saved up over
successive turns. On the turn it activates,
it can spend all of the command pips it
has saved. There is no maximum number
of moves it can make:
• Multiple march moves, even within 4 UD
of enemy units
• If a general is attached, does not take My troops are based on different sized
penalties for 3rd and subsequent moves bases to ADLG-R, can I use my troops?
• Reserves can be marched into contact
with enemy with a maximum of three Yes! ADLG can be played with different
moves if the final move ends in contact frontages, the only requirement is to have a
with the enemy. consistent frontage. It is not necessary to
rebase figures if the depth of the base does not
Smoke match what is indicated here. Just tell your
Arquebus and muskets could generate a lot of opponent what type of troop is represented.
smoke when firing which could affect Feel free to have more that the suggested
visibility. To simulate this: number of figures on the base. Just make it
• If a non-skirmisher firing an arquebus or clear what type of unit it is.
musket does not move after two
consecutive player bounds of shooting, Can I play ADLG-R on a FoGR sized
the unit shoots with a -1 penalty and
table and army?
receives a +1 protection bonus.
Yes! With some minor tweaking of the
Ships standard UD dimensions, and the use of
Some armies in this period were influenced sabots for mounted, you can use armies based
and supported by naval action, particularly up for FoGR.
near the English Channel or other large
waterways. To simulate this, armies that For 15mm armies, change the UD to 60mm
successfully select the Coastal Zone terrain square and for 28mm armies, change the UD
piece are able to deploy a previously to 80mm square. Upsize the table accordingly
purchased Ship. and you can play ADLG-R on a larger table
• A Ship has three non-flank light artillery with units based up for FoGR.
shots at any enemy units within 4 UD of
the Coastal zone. This simple modification allows you to use the
• A Ship costs 10 points and its loss does majority of your foot units with little to no
not count towards the break point. modifications. Mounted will still need some
• Points are lost if the Coastal Zone is not basing changes or a sabot to get the basing
placed. correct.
39
Using DBX Basing
To play ADLG-R, you do not need to rebase
your foot to make a Battle Unit. If your troops
are based for DBX games like DBR or FoGR,
you can use this alternative basing.
Keil
2 bases of pike in the front rank
4 bases of pike in the middle two ranks
Tercio
2 bases of musket in the front rank
4 bases of pike in the middle two ranks
2 bases of musket in the rear rank
Later Tercio
2 bases of musket in the front rank
4 bases of pike in the middle two ranks
40
References & Reading
Books
The History of the Art of War in the Sixteenth Century by Sir Charles Oman
Field of Glory Renaissance, Slitherine/Osprey Publishing
Renaissance Armies 1480 – 1650 by George Gush
Pike & Shot by Donald Featherstone
Matches to Flintlocks by William Urban
Armies and Warfare in the Pike and Shot Era by Donald Featherstone
De Bellis Renationis by Phil Barker and Richard Bodley Scott
Fighting Techniques of the Early Modern World AD1500 – AD1763 by Christer Jorgensen, Michael F.
Pavkovic, Rob S. Rice, Frederick C. Schneid, Chris L. Scott
Pike and Shot Tactics, Keith Roberts, Osprey Publishing
The Military Revolution in Sixteenth Century Europe by David Eltis
Warfare in the Seventeen Century by John Childs
The Thirty Years War 2nd Ed by Geoffrey Parker
41