Art De La Guerre
Bienvenue sur le forum de discussion de la règle de jeu l'Art De La Guerre
 
FAQFAQ RechercherRechercher Liste des MembresListe des Membres Groupes d'utilisateursGroupes d'utilisateurs S'enregistrerS'enregistrer
ProfilProfil Se connecter pour vérifier ses messages privésSe connecter pour vérifier ses messages privés ConnexionConnexion
Speed up play by always rolling CPs right to left.
Page 1 sur 1
Poster un nouveau sujet   Répondre au sujet
 Art De La Guerre Index du Forum > Rules question V4
Auteur Message
KevinD
Tribun


Inscrit le: 23 Aoû 2021
Messages: 755
Localisation: Texas
MessagePosté le: Jeu Aoû 27, 2026 9:21 pm    Sujet du message: Speed up play by always rolling CPs right to left. Répondre en citant
Not a question but a suggestion. One step that often delays the game is choosing which order to dice for commands. You often need to make sure you move troops in command A before moving command B. For example, troops in A will cut a ZOC so troops in B can do something. Or you want to coordinate Command A hitting the enemy in the flank after those in B hit the other flank. Or you just want to know how changes and evades in a command B will work (will the enemy evade, roll long, etc.). Or command B has to charge enemy skirmishers first so Command A’s impetuous troops don’t have to spend 3 CPs to do anything other than charge. . (In addition to the historically absurdly close cooperation between units in different commands.) Working all of this out before rolling a single die just wastes time. Further it is often futile anyway because the situation changes by the time that command moves anyway and you just have to plot the hole thing over when you finally see the command roll. A rule where a player has to activate commands from right to left (going by the position of the general’s marker, closest to the enemy’s table edge if there’s a tie left to right) would get rid off all this need to plot out the turn before you roll a single die. When your turn starts you just the roll the die for your right most command.

(There is an issue with unreliable allies and flank marching or ambushing commands. I would allow the 2 CPs for a +1 to activate an unreliable to be applied to that leaders’ next roll, regardless of whether that’s this turn or next. Unrevealed ambushes and flank marchers who have not yet entered the table are rolled for first, then go right to left for those on table.)

(The reason to start on the right is because this was generally seen as the more prestigious flank and that’s a simple enough rationale.)
Revenir en haut de page
Voir le profil de l'utilisateur Envoyer un message privé
madaxeman
Magister Militum


Inscrit le: 01 Nov 2014
Messages: 1811
Localisation: Londres Centraal.
MessagePosté le: Ven Aoû 28, 2026 8:06 am    Sujet du message: Répondre en citant
I suspect the type of player who agonises over the decision as to which command to roll for first long enough to create a meaningful delay in what is usually a 7ish turn game will also always find enough other decisions to agonise over to slow the game far more in other ways too ..

For the rest of us, it’s not anywhere near significant. 
_________________
www.madaxeman.com
Revenir en haut de page
Voir le profil de l'utilisateur Envoyer un message privé Visiter le site web de l'utilisateur
  
 Art De La Guerre Index du Forum > Rules question V4
Page 1 sur 1
Poster un nouveau sujet   Répondre au sujet Toutes les heures sont au format GMT

 
Sauter vers:  
Vous ne pouvez pas poster de nouveaux sujets dans ce forum
Vous ne pouvez pas répondre aux sujets dans ce forum
Vous ne pouvez pas éditer vos messages dans ce forum
Vous ne pouvez pas supprimer vos messages dans ce forum
Vous ne pouvez pas voter dans les sondages de ce forum