If you set a fully equipped army in march in order to snatch an advantage, the chances are that you will be too late. On the other hand, to detach a flying column for the purpose involves the sacrifice of its baggage and stores. 

–Sun Tzu, The Art of War, Chapter 7, Maneuvering, [5].

Tactics and logistics.

Tactics are fairly obvious.

But we often don’t see the logistics part manifest in tabletop wargaming but its there. While we can’t actually feed and cloth our miniatures, you find rules that might mimic such things.

For wargaming purposes, logistics are nearly anything which can bolster (or diminish) the fighting effectiveness of your forces on the tabletop.

What happens if an enemy unit gets behind your lines? Are there morale penalties?

Do your units receive morale bonus for being within a certain distance of each other?

Do leaders and commander confer such bonuses?

Do certain units get bonuses for operating in different kinds of terrain?

In Lion Rampant, for example, skirmishers like bidowers are better in melee combat when they are in rough terrain.

In Kings of War chargers receive a penalty for crossing rough ground. But sometimes you have to take that penalty to seize the objective.

Every time a wargamer calculates the points value of his or her army, they are practicing logistics. They are seeing what they can bring to the tabletop at the most effective cost.

You paint up another unit to add to the effectiveness of your army. And sometimes, the unit just doesn’t get finished and you’ve got play with the army you have.

Next on The Art of Wargaming: When Bad Players Happen to Good Wargames.