Documents Similar To Field of Glory - [Wargame Rules] Field of Glory - Rise of Rome. Field of Glory- Renaissance- The Age of Pike and Shot by Richard Bodley Scott- Nik Gaukroger Charles Masefield. Field of Glory Rulebook [Wargame Rules] Field of Glory - Rise of Rome. Field of Glory Armies - Download as PDF File .pdf), Text File .txt) or read online. diagram.

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This time Field of Glory 3rd Edition (or FOG3) has been licensed by I snagged an advance PDF copy and given I have both played and. Do battle with friends and enemies alike with Field of Glory: Renaissance, the miniatures tabletop wargaming rules. Field of Glory is a historical miniature tabletop wargaming rules system for anyone interested in recreating the battles of the ancient and medieval eras.

Then FOG3 presents the rules for play by first outlining the Sequence of Play, then offering up a chapter for each to for specifics. The sequence in order is Impact Phase units charge , Maneuver Phase non- charging units move , Shooting Phase bows go zzzing! It seems simple, but FOG3 carries on the tradition of parsing its historical realism through a lot of detailed and complex procedures.

For example, expanding the frontage of a unit two stands while advancing proves Simple for Skirmishers, but Impossible for Pikemen and Complex for other drilled troops. Yes that detailed.

Yes that complex. Combat is ultimately based on the old WRG Wargames Research Group , I played the 6th Edition process, whether shooting or crossing spathas, though there are some significant differences.


In short each stand in Impact or Melee gets a certain number of six sided dice to throw. In Impact, Scythed Chariots get four dice per stand; everyone else gets three but only two if facing elephants prepare to mortgage your house for the number of dice needed.

Then depending on the quality and equipment of the troops in combat, plus the tactical situation, one can gain or lose Points of Advantage POAs over his enemy. Then Cohesion tests and Retreats follow for the side inflicting the least hits. Ground and time scales remain undefined, although soldiers is said to be an average per stand.

The troop stands themselves are 40 mm wide with varying depths and figures per stand to replicate troop types. This game is detailed and complex, and its changes seem substantial yet subtle, but hidden.


You have to really go through this game with a fine tooth comb while comparing it with its predecessors to find the changes. Most are simply changes to existing text, charts and die roll modifiers, outside one new Appendix called Ready Reckoner.

FOG3 could really do with a couple of pages that summarize all the changes and reference page numbers. Or as I have done with updates to my own Napoleonic rules and shamelessly ripping off the US Army regulation system , underline the changes so they pop out. Fortunately I was able to draw on a couple of outside sources to guide my play last weekend, and overall FOG3 seems a bit faster than before, and somewhat less complex.

Field of Glory II

Notice I said less complex, not simple. This is not necessarily a problem.

The game is still targeted at the tournament crowd and not towards simulating large historical ancient battles which saw 60, warriors per side. A traditional per stand point system is included, basing cost on unit formation, quality, armor and weapons type.

And speaking of points, that was where I saw the first big change. These allow Field of Glory II to represent the full range of troop-types and tactical doctrines that make this era one of the most interesting to wargamers and military historians. To name just a few, there are Roman legionaries before and after the reforms of Marius, Greek hoplite and Carthaginian African spearmen, Hellenistic pike phalanxes, thureophoroi spearmen and xystophoroi lancers, Gallic warbands, Skythian horse archers, Sarmatian lancers, Roman, Carthaginian, Greek and Gallic spear-armed cavalry, war elephants, Celtic and Indian chariots, scythed chariots, a wealth of light troops and many many more.

The player can play as either side. Each victory increases the experience and elan of your core units. Quick to resolve strategic decisions allow you to go straight from one battle to the next without any delay.

Random map generator produces an infinite variety of historically realistic battlefield maps for custom battles and campaigns.

Scenarios include open battle, pursuit, awaiting reinforcements, enemy awaiting reinforcements, flank march, rearguard action, advance guard, remove the head, and protect the baggage. Classic turn-based, tile based gameplay.

Easy to use interface, hard to master gameplay.

Cohort-sized units.This is not a computer game - this is a digital copy of the Field of Glory 2. Tactical Timeline: Details Field of Glory Ancients and Medieval 2.

Western Europe Unit Scale: Direct Reviewed on: PDF Well, Field of Glory II for computers is now out, and in an amazing coincidence sure , so is the third edition of the tabletop miniature wargaming rules which shipped yesterday. Attack from out of the sea mist to bring fire and sword to the peoples of Europe as a Viking Jarl, or stand in the Saxon shieldwall in defence of your homes with Wolves From the Sea, the new Field of Glory army pack. You have to really go through this game with a fine tooth comb while comparing it with its predecessors to find the changes.

The game is still targeted at the tournament crowd and not towards simulating large historical ancient battles which saw 60, warriors per side.