Rule Changes Since Last Version

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rbodleyscott
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Rule Changes Since Last Version

Post by rbodleyscott » Wed Nov 08, 2006 6:53 pm

One thing got missed out of the Simple/Complex move chart in Beta2 version sent out:

Skimishers can make a 180 degree turn and GREEN "advance" as a simple move.

You will soon be sent an updated ref sheet with this in. This correction will also be included in the next update of the main rules.

shall
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Post by shall » Wed Nov 15, 2006 8:22 am

We will be posting items that have been agreed between the authors to this section as well as the odd errata. Herewith some that are agreed and being worded for vs2.1.

As long as the updates are clear enough for you feel free to use them in your test games. Note they are not necessarily final wording - more a preview of the essence for you. They are split into errata/clarries where we are not changing rules and uddates which are rule changes/new mechanisms.

Thanks again for all the great input. I shall be updating this single posting so that there is just one to look at between each issue of the rules.

Errata/clarries

  • 1. Skirmishers (only) can make a 180 degree turn and GREEN "advance" as a simple move.
    2. Generals move at +3MUs on their type (we had 3 and 2 in different places)
    3. The terrain table should say 6+ on the adjustment table - so 7 is a remove option
    4. All terrain is chosen before any is put down
    5. A BG in Orb formation may not charge
    6. A mixed BL testing for a CMT, uses the re-rolls of its lowest quality BG
    7. Turns/expansions/contraction. All are allowed before, or after, moving.
    8. Rear rank bases - if different - count their own POAs as if fighting the front rank of the opponent.
Updates in Outline

  • 1. Shifting forward into contact: all troops who can contact enemy by doing so will shift forward into contact a maximum of 2 MUs from the line of initial contact. Each file slides forward so that it is still in partial side-edge contact with other files.

    2. Turning against a flank or rear contact: Troops hit in flank or rear only can turn their unit 90 or 180 degrees in the movement phase as part of the shifting to align to enemy as long as they are not contacted to their front. They can then expand if the rule as currently written allow them to do so.

    3. Def Sp will be getting a + when charging each other. We noticed they couldn't charge each other at present as they each only got a + when receiving a charge.

    4. Pikes and Spears will get their impact POA when charging foot or non-shock mounted so they can force Cv away if necessary. Shock mounted have to pass a CMT not to charge the foot so this interaction is already well handled.

    5. Pursuers who follow onto enemy will charge those troops unless skirmishers who would run into non-skirmishers. These will stop at 1MU.

    6. Shifting will now only be allowed if the BG has not made a formation change or madea double wheel. So you can wheel once and shift but you cannot shift if you expand/contract/turn/or as a 2nd move.

    7. Expanding/Contracting in combat. The times when you can expand will remain as they are, but the means will be changed so that you can expand one file and take the figrues to do so either from the rear, or from the end fo a long line (as long as they are unengaged). So basically a mechanism that will allow you to expand or effectively to shuffle along 1 file to get more troops into combat. This will allow offset combats to get into each other more easily. So:

    AAAA
    ......BBBB

    Can become

    AAAA
    ....BBBB

Cheers

Si

shall
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Post by shall » Tue Dec 19, 2006 9:33 am

Now that you should all have 4.04, including the new points system, here are some additional forthcoming changes which will (probably/possibly) go in before the version for the tournament at Usk is finalised, and which might affect your army choice.
  • 1) Extra impact phase dice for rear rank "shooters" will dice as if shooting. There will be an additional shooting modifier of -1 for shooting at charging enemy.

    e.g. Persian sparabara 3 bases wide, 2 deep, facing an enemy charge.

    Sparabara graded as Protected, MF, front rank bow, light spear, -, rear rank bow,-,-

    In impact phase (if receiving enemy charge):

    6 dice with + for light spear netted out against enemy POA.
    3 dice shooting at the enemy using the normal modifier for the enemy armour, and -1 for shooting at chargers.
    (Thus need 3s to hit [2-deep]unprotected cavalry, 4s to hit protected cavalry or unprotected foot, 5s to hit Protected foot or Armoured cavalry, 6s to hit Armoured foot or heavily armoured mounted or foot.)

    2) Cataphracts fight with 1 dice in melee. (Thus need to be 2 deep).

    Points costs reduced to: Elite 17, superior 15, average 13. Cost for drilled +2.

    3) Extra cost for drilled light chariots reduced to 1.

    4) Poor armoured cavalry base cost 7.

    5) Light spear foot impact phase POA: + unless charging shock mounted

    6) HW impact phase POA: + against any foot

    7) HW cost possibly to be reduced to 2

    8 ) Possible additional cohesion test modifier: -1 if testing for losing impact phase close combat vs impact foot or lancers. If so, extra cost for lancers goes up to 2.

    9) Light Foot not disordered by difficult terrain.

    10) Stationary Spearmen/Pikemen impact phase + will only count if 2/3 ranks deep (respectively). To qualify, all these ranks must have the Spearmen POA listed in the troop description. Thus a Nikephorian front rank spear, rear rank bow BG does not get the +. (But, if steady, the spears do prevent enemy lancers [in impact] and swords [in melee] from getting a POA).
No doubt there will be more, but these are the most important ones so far for army choice. They are not all guaranteed to be adopted, but seem likely to be adopted at the time of writing this.

As previously stated, you need not submit your army lists until 1 week before the tournament. Hopwfully we should have sent you a revised version a week or so before that.

rbodleyscott
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Post by rbodleyscott » Sun Dec 31, 2006 10:59 am

Main changes since last Beta

The layout of the whole rules has been reorganized. Main rules changes in the forthcoming beta as below:

1) Turning 180 degrees and advancing with skirmishers is a SIMPLE move.

2) LF not disordered in Difficult terrain ??“ but I have left in the reduced move distance.

3) Generals move as if light horse.

4) A battle group entirely of Light Foot cannot charge or intercept unbroken non-skirmishers in open terrain (even in the flank or rear).

5) Only pursue if all opponents break (other than those only fought as an overlap).

6) Break-off by mounted ??“ only if more than half their frontal close combat opponents are steady foot.

7) Impact phase ???support shooting??? ??“ using shooting POAs. Not that this is not a simple matter of doing it exactly as per shooting, because the number of dice is different (for crossbowmen if we want them to have 1 dice per base).

8 ) -1 shooting at chargers

9) Cataphracts 1 dice in melee & points cost reduced accordingly.

10) Impact POA: Foot with light spear + unless charging shock mounted

11) -1 cohesion test modifier when losing impact phase combat vs impact foot or lancers. Note that this in the ???any one of??? section, so MF losing impact phase vs HF impact foot in the open will only get one -1.

12) Cost of lancers raised to +2 to adjust to this benefit

13) Cost of HW reduced to 2

14) Impact POA ??“ allow HW to count vs steady pk/sp. ???Heavy weapon + against any foot???

15) Stationary Pikes/Spears in Impact phase only get + if at least 3 or 2 ranks deep.

16) New scouting/initiative/terrain system insert in ???Full Set-Up??? section. (See Appendix 5). Outflanking march cannot be commanded by C-in-C. The full set-up rules will be used at Usk.

17) Last bullet in Cohesion levels and effects table changed to:

???1 base removed for each enemy battle group in contact at the start of each inter-bound. ???

18 ) ???Does not count as STEADY??? added to descriptions of DISORDER and SEVERE DISORDER. ??“ so that disordered spears/pikes don??™t count as steady vs swords.

19) FRAGMENTED troops ??“ simple move ??“ retire from all enemy withing 12 MUs

20) ???A battle group in close combat can only be rallied by a general who is fighting in its front rank (See P.49). He can join the battle group to do so in the Inter-Bound phase, but must then stay fighting in the front rank until the close combat is over.???

21) Rear supporters must be at least half the original strength of supported battle group.

22) Melee: ??? ??? Rear ranks must belong to the same battle group.???

23) Impact POAs:

???Impact foot + If charging non-shock mounted other than elephants???



24) DISORDERED and SEVERELY DISORDERED added POA exceptions where appropriate.

Impact:

???Only in open terrain (See P.91) Extra for 4th rank of pikemen whether charging or not + if STEADY???

???Any spearmen or pikemen if not charging + unless FRAGMENTED or SEVERELY DISORDED or less than 2 ranks of spearmen or 3 ranks of pikemen

Pikemen or offensive spearmen if charging foot or non-shock mounted.
Defensive spearmen if charging defensive spearmen + unless SEVERELY DISORDERED or less than 2 ranks of spearmen or 3 ranks of pikemen???

Melee:
???Spearmen (at least 2 ranks) + unless FRAGMENTED or SEVERELY DISORDERED???

???Pikemen (at least 3 ranks) + unless FRAGMENTED or SEVERELY DISORDERED???

???Extra for 4th rank of Pikemen + if STEADY???

25) BG Destroyed in combat - Test as if it was broken.


War Wagon stuff

1) Definition: ???War Wagons WWg Horse or Ox drawn wagons usually with missile-armed crew on board. Treated as foot. Not very manoeuvrable, so always treated as Undrilled. Treated as if 2 bases side by side when shooting from or in close combat on their long base side, 1 base if shooting from or in close combat on their short base side.???

2) Charging

?????? War wagons cannot charge.???

3) Charging into the Flank or Rear

?????? War wagons and troops in ORB formation (See P.60) never count as being charged in flank or rear, whichever base edge is contacted. War wagons do not turn if contacted on their side or rear base edge.???

4) Moving into Contact with Enemy in the movement phase

???Battle groups can move into contact with enemy in the movement phase, but only if they are joining an existing melee as an overlap only. This is the only situation in which war wagons can move into contact with enemy.???

5) Battle Group Normal Formations

??? ???In a mixed battle group of war wagons and other foot, the other foot can turn 90 degrees to face the war wagons, so that they are supporting the long side of the war wagon bases. However, the battle group can only advance if all bases in the battle group are facing the same direction as the war wagons.???

6) Turning 90 degrees

?????? In a mixed battle group of war wagons and other foot, the other foot can turn 90 degrees to face the war wagons, so that they are supporting the long side of the war wagon bases.???

7) Arc of Fire: ???War Wagons can shoot from any side of their base ??“ chosen by the shooting player. They are treated as if 2 bases side by side when shooting from their long base side, 1 base when shooting from short base side.???

8 ) Shooting Dice: ???Chariots or war wagons 1 dice per front rank base???

9) Shooting POAs: ???War wagons, in cover or behind TF - Any except artillery ???

10) Troops eligible to fight in the Impact phase

??? ???War wagons are treated as if 2 bases side by side when fighting on their long base side, 1 base when fighting on their short base side.???


11) Impact POAs
???Elephants + against heavy or medium foot, war wagons or any mounted???

???Knightly lancers + against any except elephants, chariots, war wagons or non-charging STEADY pikemen/spearmen???

???Other lancers + against any except lancers, elephants, chariots, war wagons or non-charging STEADY pikemen/spearmen???

???Heavy or scythed chariots + against any except skirmishers, elephants, war wagons or non-charging STEADY pikemen/spearmen???

???War wagons or uphill or foot defending field fortifications,
a hedge or a river bank +???

12) Troops eligible to fight in the Melee Phase

??? ???War wagons are treated as if 2 bases side by side when fighting on their long base side, 1 base when fighting on their short base side.???

13) Melee Dice:

Main Rules:

???Artillery 1 dice per front rank base. No dice for rear rank bases of any type.
War wagons 1 dice per front rank base. 1 dice per 2nd rank foot base other than war wagons.???

Ref-Sheet:

???Artillery or war wagons 1 dice per 1st rank base. WWg count 1 dice per other foot in 2nd rank???

14) Melee POAs

War wagon or uphill or foot defending field fortifications, a hedge or a river bank +

???Elephants + against heavy or medium foot, war wagons or any mounted???

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