Field of Glory goes 2.0 !

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Re: Field of Glory goes 2.0 !

Post by madaxeman »

batesmotel wrote:Minimum screen resolution for the PC reader version is 1024x768. So you can forget using most netbooks with it since the standard resolution for a 10.1" netbook is 1024x600.

Chris
That'll be those netbooks with a battery life as long as an average game... or even tourney?
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Re: Field of Glory goes 2.0 !

Post by Gandamar »

So now tournament organizers will need to provide at least 2 outlets per table? :roll:
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Re: Field of Glory goes 2.0 !

Post by batesmotel »

Gandamar wrote:So now tournament organizers will need to provide at least 2 outlets per table? :roll:
And sufficient space to set up the laptops without them getting in the way or getting knocked off the table. Now we can guess why they were looking at smaller map sizes for 2.0. With 3'x5' instead of 4'x6', there will be room to set up the required electronics ;-).

Chris
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Re: Field of Glory goes 2.0 !

Post by Delbruck »

OK, put simply - IMHO there MUST be a printed or prinable version in all current popular Windows formats. A digital only FOG AM will lead to it's demise as a popular ancients rule set.
Last edited by Delbruck on Thu Jul 12, 2012 6:00 pm, edited 2 times in total.
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Re: Field of Glory goes 2.0 !

Post by hazelbark »

babyshark wrote: But . . . if I can't read the rules on my Kindle Touch, I can't read the rules.
Or nook.
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Re: Field of Glory goes 2.0 !

Post by stecal »

Delbruck wrote:OK, put simply - IMHO there MUST be a prinable version in all current popular Windows formats. A digital only FOG AM will lead to it's demise as a popular ancients rule set.
I'll print each screen shot if I must... but I think you are right - if it ends up on Windows & MAC there is really no way they could stop you from copying, saving & printing the rules.
Clear the battlefield and let me see
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Re: Field of Glory goes 2.0 !

Post by Gandamar »

stecal wrote:
Delbruck wrote:OK, put simply - IMHO there MUST be a prinable version in all current popular Windows formats. A digital only FOG AM will lead to it's demise as a popular ancients rule set.
I'll print each screen shot if I must... but I think you are right - if it ends up on Windows & MAC there is really no way they could stop you from copying, saving & printing the rules.
...or OCR the screen shots and make a searchable AND printable document ;)
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Re: Field of Glory goes 2.0 !

Post by philqw78 »

More details from the website, but it still doesn't say if there is going to be hard copy which is a great pity. I'd probably stop playing FoG if not and I'm sure many others would too.
CHANGEs in Version 2
Many clarifications made to wording.

Skirmishers less slippery, with reduced ability to slow enemy movement and less ability to concentrate shooting without risk.
Shooting range reduced to 3 MU for LH (and single-ranked cavalry) with bow.
Effective range reduced to 3 MU for LF with bow, longbow, crossbow or sling.
Evaders cannot turn at any table edge to avoid evading off the table.
Second moves can go to just beyond 4 MUs of enemy skirmishers.
Turn and move and expand and move – distance reduced by 2 MUs.

Drilled troops less manoeuvrable and undrilled troops less unmanoeuvrable:
Move with 90 degree turn or expansion reduced by 2 MUs.
Turn, retired and turn again move reduced to 2 MU, but also possible for single ranked non-shock cavalry, camelry, chariots.
No wheel or double wheel can exceed a total of 90 degrees.
Wheeling/short-moving by Other Undrilled without a commander only complex within 4 MUs of any enemy skirmishers or 6 MUs of any other enemy (including the enemy camp but not an enemy commander’s base).
Undrilled other troops with a general can make a stationary 90 or 180 degree turn without taking a CMT.

Move Distances:
Movement distances of HF increased in Uneven and Difficult.
Armoured Knights move distances increased to same as Cavalry.
Elephants move increased in Difficult.
Heavy Artillery can pivot.
Bonus movement distances for columns in terrain removed.
FRAGMENTED troops have their maximum movement distance reduced by 1 MU (after any other deductions). However, they do not need to take a CMT to move.

Very large (“swarm”) armies easier to break:
Break point of army cannot exceed the total points value of the army divided by 50, rounded up. (e.g. 16 in the case of an 800 point army).
Battle troops (i.e. Cavalry, Camelry, Light Chariots) which evade of table count as 2 attrition points.

Commanders limited in how many battle groups they can command as a battle line – making Field Commanders more worthwhile:
A Troop Commander cannot command a battle line of more than 2 battle groups.
A Field Commander cannot command a battle line of more than 4 battle groups.
An Inspired Commander cannot command a battle line of more than 6 battle groups.
Commanders cannot affect the re-rolls of scythed chariots and artillery.
Only commanders depicted on elephants (and so specified in the special instructions to their army list) can affect the re-rolls of elephants.
Commanders depicted on elephants cannot affect the re-rolls of other mounted troops.

Interpenetration anomalies prevented:
Leapfrogging prevented.
“Teleport” interpenetrations prevented.

Elephants improved:
Get 3 dice per base in impact combat.

Shooting:
Ranges changed as above.
Non-single-ranked Protected and Unprotected cavalry less vulnerable to shooting.
Crossbows (and longbows) get + POA vs non-single-ranked Protected and Armoured cavalry.
Support shooting no longer on a - POA.

Close combat effects of superior armour reduced:
A single level of armour advantage does not give a + POA if this would result in an overall ++ POA.
This means that Barbarian foot are no longer a walkover for Romans.

Changes to rules for rear support and routing make historical multi-line formations more viable:
Rear Support:
Bases from other BGs do not have to all be directly behind the supported BG – bases in edge contact with such bases also count.
After the initial rout, routers can
Shift up to 2 base widths to avoid friends etc.
Pass through friendly drilled troops as a permitted interpenetration. [Hence they don’t drop cohesion].

Ability of high quality troops to keep fighting despite heavy losses reduced:
CT modifier of -1 for each 25% of original strength lost.
Broken battle groups at or below 50% of their original strength cannot be rallied, and are removed at the end of the JAP.

Restricted area:
Any battle group capable of doing so can move straight back perpendicular to its own rear. A battle group in the restricted area of enemy even partly behind it rear can move straight forwards. These moves are permitted even if the battle group ends its move no longer in front of the enemy battle group.
Moves by pinned battle groups can include contraction of files that are not in any restricted area.

Cohesion test:
First three Cohesion Test modifiers altered to:
Battle group suffered at least 1 HP2B from shooting or close combat -1
Battle group testing for losing impact phase combat -1
Battle group testing for losing melee phase combat in which it received at least 2 more hits than it inflicted -1
Modifier for losses is now -1 for each 25% lost.
Extra -1 modifier if testing for seeing C-in-C lost.
Heavy chariots inflict a -1 CT modifier on enemy they beat at impact. (Like lancers in V1)

Set-up rules:
Cataphract camels don’t count towards initiative modifiers.
The player winning the pre-battle initiative roll can choose whether to keep the initiative or pass it over to his opponent. (Thus getting to move first).
Player without initiative chooses his terrain pieces first.
Roads are placed last during terrain set-up so that they cannot be used to block other terrain placement.
1 extra Brush added to Steppe territory.
Terrain “touching side edge” can touch river instead.
Deployment area for non-skirmishers increased to 12 MUs from long table edge.
Flank Marches: Any battle groups that cannot fit onto the table on the turn of arrival will never arrive and count as straggling.
Dismounted heavily armoured knights have HW capability.

Other miscellaneous changes:
Wheel in a charge must be at the start of the charge and direction is declared before any charge responses are declared.
New rule prevents enemy from blocking turns.
VMD not taken into account when decided whether shock troops need to test not to charge.
Skirmishers MUST evade non-skirmishers in the open.
FRAGGed troopscharged in flank or rear which would drop a cohesion level on impact, instead break immediately without testing or waiting to be contacted.
A move into contact with the enemy camp is treated as a charge. As such, it can be intercepted.
Only foot battle troops can sack a fortified camp.
A battle group that did not charge this move is not required to conform if doing so will expose it to a flank or rear charge by an enemy battle group next turn (unless a flank or rear charge by that battle group is possible even if it does not conform).
Heavy weapon capability no longer cancelled by skilled swordsmen or skirmishers.
Foot defending field fortifications (but not portable defences) need not pursue broken enemy.
Field Fortifications:
If any are used, the army must have at least 4 base-widths of them.
Troops must have front or side edge touching FF to count defending.
Battle groups facing in more than one direction (including those in orb or in a “kinked” column) cannot claim rear support.
“Kinked” columns cannot intercept, evade or declare charges, but are not exempt from charging without orders.

Improvements to selected army lists included in rulebook.
2.
1.The following armies (but not ally contingents derived from them) can have up to 1/3 of their battle groups of the specified type upgraded to Superior, representing separately deployed picked warriors. Such battle groups cannot exceed 8 bases.
Early Nomad (Foot warriors)
Early Highland Raiders (Warriors)
Early Libyan (Swordsmen)
Illyrian (Warriors)
Ancient Spanish (Scutarii or heavy caetrati)
Early German (Warriors)
Early Scots-Irish (Warriors)
Caledonian (Warriors)
Early Visigothic or Early Vandal (Warriors)
Early Frankish, Alamanni, Burgundi, Limigantes, Quadi, Rugii, Suebi or Turcilingi (Warriors)
3.The minimum size of battle groups including auxiliary foot with Light Spear capability in Dominate and Foederate Roman lists is increased to 6.
4.Imitation legionaries in Pontic and Galatian (but not Numidian) armies gain the option to be Armoured.
5.All Byzantine Cavalry battle groups classified as ½ Lancers, Swordsmen, ½ Bow, Swordsmen, gain the option to have all bases classified as Bow*, Lancers, Swordsmen.
6.All Byzantine Cavalry battle groups with all bases classified as Bow, Swordsmen gain the option to have all bases classified as Light Horse (same armour class etc.).
7.Christian Nubian armies cannot have more than ½ of their Medium Foot archers battle groups as Superior.
8.All Drilled Average Knights specified as “mercenary” gain the option to be Undrilled Superior.
9.Later Ottoman Turkish armies cannot have more than ½ of their Timariots battle groups as Superior.
10.Late Heian to Muromachi Japanese can have up to ½ of their “Bushi and followers” battle groups as Superior.

Recommended army sizes and table sizes changed to encourage more variety in tournament formats.
11.
phil
putting the arg into argumentative, except for the lists I check where there is no argument!
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Re: Field of Glory goes 2.0 !

Post by hazelbark »

Gandamar wrote: ...or OCR the screen shots and make a searchable AND printable document ;)
Well that is rather silly, when the whole idea of what they are generating is a cool searchable document.

I can see this being the future. But my concern is it is the future much like the paperless office is the future. I have 5 pounds of paperr on my office desk.
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Re: Field of Glory goes 2.0 !

Post by hazelbark »

philqw78 wrote:More details from the website
Well this is pretty close to the list of where the beta ended.

Nothing too remarkable here.
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Re: Field of Glory goes 2.0 !

Post by philqw78 »

hazelbark wrote:Nothing too remarkable here.
Or particularly interesting
phil
putting the arg into argumentative, except for the lists I check where there is no argument!
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Re: Field of Glory goes 2.0 !

Post by johno »

I notice that part of Abannan's promise to their subscribers is to:
Deliver personalised advertising content to you as part of your edition.
I hope this won't be part of the rules offering - I get more than enough advertising spam as it is!

johno

Who can't decide whether PAW 2013 should carry on with v1, or just give up their Ancients competition now...
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Re: Field of Glory goes 2.0 !

Post by thefrenchjester »

Hi,

Changes seem to be very interesting , in the past successives versions of the different rulesets improved the quality of the games played , I hope not too many people shift from Field of Glory before trying it, we all know that human are in general afraid of changing conditions in their habits, the only downside I see for the moment in my point of view is that I will need a tablet of the last generation and a powerful printing solution so less lead to buy and paint;

I will stay positive and will have try when I could buy the V2.0

Best regards

thefrenchjester " buyer of the last hardback paper Field of Glory ruleset on the slitherine website when he thought buying the V2.0 this morning ;-) "

lesson of the day: "doing things too fast meaning doing things too bad;-) "
philqw78 wrote:More details from the website, but it still doesn't say if there is going to be hard copy which is a great pity. I'd probably stop playing FoG if not and I'm sure many others would too.
CHANGEs in Version 2
Many clarifications made to wording.

Skirmishers less slippery, with reduced ability to slow enemy movement and less ability to concentrate shooting without risk.
Shooting range reduced to 3 MU for LH (and single-ranked cavalry) with bow.
Effective range reduced to 3 MU for LF with bow, longbow, crossbow or sling.
Evaders cannot turn at any table edge to avoid evading off the table.
Second moves can go to just beyond 4 MUs of enemy skirmishers.
Turn and move and expand and move – distance reduced by 2 MUs.

Drilled troops less manoeuvrable and undrilled troops less unmanoeuvrable:
Move with 90 degree turn or expansion reduced by 2 MUs.
Turn, retired and turn again move reduced to 2 MU, but also possible for single ranked non-shock cavalry, camelry, chariots.
No wheel or double wheel can exceed a total of 90 degrees.
Wheeling/short-moving by Other Undrilled without a commander only complex within 4 MUs of any enemy skirmishers or 6 MUs of any other enemy (including the enemy camp but not an enemy commander’s base).
Undrilled other troops with a general can make a stationary 90 or 180 degree turn without taking a CMT.

Move Distances:
Movement distances of HF increased in Uneven and Difficult.
Armoured Knights move distances increased to same as Cavalry.
Elephants move increased in Difficult.
Heavy Artillery can pivot.
Bonus movement distances for columns in terrain removed.
FRAGMENTED troops have their maximum movement distance reduced by 1 MU (after any other deductions). However, they do not need to take a CMT to move.

Very large (“swarm”) armies easier to break:
Break point of army cannot exceed the total points value of the army divided by 50, rounded up. (e.g. 16 in the case of an 800 point army).
Battle troops (i.e. Cavalry, Camelry, Light Chariots) which evade of table count as 2 attrition points.

Commanders limited in how many battle groups they can command as a battle line – making Field Commanders more worthwhile:
A Troop Commander cannot command a battle line of more than 2 battle groups.
A Field Commander cannot command a battle line of more than 4 battle groups.
An Inspired Commander cannot command a battle line of more than 6 battle groups.
Commanders cannot affect the re-rolls of scythed chariots and artillery.
Only commanders depicted on elephants (and so specified in the special instructions to their army list) can affect the re-rolls of elephants.
Commanders depicted on elephants cannot affect the re-rolls of other mounted troops.

Interpenetration anomalies prevented:
Leapfrogging prevented.
“Teleport” interpenetrations prevented.

Elephants improved:
Get 3 dice per base in impact combat.

Shooting:
Ranges changed as above.
Non-single-ranked Protected and Unprotected cavalry less vulnerable to shooting.
Crossbows (and longbows) get + POA vs non-single-ranked Protected and Armoured cavalry.
Support shooting no longer on a - POA.

Close combat effects of superior armour reduced:
A single level of armour advantage does not give a + POA if this would result in an overall ++ POA.
This means that Barbarian foot are no longer a walkover for Romans.

Changes to rules for rear support and routing make historical multi-line formations more viable:
Rear Support:
Bases from other BGs do not have to all be directly behind the supported BG – bases in edge contact with such bases also count.
After the initial rout, routers can
Shift up to 2 base widths to avoid friends etc.
Pass through friendly drilled troops as a permitted interpenetration. [Hence they don’t drop cohesion].

Ability of high quality troops to keep fighting despite heavy losses reduced:
CT modifier of -1 for each 25% of original strength lost.
Broken battle groups at or below 50% of their original strength cannot be rallied, and are removed at the end of the JAP.

Restricted area:
Any battle group capable of doing so can move straight back perpendicular to its own rear. A battle group in the restricted area of enemy even partly behind it rear can move straight forwards. These moves are permitted even if the battle group ends its move no longer in front of the enemy battle group.
Moves by pinned battle groups can include contraction of files that are not in any restricted area.

Cohesion test:
First three Cohesion Test modifiers altered to:
Battle group suffered at least 1 HP2B from shooting or close combat -1
Battle group testing for losing impact phase combat -1
Battle group testing for losing melee phase combat in which it received at least 2 more hits than it inflicted -1
Modifier for losses is now -1 for each 25% lost.
Extra -1 modifier if testing for seeing C-in-C lost.
Heavy chariots inflict a -1 CT modifier on enemy they beat at impact. (Like lancers in V1)

Set-up rules:
Cataphract camels don’t count towards initiative modifiers.
The player winning the pre-battle initiative roll can choose whether to keep the initiative or pass it over to his opponent. (Thus getting to move first).
Player without initiative chooses his terrain pieces first.
Roads are placed last during terrain set-up so that they cannot be used to block other terrain placement.
1 extra Brush added to Steppe territory.
Terrain “touching side edge” can touch river instead.
Deployment area for non-skirmishers increased to 12 MUs from long table edge.
Flank Marches: Any battle groups that cannot fit onto the table on the turn of arrival will never arrive and count as straggling.
Dismounted heavily armoured knights have HW capability.

Other miscellaneous changes:
Wheel in a charge must be at the start of the charge and direction is declared before any charge responses are declared.
New rule prevents enemy from blocking turns.
VMD not taken into account when decided whether shock troops need to test not to charge.
Skirmishers MUST evade non-skirmishers in the open.
FRAGGed troopscharged in flank or rear which would drop a cohesion level on impact, instead break immediately without testing or waiting to be contacted.
A move into contact with the enemy camp is treated as a charge. As such, it can be intercepted.
Only foot battle troops can sack a fortified camp.
A battle group that did not charge this move is not required to conform if doing so will expose it to a flank or rear charge by an enemy battle group next turn (unless a flank or rear charge by that battle group is possible even if it does not conform).
Heavy weapon capability no longer cancelled by skilled swordsmen or skirmishers.
Foot defending field fortifications (but not portable defences) need not pursue broken enemy.
Field Fortifications:
If any are used, the army must have at least 4 base-widths of them.
Troops must have front or side edge touching FF to count defending.
Battle groups facing in more than one direction (including those in orb or in a “kinked” column) cannot claim rear support.
“Kinked” columns cannot intercept, evade or declare charges, but are not exempt from charging without orders.

Improvements to selected army lists included in rulebook.
2.
1.The following armies (but not ally contingents derived from them) can have up to 1/3 of their battle groups of the specified type upgraded to Superior, representing separately deployed picked warriors. Such battle groups cannot exceed 8 bases.
Early Nomad (Foot warriors)
Early Highland Raiders (Warriors)
Early Libyan (Swordsmen)
Illyrian (Warriors)
Ancient Spanish (Scutarii or heavy caetrati)
Early German (Warriors)
Early Scots-Irish (Warriors)
Caledonian (Warriors)
Early Visigothic or Early Vandal (Warriors)
Early Frankish, Alamanni, Burgundi, Limigantes, Quadi, Rugii, Suebi or Turcilingi (Warriors)
3.The minimum size of battle groups including auxiliary foot with Light Spear capability in Dominate and Foederate Roman lists is increased to 6.
4.Imitation legionaries in Pontic and Galatian (but not Numidian) armies gain the option to be Armoured.
5.All Byzantine Cavalry battle groups classified as ½ Lancers, Swordsmen, ½ Bow, Swordsmen, gain the option to have all bases classified as Bow*, Lancers, Swordsmen.
6.All Byzantine Cavalry battle groups with all bases classified as Bow, Swordsmen gain the option to have all bases classified as Light Horse (same armour class etc.).
7.Christian Nubian armies cannot have more than ½ of their Medium Foot archers battle groups as Superior.
8.All Drilled Average Knights specified as “mercenary” gain the option to be Undrilled Superior.
9.Later Ottoman Turkish armies cannot have more than ½ of their Timariots battle groups as Superior.
10.Late Heian to Muromachi Japanese can have up to ½ of their “Bushi and followers” battle groups as Superior.

Recommended army sizes and table sizes changed to encourage more variety in tournament formats.
11.
Last edited by thefrenchjester on Thu Jul 12, 2012 9:13 pm, edited 1 time in total.
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Re: Field of Glory goes 2.0 !

Post by johno »

thefrenchjester " buyer of the last hardback paper Field of Glory ruleset on the Slitherine website when he thought buyng the V2.0 this morning
Yes, I noticed that the version for sale still seems to be the V1 hardback.

Despite the announcement, there isn't actually a release date anywhere that I can find, and no mention at all on the Amazon or Osprey web sites

Can anyone enlighten us as to the actual release date?

And, perhaps, whether the digital edition might appear on the Kindle, or some other format that the rest of us might actually be able to afford?

johno
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Re: Field of Glory goes 2.0 !

Post by stecal »

johno wrote:I notice that part of Abannan's promise to their subscribers is to:
Deliver personalised advertising content to you as part of your edition.
I hope this won't be part of the rules offering - I get more than enough advertising spam as it is!

johno
I get this on Kindle. very easily ignored. If it makes v.2 cost half as much I am OK with it.
Clear the battlefield and let me see
All the profit from our victory.
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Re: Field of Glory goes 2.0 !

Post by mbsparta »

An interesting decision but not suprising. I wonder if the Field of Glory books are losing money? As for me, I own an I-Pad, none of my buddy gamers do. So at best, instead of selling 4 -5 hard copies of V2 they will sell me one, maybe. I don't know about gamers in you areas but locally a player who plays the game on a regular basis wants the rule book. And we all like the quality of hard copy rule book FoG provides.

Wargamers are old and in our parts stubborn. They like books and pretty pictures. They like published army lists. They would rather play with a 'flawed' army list than an electronic list that changes. So for us this is not a good decision and not a viable option. Hopefully they will offer a V2 in harback. But I imagine they are targeting a new audience. I hope for their sake they know what they are doing.

I like some of the V2 changes .... others not so much. So staying with V1 will not be so bad.

Mike Bruck
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Re: Field of Glory goes 2.0 !

Post by philqw78 »

mbsparta wrote:So staying with V1 will not be so bad.
Another schism in Ancients.
phil
putting the arg into argumentative, except for the lists I check where there is no argument!
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Re: Field of Glory goes 2.0 !

Post by wildone »

Ok so I have a PC at home but wargame at the club so unless someone there has an Ipod or laptop I'm not going to have access to the rules when I need them. As much as I enjoy playing FOG, I'm not prepared to spend money I don't have buying something I don't really need so that I can use it once or twice a week. If a paper copy of V2 comes out I'll buy it. If not I suspect I'll be very carefully amending my V1 edition and writing in the new changes.
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Re: Field of Glory goes 2.0 !

Post by ravenflight »

batesmotel wrote:Also the PC support requires Vista or newer. No Win XP.

Chris
That's kinda funny. It just gets more and more expensive doesn't it?

See, the additional effect of that is that if you DO currently own a iPad you can only link it to one computer. My current computer is an XP, which means even if I decided to go this route I'll have no way of even using a friends computer to download the ap. I imagine I'll have problems having the ap work directly onto the iPad as I have in the past.

Anyway - I think in a perfect world having the rules as an ap sounds good. Trouble is I only know one gamer who has an iPad.
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Re: Field of Glory goes 2.0 !

Post by peterrjohnston »

ravenflight wrote:
batesmotel wrote:Also the PC support requires Vista or newer. No Win XP.

Chris
That's kinda funny. It just gets more and more expensive doesn't it?

See, the additional effect of that is that if you DO currently own a iPad you can only link it to one computer. My current computer is an XP, which means even if I decided to go this route I'll have no way of even using a friends computer to download the ap. I imagine I'll have problems having the ap work directly onto the iPad as I have in the past.

Anyway - I think in a perfect world having the rules as an ap sounds good. Trouble is I only know one gamer who has an iPad.
I suspect you're misunderstanding. It seems the PC version needs Vista or newer.

For all apps for an iPad/IPhone/iPod device, you can either download from iTunes and sync to your device, or download direct to your device via WiFi/3G. As iTunes works on Windows XP, this isn't a problem. (Obviously, as always, you'd only be able to use it on your iPad/IPhone/iPod).
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