CHANGES IN 6.00 (from 5.04)

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rbodleyscott
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Post by rbodleyscott »

Main Rules Update 24/5/07


1) VICTORY AND DEFEAT
“An army suffers an army rout if at the end of the current phase it has accumulated attrition points equal to its total original number of battle groups. Unless both sides suffer a simultaneous army rout, which is a draw, the enemy has achieved a Decisive Victory. “
2) Glossary
“Army Rout An army suffers an army rout if at the end of the current phase it has suffered Attrition Points equal to or greater than its initial number of battle groups.”

3) Shooting POAs

“Any, if one or more of the following apply. (Count only one -): Shooting
• in impact phase
• to rear (LH or LCh)
• at a battle group which is partly in close combat other than only as an overlap
• by a battle group which is partly in close combat other than only as an overlap”

4) Moves Distances and Disorder

Section reworded to avoid confusion caused by use of the term “speed” and to clarify Bugle999’s issues.

“The following table cross references troop type with terrain to show the effect on order and maximum move distances in MUs. For movement purposes, a terrain type is assigned one of four difficulty levels: open, uneven, rough or difficult. The effect of terrain types is covered in Appendix 2.”

• “The lower move distance applies to the whole move if any part of any base of the battle group is in distance-reducing terrain at any stage of its move. As a result, sometimes battle groups can reach the edge of a piece of terrain but not enter it. e.g. if cavalry have moved at least 3 MU in the open and meet rough terrain, they have already moved their maximum rough terrain distance, so cannot enter it.
• Troops in column move at +1 MU along roads or through any terrain if the indicated move distance is less than their move distance in open terrain.
• Battle groups with mixed troop-types have the move distance of the slower type.
• Battle lines have the move distance of their slowest battle group.
• Battle groups moving through more than one type of terrain are limited to the shortest move distance shown for any of those terrain types. Battle groups with mixed troop types use the shortest move distance that would apply to any base in the battle group, even if that base is clear of the terrain. e.g. heavy foot backed by a rank of light foot move at 2 MU in rough terrain, even if only the rear rank of light foot is in the rough terrain.”

• “Commanders, however depicted, have the move distance of light horse when not with a battle group.”

5) Evading

Clarify that evading (or routing) battle group cannot split into two sections to pass obstructions.

• “If an evading battle group encounters any obstructions, the following rules apply:

• It can shift sideways up to one base width to get past friendly troops it cannot interpenetrate, enemy troops, a camp or terrain, or to avoid leaving the table. All bases must end in at least partial edge contact with another base of the battle group. The battle group cannot split.

6) Interception Charges

• “An interception charge must be directly forward (except as below) and can be up to the limit of the battle group’s ZOI. It cannot include any changes of formation or interpenetrations. It must either:
• Cross the path of the charging enemy battle group. Interceptors move before chargers. If, at the start of the interception charge, no part of the charging enemy battle group is in front of the intercepting battle group, the interception charge can include a wheel towards the chargers. No part of the front edge of the intercepting battle group can advance out of its original ZOI.
• Contact the flank or rear of the enemy battle group. This is only permitted if the intercepting battle group started in a position to charge the flank or rear of the enemy battle group as described above. It cancels the enemy battle group’s charge completely and despite the fact that it happens in the enemy’s turn, is treated as a normal flank/rear charge.”

7) Movement chart and Simple & Complex Moves Chart

Colour key clarified by placing word on top of colour.

8 ) Terrain Set-Up

“Rivers and coasts can be removed, but not slid or pivoted.”

“No piece can be placed (prior to adjustment) closer than 4 MUs to any other piece except:
• Any piece can be placed close to a coast or river.
• A road can pass close to or over any terrain placed before or after.
• A village can be superimposed upon any hill placed after.
The use of open areas is to restrict the placing of other terrain. ”

9) Glossary

“Cover Plantation, forest, village, vineyards, enclosed fields. These give cover to bases wholly within them.”

10) Troops who may charge without orders

“The following additional rules apply to CMTs to avoid charging without orders:
• The CMT is taken by each individual battle group separately, even if it is part of a battle line. A commander cannot therefore be counted as “with” the battle group for the test unless he is actually with the battle group that is testing.
• Quality re-rolls do not apply.
• Mixed battle groups including any shock troops must test as if entirely shock troops.
Last edited by rbodleyscott on Sat May 26, 2007 6:46 am, edited 1 time in total.
lawrenceg
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Post by lawrenceg »

rbodleyscott wrote:Main Rules Update 24/5/07


6) Interception Charges

• “An interception charge must be directly forward (except as below) and can be up to the limit of the battle group’s ZOI. It cannot include any changes of formation or interpenetrations. It must either:
• Cross the path of the charging enemy battle group. Interceptors move before chargers. If, at the start of the interception charge, no part of the charging enemy battle group is in front of the intercepting battle group, the interception charge can include a wheel towards the chargers. No part of the front edge of the intercepting battle group can advance out of its original ZOI.
• Contact the flank or rear of the enemy battle group. This is only permitted if the intercepting battle group started in a position to charge the flank or rear of the enemy battle group as described above. It cancels the enemy battle group’s charge completely and despite the fact that it happens in the enemy’s turn, is treated as a normal flank/rear charge.”
It looks as though, if the intercepting BG happens to be pointing at the flank of the chargers (so a move straight ahead contacts the flank, but does not go in front of the chargers), but not qualifying for a flank charge (due to not having a base behind the extended front edge) and not in front of the chargers, then it cannot intercept. Is this the intention? If so, what is the rationalisation?

I've also noticed that a charge that contacts a rear corner only does not cause the contacted base to turn (unless it happens to be in contact with enemy to its front as well, in which case should it turn 90 or 180?).
Lawrence Greaves
rbodleyscott
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Post by rbodleyscott »

Main Rules Update 26/5/07


1) VISIBILITY EFFECTS
Changed back as it was.

2) Interception
An interception charge can be up to the limit of the battle group’s ZOI. It cannot include any shifts, changes of formation or interpenetrations. It must either:
• Cross the path of the charging enemy battle group. In this case it can include a wheel, but this cannot exceed the battle group’s normal movement distance and no part of the front edge of the intercepting battle group can advance out of its original ZOI. Interceptors move before chargers.
[Alternative to the above] Cross the path of the charging enemy battle group. In this case it can include a wheel, but the total move cannot exceed 4 MUs for mounted or 2 MUs for foot. Interceptors move before chargers.
• Contact the flank or rear of the enemy battle group without wheeling. This is only permitted if the intercepting battle group started in a position to charge the flank or rear of the enemy battle group as described previously. It cancels the enemy battle group’s charge completely and despite the fact that it happens in the enemy’s turn, is treated as a normal flank/rear charge.
3) Terrain

To encourage modeled terrain, the facility to superimpose terrain pieces ‘on the fly’ has been removed. This does not prohibit wooded hills, etc.

“Steep Hill (SH): A steeply sloping hill which gives a close combat advantage to those higher up the slope. Troops on such a hill can shoot over troops below them. Troops beyond a crest line are only visible within 1 MU. Steep hills are always difficult, whether clear or covered by broken ground, brush, plantation, vineyards, forest or a village.”

“Gentle Hill (GH) A gently sloping hill which gives a close combat advantage to those higher up the slope. Troops on such a hill can shoot over troops below them. Troops beyond a crest line are only visible within 1 MU. Slopes can be clear, uneven (if covered by broken ground), rough (if covered by brush or plantation) or difficult (if covered by vineyards, forest or a village).”

“A hill can be clear or can be wholly or partly covered with one of either broken ground, brush, plantation, vineyards, forest or a village. It counts as the number of selections for its size. The covering does not count as extra selections. However, the hill and the covering each count toward the maxima (and minima) of their respective types.”

“The player with initiative selects one of the two compulsory pieces, and must choose a village if the territory type is Developed. The other player must select the other compulsory piece. A covered hill can be chosen as a compulsory piece only if either of the following apply:
• Hills are compulsory.
• Hills are permitted and the covering is compulsory and of at least normal size.”

“The order in which terrain is placed is as follows:
1. The player with initiative places any river or coast.
2. The player with initiative places any village (including any integral hill).
3. The player with initiative places his compulsory item.
4. The other player places his compulsory item.
5. The player with initiative places any open area(s).
6. The other player places any open area(s).
7. The player with initiative places his remaining pieces.
8. The other player places his remaining pieces.
9. Open area pieces are removed from the table.

No piece can be placed (prior to adjustment) closer than 4 MUs to any other piece except:
• Any piece can be placed closer than 4 MUs to a coast, river or road.
• A road can be placed closer than 4 MUs to any piece.
• A road must pass through or touch a village if there is one.
The use of open areas is to restrict the placing of other terrain. ”

“When a piece ‘slides’ it must maintain its angle of placement relative to the table edges. To pivot, fix any point on the edge of the terrain piece and rotate the piece around this point. A piece cannot be slid or pivoted off table, nor to overlap another terrain piece.
rbodleyscott
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Post by rbodleyscott »

Main Rules Update 27/5/07


1) Interception

See own thread for discussion.
An interception charge must be directly forward (except as below) and can be up to the limit of the battle group’s ZOI. It cannot include any shifts, changes of formation or interpenetrations. It must either:
• Cross the path of the charging enemy battle group. Interceptors move before chargers. If this would result in the enemy chargers contacting its flank, the intercepting battle group can and must wheel towards them to avoid this, its total move distance including the wheel not exceeding 4 MUs if mounted, 2 MUs if foot. If it cannot avoid being contacted in the flank, the interception is cancelled.
• Contact the flank or rear of the enemy battle group. This is only permitted if the intercepting battle group started in a position to charge the flank or rear of the enemy battle group as previously described. It cancels the enemy battle group’s charge completely and despite the fact that it happens in the enemy’s turn, is treated as a normal flank/rear charge.
2) Orb

Orb Formation
• ORB formation is a special all round defensive formation permitted only to battle groups entirely of pikemen or spearmen.
• It is depicted by contracting the battle group to 2 files wide, and turning at least half the battle group’s ranks to face the rear. The normal rules for a stationary contraction are used, except that it can be performed by undrilled troops. A battle group can therefore only form ORB if it starts no more than 4 files wide.
• A complex move test (CMT) must be passed to form or leave ORB formation.
• A battle group cannot form or leave ORB formation while in close combat.
• A battle group leaving ORB formation can face any of its four edges as if making a 90 or 180 degree turn.
• A battle group in ORB formation:
• Cannot charge.
• Can move 1 MU directly to front or rear in its side’s manoeuvre phase.
• Never counts as charged in flank or rear and never turns to face enemy contacting its flank or rear. It never conforms to enemy in close combat.
• Fights in any direction with one quarter of its bases, rounded up. Half of these, rounded up, count as front rank bases. It cannot be overlapped, and suffers no POA penalty for fighting in more than one direction.
• Cannot count any pikemen or spearmen POAs, but, if steady, counts as steady pikemen or spearmen for the purpose of determining enemy POAs.
Note: Diagram 71 will need to be altered


3) Overlap restrictions

• “A battle group can only be overlapped by one file at each end of any of its edges. “

4) Removing bases

If a battle group is in close combat with two or more enemy battle groups, do not remove a base that would leave any of the enemy battle groups (except those fighting only as an overlap) without a base to face (unless you run out of bases).
Other bases of the battle group immediately shuffle up to retain contiguity and fill vacated front rank positions. All vacated front rank close combat fighting positions (except overlaps) must be filled if the battle group has any bases available to do so. Non-front rank bases must be used if any are available, and can be from any part of the battle group. If not, front rank bases that are not in close combat or are only in close combat as an overlap must be used. If there are no such bases available, and there is a gap in the front rank, front rank bases in close combat must be shifted sideways to fill the gap. The player owning the battle group chooses which direction to shift, but if possible, it must leave at least one base in contact with each opposing enemy battle group (except those fighting only as an overlap).
5) Cohesion Tests

For consistency with the CT modifier:
Test a battle group after all shooting dice have been rolled if it suffered either of the following:

• At least 2 shooting hits if shot at by artillery (whether or not the artillery scored the hits).
(Appears in 2 places)

6) Flank/rear charges
Bases contacted on a side or rear edge, or a rear corner, by an enemy flank or rear charge are immediately turned 90 or 180 degrees to face the chargers…..
7) Outflanking Marches

Unless both armies have an outflanking march on that flank (see below), the outflanking battle groups and commander arrive in any legal formation in the manoeuvre phase of the controlling player’s next turn, anywhere on that flank’s side table edge. All battle groups must be in command range of their commander at the end of their first move on to the table.

• A driven back flank march arrives in the manoeuvre phase of its side’s next turn following either side’s successful dicing for arrival on that flank. It arrives on the side table edge up to 12 MUs from its army’s rear table edge. Each battle group arrives in any legal formation and makes a full double move on to the table perpendicular to the table’s side edge, ending its move facing away from that table edge. This counts as its full normal movement for the turn. It does not have to be in command range of its commander.
• If not themselves driven back, the enemy arrive in the manoeuvre phase of the following turn, using the normal rules for arrival (see above), except that they too must arrive in the same 12 MUs of the side table edge.
nicofig
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Post by nicofig »

Just a word: that really given pleasure of seeing authors with the listening of the players and to be reactive .
Thank you very much :D
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nicofig
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Post by nicofig »

All this admendments are added in the new version of rules (6.0) ?
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rbodleyscott
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Post by rbodleyscott »

nicofig wrote:All this admendments are added in the new version of rules (6.0) ?
Yes
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