Changes from 6.0 - old thread

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rbodleyscott
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Post by rbodleyscott »

Main Rules Update 19/7/07

Edits hightlighted in pink.
Photo references highlighted in brown.

1) Punctuation errors corrected on pages 1, 2, 90 (missing full stops added) and 92 (excess comma before full stop at end of paragraph removed).

2) P.1. Redundant sentence deleted: “Similarly, the rules required to resolve combat are contained in the main rules, but for added clarity we have added detailed examples in the appendix.”

3) P.71

“ELEPHANTS AND CAMELS
Horses generally don’t like camels or elephants.
• Knights, cataphracts, cavalry, light horse and chariots are DISORDERED if they are less than 1 base width from elephants or camelry.
• Camelry are only so affected by elephants.
• Camelry treat soft sand as rough going, not difficult.
• Heavily armoured camelry otherwise move as undrilled cataphracts.
• Other camelry otherwise move as undrilled cavalry.
• Elephants cause a -1 modifier on the cohesion test when enemy lose a close combat against them.
None of the the above applies to commanders depicted as camelry or on elephants.

4) P29 (Exceptions to shock troops testing not to charge)

“However, shock troops will not charge without orders (and are therefore not required to take a CMT to prevent charging) in the following circumstances:
• If their move* could end even partly in terrain that would disorder or severely disorder them.
• If they are medium foot starting wholly in uneven, rough or difficult terrain and the move* could end even partly in open terrain.
• If they are foot defending fortifications or a riverbank.
If they are foot whose move* could contact or be intercepted by mounted.
• If their move* could end in contact with a fortification, elephants or a riverbank.
• If they are fragmented (they cannot charge).”


5) Rivers

P.82

“River (Rv) Up to 4 MUs wide, entirely within 6 MUs of the side edge. The placing side dices for its difficulty when putting it down. 1 = uneven, 2,3 = rough, 4,5 =difficult, 6 =impassable. Troops can only move within 45 degrees of straight across. The river cannot have more than 2 bends.”

Also, on P.37 the following is needed to prevent troops in a river being forced to conform into a direction which would not then allow them to move:
• Battle wagons, artillery, troops in Orb formation and troops defending field fortifications or a riverbank, or in a river, do not conform to enemy.
6) Clarification to indicate that shifting is only allowed if the current rout move is obstructed (not if a future one is):

P.61
If any obstructions would prevent completion of a routing battle group’s move, adjust as per evade moves (see the Impact Phase section) to get past these, but not to avoid leaving the table. It must go round a fortified or enemy camp, but can pass through its own unfortified camp. If its path is obstructed by unbroken enemy that cannot be bypassed, the battle group is destroyed at the end of the phase.
P.56

Change wording to be identical to that on P.61.
If any obstructions would prevent completion of a routing battle group’s move, adjust as per evade moves (see the Impact Phase section) to get past these, but not to avoid leaving the table. It must go round a fortified or enemy camp, but can pass through its own unfortified camp. If its path is obstructed by unbroken enemy that cannot be bypassed, the battle group is destroyed at the end of the phase.
7) P. 94. Clarification of evades from flank marches

“Battle groups within 6 MUs of the point of arrival of enemy flank marchers obey the following rules:
o Unless already in close combat, artillery and battle wagons are destroyed and removed from the table, their crews having fled and dispersed. (This does not cause friends to take a cohesion test).
o Supply camps are assumed to have been sacked, even if fortified.
o Unless already in close combat, other types make an evade move perpendicularly away from the side table edge, even if of a type not normally able to evade. They do so as if evading in the direction of a charge from that direction (see the Impact Phase section).”
rbodleyscott
Field of Glory 2
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Posts: 28321
Joined: Sun Dec 04, 2005 6:25 pm

Post by rbodleyscott »

Main Rules Update 19/7/07


1) Punctuation errors corrected on pages 1, 2, 90 (missing full stops added) and 92 (excess comma before full stop at end of paragraph removed).

2) P.1. Redundant sentence deleted: “Similarly, the rules required to resolve combat are contained in the main rules, but for added clarity we have added detailed examples in the appendix.”

3) P.71

“ELEPHANTS AND CAMELS
Horses generally don’t like camels or elephants.
• Knights, cataphracts, cavalry, light horse and chariots are DISORDERED if they are less than 1 base width from elephants or camelry.
• Camelry are only so affected by elephants.
• Camelry treat soft sand as rough going, not difficult.
• Heavily armoured camelry otherwise move as undrilled cataphracts.
• Other camelry otherwise move as undrilled cavalry.
• Elephants cause a -1 modifier on the cohesion test when enemy lose a close combat against them.
None of the the above applies to commanders depicted as camelry or on elephants.

4) P29 (Exceptions to shock troops testing not to charge)

“However, shock troops will not charge without orders (and are therefore not required to take a CMT to prevent charging) in the following circumstances:
• If their move* could end even partly in terrain that would disorder or severely disorder them.
• If they are medium foot starting wholly in uneven, rough or difficult terrain and the move* could end even partly in open terrain.
• If they are foot defending fortifications or a riverbank.
If they are foot whose move* could contact or be intercepted by mounted.
• If their move* could end in contact with a fortification, elephants or a riverbank.
• If they are fragmented (they cannot charge).”


5) Rivers

P.82

“River (Rv) Up to 4 MUs wide, entirely within 6 MUs of the side edge. The placing side dices for its difficulty when putting it down. 1 = uneven, 2,3 = rough, 4,5 =difficult, 6 =impassable. Troops can only move within 45 degrees of straight across. The river cannot have more than 2 bends.”

Also, on P.37 the following is needed to prevent troops in a river being forced to conform into a direction which would not then allow them to move:
• Battle wagons, artillery, troops in Orb formation and troops defending field fortifications or a riverbank, or in a river, do not conform to enemy.
6) Clarification to indicate that shifting is only allowed if the current rout move is obstructed (not if a future one is):

P.61
If any obstructions would prevent completion of a routing battle group’s move, adjust as per evade moves (see the Impact Phase section) to get past these, but not to avoid leaving the table. It must go round a fortified or enemy camp, but can pass through its own unfortified camp. If its path is obstructed by unbroken enemy that cannot be bypassed, the battle group is destroyed at the end of the phase.
P.56

Change wording to be identical to that on P.61.
If any obstructions would prevent completion of a routing battle group’s move, adjust as per evade moves (see the Impact Phase section) to get past these, but not to avoid leaving the table. It must go round a fortified or enemy camp, but can pass through its own unfortified camp. If its path is obstructed by unbroken enemy that cannot be bypassed, the battle group is destroyed at the end of the phase.
7) P. 94. Clarification of evades from flank marches

“Battle groups within 6 MUs of the point of arrival of enemy flank marchers obey the following rules:
o Unless already in close combat, artillery and battle wagons are destroyed and removed from the table, their crews having fled and dispersed. (This does not cause friends to take a cohesion test).
o Supply camps are assumed to have been sacked, even if fortified.
o Unless already in close combat, other types make an evade move perpendicularly away from the side table edge, even if of a type not normally able to evade. They do so as if evading in the direction of a charge from that direction (see the Impact Phase section).”
rbodleyscott
Field of Glory 2
Field of Glory 2
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Post by rbodleyscott »

Main Rules Update 21/7/07

1) P.19 Simple and Complex move chart (also ref sheet)

"Turn 180 deg, move <=3 MUs in a SIMPLE advance and turn back again"

2) p.36 Conforming

Delete the following bullet: “• If a battle group is in contact with more than one enemy battle group then it must line up with the one which it currently contacts with the highest number of its own bases. If equal, then the active player decides which.”

Replace

“• All of the bases in a battle group must end the conform move facing in the same direction and in at least partial base edge or corner contact with another of its bases.”

With

“• The battle group must end its conform move in a normal formation (see The Basics section), except that each file steps forward to line up with the nearest file already in contact with enemy. This may result in additional enemy bases being contacted.”


3) P.85 Glossary

HP2B (Hits per 2 bases)
&

HP3B (Hits per 3 bases)


1 HPxB = 1 hit per x bases in the battle group, except that:
 Elephants and artillery count front rank bases only, but each counts as 2 bases.
 Battle wagons count the bases from one rank or file, whichever is the greater number. Each base counts as 2 bases.
 Other troops count all bases in the front 3 ranks only.
 Commanders’ bases do not count.”
mnm
Senior Corporal - Ju 87G
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Post by mnm »

Are we going to see these as a formal 6.07 edition mailed to us poor mortals or do we take your word for it here? :wink:
Confuncius says: "War does not determine who's right, war determines who's left."
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28321
Joined: Sun Dec 04, 2005 6:25 pm

Post by rbodleyscott »

mnm wrote:Are we going to see these as a formal 6.07 edition mailed to us poor mortals or do we take your word for it here? :wink:
Miguel,

JD will be mailing the latest version to the translators, never fear. OTOH you can take my word for it that these are the changes it will include. Although I am running out of highlighter colours, so you will be able to see the last two sets of changes in glorious pink and teal.
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28321
Joined: Sun Dec 04, 2005 6:25 pm

Post by rbodleyscott »

Main Rules Update 26/7/07

1) P. 36 REFORMING

“REFORMING
If, as a consequence of previous events, (other than forming orb or depicting adverse cohesion states), a battle group is no longer in normal formation, it can reform in either side’s manoeuvre phase.
It reforms into normal formation facing the direction previously faced by any of its bases (player's choice) and level with the furthest forward base in that direction. The final position and formation of the reformed battle group must be as close as possible to its position and formation prior to reforming. Bases in contact with the front edge of enemy bases must remain in contact with the same enemy bases.
• A battle group must reform if it is to make any voluntary move. (Other than to feed more bases into an existing melee).
• A battle group completing a previous partial interpenetration reforms at the end of its move. Otherwise, reforming occurs at the start of the manoeuvre phase and does not affect any of the other manoeuvre phase rules.
• A battle group currently fighting in two or more directions against enemy battle groups in close combat cannot reform.
• A battle group that has some of its bases facing enemy currently in contact with its flank or rear (and no enemy in contact to its front) is not forced to reform. If it does so, however, it must reform to face the enemy in contact.”

2) P. 38 RESTRICTED AREA

“RESTRICTED AREA

For normal movement only, a battle group within 2 MU directly in front of an enemy battle group is considered to be pinned. It can only perform a limited number of actions:
• Advance directly towards that enemy battle group.
• Wheel towards that enemy battle group until its front is parallel to the enemy front, or wheel as far as it can towards such a position; advancing thereafter if it wishes to do so.
• Remain in place. (It can expand or turn, but not contract).
• Make a move that ends further away from that enemy battle group. (i.e. At the end of the move, the nearest point of the battle group is further away from the enemy battle group than its nearest point was at the start of the move.)
• Conform to an overlap position against another enemy battle group.
• In each of the above cases, the battle group must end its move at least partly in front of the enemy battle group, or the move is not permitted.
• If pinned by more than one enemy battle group it can choose which of these it responds to, and any restrictions apply relative to that battle group only.
• Non-skirmishers ignore the restricted area of enemy skirmishers.
Battle wagons, artillery and troops in Orb formation exert no restricted area.
• The restricted area only applies in the manoeuvre phase. It does not affect moves (such as charges) that take place in other phases.”
rbodleyscott
Field of Glory 2
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Joined: Sun Dec 04, 2005 6:25 pm

Post by rbodleyscott »

Main Rules Update 18/8/07

Here are the latest proposed changes, arising from points raised at Britcon.

1) P.68 Autobreak

“Battle groups automatically break immediately when they have lost a certain proportion of their original bases, so accumulated losses can get you in the end:”

(Note the typo - "loses" corrected to "losses")

2) P. 33 Evading from charges in 2 directions.

“The evading troops then have two choices:
• They can evade in the direction of the charge. If charged by two or more enemy battle groups, bisect the angle between the enemy charge directions.
• Unless charged in flank or rear they can evade directly to their own rear.”

(We are aware that you cannot technically bisect an angle between more than three lines, but the meaning should be clear enough).

3) P.61. Halting pursuits to avoid hitting fresh enemy. (To deter cheesy suicide troop pursuit traps against troops lacking impact phase POAs when charging)

• “ Pursuers normally contact any fresh enemy in their path. However, skirmishers can always choose to halt their pursuit 1 MU away from fresh enemy non-skirmishers, and other troops can do so if they pass a CMT. If they do so, all their front rank bases stop on that line.”

4) P.24 Bursting Through. (To avoid most destruction of evading BGs due to partial burst throughs).

“A battle group burst through by friendly evaders or routers drops one cohesion level:
o Move the evading or routing battle group to the full extent of its move. If its move does not completely clear all friends, it is placed beyond any battle group(s) it is currently bursting through if there is room for it beyond, otherwise it is destroyed and removed from the table. No cohesion test is taken for friends seeing this.”

5) P.29 Shock troops

“Shock troops are eager to get stuck in and may charge enemy within reach even if the commander (player) does not wish them to. In certain circumstances, shock troops who have not declared a charge need to pass a complex move test (see the General Movement Rules section) to avoid charging without orders. More specifically:
• Mounted shock troops must pass a CMT to prevent them from charging any enemy battle group(s) within charge range.
• Foot shock troops must pass a CMT to prevent them from charging any enemy foot battle group(s) within charge range. "

6) P.84 Glossary

“Charge Range: A battle group is in charge range if it can make a ‘legal’ charge contact (See the Impact Phase section) within its normal move distance.”
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