Commanders
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Commanders
Hi,
I've just started playing FOG and I am using an army that is almost totally comprised of drilled troops.
My make-up has been one IC and two TCs. It has been suggested that it might be better to consider using 4 TCs as it will allow greater micro-control.
Anybody want to share their wisdom regarding the relative advantages of different commander configurations for drilled armies.
Thanks
Pete
I've just started playing FOG and I am using an army that is almost totally comprised of drilled troops.
My make-up has been one IC and two TCs. It has been suggested that it might be better to consider using 4 TCs as it will allow greater micro-control.
Anybody want to share their wisdom regarding the relative advantages of different commander configurations for drilled armies.
Thanks
Pete
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OldenTired
- Sergeant First Class - Elite Panzer IIIL

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Re: Commanders
depends on what the army is designed to do.plc wrote:Hi,
I've just started playing FOG and I am using an army that is almost totally comprised of drilled troops.
My make-up has been one IC and two TCs. It has been suggested that it might be better to consider using 4 TCs as it will allow greater micro-control.
Anybody want to share their wisdom regarding the relative advantages of different commander configurations for drilled armies.
Thanks
Pete
eg. if you stand back and shoot, then an IC is most useful. but if you want to engage and need that general in the front rank, TCs are the best option. IMHO.
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rbodleyscott
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I have been deliberately taking 4 TCs with shooty cavalry armies, so as to get first move.timmy1 wrote:Remember also that 4 TC vs 1 IX and 2 TC radically decreases your chance of getting initiative. Not that reducing your chance of initiative is necessiarily a problem but it is a consideration.
I couldn't give a monkey's what terrain the enemy puts down, it makes very little difference - terrain often works to the shooty cavalry army's advantage. (The great Steppes controversy is a red herring).
First turn is much more useful to gain skirmishing room.
Depending upon the army of course. If initiative is gained then facing an army of heavy infantry then there can be a lot of gain in putting rough going down as it inconveniences the HF much more than the LH.I couldn't give a monkey's what terrain the enemy puts down, it makes very little difference - terrain often works to the shooty cavalry army's advantage. (The great Steppes controversy is a red herring).
First turn is much more useful to gain skirmishing room.
Against another LH army it can be a disaster due to the influence of the IC.
Normally, though, a terrain option with RG will allow the enemy to put Difficult Going down which can be a real pain. When I use the Steppes, half my plan is to neutralise all my opponents LF - no RG or DG gives them nowhere to hide.
Not as clear cut as I originally thought though.
It is but it then becomes almost imperative to keep your army together as splitting it leaves one wing with only one general which makes committing him to combat a risky proposition. I've found using generals in pairs often works best and I tend to prefer 4 TCs.hazelbark wrote:I think the real issue is getting below three usable generals is a problem.
Last week at the club I had 2TC + allied TC. Yikes. Too little ability to fix problems.
I think 3 TCs is viable for a LOT of armies.
I tend to use an IC when I have a lot of cheap, undrilled troops which need help with the CMTs and against shooting. Another case is when the army is so small that I need an IC's invaluable +1 to recover routed units or prevent them from routing. Either way, I use ICs sparingly.
FCs I've used once to lead flank marches but I won't be using one again. There is always enough room on the table and I can always make use of the extra 15 points if I take a TC instead. IMHO, FCs are the one useless thing in FOG.
Julian
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rbodleyscott
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babyshark
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I am coming around to this view myself. Especially the part about the "steppes controversy" being BS.rbodleyscott wrote:I couldn't give a monkey's what terrain the enemy puts down, it makes very little difference - terrain often works to the shooty cavalry army's advantage. (The great Steppes controversy is a red herring).
First turn is much more useful to gain skirmishing room.
I find FCs moderately useful to use up 15 points that could not otherwise get spent.
Marc
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grahambriggs
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grahambriggs
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Yep I think 3TCs can be viable, even at 800 points for some armies. Means you can have 695 points of troops and if they get used right there'll be less pressure on your army. Against the common IC and 2TCs you get 45 points more troopps and a double move to starthazelbark wrote:I think the real issue is getting below three usable generals is a problem.
Last week at the club I had 2TC + allied TC. Yikes. Too little ability to fix problems.
I think 3 TCs is viable for a LOT of armies.







