Differences between FoG2 and Medieval.

Field of Glory II: Medieval

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tyronec
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Differences between FoG2 and Medieval.

Post by tyronec »

Is there are summary anywhere of what has been changed in the game engine.
Have had a quick read through the rules and can see the new unit types, what is different that is going to effect how combat plays out ?
rbodleyscott
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Re: Differences between FoG2 and Medieval.

Post by rbodleyscott »

tyronec wrote: Fri Feb 05, 2021 8:34 am Is there are summary anywhere of what has been changed in the game engine.
Have had a quick read through the rules and can see the new unit types, what is different that is going to effect how combat plays out ?
The most important difference is the changed balance between infantry and cavalry. Knights are powerful enough to break through the enemy infantry frontally - though not necessarily easily.

This dramatically changes game play.
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GamerMan
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Re: Differences between FoG2 and Medieval.

Post by GamerMan »

In terms of game mechanics, knightly lancers being added and the archery table POAs being reworked are the main mechanical changes that I could see.

@RBS: I like to memorise the charts when I can because it allows me to plan ahead and make snap calculations, but I can't really make sense of the number choices for the archery POAs. Would you be willing to share how you arrived at the POA values you did?
FroBodine
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Re: Differences between FoG2 and Medieval.

Post by FroBodine »

rbodleyscott wrote: Fri Feb 05, 2021 8:54 am
tyronec wrote: Fri Feb 05, 2021 8:34 am Is there are summary anywhere of what has been changed in the game engine.
Have had a quick read through the rules and can see the new unit types, what is different that is going to effect how combat plays out ?
The most important difference is the changed balance between infantry and cavalry. Knights are powerful enough to break through the enemy infantry frontally - though not necessarily easily.

This dramatically changes game play.
Mounted knights or dismounted knights? Or both? I'm just wondering when it is better to start my knights mounted or dismounted.
rbodleyscott
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Re: Differences between FoG2 and Medieval.

Post by rbodleyscott »

FroBodine wrote: Fri Feb 05, 2021 3:46 pm
rbodleyscott wrote: Fri Feb 05, 2021 8:54 am
tyronec wrote: Fri Feb 05, 2021 8:34 am Is there are summary anywhere of what has been changed in the game engine.
Have had a quick read through the rules and can see the new unit types, what is different that is going to effect how combat plays out ?
The most important difference is the changed balance between infantry and cavalry. Knights are powerful enough to break through the enemy infantry frontally - though not necessarily easily.

This dramatically changes game play.
Mounted knights or dismounted knights? Or both? I'm just wondering when it is better to start my knights mounted or dismounted.
Mounted knights for the paradigm shift. But dismounted knights are a top quality infantry unit.

Don't waste points by buying your knights mounted and then dismounting them as a half-size (in actual effect 2/3 size) infantry unit. That might be an occasional decision to use in campaigns when you have already paid for the mounted knights and can't see a use for them on the prevailing terrain, but generally speaking the pre-dismounted knights units are better value, despite their cost.
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FroBodine
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Re: Differences between FoG2 and Medieval.

Post by FroBodine »

Thank you, good sir!
selfsearcher
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Re: Differences between FoG2 and Medieval.

Post by selfsearcher »

rbodleyscott wrote: Fri Feb 05, 2021 8:54 am
tyronec wrote: Fri Feb 05, 2021 8:34 am Is there are summary anywhere of what has been changed in the game engine.
Have had a quick read through the rules and can see the new unit types, what is different that is going to effect how combat plays out ?
The most important difference is the changed balance between infantry and cavalry. Knights are powerful enough to break through the enemy infantry frontally - though not necessarily easily.

This dramatically changes game play.
Well, I noticed it in the second tutorial (yes, I still have to beat the tutorials lol). Cavalry is now really powerful. Baron difficulty.
By the way, I enjoyed the FOG2 tutorials too but I found them a lot easier to beat. I hope to improve my gameplay soon, I have to play the Nevsky campaign!
Concussus surgo.
Nijis
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Re: Differences between FoG2 and Medieval.

Post by Nijis »

Don't waste points by buying your knights mounted and then dismounting them as a half-size (in actual effect 2/3 size) infantry unit.
Am I correct in assuming from that that dismounted units count as 1.5x other foot units for casualties/melee, just as cavalry does?
rbodleyscott
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Re: Differences between FoG2 and Medieval.

Post by rbodleyscott »

Nijis wrote: Sun Feb 21, 2021 10:16 pm
Don't waste points by buying your knights mounted and then dismounting them as a half-size (in actual effect 2/3 size) infantry unit.
Am I correct in assuming from that that dismounted units count as 1.5x other foot units for casualties/melee, just as cavalry does?
More like 1.33. Without that they are too weak to be useful. It can be justified on the basis that they are "professionals" - in so far as they spent their whole life training or practicing - compared with the vast majority of infantry.
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tyronec
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Re: Differences between FoG2 and Medieval.

Post by tyronec »

Have only been playing since the game was released but these are the ones I have noticed:

Full bow lancers can evade
Knights get a movement bonus charging evaders.
Raw HI lose the +1 on cohesion.
The repointing has shifted the game balance for some troop types, so IMO Lights are worse value and regular Cavalry bowmen are better value.
With most of the list armies fielding many units that are slower around the battlefield the game dynamic changes.
rbodleyscott
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Re: Differences between FoG2 and Medieval.

Post by rbodleyscott »

tyronec wrote: Mon Feb 22, 2021 10:53 amKnights get a movement bonus charging evaders.
Only the later 12 AP knights, not the earlier 16 AP ones.
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