Beginner Guide
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
Beginner Guide
After about 10 days , i have learnt some basic about the game
It is time for all Veteran Generals to teach young generals about the real tactics of the war !!
Please contribute whatever tips you have , later I will reorganize it and turn into a Strategy Guide
I will also run through the forum and add any strategy or advice topic over here
Cheers
It is time for all Veteran Generals to teach young generals about the real tactics of the war !!
Please contribute whatever tips you have , later I will reorganize it and turn into a Strategy Guide
I will also run through the forum and add any strategy or advice topic over here
Cheers
Last edited by papajack on Wed Feb 10, 2010 7:57 pm, edited 1 time in total.
General Tips
Original Poster : @spelk
FoG isn't so much a unit vs unit game, its more about using combinations of units to force the opponent into an unfavourable position he HAS to fight, and ultimately lose. I like you, stumbled in my first few games, because I approached it as any other hex based unit vs unit Panzer General style game. Once you get to grips with the cohesion concept, and learn the bitter lesson that as your troops break the enemy and force them to rout, they may themselves run into battle into an unfavourable position, it becomes a game of laying troop "traps" and pitfalls that when combat begins will ultimately push your enemy into matchups with units that have an advantage over them.
Running headlong into an attack position, without surveying the surrounding troops, their cohesion, protection and offensive/defensive bonuses is how you ultimately lose a game of FoG. You can turn on the information windows that give you the behind the scenes numbers that help you make informed decisions about where to move for a more favourable outcome. One off hits are a bad idea in FoG, you need to plan a movement ahead, and make sure your units can perform it without losing their protective formation.
Original Poster : @spelk
FoG isn't so much a unit vs unit game, its more about using combinations of units to force the opponent into an unfavourable position he HAS to fight, and ultimately lose. I like you, stumbled in my first few games, because I approached it as any other hex based unit vs unit Panzer General style game. Once you get to grips with the cohesion concept, and learn the bitter lesson that as your troops break the enemy and force them to rout, they may themselves run into battle into an unfavourable position, it becomes a game of laying troop "traps" and pitfalls that when combat begins will ultimately push your enemy into matchups with units that have an advantage over them.
Running headlong into an attack position, without surveying the surrounding troops, their cohesion, protection and offensive/defensive bonuses is how you ultimately lose a game of FoG. You can turn on the information windows that give you the behind the scenes numbers that help you make informed decisions about where to move for a more favourable outcome. One off hits are a bad idea in FoG, you need to plan a movement ahead, and make sure your units can perform it without losing their protective formation.
Last edited by papajack on Wed Feb 10, 2010 7:53 pm, edited 1 time in total.
Unit Breaking Off
Original Poster @jimcrowly
Q What are the determinants for cavalry BGs breaking off?
A If the majority of the foot they are fighting are steady they will break off if they can. No tests.
After each melee phase they try to break off (note the initial contact is an impact not melee).
Additional Answer from keith (HexWar)
Mounted will attenpt to break off at the end of a player turn in which they fought a melee combat (not impact) and at least half their opponents are steady foot.
Original Poster @jimcrowly
Q What are the determinants for cavalry BGs breaking off?
A If the majority of the foot they are fighting are steady they will break off if they can. No tests.
After each melee phase they try to break off (note the initial contact is an impact not melee).
Additional Answer from keith (HexWar)
Mounted will attenpt to break off at the end of a player turn in which they fought a melee combat (not impact) and at least half their opponents are steady foot.
Last edited by papajack on Fri Feb 12, 2010 1:34 am, edited 2 times in total.
General Tips From FoG Table Top
Some may not apply but most of it can be useful
http://www.madaxeman.com/wiki2/tiki-ind ... e=HomePage
Some may not apply but most of it can be useful
http://www.madaxeman.com/wiki2/tiki-ind ... e=HomePage
Poor Troop
Poor troops are cheap, suitable for padding the number of BGs. In this role their main tactical goal is to avoid destruction. However, they can also delay, guard terrain or the camp, and fight and soak up losses if not subjected to excessive pressure. They can provide rear support only to other Poor troops, but can be used to plug a gap or face to form a front to the flank if in a second line and be sacrificed to draw off enemy in pursuit. Always take opportunities to give your Poor troops rear support from other Poor troops – it’s a cheap way of giving them a +1 on every cohesion test, which when combined with an IC's +2 can make Poor troops seemingly invulnerable to shooting cohesion tests and reasonably durable against enemies in close combat.
Source FoG Wiki
Correction by ( batesmotel)Chris
This is a difference between the FoG PC and TT rules. In the PC game, any non skirmishers can provide rear support even for better grade troops. In the TT rules rear support must be provided by troops of the same or better grade than the troops they are supporting. Hence in the PC game poor troops make an excellent second line to support your better troops. Your Roman legionaries can stretch much farther using poor Italian allies to provide them with rear support. Drilled poor troops can also be quite effective in threatening rear attacks on enemy that are frontally engaged with better quality troops due to their ability to easily change facing.
Poor troops are cheap, suitable for padding the number of BGs. In this role their main tactical goal is to avoid destruction. However, they can also delay, guard terrain or the camp, and fight and soak up losses if not subjected to excessive pressure. They can provide rear support only to other Poor troops, but can be used to plug a gap or face to form a front to the flank if in a second line and be sacrificed to draw off enemy in pursuit. Always take opportunities to give your Poor troops rear support from other Poor troops – it’s a cheap way of giving them a +1 on every cohesion test, which when combined with an IC's +2 can make Poor troops seemingly invulnerable to shooting cohesion tests and reasonably durable against enemies in close combat.
Source FoG Wiki
Correction by ( batesmotel)Chris
This is a difference between the FoG PC and TT rules. In the PC game, any non skirmishers can provide rear support even for better grade troops. In the TT rules rear support must be provided by troops of the same or better grade than the troops they are supporting. Hence in the PC game poor troops make an excellent second line to support your better troops. Your Roman legionaries can stretch much farther using poor Italian allies to provide them with rear support. Drilled poor troops can also be quite effective in threatening rear attacks on enemy that are frontally engaged with better quality troops due to their ability to easily change facing.
Last edited by papajack on Fri Feb 19, 2010 7:09 am, edited 2 times in total.
-
batesmotel
- Field of Glory Moderator

- Posts: 3616
- Joined: Thu Mar 13, 2008 8:52 pm
This is a difference between the FoG PC and TT rules. In the PC game, any non skirmishers can provide rear support even for better grade troops. In the TT rules rear support must be provided by troops of the same or better grade than the troops they are supporting. Hence in the PC game poor troops make an excellent second line to support your better troops. Your Roman legionaries can stretch much farther using poor Italian allies to provide them with rear support. Drilled poor troops can also be quite effective in threatening rear attacks on enemy that are frontally engaged with better quality troops due to their ability to easily change facing.papajack wrote:Poor Troop
Poor troops are cheap, suitable for padding the number of BGs. In this role their main tactical goal is to avoid destruction. However, they can also delay, guard terrain or the camp, and fight and soak up losses if not subjected to excessive pressure. They can provide rear support only to other Poor troops, but can be used to plug a gap or face to form a front to the flank if in a second line and be sacrificed to draw off enemy in pursuit. Always take opportunities to give your Poor troops rear support from other Poor troops – it’s a cheap way of giving them a +1 on every cohesion test, which when combined with an IC's +2 can make Poor troops seemingly invulnerable to shooting cohesion tests and reasonably durable against enemies in close combat.
Source FoG Wiki
Chris
....where life is beautiful all the time


