I want to design my own scenario, after visiting the actual site. I want to use the armies provided in the Immortal fire Expansion pack How do I get those troops in my do it yourself scenario?
Any techniques on creating a walled city?
Any progress on getting buildings, or were battles always fought on wide open plains? I think not.
Design your own battle question
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DustyTrails
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stockwellpete
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Re: Design your own battle question
In the scenario editor you can access all the troops from near the middle/bottom of the screen. I assume you would have to have Immortal Fire installed.DustyTrails wrote:I want to design my own scenario, after visiting the actual site. I want to use the armies provided in the Immortal fire Expansion pack How do I get those troops in my do it yourself scenario?
Any techniques on creating a walled city?
Any progress on getting buildings, or were battles always fought on wide open plains? I think not.
A walled city? Yes - you can make a reasonable attempt by using the impassable terrain option to make the walls. Inside the walls you can use the hill facility to create the battlements so that the defenders are shooting down at the besiegers (just set the hill facility to level 1 and run a hexline next to the wall squares. For the entrances I put broken ground on two hexes to slow movement up. You can also use "water" to create a moat. So there is a fair bit you can do - it is not perfect but it can add some characte to a scenario.
I agree that the availability of buildings would take this game on another notch.
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TheGrayMouser
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DustyTrails
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Re: Design your own battle question
Thanks! I've used the impassable terrain/ hill combo as well. The "gates to the city" are a problem. I have tried 'steep hills' and 'broken' combo but Have not been happy. broken on top of steep hill was awful for defender. I'm field testing the moat idea as I type. That may be too impossible.In the scenario editor you can access all the troops from near the middle/bottom of the screen. I assume you would have to have Immortal Fire installed.
I bought and installed Immortal Fire just to get a better trooper. I don't the see Syrcusans troops show up on the sword icon, just the set from FOG. I'll look again
A walled city? Yes - you can make a reasonable attempt by using the impassable terrain option to make the walls. Inside the walls you can use the hill facility to create the battlements so that the defenders are shooting down at the besiegers (just set the hill facility to level 1 and run a hexline next to the wall squares. For the entrances I put broken ground on two hexes to slow movement up. You can also use "water" to create a moat. So there is a fair bit you can do - it is not perfect but it can add some characte to a scenario.
I agree that the availability of buildings would take this game on another notch.
The scenario as I have play tested is a draw at 25 turns. Actual siege I am loosely basing it on was 8 months, and that won't work. Any idea the time span of a complete turn is? Also I've wondered just how many turns could be supported with supplies on the individual fighting man. ranged weapons really seem to wear out after 8-10 turns of pumping javelins/rocks/arrows out.
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Ermolov
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Re: Design your own battle question
Well this system isn't really meant to play out siege combat. Sieging isn't exactly meeting on the Field of Glory as the title intends and I don't think is within the imagined scope of the rule set. I can't be quoted but I think each turn is around 5 minutes? Though the workarounds mentioned are ok enough to represent the moment when there is a breech in the wall an an assault is begun.DustyTrails wrote:
The scenario as I have play tested is a draw at 25 turns. Actual siege I am loosely basing it on was 8 months, and that won't work. Any idea the time span of a complete turn is? Also I've wondered just how many turns could be supported with supplies on the individual fighting man. ranged weapons really seem to wear out after 8-10 turns of pumping javelins/rocks/arrows out.
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stockwellpete
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But if you make the defender "medium foot" and the gate hexes one level below the city or castle battlements then the MF should hold the gates OK (unless weakened by missile fire first). They will certainly fight off any HF that come at them.DustyTrails wrote:Thanks! I've used the impassable terrain/ hill combo as well. The "gates to the city" are a problem. I have tried 'steep hills' and 'broken' combo but Have not been happy. broken on top of steep hill was awful for defender. I'm field testing the moat idea as I type. That may be too impossible.]
No idea of time span really. Maximum turns in a game is usually 24 so roughly each turn can be anything between 20 and 40 minutes (depending on time of year and amount of daylight. I don't think you can represent sieges in FOG very well. In your example one turn would roughly equal one week. But you can do assault-type scenarios e.g. Muret 1213 or Castillon 1453.The scenario as I have play tested is a draw at 25 turns. Actual siege I am loosely basing it on was 8 months, and that won't work. Any idea the time span of a complete turn is? Also I've wondered just how many turns could be supported with supplies on the individual fighting man. ranged weapons really seem to wear out after 8-10 turns of pumping javelins/rocks/arrows out.
I would like to see the issue of supplies brought into the game. In some battles archers did run out of arrows. Not holding my breath about this though.