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Field of Glory Rulebook: Ancient and Medieval Wargaming Rules PDF

175 Pages·2008·26.923 MB·English
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Preview Field of Glory Rulebook: Ancient and Medieval Wargaming Rules

CONTENTS 7 Shifting • INTRODUCTION introduction to field of Glory Expamions Design Philosophy Contraction Variable Moves • THE BASICS II MovingThrough FricndlyTroops What You Need to Play Fidd of Glory Movement ofComrnanders Measurement Moving From all Overlap Position Sases Troops Leaving the Table • TROOPS 13 • IMPACT PHASE 51 Troop type Declaration of Chal}les Troop FWIC\ion C<llcgories Legal Chargc Cmltaet Camps Charging With Your Battle Groups Formation Change~ When Charging • BATTLE GROUPS 21 Charging to Contact and Stcpping Batlie Group Formalions Forwards Battle Group Quality (Quality Re-Rolls) Charging a Flank or Rear Battle Group Cohesion Lewis Troops Who Cannot Charge Battle Group Disorder Troop'!. Who May Charge Without Order~ • COMMAND AND CONTROL 27 Attempts to Charge or Receive a Charge Commanders With Skirmishers Battle Lines Charging With MiSSile-Armed Foot Troops Attempts to Charge When Disrupted • STARTER ARMIES 31 or Fragmcll\cd Being Charged While Fragmented • PLAYING THE GAME 35 Possible Responses to Charges Setting up a game Seq\lenCe of Charges and Responses Playing the game Resolving Impact Pha\c Combat Turns and Phases 39 • MANOEUVRE PHASE 69 • GENERAl MOVEMENT RULES Reforming Movement Rules Conforming to The Enemy in Close Move Distances aJld Disorder Simple and Complex Moves Combat Feeding More Slses IntO an Existing Difficult Forward Moves Melee Advance!. The Complex MoveTest (eMT) Restricted Area Second Move!> Wll(~eling Turning 90 Degrees Moving Into Contact With Enemy Battle Groups Turning 180 Degrees Bailie Groups Already in Contact But • SATILE GROUP DETERlORATJON III NmYet Committed to Close Combat Cohe~lon Tem Moving Into Contact With the Entmy The Tt'st Camp The Effect of Cohesion Ltveis Death Rolli • SHOOTING PHASE 79 Base Re mon.l Ranges Autobreu Movement and Shooting Target Priority • VICTORY AND DEFEAT 117 Arc ofFire Line of Sight and Visibility • SPECIAL FEATURES I 19 Elephants and Cillleis Overhead Shooting SI. ythcd Chariots Shooting and Close Combat Field FortifiutiOIU Resolving Shootmg Portable Defences • MELEE PHASE 85 Orb Formation Ovcrlaps • REFERENCE SECTION III Melees That Cannot Line Up Appendix I: Scales. Base Sizes and Fighting The Enemy in 1\\0 Dircltioil!. Detailed Troop Types Resolving Melee~ Appendix 2; BaulefieidTerrain, Visibility Soltklng Camps and Disorder Effects • THE COMBAT MECHANISM 89 Appendix 3: Glossa.ry Of Terms Detiding How Many Dice to Roll Appendix 4: Sct Up Rule~ Allocating Combat Dice Appendix 5: Army CompositiOn and the Scoring Hlt~ - Points of Advantage Points System Accumulating Hhs and Talang CoheSion Appendix 6: Choosing. Painting and Te~ts U!>lng Your Army Support Shooting in lile Impacl Phase Appendix 7: Examples or Unusual Comma.nders in Close Coml».l Siruations Fight!ng Broken Troops Appendix 8· Full Turn Sequence Movement of Broken Troops and FURTHER INFORMATION 169 Purrucfi An Example or Close Combal INDEX I 71 • JOINT ACTION PHASE 105 PLAYSHEETS 173 Outcome in The Joint Action Phase Move~ Commanders in The Joint Action Phase • FIELD OF GLORY INTRODUCTION TO FIELD OF GLORY Fltld of GklfY ha..~ heen designed in an approachable To make the rule .. ea<;ler to follow, we have and e.as)' 10 learn manner (hat a.llows pla~'ers Illduded numerous diagrams and photograph .. , to concentrate on reahstic deplotment .. and I~elher with a number of ~rul TIPS to a..!,Sist battlefield tactics, elinunating much of the )"Our game-pIa)' c\:lraneou... . minutiae of past rules and allO\ving We ha\'t' also included detailed "p.tems, us 10 caplUre the atlllosphere of baule!); ranging e)(ample~ and expl.lIlations, such a. . the predse from lhe dawn of hislOr) to medieval IlIne~. definition of lroop types. along with some guides TIllS ~rle~ 1<; intended to give both beginner and to chomlllg and paInting an army and hattIe-field experl warganwrs everything they need to play taClks to gel you going. but IllCse ha~'c been put the baltle~ of the ancient ilnd medleval worlds in appe-ndke<; at the end !!.O as to make the on their tablctop~, reading of the core ruJ~s ~asier, Thh book I~ designed to bOlh explain the game and be a reference gUide when playing_ INTRODUCTION Crttk Commonder pions his campaign DESIGN PHILOSOPHY - - - - -- - - - - - - or the centre, or a ~·weeping charge. Subordinate: This sectlon explains the rationale behind the differem tI.~rrn~ u.!.cd. and outlines lhe design to these was another la~'er of (;ommand('rs who concepts and ilpproaches that we have adopted controlled tut variOIlS tattical formation" which generall), consistt'd of a mUllber of units grouped ulh member of the Fidd of Glory design team has a keen imerest in andell\ and ml-dievalltislory. together. In Fi~ld of Glory we callthesc formations and bet\~11 us ' ....e have ;unas~d over 100 year; battle groups. In Field of Glory rou will take command of an of wargaming experience. army whit:h cotl!!im of approximately 10 IS [n this Field of Glory rulebook., you take the role oflhe army commander and Ills SClllor generals. giving lhe rule~ a lOp down -;tylc and feel. War elephants auack! Historical accounts de~ribe hattle~ as a series of c\'ents and p!ascs, rather than solely an account of comtilJl1 action. With Field of Clory. we have also tried to reReet thiS ebb and Row of evems on the battlefield. Armies of lhi<. era had common theme. it whatever their organisatiOn at the micro level. Each had a commander· in -chief and a few senior commanders who would take (;onlrol of a wing, 9 FJELD OF GLORY battle groups led by the C-in-C and hi~ <;enior or.hcrs would he enormous. Fldd of Glory will allo~ to see what might haw been had the...e fortCl (ommander~. The game has been designed to }UU been equally matched, using a points system, a ensure Ihat, illst a~ in reality, the comrnandcr~ (you) arc fully occupied with decision making each army can then lx- ~aled up or down whil~ retailung an individual mix and halance of troop' from the outset. Your key objective is to OUI01.LJloeuvre the enemy army and concentrate to create "what if" encounten.. We !olaned with a blank sheet of paper alll your forces it critical points i.n the banlc. This looked at a Wide range of possible mecilanislTIJ will then demoy the enemy's will to figln. deal Some cont:cplS are entirely ncw. Others may 100 a devastating blow \0 the morale of their commanders (your opponent) and allow you familiar al fil'!;t glance, but interatt with the rej of lhe rules in a complctely new way, givin lowln Our compmion army liM hooh will contain Field of Glory a style all ilS own. In FJdd of Glory our most important objecth'e hisloriLal overview,> md the organisatlon of hundreds of accuratdy rescarthed an11ies. ensuring 10 make tile game fUll to play whilst retaining that your battles will be able to have a realistic and strong hislOrical feel. So whether you fanq bein Alexander the Great or Ghcngis Khan, it's up J hbloricai feel. you, happy gaming and may your dice roU higl Also, in reality. ')OlUC an11ies would be relatively small, consisting of a.~ few as. 5,000 men, whil~t A Chinese Army prepares for baule 10 FiElD OF GLORY WHAT YOU NEED TO PLAY FIELD OF GLORY ------- Au 0PPOIiCIlI; gallle'> can be pJa}l!d with one Width These figuri lie .. can be of any ~a1e. pla~l!r Oil ca,h ~ide. solo. or Wilh multiple Hov·:ever, tho(,C whlth work hest With the pla)'crlI on calh ~Idc, rules arc J Smm or 2S128mm tall. The~ A tinJelop/hoard - (he game lS ideall)' (all be casil} obtained, cilher painted or d\:'~ignt.>d to be played 011 all area of ISOUll wlpaimed from a Wide range of truppliers. (or 72") X 120LI11 (or 48"), but smaUcror Terrain for your hattlefield. such as hills. larger ~pac~s Lall he med. rivcr~. Il\arsh('~ and Ml 011 These arc all Two opposmg anllLe~ of miniature figuri.ues. ttJJ11t1len':lally available and described in paHlll-d ;rn(/ mounted on haM!s of the same more delollllalN Dke: Normal cube~ numbered I to 6 (d6). TIP! Ideally, Nlh pla)'cr should ha\'~ about 10 of one wlour and 5 each of 1\1,.0 orher colours. Whlth figun: seall' you (home is A means of mca .. uring di.stances: a tape unlmp0rliOi in Field of Glof) it, the • nllrs.11\.' designed 10 suit iill}' '>1:011('. mea~ure. or a ~t of mea-.uring stick!, marked off in inc:he\ or mm . MEASUREMENT Measuring dislanccs tn Firld of Glory i~ by moremtnl either 2Smm or I Indl, a~ agreed by the players UnifJ. One mOVC!1lent lUlll, or MU for short, I~ or decickd h} tournament orgaMt!N. BASES A 1la.sC is a renanglc on whit·h model figurines needs to he +Omm Wide. For 2S1l8mm figures. art" Illoumc<! Tht' number and type of figurines it i~ 60mm Wide. The depth of base~ and the gM's a vi~ual indication of the troops imoln'. .< i. number of figurcs whic.:h can bt.- mounted on Eath base rcpre.'iCllts a certain number of auual eac.:h ha~c are listed III Arpendix I. men, and this is explaUled in further detail in Field of Glury featllre~ J Wide range of different Appendix I In Field of Gluey, the number of troop types. The~ reflec.:t the huge variety that ba~es needed to form a baltic group is specified cxi!.ted in arnll~ of the period. ~s of different in ollr companion ann) hst hoob. The!oe are the troop t}pe!i ire repre,emcd in a llumbc.rof \\"a}"!i. pla)illg pi("I.:cs in FldJ of Glory. fist moving, lightl) eqUipped troop!. will usually All Ihe figunnes used in Field of Gluey are ha\c fe\l,.cr figurine~ on a base than slo .... er moulHed on balles of the same Width. When mo\·ing. heaVily armed warrior~. using J Smm or smaller ~cale figures, the base 12

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.