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Marcus Tregenza
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Field of Glory » Forums » Reviews
Field of Glory - Review
In recent weeks a number of my wargame Club’s Ancients players have been trying out a new set of rules. This is Field of Glory (FoG) by Osprey Publishing and Slitherine Software. The rules are due for release in February 2008 and several of us have been provided with an advanced set to “play-test” the rules for the publisher.

The following comments are my initial views after reading the rules several times and playing three incomplete games. While this article is not intended as a comparison between FoG and DBM I will make some observations that relate the two systems. Be warned – they are very different games.

The rules cover the ancient and medieval period from the rise of the earliest known armies through to the introduction of effective gunpowder weapons. The game scale is similar to current systems, such as DBM so there is no requirement to re-base any figures. However, due to the system of units and Battlegroups (more on this later) there may be a need for players to acquire a few more stands of figures to flesh-out specific units.

For those familiar with the DBA / DBM system these rules are a major change. For those who played WRG 7th Edition (now Warrior) or other unit-based rule-sets many of the ideas and methods used in FoG will be recognizable.

FoG is designed to play a battle with 10 – 15 units (called Battlegroups) in a 3 – 4 hour game. Each Battlegroup is made up of a variable number of stands (DBA/DBM elements) usually between 4 – 8 elements and the Battlegroups are manoeuvred by commanders as independent units which remain as a single cohesive block for the game. These Battlegroups move as a unit but the combat system allows the shooting and melee combats to be fought by those stands exposed or in contact. Battlegroups are rated by type (cavalry, heavy foot etc) training, protection level, weapons and morale ... all of which add a level of complexity which can daunt new-comers but is actually quite logical and digestible after a little experience. One aspect I particularly like is the ability for good quality troops to re-roll poor dice rolls ... very useful when you roll like I normally do!!

The command and control system rates commanders by levels of competence and applies the simple mechanic of distance from the commander to model the efficiency of the army command and control. Commanders can assist Battlegroups to manoeuvre, fight and rally. Under some circumstances a commander can provide benefit to a “group” of Battlegroups which is called a Battleline. This simple technique seems to model the efficiencies of a traditional ancient battle-line quite well.

The move system is reasonably simple and intuitive. Move distances, formations and manoeuvres (such as wheels and formation changes) are logical and well explained. One clever touch is the Complex Manoeuvre Test (CMT) which forces Battlegroups in close proximity to the enemy and who are performing a complex move to roll dice to complete the move. This makes you think twice about performing formation changes within charge range of the enemy! There is some complexity in the move sequence, fighting in two directions and the ability to feed parts of a Battlegroup into an existing melee but the rules do cover these circumstances in sufficient detail to allow an understanding by the second or third game.

The combat system appears complicated but is actually quite straight forward and is well supported by a set of good charts and tables. However, DBM it is not! Frequent players of the WRG sets will need to get a new view of how battles are resolved. One of the key differences is in the use of Cohesion Tests and the gradual loss (and re-gaining) of Battlegroup morale levels. There are more units able to shoot and skirmishers now take on the important function of forcing the heavy units to take Cohesion Tests from a trickle of shooting casualties inflicted over a long period of time. Melees now take many turns and the disintegration of Battlegroups is gradual and the effects are more subtle than one would normally observe in a game like DBM. For example the initial clash between an elite Roman Legion and a Gallic warrior band might see the legionaries “disrupted” and even lose some elements but often their better armour, better morale and close quarter training will allow them to (over 4 or 5 turns) whittle down the Gauls and cause them to break and run.

Morale rules are also important in determining the outcome of a battle. Supporting units, location of Generals, routing units, rallying units, “bolstering” (improving a unit’s morale) and the “Cohesion Test” are some of the techniques the game applies to model the impact of morale on an ancient battle.

The game is supported by a detailed set of annexes and a comprehensive glossary which is very useful when grappling with the new approach. The Army Lists provided with our test rules was quite limited but was sufficient to illustrate how armies can be assembled for both friendly games, set scenarios and competition events.

In summary, I think these rules will become the new standard for ancient and medieval wargaming. The hobby is long overdue for a breath of life and many players are becoming jaded with the peculiarities of DBM and its latest offspring DBMM. The rules have been assembled by a group of long-standing wargamers and several of the contributors are classical or history scholars in their own right. There is much to like about the new FoG ruleset:
• A well written and well explained system with lots of clear and colourful diagrams will ease the pain of learning a new set of rules.
• A return to the formed-unit approach may be considered more “traditional” or even a backward step but it certainly models many of the aspects of ancient warefare with simple ease.
• The re-introduction of skirmishers shooting has removed some of the abstraction that was employed in the DBM/DBA system but the FoG shooting system is simple and efficient to apply.
• The designers have been careful to remove the need to rebase or re-build existing wargame armies.
• The morale rules add a significant element to the game that many of us thought was seriously lacking in the current competition sets. The FoG morale rules are simple to understand and straightforward to apply. Woe to the Archon who fails to take the opportunity to bolster his flagging spear line or who leaves vulnerable Battlegroups close to a unit that breaks and routs.

While there are many positives to look forward too there are also some concerns:
• At this stage there is no introductory FoG system like DBA is for DBM or Fast Warrior for Warrior. The game system is not easily accessible to new or young players.
• While we have only had “learning” games the duration of these was quite long. I think players will have to work hard and be quite disciplined to finish games in 3 hours.
• The mechanics of FoG don’t (in the three I’ve played) return a quick result for combats between Battlegroups. Some players will need to adjust to the application of quite different methods of calculating battlefield outcomes.
• Placement of markers. Some players will be reluctant to play a system where there is a need to show losses or troop state using markers (DBM/DBA being happily free of this encumbrance). Fortunately the level of book-keeping is low and we have made some simple markers to reduce the burden.
• Unfortunately many players have had over a decade of DBx and there will some with a mind-set that will require Gauls to “quick-kill” Romans and elephants to kill everything. DBA / DBM players in particular will need to be open-minded about what is a quite different view of ancient warfare.

As long time players of DBx (and 7th Edition) my Club is "relieved" to have a sensible alternative to the WRG sets. We have now had three games of Field of Glory and we are getting over our DBx bias to see the many positive aspects of Field of Glory. I predict that Field of Glory will quickly replace the WRG sets as the casual and competition set of choice.

I heard yesterday that the Australian DBM Championships (held annually in Canberra in Jan) have been cancelled ... only 5 paid entries! This is probably due to the new interest in DBMM (which I think will quickly pass) and a parallel DBA Big Battles Competition. WRG now have too many competing sets and I think Field of Glory will fill the space for many frustrated and jaded ancients wargamers.
James Hamilton
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A good review, nice to see what others think of the rules.

I have been playing FoG for over a year now as part of the development process and it is definitley a very enjoyable game that gives IMO plausible results and rewards generalship not geometry.

Once you have played about 4 or 5 games the rules seem to click and most people rarely look at any of the charts after then. Most games with 800 point forces can easily be finished in 3 1/2 hours which is the normal time for a DBM tournament game although it is still possible for games to be incomplete in that timescale.

There is a whole heap of information on the Field of Glory website http://www.fieldofglory.com including a very active forum with battle reports and other useful stuff.
Marcus Tregenza
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So far we've tried Republican Roman:
3 x BG (6 Stands) Legionaries
2 x BG (4 Stands) Italian Cav
1 x BG (4 Stands) Triarii
2 x BG (4 Stands) Velites
1 x BG (6 Stands) Allied Medium Inf
1 x BG (6 Stands) Cretan Bowmen
1 x BG (6 Stands) Spanish Scutarii
1 x BG (6 Stands) Gallic Foot
1 x BG (6 Stands) Thureophoroi
1 x BG (4 Stands) Illyrian Cav
796 Points

Versus Neo Assyrian:
1 x BG (6 Stands) Heavy Chariots
1 x BG (6 Stands) Guard Cav
1 x BG (6 Stands) Other Cav
1 x BG (6 Stands) Guard Spearmen
1 x BG (6 Stands) Armoured Spear / Bow
1 x BG (6 Stands) Un- Armoured Spear / Bow
1 x BG (7 Stands) Triabal Light Foot
1 x BG (4 Stands) Kallapani Mounted Foot
1 x BG (4 Stands) Mounted Scouts
1 x BG (4 Stands) Levy Camelry
796 Points

We also had a 500 point Alexandrian Army against the Romans but it needs a lot of modifying to make efficient.

These lists were just thrown together so we could trial the rule system / mechanics. We'll need to spend more time on the optimising of BG sizes and mixes later.

The lists provide many options (Protected/armoured; Average/Superior; Drilled/Un-drilled; heavy foot/medium foot) so there is a fair bit of analysis required to "divine" a good mix and balance within the chosen points limit. I think that "list massaging" will be even more important in FoG than it was in DBM ... but not because of the need to get the command numbers to round-up but rather to suit each players/armies style of play.
Tom Hilder
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Great review Marcus.

Thanks.
Scott K.
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Yes, that is a very nice and balanced review, Marcus. thumbsup

Many thanks,
Scott K.
Ben Rhoads
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Thanks for the review. I am anxiously awaiting my copy here in central PA. I appreciate the time you have taken to record your observations here.

Ben
rob brennan
Hi

just some factual corrections:

your review said:
"Unfortunately many players have had over a decade of DBx and there will some with a mind-set that will require Gauls to “quick-kill” Romans"

In fact the DBx community is also moving towards a non-"quick kill" representation of Gauls in their DBMM army lists (as Bd(I), perhaps not uniformly) this is hardly surprising as the FoG authors are all past or present active members of the DBx gaming and army list-writing community.

in addition you said:
" and elephants to kill everything"

Perhaps unfortunately (or maybe realistically) DBM elephants were seriously under-powered and unless massed with appropriate support troops or against weaker players they tended to be very ineffective.

finally you said:
"I heard yesterday that the Australian DBM Championships (held annually in Canberra in Jan) have been cancelled ... only 5 paid entries! This is probably due to the new interest in DBMM (which I think will quickly pass) and a parallel DBA Big Battles Competition. WRG now have too many competing sets."

In fact DBM has been in decline in Australia since 2003 with a brief resurgance in 2005 coinciding with the hosting of the World Championships. The decline has been particularly rapid since then, see:
http://www.theiwf.org/rtgs/NatGames.htm

Most players have apparently gone to FoW.

WRG do not publish DBMM. DBM is no longer supported via printed rules updates by WRG and the army lists are gradually going out of print and not being re-printed (so far Books 2+3 are OOP). Hence the only active game that WRG supports is DBA.

rgds
rob
Pete C
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Out of curiousity, how does Field of Glory compare to Warhammer Ancient Battles? I own, tho have not played, the latter. I've played DBA once many, many years ago but don't know enough about the game to compare it to FOG.
Lorenzo Mele
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Melees now take many turns and the disintegration of Battlegroups is gradual and the effects are more subtle than one would normally observe in a game like DBM. For example the initial clash between an elite Roman Legion and a Gallic warrior band might see the legionaries “disrupted” and even lose some elements but often their better armour, better morale and close quarter training will allow them to (over 4 or 5 turns) whittle down the Gauls and cause them to break and run.



This is a point that makes me curious.
Once the combat starts over the battle line, and you have most of your units engaged, what a player does for 4-5 turns?
Roll dice?
Scott K.
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Blackpope wrote:
Once the combat starts over the battle line, and you have most of your units engaged, what a player does for 4-5 turns?
Roll dice?


Yes, but only if all of your BGs were committed to that single mass combat, as in the case of two opposing Greek phalanxes, for instance. A more complex army could meanwhile be attempting a flanking maneuver with cavalry, or perhaps bringing up reserve units, while the infantry slog continues in the center. This in fact matches well with many written accounts of ancient battles.

Cheers,
Scott

Last edited on 2008-02-19 11:40:16 CST (Total Number of Edits: 2)
Lorenzo Mele
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Still have to see reserve units on the field. By live experience and seeing many pictures armies deploy in a long line
Marcus Tregenza
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4-5 Turn Melees

In addition to the comment about other troops manoeuvring and bringing up reserves to influence the "multi-turn" melee there are two other game functions which allow you to influence the outcome.

1. Feeding troops into an existing melee. If the original clash did not allow all possible bases to fight then in the Manoeuvre Phase you can feed additional bases into the melee. The rules for this are quite straightforward and allow you to bring un-engaged troops from the rear or opposite end of the line to help in the fight.

2. The influence of Commanders. At certain points you can introduce a General to the battle, either in the front rank to support the combat or just attached to the battlegroup to try and help them recover cohesion levels lost during the fight. Both options need to be assessed carefully to get the best out of the engaged Battlegroup.

Don't worry - the process is not too complicated but much more interesting than just rollong fists full of dice.
Pat rick Condray
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Marcus

There has been a lot of interest in FoG in the miniatures community. Recently I was asked to collaborate on a review for an HMGS Chapter Newsletter, but, as I explained, I haven't done ancients since I retired my Early Archaemid Persians when WRG 6th became WRG 7th.

Your review seems much more authoritative. Would you object to its use with attribution?

If you have any questions I can be reached at pcondray@xtalwind.net .

Pat Condray
Scott K.
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Lorenzo,

In my own gaming, when deploying my Late Republican Romans, I use reserve units regularly. I often do so for my Gallic armies, as well.

Here are just a few threads from the official FoG discussion forum in which other players describe their use of reserve units:

http://www.slitherine.com/forum/viewtopic.php?t=5155&highlig...
http://www.slitherine.com/forum/viewtopic.php?t=5155&highlig...
http://www.slitherine.com/forum/viewtopic.php?t=5500&highlig...
http://www.slitherine.com/forum/viewtopic.php?t=5624&highlig...

Cheers,
Scott
Last edited on 2008-03-21 13:19:41 CST (Total Number of Edits: 1)
Graham Smallwood
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Petrov_101 wrote:
Out of curiousity, how does Field of Glory compare to Warhammer Ancient Battles? I own, tho have not played, the latter. I've played DBA once many, many years ago but don't know enough about the game to compare it to FOG.


And similarly, can anyone compare this game to Warmaster Ancients? I'm about ready to commit to WA, but I could be convinced otherwise. I love WM's leader system, with the ability to try to push units in to a heroic move. I really didn't like the Pip system from DB. How does FoG compare?

Wait, Review replies don't make the front page. I'll repost in General so someone will see and answer.
Last edited on 2008-04-22 16:23:55 CST (Total Number of Edits: 1)
Scott K.
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Comparisons of FoG to several different rules sets, including both WAB and WMA, may be found here: http://www.slitherine.com/forum/viewtopic.php?t=4417

Hope this helps!

Cheers,
Scott
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