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INTRODUCTION Introduction to Feld of Glory Design Philosophy ‘THE BASICS What You Need to Play Field Of Glory Measurement Bases TROOPS Troop type Troop Function Categories Camps BATTLE GROUPS Battle Group Formations Battle Group Quality (Quality Re-Rolls) Battle Group Cohesion Levels Battle Group Disorder COMMAND AND CONTROL Commancers Battle Lines STARTER ARMIES PLAYING THE GAME Setting up a game Playing the game Turns and Phases GENERAL MOVEMENT RULES Movement Rules Mave Distances and Disorder Simple anel Complex Moves Difficult Forward Moves Advances ‘The Complex Mave Text (CMT) Wheeling ‘Turning 90 Degrees Turning 180 Degrees CONTENTS it 13 2 a7 31 35 39 shifting Expansions Contraction Variable Moves, Moving Through Friendly Troops Movement of Commanders Moving Brom an Overlap Position ‘Troops Leaving the Table IMPACT PHASE st Declazation of Charges Legal Charge Contact Charging With Your Bartle Groups Formation Changes When Charging Charging to Contact and Stepping Forwards Charging a Flank or Rear ‘Troops Who Cannot Charge Troops Who May Charge Without Orders Attempts to Charge or Receive a Charge ‘With Skinmishers ‘Charging With Missile-Armed Foot Troops Artempis to Charge When Disrupted or Fragmented ‘Being Charged Whi Possible Responses to Charges Sequence of Charges and Responses Resolving Impact Phase Combat Frogmented MANOEUVRE PHASE Reforming Conforming to The Enemy in Close Combat Feeding More Bases Into an Existing Melee Restricted Second Moves Moving Into Contact With Enemy Battle Groups Battle Groups Already in Contact But Not Yet Committed to Close Combat Moving Into Contact With the Enemy Camp SHOOTING PHASE 79 Ranges Movement and Shooting ‘Target Priority Are of Fire Line of Sight and Visibility Overhead Shooting Shooting and Close Combat Resolving Shooting MELEE PHASE 85 Overlaps Melees That Cannot Line Up Fighting The Enemy in Two Directions Resolving Melees Sacking Camps THE COMBAT MECHANISM 89 Deciding How Many Dice to Roll Allocating Combat Dice Scoring Hits ~ Points of Advantage Accumulating Hits and Taking Cohesion Tests Support Shooting in the Impact Phase Commanders in Close Combat Fighting Broken Troops Movement of Broken Troops and Pursuers An Example of Close Combat JOINT ACTION PHASE 105 ‘Outcome Moves in The Joint Action Phase Commanders in The Joint Action Phase BATTLE GROUP DETERIORATION Cohesion Tests The Test The Effect of Cohesion Levels Death Rolls Base Removal Autobreak VICTORY AND DEFEAT SPECIAL FEATURES Hephants and Camels Seythed Chariots Field Fortifications Portable Defences Orb Formation REFERENCE SECTION Appendix 1: Scales, Base Sizes and Detailed Troop Types Appendix 2; Battlefield Terrain, and Disorder Effects Appendix 3: Glossary Of'Terms Appendix 4: Set Up Rules Appendix 5; Army Composition and the Points System sibility Appendix 6: Choosing, Painting and Using Your Army Appendix 7: Examples of Unusual Situations Appendix 8: Full Turn Sequence FURTHER INFORMATION INDEX PLAYSHEETS ML 7 119, 123 169 171 173

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