Field of Glory - Quick Reference Sheet
Field of Glory - Quick Reference Sheet
Field of Glory - Quick Reference Sheet
PUBLISHING
SHOOTING
2 3 4 5 6
CLOSE COMBAT
3 4 4 5 5
2 dice per base in effective range 1 dice per base outside effective range 1 dice per base of 1st shooting rank in effective range 1 dice per 2 bases of 2nd shooting rank or outside effective range 1 dice per base of 1st shooting rank 1 dice per 2 bases of 2nd shooting rank 1 dice per base 1 dice per base width from long edge only 1 dice per 2 bases in effective range 1 dice per 3 bases outside effective range
IMPACT
Scythed Chariots Others
Supporting fire (not light foot vs foot)
3 dice per 1st rank base 2 dice per 1st rank base (BWg 2 dice per front rank base width) One rank of foot with bow, longbow, crossbow or firearm in 2nd or (if bow) 3rd rank behind stationary medium or heavy foot in combat: 1 dice per base (0 dice vs flank/rear charge)
MELEE
Elephants, knights, all chariots, artillery Battle wagons Other troops Overlaps 2 dice per front rank base. No dice for rear rank bases of any type
2 dice per front rank base width. No dice for rear rank bases of any type 1 dice per base in 1st or 2nd ranks As above
ALL
LF or LH in impact or melee
EFFECTIVE MAXIMUM
4 4 2 6 6 6 12 DISR or DISORDERED
THEN
Lose 1 dice per 3 Dice loss for Disruption, Fragmentation, Disorder or Severe Disorder is not cumulative, but whichever is worst applies.
SHOOTING POA
++ + + + + --
If shooting with:
Armoured foot
Heavily armoured foot
longbow, bow, javelins or sling longbow, bow, javelins or sling longbow bow, javelins or sling any except bow or sling any except artillery longbow, bow, javelins or sling crossbow, firearm or artillery any except longbow longbow, crossbow, firearm or artillery bows, javelins or sling crossbow, firearm or artillery any if shooting in impact phase, to rear by LH or LCh or at or by a BG in close combat any except artillery against any foot against any mounted, unless the foot are charging shock mounted unless FRG or SEVERE DISORDER or less than 2 ranks of spear or 3 of pike unless SEVERE DISORDER or less than 2 ranks of spear or 3 of pike unless SEVERE DISORDER or less than 2 ranks of spear against any foot unless charging shock mounted against any if no other net POAs against heavy or medium foot, BWg or any mounted against any mounted except elephants except against El, SCh, BWg or non-charging STEADY Pk/Sp except against lancers, El, SCh, BWg or non-charging STEADY Pk/Sp except vs skirmishers, lancers, El, BWg or non-charging STEADY Pk/Sp against any medium or light foot unless FRAGMENTED net POA regardless of other factors against any except El, mounted Sw or STEADY Pk/Sp against any except El, Sw, SSw or STEADY Pk/Sp unless FRAGMENTED or SEVERE DISORDER against any except SSw or skirmishers. Cancels enemy armour POA against heavy or medium foot, BWg or any mounted against any except skirmishers, El, BWg or STEADY Pk/Sp unless FRAGMENTED against any but heavy weapon, El, Ch, Art or BWg
Impact Foot ++ Impact Foot Spearmen or pikemen if not charging Pk or Offensive Sp charging foot or non-shock mtd Defensive Sp charging Defensive Sp Heavy weapon Light spear (foot) Light spear (mounted) Elephants Battle Wagons Knightly Lance Only in Other Lance open terrain Heavy or Scythed Chariots (P135) Mounted except El or SCh + Extra for 4th rank of pikemen + Charging flank or rear ++ Uphill or foot defending field fortifications or river bank + Skilled Swordsmen Swordsmen Spearmen in 2 or more ranks or Pikemen in 3 or more ranks Heavy weapon Elephants Heavy or scythed chariots Artillery Extra for 4th rank of Pikemen in open terrain Better Armour (front rank) Fighting enemy in 2 directions Uphill or foot defending field fortifications or river bank
Any one of.. Any one of..
+
IMPACT
+1 on dice for elephants, artillery or battle wagons. +2 on dice if shot at, or if won/drew close combat If a base was lost, and there were more than 6 hits, deduct 6 from the hits and roll again for the remainder
AUTOBREAK (P116)
INITIAL BG SIZE
2 4 6 8 9 10 12
n/a 1 2 3 3 3 4
n/a 1 2 3 4 4 5
1 2 3 4 5 5 7
1 2 4 5 6 6 8
MELEE
+ + + + + + + + +
OSPREY
PUBLISHING
TROOP TYPE
Skirmishers
MOVE TO BE MADE
Charge directly forwards Wheel and charge enemy in range Difficult forward move with no more than a single wheel Any other forward move with no more than a single wheel A forwards move including 2 wheels Expand frontage by 1 or 2 bases while stationary Expand frontage by 1 or 2 bases followed by a SIMPLE advance Contract frontage by 1 or 2 bases with simple advance of at least 3 MUs before or after Contract frontage by 1 or 2 bases while stationary or with advance of less than 3 MUs before or after Turn 90 or 180 deg while stationary Turn 90 deg with a SIMPLE advance before or after Turn 180 deg with SIMPLE advance before or after Turn 180 deg, move upto 3 MUs in a SIMPLE advance and turn back again
Drilled
Double Wheels
Expansions
Battle troops Undrilled Cavalry or Light Chariots Simple Simple Simple Simple Simple Complex Impossible
Simple
Complex
Other Undrilled
OSPREY
PUBLISHING
Contractions
VMD (P47)
ROLL ONE DIE (QUALITY RE-ROLLS DO NOT APPLY)
1 2 3 or 4 5 6 -2 MUs -1 MU Normal distance +1 MU +2 MUs
Turns
OPEN
UNEVEN
ROUGH DIFFICULT
4 3 1 3 1 1 1 1 N/A N/A N/A
PAGE
60 60 60 58 60 41 122 121 101 107
SEVERELY DISORDERED
-1 -2 -3
+1
+1 +1
RESULT
Passed Failed
Failed
Rise one cohesion level if testing to bolster or rally the battle group. Drop 1 cohesion level (unless testing to bolster or rally the battle group). Drop 2 cohesion levels IF testing for close combat in which BG received at least 2 more hits than inflicted, OR if testing for seeing friends break or commander lost.
Otherwise drop 1 cohesion level (unless testing to bolster or rally the battle group).
USEFUL RULES
RULE SECTION
Cohesion states Difficult forward moves Full sequence of play Moving through friendly troops Outflanking marches Restricted area Second moves Terrain effects
PAGE
114 41 168 47 144 74 75 131
OSPREY
PUBLISHING