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SIMPLE AND COMPLEX MOVES POINTS OF ADVANTAGE

Undrilled Other SHOOTING


Type of Move Move to be made (advance means any move from the advances section below) Skirmish Drilled Cv/LCh Undrilled Nearest rank of target is: POA If Shooting with:
Charges Any charge move that starts within reach of the enemy Simple Simple Simple Simple Unprot Cv not in 1 rank ++ LB, Bw, Jav, Sling
Advances
Any wheel or short move w/o a commander which starts, goes or ends within 6" of the enemy Simple Simple Simple Complex Prot Cv not in 1 rank + LB, Bw, Jav, Sling
Any other forwards move which may include a single wheel Simple Simple Simple Simple Arm Cv not in 1 rank or Arm Kn + Longbow
Double Wheels Advance with 2 separate wheels in a move Simple Simple Simple Complex
Expand 1 or 2 bases while remaining stationary Simple Simple Complex Complex Ct or Heavily Armored Kn - Bw, Jav, Sling
Expansions
Expand 1 or 2 bases followed by a simple advance Simple Complex Impossible Impossible Elephants + Any except Bw or Sling

Any one of:


Contractions
Contract 1 or 2 bases with a simple advance >=3" before or after Simple Simple Simple Complex Battle Wagons - Any except artillery
Contract 1 or 2 bases if stationary or moving <3" before or after Simple Complex Complex Impossible
Unprotected MF or HF + LB, Bw, Jav, Sling
Turn 90 or 180 while stationary Simple Simple Simple Complex - Crossbow, Firearm, Artillery
Turns
Turn 90 with simple advance before or after Simple Complex Complex Impossible Armored Foot - Any except LB
Turn 180 with simple advance before or after Simple Impossible Impossible Impossible
Turn 180, move <=3" as a simple advance and turn back again Complex Impossible Impossible Impossible Heavily Armored Foot - LB, XB, Firearm, Artillery
2nd Moves Simple advance if >6" from enemy, only if commander with BG or BL Simple Simple Simple Simple -- Bw, Jav, or Sling
Any other Foot - XB, Firearm, Artillery
MOVEMENT RATES COMPLEX MOVE TEST SHOOTING RANGES If Shooting in impact phase, to rear or by or at a BG
Troop Type Open Uneven Rough Diff Unit Type Pass On Weapon Type Effect Max
Any - in combat
LF 5 5 5 4 Drilled or Skirmishers 7 Foot Bw, LBw, XBw 4 6 In cover or behind fortifications - Any except Artillery
MF 4 4 4 3 Other Undrilled 8 Slings, Mtd Bw, Mtd XBw 4 IMPACT
Adjustments
HF
LH, Generals 7
3 2
7
2
5
1
3 Commander in LOC and in Range +1 Disr or Disord -1
Javelins and Firearms 2 Impact Foot ++ Vs. Foot
Heavy Artillery 6 12 Impact Foot Vs. Mounted unless charging shock mounted
Cv 5 4 3 1 Extra if he is with BG/BL +1 Sev Disr or
-2 Light Artillery 6 Unless FRAGMENTED or SEV DISORD, <2 ranks of
Kn, Ct 4 3 2 1 Extra if he is IC +1 Frag Non-charging Sp or Pk
Sp or <3 ranks of Pk
El 4 4 3 1 COMBAT DICE Pk or Off Sp charging foot or
LCh 5 3 2 1 Unless SEVERELY DISORDERED or <2 rank of Sp
SHOOTING non-shock mtd, OR Def Sp
HCh, SCh 4 2 1 N/A Key for Movement Rates or <3 ranks of Pk
charging Def Sp.
Artillery (unless on 2 dice per base in effective range

Any one of:


BW 3 2 1 N/A Disordered Heavy Weapons Vs. Foot
BWg) 3 dice per base outside effective
LArt 2 1 1 N/A Severely Disordered range Light Spear (Foot) + Unless charging shock mounted
1 dice per front rank base in eff. Light Spear (Mounted) Against any if no other net POA
COHESION TEST MF w/Bw, XB, or range
Reasons to test immediately Reasons to test at the end of the phase LB Elephants Against MF or HF, Battlewagons, or any mounted
1 dice per 2 bases of 2nd rank or
FRAG BG charged by other than LF A BG breaks within 3" (non-skirm ignore skirm) outside eff. range Battle Wagons Against any mounted except elephants
1 dice per front rank base Knightly Lancers Except against El, SCh, BWg, or stationary STEADY
Losing a close combat A commander in LOC is lost within 3" Cv w/Bw or XB Pk or Sp
>= 1HP3B from shooting or taking 2 hits and shot Joint Action Phase 1 dice per 2 bases of 2nd rank
Other Lancers Only in Except against El, SCh, BWg, Lancers or stationary
at by Art To bolster or rally a BG with commander Chariots 1 dice per base Open STEADY Pk or Sp
1 dice per base width from long Terrain Except against Skirmishers, El, lancers, BWg or
Situation Battle Wagons
edge only Heavy or SCh + stationary STEADY Pk or Sp
>= 1HP2B from shooting -1 Shot at by firearms or artillery
>= 1HP3B from close combat -1 Losing combat to El or SCh
LF, LH, Jav, sling, 1 dice per 2 bases in eff. range Mounted ex. El or SCh + Against MF or LF
firearm, Bw*
2 more hits received than inflicted in close cbt -1
Any 1 dice per 3 bases out of eff. range 4th rank of Pikes + If not FRAGMENTED

>=25% losses to BG overall


one MF testing for losing combat vs.
-1 of: mounted or HF in open
-1 IMPACT Uphill, defending fort. or river bank +
Non-skirmishers with threatened flank -1 Losing impact combat vs. Lancers
Scythed Chariots 3 dice per 1st rank base Charging Flank or Rear ++ Net POA regardless of other factors
Others 2 dice per 1st rank base MELEE
More than one reason to test -1 Foot losing impact vs. Impact Foot
Current cohesion state Commanders and support
1 dice per base for 1 rank of foot w/
Bw, XB, LB, or Firearm in 2nd rank,
Skilled Swordsmen + Except against El, Mtd Sw, or STEADY Sp or Pk
DISRUPTED or SEVERELY DISORDERED -1 Cmd in LOC in range or w/BG if in cmbt +1
Supporting Fire or Bw in 3rd rank, behind stationary Swordsmen + Except against El, Skilled Sw, Mtd Sw, or STEADY
Sp or Pk
HF or MF. Not allowed if LF vs. foot
+ Unless FRAGMENTED or SEVERELY

Any one of:


FRAGMENTED -2 Extra if he is IC +1 or flank/rear charge. Sp >=2 ranks, Pk >=3 ranks
DISORDERED
BROKEN -3 BG has rear support +1 MELEE
EL, Kn, Ch, Art 2 dice per 1st rank base
Heavy Weapon + Except against skilled swordsmen or skirmishers
USEFUL RULES
Battle Wagons 2 dice per 1st rank base width
Elephants + Against HF or MF, Battle wagons or any mounted
Cohesion States 114 Restricted area 74
Other troops 1 dice per base in 1st or 2nd rank
Heavy Chariots or SCh + Except against skirm., El, BWg, or STEADY Sp or Pk
Full Sequence of Play 168 Second Moves 75 Artillery -
Moving through friendly troops 47 Terrain effects 131 DEATH ROLL 4th rank of Pikes in open terrain + Unless FRAGMENTED or SEV DISORDERED
Outflanking marches 144 Glossary 133 Roll 1 dice (no quality re-rolls) Front rank has better armor + Except against hvy weapons, El, Ch, BWg, or Art
Troop charging w/o orders 58 Target priority (Shooting) 81 Elephants, Artillery, & Battle Wagons +1 Fighting in two directions -
Charges involving Skirmishers 60 Commanders in Close Combat 99 If shot at or won/drew a close combat +2 Uphill, defending fort. or river bank +
Interception charges 62 Movement of Routers/Pursuers 100 If score is equal to less than the # of hits received, remove a base.
Evade Moves 64 Moving through friendly troops 48
If a base removed and there were more than 6 hits, deduct 6 from Field of Glory Quick Reference Sheet
the total and roll again for the remainder (with same modifiers)
Created by Chris Rivers 06/18/2009
TERRAIN TERRAIN PLACEMENT
Maximum(Minimum) Die Roll Placement Adjustment
Open Enclosed Soft Steep Gentle River/ 1 Touching opponents long edge
No Change
Territory Type Open Field Broken Brush Field Plantation Gully Forest Vineyard Marsh Sand Hill Village Impassable Hill Road Coast 2 Touching own long edge
Developed 2 3 3(1) 2 1 3 1 (1) 2 1 1 3 Touching side edge or coast in
Agricultural 2 4(2) 3 1 1 2 1 1 2 1 1 opponents half Slide up to 6"
Hilly 3 3(1) 1 1 2 1 3(1) 1 3 1 1 4 Touching side edge or coast in own
Woodlands 2 2 1 4(2) 2 1 1 2 1 1 half
Steppes 4(2) 4 2 1 1 1 5 >=8" from any edge in opponents Slide up to 12" or
Mountains 2 1 1 4(2) 1 2 1 1 half pivot
Tropical 2 4(2) 2 1 1 1 1 1 1 6 >=8" from any edge in own half Can remove piece
Desert 2 2 2 1 4(2) 1 1 1 1 -1 adjustment dice for compulsory terrain
Terrain Type Open Uneven Rough Difficult Impassable Variable +1 to adjustment dice for impassable, river or coast.
GAME SETUP PROCEDURE - No piece can be placed closer than 4" from another, except any
piece can be place <4" from a coast, river or road.
1 Roll for initiative side winning initiative selects territory type - A road can be placed closer than 4" to any piece but not through
Selecting Terrain it unless a village.
2 Player with initiative selects one of the 2 compulsory terrain pieces - A river or coast counts as one piece but 2 selections. A road
3 The other player selects the other compulsory piece counts as 1 piece and 1 selection.
4 The player with initiative selects 2-4 selections of available terrain. Both a river and coast cannot be chosen. - Rivers and coasts can be removed, but not slid or pivoted.
5 The other player selects 2-4 selections of available terrain. A river, coast, or village cannot be chosen. OUTFLANKING MARCHES
Placing Terrain Roll 2 dice for each outflanking march (no rerolls)
Player with initiative places river or coast. +1 If the flank march is led by a FC
6 Player with initiative places a village[including any integral hill]. Modifiers
-1 If the flank march includes MF or HF
Player with initiative places his compulsory terrain. Score Result
7 The other player places his compulsory terrian. 9 or less Roll again next turn
Player with initiative places his open spaces. 10 or more Successful arrival
8
The other player places his open spaces. Straggling Test
Player with initiative places the rest of his terrain On the turn the flank march arrives, roll 2 dice for each
9
The other player places the rest of his terrain BG to see if it is straggling. Straggling BGs will not
10 Remove all open spaces arrive in time for battle
Army Deployment For each number, player in turn, starting with player without initiative Modifiers
Places FFs <=10" from rear edge, <=15" if in central 1/3 of the table. +1 Drilled troops or skirmishers
11 Places his camp <=10" from rear edge or behind FF. -1 MF or HF
Places any ambush markers in the 2 outer thirds of the table, <=18" from rear edge if without initiative, up to half-way across table if with initiative. A BG is straggling if it scores less than 5. Quality
12 Records outflanking marches - commander, BG and which flank rerolls apply.
13 Deploys BGs in alternate 25% batches. Skirmishers <=15" from rear edge, other troops <=10" from rear edge. INITIATIVE MODIFIERS
14 Commits to dismounting if any +1 CinC is FC
15 Deploys commanders <=15" from rear edge. +2 CinC is IC
+1 >=10 bases of LH, LCh, or Cavalry
TERRAIN EFFECTS AND VISIBILITY +2 >=25 bases of LH, LCh, or Cavalry
Open Fields An area of cultivated land, either open or divided by shallow irrigation ditches
Broken ground A mostly open are, with some rocks or scrubs TERRAIN PIECE SIZES
Brush An area mostly covered by substantial brush or rocks, etc. LF wholly inside are only visible within 4". Pieces must fit within circle and be able to completely fit rectangle
Enclosed Fields An area of cultivated land divided by walls. Counts a cover for troops wholly inside. LF wholly inside are only visible within 4" inside.
Plantation Counts as cover for bases wholly inside. Troops visible within 4". Troops can only shoot in 1 rank. Blocks LOS
Gully No uphill advantage. Troops are only visible from outside within 1". Troops in a gully can see outside
Forest Counts as cover. Shoot in 1 rank. Troops are visible within 2". Block LOS
Vineyards Counts as cover. LF are only visible within 4"
Marsh LF are only visible within 4"
Soft Sand LF are only visible within 6". Camelry count as rough 4"x6"
Village Counts as cover. Shoot in 1 rank. Troops are visible within 2". 4"x6"
Steep Hill Close combat advantage. Troops can shoot over troops below. Troops beyond crestline only visible within 1"
Impassable No troops can enter. Any troops forced into it are destroyed. 12" diameter
Gentle Hill Close combat advantage. Troops can shoot over troops below. Troops beyond crestline only visible within 1" circle 16" diameter
Road Must pass through or touch a village, if present and must connect 2 different table edges. No more than 1 a short edge. Max length 60" circle
Coast Extends up to 6" from short edge. Impassable to troops Normal
River Up to 4" wide, entirely within 6" of side edge. Placing side dices for its difficulty at placement. 1=uneven, 2,3=rough, 4-5=difficult, 6 = impassable. Piece, 1 Large piece, 2
selection selections (1 if
compulsory)

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