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 GroupsBattle 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
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119,
123
169
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