Field of Glory II "Rise of Macedon" - Join the Tournament
We are pleased to announce another Field of Glory 2 public tournament: "Rise of Macedon"
This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system and anyone who has Field of Glory II can enter. You do not need to own any DLCs to enter.
To enter, go to the tournament page here: Tournaments
The first round will commence on Monday 1st February 2021 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.
This tournament will involve three rounds. Each round will last 14 days. The battles will be Medium-sized custom battles:
Greece 338 BC: Macedonian 355-329 BC vs Greek 460-281 BC. Mediterranean Agricultural.
Persia 333 BC: Macedonian 355-329 BC with Greek 460-281 BC allies vs Persian 419-329 BC. Mediterranean Agricultural.
India 326 BC: Macedonian 355-329 BC vs Indian 500 BC-319 AD. Tropical. (Note that the Macedonians use the 355-329 list, rather than the 328-321 list, to prevent them from having elephants in this battle).
Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.
First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.
The scoring system is as follows:
If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.
If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.
Field of Glory 2: Medieval - Out on February 4th
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Gather the army, sharpen the swords and prepare the best strategy, Field of Glory 2: Medieval arrives on February 4th and the battle can finally begin.
Get ready to relive the greatest battles in history in the High Middle Ages between 1040 AD and 1270 AD. You will be able to take control and rewrite the results by controlling the troops that are characteristic of the time.
Lead your chosen army and its named generals to victory in set-piece historical battles or "what-if" custom battle situations against an AI or human opponent.
Home of Wargamers Live - Field of Glory II: Medieval
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On November 12 we will finally reveal Field of Glory II: Medieval, an event totally dedicated to the new standalone game by Byzantine Games.
Don't miss the live broadcast that will kick off at 5pm BST / 12pm EDT / 9am PDT on our Twitch channel. We will talk about the game and interview its creator Richard Bodley Scott who will stay with us to answer your questions in chat.
After the event, don't go anywhere, because we will also be showing an historical battle played exclusively by Richard Yorke.
Get comfortable and make our Twitch channel your home for this special event. We look forward to seeing you there.
Field of Glory II “Rise and Fall of Carthage” - Join the Tournament
Ready for battle in Field of Glory II: Medieval? Why not sharpen your sword first and warm up your skills in the new Field of Glory II - "Rise and Fall of Carthage" Tournament.
We are pleased to announce another Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.
The action begins Monday 26th October 2020 at 10.00 am GMT and anyone who has Field of Glory II can enter. You do not need to own any DLCs to enter.
To enter, go to the tournament page here: Tournaments
General tournament rules can be found here: Rules ------------------------------
For this tournament we have specific rules:
5 rounds. Each round will last 14 days. The battles will be Medium-sized custom battles:
1. Krimisos Campaign 341 BC: Carthaginian 410-341 BC vs Syracusan 412-281 BC. Mediterranean Agricultural.
2. Pyrrhos’s Sicilian Campaign 277 BC: Carthaginian 280-263 BC vs Pyrrhic 280-275 BC. Mediterranean Agricultural.
3. First Punic War 255 BC: Carthaginian 262-236 BC vs Roman 280-220 BC. Mediterranean Agricultural.
4. Conquest of Spain 230 BC: Carthaginian 235-146 BC vs Spanish (Iberian) 300-10 BC. Mediterranean Hilly.
5. Second Punic War 202 BC: Carthaginian (Hannibal in Africa) 202 BC vs Roman 219-200 BC with Numidian 341-56 BC allies. Mediterranean Agricultural.
Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.
First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.
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The scoring system is as follows:
· If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.
· If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.
Examples:
1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.
2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.
3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).
Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.
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Byes:
If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.
Round times and timing out:
Each round will last 14 days.
Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.
Field of Glory II: Medieval is coming soon
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Field of Glory started out as a tabletop wargame over a decade ago. Designed by Richard Bodley Scott, Simon Hall, and Terry Shaw, the tabletop ruleset redefined wargaming by introducing unprecedented production values as well as setting new standards for the hobby.
Richard Bodley Scott went on to port that experience for PC players and therefore gave new life to Field of Glory with Field of Glory II. Field of Glory II has been such an incredible success among wargamers worldwide, with over ten million multiplayer matches played in three years. It has 90% positive reviews on Steam and a Metacritic of 84 and has become a benchmark for the genre, so much that official tournaments attract hundreds of players across the world and the demand for new content is increasing fast.
The announcement of Field of Glory II: Medieval starts a new page in the franchise. Set in the High Middle Ages from 1040 AD to 1270 AD, which is the heyday of the mounted knight and the time when the entire European continent was in turmoil.
Field of Glory II: Medieval is a deep, maniacally researched game of battles. Armies, equipment, alliances, formations; everything is accurate to the finest detail.
It’s not a game for everyone, but a deep wargame for dedicated wargamers. But it is also a beautifully crafted product that is yet again delivering in its mission to redefine the wargaming experience and bring fresh life to the genre. It also expands boundaries by attracting new players to the franchise.
Beta signups start today for an expected release in Q1 2021. Apply now.
Field of Glory II has been updated to Version 1.5.32
Field of Glory II has been updated to Version 1.5.32
Have a look at the changelog below
Version 1.5.32 patch Notes:
• Hotseat Mode o It is now possible to switch back and forth between Hotseat mode and AI mode during the course of a battle. You can turn Hotseat mode On and Off in the Settings menu. The change takes effect on the next enemy turn - not including their first (Deployment) turn. o This allows you to start a Custom Battle in Hotseat mode, do Force Selection and Deployment for the enemy side, then switch to AI mode to fight out the battle. To do this, you need to set Hotseat mode On in the Settings menu before starting the battle, and then switch it Off again at any time before the enemy second turn. o To allow the above to work correctly, the enemy side (like the player) does not get a move on its first turn when the game is started in Hotseat mode.
• Empires Battles: o Maximum battle size before scaling is now affected by the Conversion Ratio setting. i.e. If you set the Conversion Ratio to 150% of default, the battle will not scale unless the larger side has more than 36 Empires units, and the scaling will be based on that figure and not the default figure of 24.
• Units: o Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/ o Added 5 new Irregular Foot units from TT Mod. (Iranian-style, Non-Iranian Middle-Eastern style, Skythian, Ligurian and Nubian.) o Added Takabara textures from TT mod. o Added Early Cataphracts from TT Mod. o Added 4 new Late Roman cavalry units from TT Mod: Clibanarii, Cavalry, Veteran Cavalry, Equites sagittarii. o Animations have been revised for crossbowmen and axemen. Note that because of a change to scaling, crossbowmen in games saved with a previous game version will show as huge. This won’t affect gameplay.
• Army Lists: o Numerous army lists have been updated to use the new units.
• Epic Battles: o The following Epic Battle scenarios have been updated to use the new units: Thymbra, Chaironeia (86 BC), Tigranocerta, Adrianople, Argentoratum, Chalons, Frigidus, Maranga.
• Bug Fixes: o Fixed issue that could cause late arriving troops (e.g. flank marchers) to be treated as part of the same group move command as some inappropriate on-table troops.
• Manual: o Correction - Section 15.2: “Moreover, a unit cannot drop cohesion twice in the same turn from shooting, nor from close combat. (But can drop once for each, and in some circumstances can double drop from close combat). Note that melees that were not resolved before hitting End Turn are resolved automatically and count as part of the preceding turn for the above purpose. Also, a unit that is Fragmented may break (without waiting to be contacted) if charged by another unit, even if it became Fragmented as a result of a previous impact close combat this turn.” (The previous statement that cohesion could drop from each of shooting, impact and melee in a turn was incorrect.)
• Modding: o By request, here is a list of scripts and other major files changed since v1.5.30: ArmyList.txt Squads.csv Squads.xlsx Helpers.bsf Slith_RandomMap2.bsf AITools.bsf CampaignTools.bsf LiaisonTools.bsf Macros.bsf MoreScenarioTools.bsf BattleCommon.bsf
Slitherine 20th Anniversary Tournament for Field of Glory II
We are pleased to announce another Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system. This time we are showcasing the new units added in update v1.5.30.
Anyone who has Field of Glory II can enter. You do not need to own any DLCs to enter. To enter, go to the tournament page here: https://www.slitherine.com/tournaments/1/0
The general tournament rules can be found here: https://www.slitherine.com/tournaments/rules
The first round will commence on Monday 6th July 2020 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.
Specific tournament rules:
This tournament will involve three rounds. Each round will last 14 days. The battles will be Medium-sized custom battles: - Chremonidean War 265 BC: Spartan 280-223 BC vs Macedonian 320-261 BC with Greek 280-228 BC allies. Mediterranean Agricultural. - Tribal Wars 90 AD: Dacian 89-106 AD with Sarmatian 25-375 AD allies vs German Foot Tribes 105 BC-259 AD. North European Agricultural. - War against Attila 451 AD: Roman 425-492 AD with Alan 25-650 AD allies vs Hunnic (Western) 376-454 AD with Germanic Foot Tribes 260-599 AD allies. North European Agricultural.
Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.
First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.
The scoring system is as follows: - If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below. - If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.
Examples: 1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15. 2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56. 3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).
Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.
Byes: If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.
Round times and timing out: Each round will last 14 days.
Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.
FOG2 Goes Large! The Grand Tournament!
We are pleased to announce another Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system. This time we have gone for Large-sized battles, and are showcasing some of the new units added in update v1.5.28. Anyone who has Field of Glory II can enter. You do not need to own any DLCs to enter.
To enter, go to the tournament page here: https://www.slitherine.com/tournaments/1/0
The general tournament rules can be found here: https://www.slitherine.com/tournaments/rules
The first round will commence on Monday 4th May 2020 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.
Specific tournament rules: This tournament will involve three rounds. The battles will be Large-sized custom battles: 547 BC: Lydian 550-546 vs Achaemenid Persian 547 BC (Thymbra). Mediterranean Agricultural. 301 BC: Antigonid 320-301 BC vs Lysimachid 320-281 BC with Seleucid 302-301 BC allies. Mediterranean Agricultural. 280 BC: Pyrrhic 280-275 BC vs Roman 280-220 BC. Mediterranean Agricultural. Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games. First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.
The scoring system is as follows:
If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.
If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.
Examples: 1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15. 2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56. 3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below). Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.
Byes: If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game. Round times and timing out: Each round will last 14 days. Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.
Field of Glory II has been updated to Version 1.5.25
Field of Glory II has been updated to version 1.5.25. This update adds some of the models from the TT Mod to the base game. A grateful thanks go to Paul Adaway and Stephen Hales for permission to officially include their work in Field of Glory II.
Have a look at the changelog and at some of the new units below.
Gameplay: - If a unit is affected by more than one enemy ZOC, movement options will be now be restricted by all of these, rather than by only one of them as previously. - Units that evade (from a pursuit charge) in their own turn (before the End Turn button is hit) can now evade again if charged in the enemy turn. Note that this does not apply to evades from pursuit charges that occur in the automated phase after the End Turn button is hit, as that counts as part of the ensuing turn. In the latter case, the unit cannot evade again if charged in the enemy turn.
Units: - Our grateful thanks go to Paul Adaway, author of TT Mod, for permission to use units from TT mod in the main game, and Stephen Hales of Little Big Men Studios for permission to use his shield pattern designs in TT Mod units. https://www.littlebigmenstudios.com/ - Additional Ancient Spanish units from TT Mod added: Noble Cavalry, Light Horse, Celtiberian Warband, Caetrati, Lusitanian Heavy Caetrati. - Additional Light Javelin Horse units from TT Mod added: Early Greek, Later Greek (Tarantine), Iranian, Late Roman, Early Thracian, Later Thracian, Lydian.
Army Lists: - Ancient Spanish list divided into Iberian, Celtiberian and Lusitanian lists, using new units from TT Mod. Sertorian list also updated. - TT Mod Light Javelin Horse models (see above) replace the previous models in the appropriate army lists. - Pyrrhic list divided into 280-275 and 274-272 BC lists. Pyrrhic campaign adjusted accordingly. - Added Greek allies to Antigonid list.
Epic Battles: - Epic Battle scenarios have been updated to use the new units where appropriate.
UI: - Close Combat Reports will now always open scrolled to the top. - Cohesion Test reports (in Close Combat Report and Combat Log) now specify if the reason that a unit “Holds Firm” is that it already dropped cohesion from close combat this turn, and has not scored low enough for a further drop. - Detailed Unit Information popups (CTRL-L click) will now always scroll to the top when a new unit is selected. - Rout % will now update immediately when a previously unbroken unit is Dispersed.
Manual: - Section 12.1.1. Change: “if a unit is in the ZOC of multiple enemy units, the game will decide which one it must move away from – prioritizing primary ZOCers” to “If a unit is in the ZOC of multiple enemy units, its movement is restricted by all of these.”
Bug Fixes: - Fixed bug that could sometimes cause a surrounded AI unit to get a free turn.
Field of Glory II 2020 Spring Tournament - Try the new units in battle!
We are pleased to announce another Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.
Anyone who has Field of Glory II can enter. You do not need to own any DLCs to enter.
In this tournament, you'll have the chance to play in an interesting mixture of battles, showing off most of the new models as introduced in the "Iberia" Update (Version 1.5.24).
Those Celtiberian Warband units look very aggressive!
To enter, go to the tournament page here:
https://www.slitherine.com/tournaments/1/0
The general tournament rules can be found here:
https://www.slitherine.com/tournaments/rules
The first round will commence on Monday 2nd March 2020 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.
Specific tournament rules:
This tournament will involve three rounds. The battles will be medium-sized custom battles:
310 BC: Thracian (Hellenistic) 350-281 BC with Antigonid 320-301 BC allies vs Lysimachid 320-281. Mediterranean Agricultural. 80 BC: Spanish (Sertorius) 80-70 BC vs Roman 105-25 BC. Mediterranean Hilly. 89 BC: Pontic 110-85 BC vs Bithynian 297-74 BC. Mediterranean Agricultural. Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.
First-round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.
The scoring system is as follows:
If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below. If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed. Examples:
1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.
2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.
3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).
Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.
Byes:
If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.
Round times and timing out:
Each round will last 14 days.
Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.