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2 September 2010

Field of Glory
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First Impressions: Field of Glory

Ancient warriors now have another conquest to consider. The Wargamer's Jim Zabek takes a look at how Slitherine's conversion of the minis game to a PC is working out.

Published 18 NOV 2009

  1. Hexwar
  2. Slitherine Strategies
  3. great civilizations / ancients, turn-based, tactical, online or multi-player, single-player, europe

One of the most satisfying things I enjoy is to have the opportunity to see a successful port of a wargame from one platform I don’t play to another that I do.  It has only been within the last couple of years that I’ve spent much time seriously playing miniatures games.  Most of that time has been devoted to messing around with the sci-fi genre in the form of Warhammer 40,000.  I’ve also look forward to playing Command Decision from time to time, which gives me a solid World War II minis fix. 

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Scenario introduction.

Ancient wargames are far less familiar to me.  In fact, ancient history is more or less my blind spot.  For some reason I was able to graduate high school without having taken an ancient history class.  Modern history was more my thing, and neglecting to read the graduation requirements fully, it turned out I was technically an ancient history class shy of the required minimum.  However, having not filled that time with basket weaving and demonstrated academic success across the board, the school administrators, in their infinite wisdom, granted me a diploma without fuss. 

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Initial deployment.

Whoever said “what you don’t know won’t hurt you” clearly never had their head handed to them by a bunch of savage Carthaginians in an ancients wargame.  Although my academic background may have not prepared me well for burning Carthage to the ground, I have to say that I’ve attempted to rectify the error by making an effort to get passingly familiar with my ancient Greeks, Romans, Macedons, Cathaginians, Hittites, Assyrians, Spartans, et al.  As they say, those who don’t learn from history are doomed to repeat it, and who knows the next time a couple hundred wily Spartans might try to stop my million man march through a narrow mountain pass?

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Gameplay is simple enough but there's plenty of in-game help.

All of which brings me to Field of Glory (http://www.wargamer.com/article/2609/field-of-glory).  Originally created as an historical miniatures game, Field of Glory has been ported to a PC game and joins the ranks of several other distinguished PC games replicating miniatures gaming.  Jointly published by Osprey Publishing and Slitherine, the miniatures rules have been rapidly expanded to encompass miniatures combat from the classical Hellenistic period through medieval times, and it appears as though a Napoleonic expansion may be in the works. 

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Preparing to charge some spear chuckers.

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Players can order zigzag movement if they wish.

Get Your Geek Greek On

The PC game focuses on the period from the original miniatures game, and battles represent the Roman period from about the Third Century BC to the First Century AD.  Players take command of one of two sides in a scenario, and most scenarios feature the Romans on one side or the other.  The opponents range from Hasdrubal to Boudicca and typically both sides will enjoy a mix of ranged troops like javelin thowers, ground troops such as pike- and swordsmen, and cavalry.  As a scenario starts players are given the option to deploy historically or create their own deployment.  Scenario sizes can range from small units consisting of a dozen or so troops per side to large battles with each side enjoying a couple dozen troops each.  Scenario length typically ranges from a few turns to over twenty. 

Scoring in the PC game reflects that created for the tabletop version with players competing for break points.  Combat in the PC game is streamlined (as one would expect), with players being able to conduct combat on a unit-by-unit basis rather than being forced to conduct all ranged combat in one phase, followed by an impact combat phase, followed by a melee phase.  As a result players have the option, and I often exercised it, of first softening up a target with ranged weapons.  However, there may be times when it may make more sense to resolve combat in a different sequence – the choice of routing a unit of a flank may be the overriding concern, and a target for ranged combat may be secondarily determined on the success or failure of achieving that goal.

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A rear attack on Hasdrubal.  Oh, how sweet it is!

In a tip of the hat to its paper-based roots when a unit is in range to attack a target (or multiple targets) by selecting a unit and mousing over an enemy in range, one or more percentages may be revealed.  These indicate the probability of forcing a unit to undergo a morale check if it is attacked.  The inputs into this calculus are multiple, based on troop quality, troop type (some are better at impact combat, others in melee).  Each of these calculations is performed “under the hood” so to speak by the computer.  In the case of ranged combat a small archery style target will appear over an enemy.  In the case of impact/ranged combat two numbers will appear in a shield, one green the other red, which indicate the probability that the friendly unit will inflict a morale check on the enemy (the green number) and the probability the enemy may return the favor on you (the red number).  Some units capable of both ranged and close combat may be given both options and simply clicking on one icon or the other will order the corresponding attack.

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More in-game help, this one discussing attack options.

There is an Undo button that allows for players to retract a move.  In practice I almost never used it – the game’s interface is extremely clean and it was highly unusual for me to place an order that I didn’t intend. 

Inevitably comparisons will be made with the Tin Soldiers series of games from Matrix Games.  Both games are ports of a miniatures system to the PC.  The Tin Soldiers series is loosely based upon De Bellis Antiqutatis (http://en.wikipedia.org/wiki/De_Bellis_Antiquitatis) while Field of Glory is, as already stated, based upon the Field of Glory ruleset.  I will be the first to say I haven’t played either game as a minis game.  I have played both PC versions and it to the PC platform that I will make a brief comparison.  Field of Glory plays like a traditional PC wargame – a hex based map and IGOUGO turn-based combat resolution characterize its style.  Tin Soldiers offers turn-based play with simultaneous combat resolution and an orthogonal map with graphics depicting stands of miniatures; it looks and feels more like a minis game (complete with the graphic of a gamer’s hand descending to remove lost stands of minis).  Graphics and rule differences aside, the single feature that stands out from memory between the two systems is that Tin Soldiers offers fog of war whereas Field of Glory does not. 

Preferences as to which game is “better” will be subjective.  Both are fine games in their own right.  If pressed, I will say that my preference gives the edge to Field of Glory.  Its “Old School” feel of hexes, IGOUGO gameplay, and interface all hit the sweet spot for me.  I enjoyed playing Tin Soldiers but never really got hooked.  Field of Glory is one of those light wargames that I enjoy firing up for a break between heavier lifting.  I haven’t had the opportunity to play any Play-By-Email (PBEM) games yet, but I suspect that’s where the heart of the game will be.  Combined with a scenario editor, players should get a significant amount of mileage out Field of Glory.  Even more exciting is the fact that Slitherine has revealed that virtually all of its expansions are likely to be released under this game system.  So if putting down Spartacus’ revolt doesn’t do it for you, Vikings, Crusaders, Ottomans, Byzantines, Visigoths, and Medieval Scots are likely to eventually sack your hard drive (and wallet).

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User-created scenarios are easy to start.

Wargamers who enjoy battlefields of the ancient are going to love this game.  Its clean, intuitive interface make it easily accessible to every level of gamer, and PBEM and scenario editing features ensure that longevity and human AI provide a maximum level of longevity.  Gamers seeking similar fodder in a different era need only wait for the inevitable sequels produced by Slitherine: more ancients as well as medieval armies have already been printed for the miniatures gamers, and it shouldn’t be long before we see the sequels on the PC, too.

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Veni, Vidi, Vici. 

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