Field of Glory 2 Zones of Control Guide
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- เผยแพร่เมื่อ 19 พ.ย. 2024
- There's an enemy unit right in front of your unit and you can't charge it!!!! How frustrating!!!! Why not???? This guide explains how Zones of Control in Field of Glory work, and how you can use them to your advantage. it explains when stepping back units is safe It also tells you how to get rid of that annoying ZOC that is stopping you from charging an enemy unit. Hopefully this video will help you win more battles and enjoy the game better. The following exert no ZOCs:
• Units in close combat.
• Units in square.
• Routing troops.
• Artillery.
• Baggage (and other types of carts/wagons).
N.B there have been some changes to the rules since I made this video. The most important change is now a unit can charge a unit directly in front of it if it is in that unit’s secondary ZOC, regardless of being ZOC’d by any other unit. Before it could only charge the second unit if it was in the second unit’s primary ZOC
Thanks for these videos. I recently purchased FOG2, thinking it was like the turn based Panzer games. But it's much deeper, more like chess.
Your videos have indeed helped me enjoy this very good game.
Field of Glory is a simulation of tabletop miniatures games as well as a simulation of ancient warfare. The rules development began in the 1960s. So very different from an ordinary computer game.
@@ComradeReptiloid Did you watch this? th-cam.com/video/aF2YWLAv54M/w-d-xo.html If you are playing against the AI, remember it won't react until you are within 5 squares of it - so you can get close on one side, and keep away on the other side of the battle, at least initially.
@@christopherwebber3804 Thx for the tips. I will check your 4 part "general hints" series next.
@@ComradeReptiloid It's difficult to decide how weak you can leave your weaker flank but usually a cavalry unit and a light infantry unit would be the minimum. You need to stick to your plan and not worry too much about the huge number of enemy bearing down on your weaker side and concentrate on getting rid of 40% of the enemy with your strong flank. It can be a fine balancing act and it takes practice.
@@christopherwebber3804 Yeap, I looked through the manual and saw quite a few useful tips on that strategy in Tactics chapter.
Thanks for taking the time to put this together, good job!
In one of the latest updates to Field of Glor 2, the rules were changed so that 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.
Oh, Chris, thank you so much darling.
12.4.4. Other Restrictions
Turns are also restricted by enemy proximity. A unit that is in the primary ZOC
of an enemy unit (marked in red) cannot turn except to reduce the threat of
a flank charge or face another enemy unit in whose primary ZOC it is. Note
however, that non-light troops ignore the ZOCs of enemy light troops
Oh my gosh, that music is so chipper. Pip pip! LOL
Good lord, I only now understood how to make oblique phalanx work; primary ZOC adjacent to an exposed flank eliminates flank threat. A refused wing attack using my precious Hellenistic army will now be systematically organized.
This ZOC business can be confusing and annoying, glad I was able to help!!! "A unit that is in the primary ZOC of an enemy unit cannot charge a different enemy unit unless it is also in the primary ZOC of that unit... this restriction also applies if the charge path lies across a primary ZOC" This means that the units that are stepped back can only be charged from the front.
I also have a series of Field of Glory videos explaining the campaigns I have uploaded e.g. th-cam.com/video/YDQuddOOFpYh/w-d-xo.htmlttps://th-cam.com/video/1qBvSeyH-VY/w-d-xo.html
You were robbed in the 2002 Western Conference Final versus the Lakers. The refs were atrocious.
That's the American Chris Webber, I'm in Australia