Otosan (Vikings with Scots as allies) attacks kronenblatt (Vikings with Norse-Irish as allies) in Deira from Bernicia.
=> kronenblatt wins 42-10 (+32).
Congrats kronenblatt. When it fell apart it went fast. Since that was a decisive victory, I believe that knocks my faction out. Treat my people well. I'm escaping to Greenland. I hear it has an interesting future😉
How would you and Cargol divide my two remaining counties if he also won a decisive victory in my battle with him? Would you each get one?
Thanks! Yes, one each: because if that will be the case, then we first receive our respective earldoms-at-stake. And that's it; no more earldoms left of yours to distribute.
Question : If I get a minor victory ie. victory<25%, what happens?
You’ll get the loser’s earldom-at-stake this round 2.
The victor (if any) of the battle takes control over a number of the loser's earldoms, such number being calculated as follows:
- (the current round minus 1) plus 1 if the victory is Decisive.
Since we’re in round 2, Decisive Victory yields 2 Earldoms (the first the loser’s Earldom-at-Stake, the second any other available), and Non-Decisive Victory 1 Earldom (the loser’s Earldom-at-Stake).
Next round, round 3, stakes will have increased…
kronenblatt (Vikings with Brythons as allies) attacks Chiquichops (Anglo-Saxons with Vikings as allies) in South Anglia from Middle Anglia.
=> kronenblatt wins 59-32 (+27).
Many thanks for a dramatic battle, @chiquichops !
So now we're awaiting the outcome from the battle in Lindsey:
Cargol (Anglo-Saxons without allies) attacks Otosan (Vikings without allies) in Lindsey from East Anglia.
Six turns left. Otosan's force has anchored both flanks in wooded area which makes my task even harder.
I ve managed to rout his slingers and two archer units but other than that no real progress as I am still try to position my forces.
I might be able to snatch a victory but definitely if it comes it will be a minor one.
Guys, you need to keep this in mind:
The player having inflicted more casualties than the enemy player (e.g., 1-0, 45-20, 60-59, 59-58) when the battle is concluded is considered the victor…
… If the two players' inflicted casualties are exactly equal (e.g., 1-1, 59-59, 64-64), the battle is a draw and neither player is considered victor or loser for that battle.
General FOG 2 question for all players.
How do you handle your ranged units like Bondi Bowmen, that can't retreat back through infantry units behind them?
Without turning they can't do anything except withdraw with a CE check.
If I put them out in front of the infantry lines, they inevitably get caught by opposing infantry charging them.
If you put them in the infantry line, that is a weak point for melee.
If you put them behind the line they are pretty useless for their ranged mission.
Putting them on the flanks makes them vulnerable to enemy cavalry and flankers.
How do you guys handle the buggers?
I put them behind the line, and then sometimes with gaps in the lines that the archers can shot between. But please note that they can also shoot through the infantry line in this mod, for as long as it is not engaged in close combat.
An alternative is to find the rough patches of tiles at the flanks and position them there for shooting, because heavy foot is penalised in rough terrain, although not as severely in this mod as in the base game.
I never use them as part of the line.
The change list of the Dark Ages Britain Mod [LINK] puts it this way:
Bow units, both Light Archers and Bowmen, can shoot through adjacent allied non-light infantry units that are not in combat, to represent shooting from the rear ranks of the shieldwall, remembering that unit size is much smaller in the mod than in Vanilla (¼ size). Think about how a vanilla Skutatoi unit is actually still twice as large as a Bowmen Unit and a Spear unit combined in this mod.
This may substantially change the way you deploy and move bowmen, who can now shoot from just behind your infantry line. No need to play checkerboard games to be able to shoot with and protect your bowmen.
Thanks. Are the mechanics the same vis a vis shooting over troops in the Duo Auto... mod?
Thanks. Are the mechanics the same vis a vis shooting over troops in the Duo Auto... mod?
No, Dark Ages Britain and Danelaw mods differ in that the mechanics have been changed too (such as shooting through non-light foot if immediately behind). For Duo Autokratores mod and other campaign mods, mechanics are the same as those of the base game.
Round 2 (910's AD)
Concluded battles and changes in earldoms
1. kronenblatt (Vikings with Brythons as allies) attacks Chiquichops (Anglo-Saxons with Vikings as allies) in South Anglia from Middle Anglia.
=> kronenblatt wins 59-32 (+27) => Decisive victory, takes control over South Anglia and Wessex from Chiquichops.
2. Chiquichops (Anglo-Saxons without allies) attacks Cargol (Anglo-Saxons without allies) in Essex from Kent.
=> Chiquichops wins 64-51 (+13) => Normal victory, takes control over Essex from Cargol.
3. Cargol (Anglo-Saxons without allies) attacks Otosan (Vikings without allies) in Lindsey from East Anglia.
=> Cargol wins 31-29 (+2)=> Normal victory, takes control over Lindsey from Otosan.
4. Otosan (Vikings with Scots as allies) attacks kronenblatt (Vikings with Norse-Irish as allies) in Deira from Bernicia.
=> kronenblatt wins 42-10 (+32) => Decisive victory, takes control over Bernicia from Otosan.
@cargol and @chiquichops : technically I've won the campaign, but I'd be very happy to continue for (at least) a round and see how it all develops. In the third round, stakes will increase even further, with two earldoms changing hands in a victory plus one more if decisive, i.e., potentially three earldoms per battle.
What do you guys say?
I’ve actually never played Field of Glory before, but this looks really interesting. Enjoying following the campaign 👍
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"No plan survives first contact with the enemy." — Moltke
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