Maybe I’m a simpler type, but when it comes to new DLC for games I already enjoy, I’m not looking for anything revolutionary or anything that might alter the core of a game I already like. I’m looking for good quality, well thought out additions that extend the life of the game I love, with enough content to justify the price tag.
With Field of Glory II Medieval’s latest DLC, Swords & Scimitars, I think that is exactly what you get.
What’s New in Swords & Scimitars
There is actually a lot of new content in this DLC. So much so that I have to admit that I haven’t tried it all. With 20 more nations, covering the major players of the Crusades on both sides, Byzantium, Southeastern Europe, and the Near East, 35 new units, 41 new army lists, 8 new scenarios and 4 new campaigns, you are not going to run out of interesting things to do for a long time.
I found the new campaigns enjoyable, with a special shout out to Saladin’s campaign. Sticking mostly to Western European armies and not being well versed in the original Field of Glory II, I had to learn an entirely new way of fighting using the Muslim armies. Their heavily armoured cavalry archer units and lightly armoured lancers make for an interesting core that requires different tactics from what I’m used to.
There are also some fun new additions allowing for greater permutations in random battles. Now armies can field historically relevant allies as part of their disposition. This adds quite a bit of variety, and while I haven’t seen it in multiplayer, it allows for some interesting recreations of historical engagements.
What do I think?
I wish I could get into more details, but aside from listing off the numerous games I’ve played and enjoyed with the DLCs contents, I think you’ll just have to take my word for it. If you like Field of Glory II Medieval, there is absolutely no reason why you wouldn’t like this DLC. The newly added campaigns and scenarios are fun, the new armies add different dimensions to the medieval mix, and the expanded content for skirmish and multiplayer modes add variety with new potential match ups.
I’ve already sung the praises of the Field of Glory series, and Field of Glory II Medieval specifically, so I’m happy to say that this DLC does exactly what is printed on the tin. It’s more of what you love in a decently priced package. Now off to the Holy Land with you!
Rating: 4 out of 5.
Swords & Scimitars doesn’t break the mold, but it doesn’t have to. This DLC pack adds a lot of great content that will keep fans going for quite some time.
The 11th Century to the 13th Century. A very tumultuous time in the Iberian peninsula and North Africa, as Christians and Muslims fight each other tooth and nail for the lands that now make up Spain and Portugal. Elsewhere, the Byzantine Empire expands its influence to Italy, battling the Papal States and other, smaller kingdoms in a bid to “reconquer” what had been Roman land, and that the Byzantines view as their own. Simultaneously, Norman adventurers, harkening upon their Viking heritage, arrive in Italy, looking to make fortunes and claim titles for themselves.
Field of Glory 2 is, as we’ve talked about before, an excellent turn-based wargame, pitting mid-medieval era units against each other in big bloody battles that seem to always turn into hellish melees. While this is not always the case for the period, it’s very fun to play! And delightfully, Reconquista gives us more to play with in the period. Mentioned above are the hotspots featured in the DLC, but what’s particularly exciting (other than the fact that I get to play as the Byzantine army, who are incredibly cool in the period) is that there are a whole 20 new nations and 45 new army lists in this DLC. Holy crap, Slitherine!
You can find the full list of army lists on the Steam page, but there are several army lists here that have may differences from their northwestern European counterparts. For starters, yes, heavy cavalry is still king, but you see more variances on it than you would up north. Several of the Arab tribes have access to camelry (yes that is the real word) units, which are excellent anti-cavalry units, because as we all know, horses are terrified of camels. As a fun effect, the camels can also disorder friendly cavalry units as well, so any camelry heavy armies should make sure to keep their dromedaries and their horses a healthy distance from each other.
The Arab armies also typically have access to massed archer units, which can rain down much larger quantities of arrows than their Christian counterparts. Curiously, some of the Arab spearmen units had a description saying “mix of spearmen and archers” but the unit was 100% spearmen with no ranged element. I’m not sure whether this is intentional, to represent the cooperative nature of the Arab archer elements in the army, or if it was an oversight. A bit disappointing, as the Byzantines do have infantry units with ranged elements built in. You can quickly see why my army of choice was so feared in the period, with units typically able to whittle down their opponents a fair amount before any engagement even occurs, though the fact that half the unit has the “bow-capability” tag means that they aren’t the best in prolonged engagements.
I could continue to talk about the Byzantine army list for the rest of this review, but I would be doing the DLC a disservice if I didn’t bring up the new campaigns and battles. There are 4 new campaigns and 8 new battles in the Reconquista DLC, seeing action in Iberia and Italy, with loads of different combatants. The campaigns follow the careers of El Cid (Spanish for “The Cid”), Frederick II Hohenstaufen (the Holy Romans loved invading Italy), Muhammad II of Granada (founder of the last Muslim state in Spain), and the Norman de Hauteville clan (the aforementioned Norman adventurers). I haven’t played through each campaign yet, but there is a lot of variety with what scenarios you encounter and the maps you see.
I still have a particular fondness for the dynamic campaign tool of FOG2M, as it enables the player to follow a narrative and make decisions in between battles, and it continues as my favorite piece of Reconquista. As far as i can tell, Reconquista did nothing to change it other than to add some biomes and the army lists from the DLC, but being able to set up a 9 battle campaign where you take your Byzantine army against Andalusians and fight off Lombard reinforcements from seizing a fort you took on the previous campaign step is some marvelous gameplay. Especially nice is the fact that the new army lists also play nice with the time warp lists, so you can have your 550 BC Achaemenid Persians fight your 1200 AD Byzantines for the glory of Asia Minor.
So, should you get this DLC? Definitely. Reconquista adds a lot to the base game of Field of Glory 2 Medieval. None of the base components of the game are changed, but that’s perfectly fine; if it ain’t broke, etc. $20 for an expansion can seem a bit steep, but with the sheer amount of content in the DLC, you will definitely find something in here that tickles your fancy if you’re a fan of the base game. Do yourself a favor and grab this.
Here’s the official Let’s Talk About Wargames post reminding you all to check out Slitherine’s upcoming live event “Home of Wargames Live 2021+” a full afternoon event covering a bunch of new games from Slitherine. While there are a few we know about, like Warhammer 40k Battlesector, Distant Worlds 2 (YES!) Starship Troopers Terran Command, we also get first looks at four unannounced projects!
LTAW has also gotten its hands on a new preview of Battlesector, and from May 11th will be featuring written (and if I can figure out my settings) video content about what to expect from the full game!
Finally, Field of Glory Medieval: Reconquista is just around the corner and you can expect a full review, some more battle reports, and some streaming/video content of multiplayer matching going foward!
Check out the event and stick around for a lot of new content coming down the pipeline!
Field of Glory 2 Medieval is making my nerdiest dreams come true. A new update has added army lists from Field of Glory 2 to the game, now letting wargamers pit Norman knights against Roman legions, Welsh longbowmen against Achaemenid immortals, and Irish barbarians against…. earlier… Irish barbarians.
It’s great fun! We haven’t had too much time to check this out so far, but it is very cool. I’m currently enjoying a match as the Romans against the Normans, and the 1000 year time difference doesn’t seem to stop me from kicking their ass a bit. To play with the army mix, in a custom battle, select the “Time Warp” module to bring up the new (old) army lists. Happy wargaming!
One of my favourite features in Field of Glory II: Medieval is the included historical battles. I’m no medievalist, so most of the battles covered here, except for the extremely famous ones like Hastings or The Battle on Lake Peipus, are new to me. It’s a wonderful excuse to pop open wikipedia and start doing some reading to go along with playing the scenario. (Modern Edutainment!) Since research is twice as fun when you share it with people (or so I keep telling myself) here’s my after action report of the Battle of Crug Mawr, where in reality the Welsh pushed back the Anglo-Normans in 1136. Will I do as good a job?
Crug Mawr: Field of Glory II: Medieval and Historical Recreation
In 1135 King Henry I of England died without a male heir, his only legitimate son having drowned in 1120. He nominated his daughter, Empress Matilda to take the throne, but a succession crisis quickly broke out leading to a civil war known as the Anarchy.
In Wales, already uneasy about Anglo-Norman advances into their land, the tiny Welsh kingdoms took the opportunity to act. In Southern Wales a large scale revolt wrest control of the region from Norman forces. An attempt to reestablish control by Ricahrd Fitz Gilbert de Clare, the Norman Lord of Ceredigion, was met with another defeat and de Clare’s death. Things were looking up for the Welsh.
De Clare’s death sparked further action by the Welsh Kings, and a combined force set out to plunder Norman holdings in the region, which they managed without much trouble. In the fall of 1136, the combined Welsh force set out again and moved on towards the town of Cardigan.
Outside the town the Welsh force encountered a Norman army that had set out to stop their advance. Meeting on the slopes of a great hill battle was joined and ended in a decisive Welsh Victory. Demonstrating the importance of the Welsh longbow as a battlefield weapon, Crug Mawr was an overwhelming victory and saw the Norman forces pursued to the River Teifi where hundreds apparently drowned.
Why Doesn’t Mine Look Like That!? An After Action Report of Crug Mawr
Firing up the scenario in Fields of Glory II: Medieval leads to a straight forward engagement. The Welsh army, longbows arrayed before spearmen and flanked by cavalry, face off against a line of Norman troops, complete with Flemish mercenaries, atop a steep slope. The lines are long and there isn’t much room to maneuver, so I decide to trust in my longbow and advance towards the enemy.
In the beginning, I was quite proud of them. They quickly scattered the enemy’s skirmishers and began doing some real damage to the armoured Flemish mercenaries. I was sure to focus as much fire as I could on the same units to maximize the amount of morale rolls I could get them to take, but they managed to hold firm, despite a few of them becoming disordered and fragmented.
My flanks were not so great, I didn’t think my horsemen could take their levy’s without assistance from the spearman line, but there were so many units I found it difficult to position them meaningfully. Instead I focused on the center, hoping to do enough damage to nullify the armoured Flemish before allowing my spearmen to take the hill.
It worked…for a few turns. Eventually my supply of arrows ran low and the damage each unit was doing dropped significantly. Perhaps I shouldn’t have even bothered with the skirmishers, and saved my arrows for closer range? Eventually the Normans got tired of being shot and charged downwards, forcing my bowmen to fall back, mostly in good order, to behind the spearmen. Here I thought I could meet them head on, but in a series of disastrous rolls, (even earning me an achievement for rolling double ones on a morale test) the Flemish mercenaries rallied and broke my archers and spearmen.
Then the Norman knights arrived. At first held in reserve, they managed to smash my already wavering spearmen and drive them from the center. The wings soon collapsed and the battle was over.
Sorry Wales, I failed you this time! I guess I’ll have to reload and go at it again! Though I think I’ll try and be a little smarter with my deployment and engagement ranges.
Check out our Review of Slitherine’s latest addition to the Field of Glory series, Field of Glory II: Medieval. Does it live up to its predecessors? Joe finds out!
A flurry of arrows sink into the shield and flesh. The cries of wounded men rend the air drowning out the relentless marching of the approaching infantry. Spearmen grip their weapons tighter, bracing for the oncoming impact, the bright livery and shining armour of the enemy’s foot knights shaking even the toughest veteran to the core.
But then, from the right, the sound of hooves. The Prince has arrived with his battle, leading a bloody host of household knights atop monstrous warhorses. Their left must have crumbled, and now the seemingly unstoppable wave of steel and mail before the spearmen hesitate. With a cry the Prince charges down the hill and into the quickly reforming flank of the foot knights. The spearmen roar in victory before rushing to join their lord. The day is theirs!
The decision to release a Field of Glory game covering the middle ages sparked some discussion across wargaming forums. Would it be too similar to Field of Glory II? Would the middle ages provide enough variety and interesting strategic decisions for a full fledged game? What kind of material would be included anyways? Well, after spending a good few days with Field of Glory II: Medieval, I’m excited to say that the base game is exactly the kind of thing I wanted a new Field of Glory game to be, and I believe will satisfy any naysayers worried about the above. I’ll tell you why.
How Does Field of Glory II: Medieval Play?
I’m a big fan of the Field of Glory ruleset, first and foremost. A classic of the tabletop gaming world, Field of Glory has a long series of PC adaptations. Pike & Shot was one of my first interactions with a digital wargame that attempted to implement a tabletop ruleset. The graphics, while quaint, did a good job representing a bright and colorful tabletop complete with miniatures. I’m happy that FoG II: Medieval continues the trend with beautiful oversized figures, these days well animated, that carry on the spirit of a tabletop wargame brought to life.
Mechanically FoGII: Medieval does not shy away from its tabletop heritage. Units have set stats, which can be presented as granularly or abstractly as one likes, and the way players position units and how they choose to engage the enemy with those units will win or lose them the day. Dice rolls rule over all, with a healthy dose of randomization to keep things interesting. The rules work well to properly integrate command and control issues, and I’m quite happy with how the randomized numbers seem to play out. Casualty counts, for example, seem to mirror real life casualties quite well.
As for unit control, Players instruct individual units or groups to move and engage the enemy across a square gridded board representing the battlefields of Northern Europe. When units fire at each other or engage, the terrain, their relative qualities, numbers, and armaments are calculated using Points of Advantage to generate the conclusion. Once engaged, the player tends to lose control over their forces, placing greater emphasis on initial positioning and the commitment of reserves.
With a medieval battlefield, players must learn when and how to deploy the heavy hitters of their forces: Knights. The wonderfully colourful centerpieces of this digital tabletop, Knights and other heavy cavalry can turn the tide when correctly utilized. When put up against a poor match, or when outmaneuvered through an opponent’s use of terrain, they can quickly become a burden. Their implementation goes a long way to separate FoG II: Medeival from the earlier FoG II, I’m happy to report.
What is included in Field of Glory II: Medieval?
There’s quite a lot out of the box. It seems Field of Glory II: Medieval is trying to pack as much as possible into this first release, but there are some notable gaps in campaigns and army lists that allow one to reasonably speculate what future DLCs might cover. There seems to be a suspicious absence of Mediterranean, North African, Middle Eastern, and Byzantine forces that usually make the rounds in medieval wargames. I’d expect them to show up soon.
Right now, FoG II: Medieval has over 50 army lists covering most of northern Europe, including the British Iles, France and the Low Countries, German states, most of Eastern Europe and Russia, including the Mongols. There’s certainly a lot to work with, and while some units can seem familiar across different army lists (Because, as a rule, they were similar) the available composition of armies is different enough to make playing Swedes feel very different from playing the Welsh
There are 12 Historical scenarios at the time of writing, from Hastings in 1066 to Kressenbrunn in 1260. Each scenario is playable from both sides and comes with a nice write up detailing the historical significance of the battle. Personally, in the past, I’ve spent most of my time fighting and refighting Field of Glory‘s historical battles, as that is my favourite aspect of the game, and there is plenty of replayability for most of the scenarios. Some, like Hastings, may be difficult to game out differently each time, but there is plenty of variety for those looking for it.
I’m also a fan of the campaign system, introduced in Field of Glory II, that throws either a succession of historical or hypothetical battles at players. There are also the usual suspects of quick historical battles, customizable battles (for those Swedes vs. Tartar matchups you’ve always wanted to try) and a random ‘get fighting now’ button to get you right into the action. Multiplayer, using an integrated Play by E-mail system, is quick and efficient in my experience. I would have liked to see a live multiplayer option, but as long as both players are chatting though some other means, the PBEM system can be used for a game in an evening.
Field of Glory II: Medieval offers quite a bit of content out of the gate, and while some may lament the lack of certain army lists and historical campaigns, if you have any interest in Northern Europe’s many medieval battles, there’s content aplenty.
Conclusion: Should You Play Field of Glory II: Medieval?
Well, I think so, but really it comes down to a few factors. Are you looking for a pile of Medieval wargaming content? Are you content to play through campaigns and battles focused around northern Europe? Are you already a fan of the Field of Glory ruleset or any of the games in the series? Then yes, of course you should pick it up. If you’re on the fence, or haven’t experienced any of these games yet and the Medieval setting intrigues you, this is definitely an excellent starting point. I’ve already sunk quite a few hours into this gem and I feel like I’ve only scratched the surface.
An excellent addition to an excellent series. Just needs more Mediterranean content and it will be near perfect!