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Field of Glory II: Four Kingdoms Campaign (in development)

Bit of a tease... I built and was play-testing this over the weekend... a completely fictional FOG II campaign on a fantasy map featuring 4 rival kingdoms/empires fighting for dominance, each using an army with different strengths, OOB's and culture of warfare... all set around 1000 - 1100 AD.

The four sides are: The Normans, The Byzantines, The Arabs of Al Andalus and the Ghaznavids (The Ghaznavid dynasty was a Persianate Muslim dynasty of Turkic mamluk origin, at their greatest extent ruling large parts of Iran, Afghanistan, much of Transoxiana and the northwest Indian subcontinent from 977 to 1186 -- with some really cool kit -- check 'em out.)

There are also to contend with: Vikings and Arab corsairs raiding or invading across the seas from north and south respectively ... and Bulgars from the northern steppes... and Pechenegs from the eastern desert plains.

The rules and mechanics are more or less the same I developed for my 1000 AD mega-campaign -- but this would be on a much smaller scale (only 4 player factions)

More to come...

FOG Campaign NEW map.jpg

@Nathangun @Nelson1812 @poesel71 @Mad Mike @olaf @Wellsonian @Badger73
 
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Back to this ... a short explanation of how the turn sequence works in this campaign.

The entire campaign is designed to run over a 10 year period (more or less) ... which sounds a lot, but turns can go past quite quickly and battles are relatively few (but important)

FOG 4 Kings turn track winter.jpg

Every YEAR starts with the WINTER season ... this is the period of tax collection from the provinces under your control and planning and diplomacy.
(income is collected at the start of every game turn - but the WINTER turn allows for an extra reserve of cash to be built up)

All armies/fleets should be disbanded and in winter quarters -- any still active in the field or conducting sieges will cost DOUBLE to maintain.
Any fleets at sea will also be subject to a STORM DAMAGE die roll.

FOG 4 Kings turn track spring.jpg

SPRING is the time for building and placement of your army or armies and launching your fleets.

Any armies/fleets at start of this turn will also cost double as per the Winter turn.

FOG 4 Kings turn track campaign season.jpg

This is followed by three consecutive CAMPAIGN SEASON turns.
During these that most of the maneuvering and battles take place.

Damaged armies can be rebuilt and new armies mustered during these turns if necessary.

FOG 4 Kings turn track fall.jpg

The campaign year ends with the FALL turn ... this is when ideally armies are disbanded and fleets returned to harbour.

Barbarian, Viking and Corsair raiders will also typically return home with their loot in this phase (if not already defeated by a defending army)

Battles and movements can occur in this turn, but any field units still active at start of the WINTER turn will cost double to maintain.


So this turn structure will determine a rhythm in the campaign from year to year -- so conquest is a slow, measured process.

More to follow...
 
A light version of he 'Levy and campaign' supply rules would be sweet.
The main issue is that in FOG2 battles with two armies of different points strengths with more or less equal-skilled players don't really work ... army with more points wins just about every time. (it's also a bit of a pain to manage unless you have four player well-versed with the rules)
So a simplified system of points to muster entire armies instead of different strength armies -- one will have only 2 types: full-strength armies... and disrupted armies (when setting up a battle, they are obliged to use auto-pick for their forces)
 
The main issue is that in FOG2 battles with two armies of different points strengths with more or less equal-skilled players don't really work ... army with more points wins just about every time. (it's also a bit of a pain to manage unless you have four player well-versed with the rules)
So a simplified system of points to muster entire armies instead of different strength armies -- one will have only 2 types: full-strength armies... and disrupted armies (when setting up a battle, they are obliged to use auto-pick for their forces)

Good heavens! nothing that complicated. Something like paying for a stockpile of supply and then paying for carts/boats to transport it all. One army = one supply point a turn. None of the 'x' amounts of units in a army, that would be complicated. Retreating armies can do a 'scorched earth' type of thing.
I do like the map though, did you draw it?

Just an idea.
 
Good heavens! nothing that complicated. Something like paying for a stockpile of supply and then paying for carts/boats to transport it all. One army = one supply point a turn. None of the 'x' amounts of units in a army, that would be complicated. Retreating armies can do a 'scorched earth' type of thing.
I do like the map though, did you draw it?

Just an idea.
Indeed.
 
Good heavens! nothing that complicated. Something like paying for a stockpile of supply and then paying for carts/boats to transport it all. One army = one supply point a turn. None of the 'x' amounts of units in a army, that would be complicated. Retreating armies can do a 'scorched earth' type of thing.
I do like the map though, did you draw it?

Just an idea.
Yes, I did draw/create it ... using this for the base amp: https://inkarnate.com/explore/
-- more used to build fantasy setting maps.