Field of Glory 2: Medieval Full Unit Guide (Base Game)
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- Опубліковано 31 сер 2022
- This guide is a description of every unit archetype in Field of Glory 2: Medieval's base game. No DLC, no problem. In this guide I cover unit capabilities, how the units are generally used, as well as some key game mechanics that may help you get more mileage out of your units if you're still a beginner.
Timestamps for skipping around:
Heavy Foot: 4:50
Medium Foot: 33:07
Knights & Sergeants (And all Melee Cavalry): 52:18
Why Would I Dismount Knights & Sergeants?: 1:09:12
Mounted Non-Light Archers: 1:12:18
Bowmen: 1:23:42
Light Foot/Skirmishers: 1:32:40
Light Horse: 1:37:49 - Ігри
Ha, jokes on you, I sat down and watched through the entirety of this video.
Dude, doing all that is amazing. 10/10, nice work. Would be interested in seeing your opinions on some of the later units, such as what the Hussites bring to bear.
Thanks man, hope it was helpful. I need to sink my teeth into some of the later period stuff for sure
Note with the Welsh Longbowmen being so-so - the Longbowmen in the later (non-base game) era are much better because they are Protected and have Swordsmen ability. The Welsh were most successful as guerrilla fighters, and here they are uncharacteristically packed together in close formation for battle, which mostly didn't go well for them...
Super super helpful, and I enjoy the game much more with a mental framework to place units in. Thanks much
Edit *sorry for being a nitpickyPrick, but ribaud is pronounced "reh-bawd", it's an archaic form of ribald... (Rogue, ruffian, crude, licentious, etc).
wow, very informative and I loved it! ty very much for the explanations and hard work!
In the non-light horse archers section, you mention their lack of impact capability, which is mostly true but does have a crucial exception - the +100 Impact that *all* cavalry, including lights, get vs Bowmen and Lights in the Open (but not Medium Foot).
So even trash 24pt light javelin horse get 50 Light Spear + 100 Cav in Open vs, say, 54pt Longbowmen or 39pt Crossbowmen, giving them a solid chance of causing disruption. Nomad Horse Archers, too, are actually better off charging Bowmen than shooting at them in Open terrain.
Regarding Ribauds, forests and marshes are great for them - because Disorder deadens Impact, they're more likely to survive contact. Even if they get hit with a bad impact and disrupt, it's not as big a deal as Disruption is roughly equivalent to Moderate Disorder.
Regarding Warriors, along with pursuits, they are Unmaneuverable, lacking the free 45 degree turn in command range. Doesn't always matter, but can make it harder to setup a flank.
Knightly -2: applies only to Impact, not Melee
Knights also get an additional 50 Mounted Swordsmen POA vs other cavalry.
Note that Best Equipped are the only lancers in the game that can evade.
Cool stuff! Loved you pathfinder videos.
Nice video, never heard of this game but seems interesting
It's a turn-based tactics wargame that tries to be as historically authentic/accurate as a turn-based game can be. I've gotten over 200 hours out of it and am expecting quite a bit more since it has a randomized campaign feature, which is basically just a series of battles with different parameters against an increasingly more numerous enemy. There are also a lot of historical battles, which I might put on UA-cam, but I'm not sure yet. Mostly made this since I've enjoyed it so much and wanted to contribute to the community in some way since there aren't a lot of resources for new players to tap into
Nice seeing this game get a guide which honestly is something lacking in general information on it. Though if I could make a suggestion. Consider putting a video on how you set up and place your army before a battle while examining the terrain. I find a lot of people just starting out use bad habits learned from particularly later total war games to inform their setups. Resulting in formations that are often lacking in reserves for stalling or aggressive assaults. Basic tactics showing the advantages of deeper formations would be nice as well.
Many thanks for your effort
Missed you NGL
Amazing rundown. Thank you very much. Any similar guide/tutorial exists for Field of Glory 2 (Ancients)?
Very good video. Any plan on unit guide for expansions?
Very good guide. I hope you will do some multiplayers game and than review it whit commentary, that would be great.
Rise of the Swiss” & "Storm of Arrows” Tournament. TWC FOG II Tournament #11 starting 17th of Sep. I invite you to join!
Oh this is a name i havent seen in a while
Hey Protoss! Hope everything is going well with SD2
Are there any units with flintlocks and hand cannons?
the latest the game goes is to early handgonnes in the 1400s; flintlocks are a late 17th century invention I believe
Imagine if certain offensive spearmen should get throwing weapons so they have a limited skirmishing ability
𝙥𝙧𝙤𝙢𝙤𝙨𝙢
Is it just me or is there no sound?
It's working for me, maybe refresh the video?
@@darkfireslide refreshed twice and had to completely turn off my phone and turned it back on and finally got sound wierd