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What happens when you take a developer known for their deep, yet utterly arcane historical strategy games, and link them with a publishe...

Field of Glory: Empires Field of Glory: Empires

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!


What happens when you take a developer known for their deep, yet utterly arcane historical strategy games, and link them with a publisher known for making wargaming accessible to the masses? You get Field of Glory Empires, a rich grand strategy title that carves out its own space in the genre. 

At a glance, one could quickly draw comparisons to the Total War or Paradox grand strategy games, but Empires sets itself apart with multiple mechanics that address some of the shortcomings of those series. One wholly unique feature of Empires is the way it integrates with a completely separate game, Field of Glory II, to allow you to play out the battles in that game. Though I must immediately point out that having Field of Glory II is by no means necessary to enjoy Empires. In fact, you probably won't want to command every battle personally, since that would add hours and hours to a campaign. However, if you already own Field of Glory II, and enjoy grand strategy games, it makes a whole lot of sense to get Empires. Suddenly, those fun tactical battles, the results of which were mostly inconsequential, take on significant weight. Now you are defending your capitol from an invading army, or fighting to claim a critical new province for your empire. Some may balk at the idea of needing two different games to get the "full" experience, but each can be had for much less than a typical $60 game, and both are worthwhile on their own, so I think it is reasonable enough.

Now, back to Empires itself. The basics of the grand strategy genre are mostly here. You begin the game by selecting one of dozens of different ancient tribes and civilizations. All your ancient favorites are here, from Rome and Carthage to the Greek city states and the "barbarian" tribes of Europe, and many more. The map spans all of Europe, North Africa, and stretches east to cover a portion of India. The standard campaign runs from 310 BCE to 190 CE. This is a lovely starting point just after the death of Alexander the Great and before the Punic Wars. Rome is on the rise, but many older civilizations are still lingering, their historical decline still a bit in the future. And that concept of rise and decline is a core theme of the game.

Unlike in many other similar games, simply painting the map your color will not lead to victory in Empires. As the Romans and many empires before and after them can attest, growing too large leads to many problems. In many cases, an empire that reaches a certain size will inevitably experience a rapid and sometimes total collapse. However, despite their complete collapse we still discuss and often think highly of the Romans today, almost 2000 years later. They left quite the legacy, didn't they? That is how victory is measure in Empires - how many "Legacy" points you are able to accumulate before the end of the game. Legacy points can be gained in many ways, and only lost in one or two ways. However, many of the ways you accumulate Legacy will also earn you "Decadence" points. This can be countered by focusing your resources on things that generate "Culture" points. Too much decadence leads to unrest, revolts, civil war. Countering those problems gets more difficult as your state grows larger and gets older. 

The Emerald Isle makes for a nice "Tutorial Island" to learn the basics.

It's a bit difficult for me to explain succinctly, but the long and short is this: Empires uses several core mechanics to capture a story that has played out so many times in history. Powerful states tend to rise out of obscurity, build themselves up to great heights, and then collapse more from internal rot than from outside aggression. I definitely recommend cracking open the player manual and reading through the relevant sections, as it's a bit obscure how it all works at first. The game does have in-game tutorials and a helpful glossary that will teach you everything else without much trouble. However, you will initially be at a loss as to the importance of progress/decline tokens, Culture-Decadence Ratios, Loyalty, and Legacy points if you don't at least skim through the manual. The manual also has a lengthy strategy guide section and designer's notes that explain the reasoning for the mechanics in the game, so it's well worth your time.

As an example, winning battles and raiding enemy provinces will sometimes net you slaves that you can distribute into your provinces. These slaves will naturally have a high level of unrest and always be a potential source of rebellion. Likewise, taking control of peoples who are ethnically different from you will lead to them being less than happy with their new rulers. The larger your population in a region, the greater their unrest will become as well. Much of this can be mitigated by building things like circuses and gladiator arenas, but these buildings grow your decadence score. As you slide from, let's say, a meritocratic republic built on duty and honor, into a bloated empire dependent on bread and circuses to keep people happy while slaves do all the work, the risk of revolt and civil war will grow despite your best efforts. It's a wonderful system that naturally responds to your actions and pushes your empire into the logical consequences.

As to the less abstract and more "day-to-day" mechanics of the game, any veteran grand strategy player will easily be able to hop in and get going with minimal fuss. The map is broken up into hundreds of provinces, and depending on who you are playing as, you will start with anywhere from one province to a couple dozen under your control. Within each province there is a population under your control. Population is represented by blocks of manpower that you can shift around to focus on food, infrastructure, money, or culture production. You can also construct buildings that will enhance production of those four resources. One interesting note in Empires is that you can only construct one building a time in a province, and you can only select what you want to build from an ever changing pool of options (one building per resource). If you don't like your current pool of options, you'll have to waste several turns rolling a new one. This creates an interesting strategic dilemma. I only have a very limited number of building slots in this province, and I really want to build XYZ, but it hasn't come up as an option yet. Do I spend several turns to see if it comes up next time, or do I go with Plan B right now? I'm not sure how historically accurate the concept is, but I found it refreshing to not use the same cookie cutter build order in every province like you would in other grand strategy games.

Each icon on the map indicates a special trade good in that province.
Many of the buildings require trade goods in order to function efficiently, or to give a bonus to their production. There are a ton of these trade goods, some examples being horses, iron, wine, fish, and many more. Some of these are available in certain provinces from the start, while others are produced by buildings. You can trade for these goods internally and with other states. Trade is another area where the game functions differently than you might expect. Unlike in say, Civilization, you don't make a direct agreement to import some good from another state and have it be available for your own use wherever. Rather, in Empires, trade goods are moved around in an organic way, with the buildings you construct creating a demand that can be met by any trade good containing province within range. If you control the source of the good, you'll make a little cash even when trading with yourself. If you have to import it from elsewhere you'll pay full price, and vice versa, you can make money by exporting your goods. This is all only indirectly under your control, and creates a neat living economy as demand for goods appears in regions depending on the buildings constructed there, and buildings are constructed depending on what goods are available.

The military side of things should be familiar enough to most strategy gamers. If you have ever played an AGEOD game before, you will immediately recognize the how all of this works, but be relieved to find that things are very simple this go around. Various unit types (skirmishers, infantry, and cavalry of all variety are available) are built in a region and then combined to create an army. Every unit has strengths and weaknesses, special perks like performing better in specific terrain, and each individual unit has an experience level that rises as they survive battles. On your turn you assign an army to move here and there, and give them a "stance" such as simply moving about, or immediately assaulting any forts they come across, or to go raiding neighboring provinces. Units don't actually move until you hit the end turn button, at which time ALL units from every state move at once. This means you could miss that enemy army you were targeting, or blunder into one you weren't aware of. 

When two armies meet, a battle commences. As I mentioned above, you can opt to take direct control if you own Field of Glory II, and play the battle out there. This is a mostly seamless process, as Empires closes, Field of Glory II opens, and you hit a button to import the battle. Then the reverse occurs and you are right back in Empires with the battle result. Otherwise, the battle plays out in Empires with no real direct input from you. Your input is in how you decide to compose your army, and where you send them to fight. Army composition is far more engaging than in something like Europa Universalis, as unit types are far more distinct, and your army will very much reflect the empire you have built. Most units require that you have access to particular trade goods or meet other requirements. Additionally, almost every province can produce some variety of unique unit, that is better than its standard counter-part and often has extra perks, but is also more expensive. I really liked this feature, as it gives historical flavor to an army raised in any particular region.

So that hits all the highlights, but don't be mistaken, there are plenty of additional nitty-gritty details that I didn't get into, but you can learn about as you play. I want to reiterate how genius the victory point system is in this game. Because your legacy points remain in place even if your once great empire collapses, it's entirely possible to win the game while NOT being the biggest blob of color on the map. You can play through the rise, the golden age, and then the decline and fall of an empire, and still win the game. A fall is not guaranteed, of course, but the mechanics of the game will push you further and further in that direction unless you prove yourself a very capable leader.

The deep and interesting designs of developer AGEOD have finally evolved into a game system that anyone can play (without an excessive amount of head scratching), and it is a great moment that bodes well for their future. Despite going up against some of the most popular grand strategy games out there, I think Field of Glory Empire really shines as a fresh take on the genre. The Culture and Decadence system fleshes out an idea that is usually relegated to a simple "happiness" score in other games, and makes it the core of the gameplay loop. This completely changes how you think about building and managing your empire, and makes the plausible scenario, that your empire eventually crumbles, still be a fun part of the game.  
I give a strong recommendation to Field of Glory Empires, and it's a real no-brainer if you already own Field of Glory II, as both games benefit from combining the two. 

Field of Glory Empires can be purchased directly from Slitherine, as well as on Steam and GoG. 

(As of this writing it's 10% off, go grab it if you are interested!)

- Joe Beard

The Vikings have landed on the shores of Field of Glory II from Byzantine Games and Slitherine. In this fifth DLC add-on for the tactica...

Field of Glory II - Wolves at the Gate DLC Field of Glory II - Wolves at the Gate DLC

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!


The Vikings have landed on the shores of Field of Glory II from Byzantine Games and Slitherine. In this fifth DLC add-on for the tactical turn based ancient warfare sandbox, the timeline is extended much further into the future, all the way up to 1040 AD. The base game "only" covers 280 BC to 20 BC, for reference. You can read our original review here. Since it's release, other DLC have covered the highs and lows of the Roman Empire (both East and West), with other packs focusing on the earlier powers of the Mediterranean and Middle East like the Greeks and Persians. This pack moves us firmly into the so-called "Dark Ages" of history, when the lack of a civilizing influence from Rome led to barbarians and heathens running wild across Europe. As any history buff knows, this concept is rather passé these days, but it still makes for a pretty good theme for a wargame. 

If you're reading this, you probably have a pretty good idea of what Field of Glory II is like, so I'll get to exactly what's on the tin of this latest DLC. Wolves at the Gate expands FoG II by adding:

  • 19 new factions
  • 55 new units
  • 76 new army lists
  • 6 new Epic Battles
  • 74 new Quick Battles
  • Expanded Custom Battles module.
  • Expanded Sandbox Campaign module.
  • 6 new historically-based campaigns.
  • New Allies feature added in accompanying game update.

You can get the full list of factions and armies from the product page, but I'll list off a few that might get your attention. The Vikings are most definitely here, and I played a few battles with them. Huscarls and Berserkers give them quite an offensive punch, though their other infantry are a bit rubbish. Also, don't expect too much cavalry support. Some of the battles I played in this era were purely melee infantry affairs, with not an archer or mounted warrior in sight. This was quite different from the last DLC I played, Age of Belisarius, which featured the exact opposite, with mounted archers dominating the battlefield. There are many other armies representing northern Europe on hand as well. The Franks, Anglo-Saxons, Lombards, Scots, Irish, British, Visigoths and more have all come to play. There is also plenty of new content here for the east, with the Byzantine and Arab rosters being filled out with multiple armies. Going even further east, some Indian factions are represented and featured in a full campaign. Here's the full list of new campaigns so you can see some of the major historical figures who fit into this era:

  • Arab Conquest
  • Basil II (Byzantine Resurgence)
  • Charlemagne
  • Mahmud of Ghazni
  • Wolves from the Sea 1(Viking Age from Viking point of view)
  • Wolves from the Sea 2(Viking Age from enemy point of view)

  • I tried a sampling of the campaigns and found them all to offer some different flavors of combat. If you have played any of the previous campaigns in Field of Glory II, these work the same way. You go from battle to battle with some small choices in between that change the scenarios a bit. There is also, as always, a sandbox campaign mode that plays similarly but lets you take your nation of choice and go up against a variety of historical enemies in randomly generated battles.

    One new feature that was patched into the game alongside this DLC is the "Allies" feature. This lets you mix in units of historical allies with a given army roster in custom battles. This means even more variety as you can spice up your favorite faction or army with some new units. If you like ancients warfare games, this is really a one stop shop. I can only assume, based on Field of Glory I, that there is plenty more DLC coming that will add more and more factions to the game. Just about any match-up you can imagine is either in the game already or will be before long. 

    I thought I'd end the review with a little recap of how the Battle of Clontarf went for me. This is one of the epic battles included, and one that I had never heard of before. The battle featured a mix of Vikings and Irishmen fighting for control of the Emerald Isle. It was an infantry only battle, which was actually tactically interesting, as my standard strategies involving archers and cavalry were not options at all.

    The battle lines are drawn up. A roughly equal number of infantry on each side are facing off across mostly flat ground. I'll need to look for any advantage that could give me some leverage.

    I'm commanding the forces of Brian Boru, the man credited with breaking the hold of the Vikings over Ireland by decisively winning this battle. Hopefully I can match up to my historical counter-part!

    The fighting begins, but both sides have a large reserve of infantry not yet committed to the line. I try to position my men to take advantage of a couple of dips in the terrain. Units fighting uphill will always have a harder time of it. 

    Now the fighting is raging in earnest, units begin to waver and break all down the line. On my left flank I see an opportunity. A morale check cascade causes multiple enemy units to waver, and I have several strong infantry units on the far edge of the line. If I can hit the enemy just a couple more times they should go from bending to breaking.

    Success! The enemy's right flank flees the field and my strongest units are positioned to roll up the line. Although my center and right flank wavers off-camera, my forces manage to hold. Catching the entire enemy line in the flank as I'm about to do above is essentially game over. With no strong enemy reserve on hand to blunt my advance, my forces hack their way down the line, routing the enemy units one after another. The Vikings are driven from Ireland!

    Field of Glory II continues to entertain me even after a couple of years of playing off and on. I really wanted to enjoy the fist game in the series, but could never quite get into it. The sequel however gets me hooked every time I fire it up. I always want to take just one more turn, and see if this time I can finally crack the enemy line, or find out whether my flank can hold long enough for my overall strategy to come together. Wolves at the Gate doesn't fundamentally change anything about the game, but it does offer a new series of campaigns and scenarios to play around with. This game really is a massive sandbox, and more toys always makes the sandbox more fun!

    The DLC can be purchased directly from Slitherine/Matrix. It's also available on Steam and 

    - Joe Beard

    Age of Belisarius A DLC for Field of Glory II by Slitherine Games   Justinian was an emperor that did not deser...

    Age of Belisarius a DLC for Slitherine's Field of Glory II Age of Belisarius a DLC for Slitherine's Field of Glory II

    For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!


    Age of Belisarius

    A DLC for Field of Glory II


    Slitherine Games

     Justinian was an emperor that did not deserve his wife or his generals. This new DLC from Slitherine is for their smash hit Field of Glory II. The Roman empire had risen on their heavy infantry. After Byzantium, or Constantinople if you prefer, became the second and then the only capitol of the empire. Their new enemies required the Romans to rethink their reliance on infantry. Justinian dreamed of reconquering the lost provinces of the Western Roman Empire. This would have only been a pipe dream if he did not have the services of the generals Belisarius and Narses. Belisarius only lost one battle, and that was forced on him early in his career. 

     So let us look at what you get with this DLC:
    • 11 new named factions: Avars, Byzantines, Franks, Gepids, Lombards, Ostrogoths, Slavs, Turks, Vandals, Visigoths, Welsh.

    • 17 new units: Byzantine Lance/Bow cavalry, Veteran Byzantine Lance/Bow cavalry, Byzantine Flankers, Dismounted Armoured Noble Lancers, Dismounted Noble Lancers, Dismounted Armoured Horse Archers, Sabir Foot, Indian Light Horse (javelins), Indian Light Foot (javelins), Bedouin Cavalry (lancers), Bedouin Light Horse (lancers), Bedouin Foot, Pre-Islamic City Arab foot, Bulgar Cavalry, Bulgar Light Horse, Spearmen (Dark Age), Raw Spearmen (Dark Age).

    • 29 new army lists (which expands the total number of army lists to 166).

    • 6 new Epic Battles: Dara 530 AD, Tricamarum 533 AD, Taginae 552 AD, The Volturnus 554 AD, Bukhara 557 AD, Raith 596 AD (each playable from either side).

    • 37 new Quick Battles (each playable from either side).

    • Expanded Field of Glory II Custom Battles module now includes all 166 army lists from Immortal Fire, Rise of Rome, Legions Triumphant and Age of Belisarius. (Purchase of the appropriate DLCs is necessary to access them all).

    • Expanded Field of Glory II Sandbox Campaigns module now includes all 166 army lists from Immortal Fire, Rise of Rome, Legions Triumphant and Age of Belisarius. (Purchase of the appropriate DLCs is necessary to access them all).

    • 4 new historically-based campaigns:

    o   Belisarius

    o   Clovis I of the Franks

    o   King of Kings 2 (Sassanid Persia)

    o   Rise of the Avars

     The base game of FOG II has been updated continually since its release. One excellent choice that Slitherine has made is that all of the upgrades for the base game are available to the player even without buying all of the planned DLCs. So the only thing a person would miss out on would be the new troop types, battles, and campaigns from each DLC.

     As far as the DLC, there is not much to say. The game is the best game as yet released for the computer dealing with tactical ancient warefare. The DLCs just make the experience that much better and wider in scope. If you are interested in early Byzantine or later Roman Empire tactical battles, this is what you have been waiting for. If you haven't picked up the base game, why not! It is as good as everyone has said. The Age of Belisarius DLC is worth its price tag and much more.

    One of the big additions in this DLC to the game is cavalry units that can dismount and fight on foot. The sandbox feature has also had an upgrade. Now you are able to pit any of the armies that you have in your stable against any other one you own. This is not only in the Custom Battles, but also the Custom Campaigns. So join the fun and try to recreate the Roman Empire. This time you do not have to worry about Justinian becoming jealous and removing you from command. The next DLC that is coming for FOG II goes in the other direction in time; it is the Rise of Persia. I cannot wait to be able to command Assyrians.


    Field of Glory II DLC Legions Triumphant by Slitherine Games  If you haven't been completely oblivious late...

    Field of Glory II DLC Legions Triumphant by Slitherine Games Field of Glory II DLC Legions Triumphant by Slitherine Games

    For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!



     If you haven't been completely oblivious lately, you will know that Slitherine Games has released the best PC game of ancient warfare to date, Field of Glory II. This was followed by its first DLC, Immortal Fire. FOG II has been updated on a regular basis to add even more features and to enhance this already great game. FOG I had a ton of DLCs released, from ancient to medieval warfare. 

     I will list here the new things that come with Legions Triumphant:

    • 10 new factions: Alans, Anglo-Saxons, Caledonians, Goths, Hephthalites, Huns, Palmyrans, Picts, Romano-British and Sassanid Persians.

    • 17 new units: Early Imperial Legionaries, Early Imperial Auxiliaries, Auxiliary Archers, Veteran auxiliary cavalry, Roman Lancers, Late Roman Lancers, Legio Palatina, Legio Comitatensis, Auxilia Palatina, Limitanei, Armoured Horse Archers, Expert Armoured Horse Archers, Fierce Nomad Horse Archers (Huns), Fierce Nomad Light Horse Archers (Huns), Irregular Foot (trousered), Pictish Spearmen and Jewish Zealots. Also the following that were available in the base game, but not used: Roman auxiliary cavalry, Sassanid levy spearmen.

    • 22 new army lists (which together with 2 in the free patch, expands the total number of army lists to 132).

    o   Alan 25-476 AD

    o   Anglo-Saxon 449-476 AD

    o   Armenian 253-476 AD

    o   Bosporan 11-375 AD

    o   Caledonian 50-225 AD

    o   Germanic/Gothic Foot Tribes 260-476 AD (Franks, Alamanni, Visigoths, early Vandals etc.)

    o   Germanic/Gothic Horse Tribes 260-476 AD (Ostrogoths, Gepids, later Vandals etc.)

    o   Hephthalite 350-476 AD

    o   Hunnic 250-375 AD

    o   Hunnic 376-476 AD

    o   Indian 320-476 AD

    o   Jewish Revolt 66-135 AD

    o   Palmyran 258-273 AD

    o   Pictish 210-476 AD

    o   Roman 24 BC – 196 AD

    o   Roman 197-284 AD

    o   Roman 285-378 AD

    o   Roman 379-424 AD

    o   Roman 425-476 AD

    o   Romano-British 407-476 AD

    o   Sarmatian 25-375 AD

    o   Sassanid Persian 224-476 AD

    • 10 new Epic Battles: Watling Street 61 AD, Adamclisi 102 AD, Hormozdgan 224 AD, Emesa 272 AD, Argentoratum 357 AD, Maranga 363 AD, Adrianople 378 AD, Frigidus 394 AD, Chalons 451 AD, Nedao 454 AD (each playable from either side).

    • 36 new Quick Battles (each playable from either side).

    • With Legions Triumphant (together with the base game and Immortal Fire) the Custom Battles and the Sandbox Campaigns modules now include 132 army lists.

    • 4 new historically-based campaigns:

    o   Third Century Crisis

    o   King of Kings (Sassanid Persia)

    o   Stilicho

    o   Empire of the Huns
    The free patch accompanying the release of Legions Triumphant includes major improvements to the campaign system.

    • Ability to fight on after a lost battle.
    • Ability to name your campaign units.
    • Maximum number of battles in sandbox campaigns increased, with more decision points and new possible decisions and events.
    • Additional enemies in sandbox campaigns. You will need to fend off attacks by other enemies as well as advancing the campaign against your primary opponent.
    • Units not only increase in quality following victories, but will upgrade to higher quality unit types when they reach the required quality. (e.g. Raw Pikemen > Pikemen > Veteran Pikemen).
    • Anachronistic what if campaigns – by turning off the date and geographical filters you can set up sandbox campaigns between any two nations covered by the game from 550 BC to 476 AD. Additional enemies in the campaign will fit the date of the main enemy – so that it will be as if your army had been transported in time to a new era.
    Other major changes in the free patch:

    o   Improved AI.

    o   Evaders may suffer casualties even if they escape their pursuers.

    o   Chargers will now follow normal pursuit rules if their opponents break on contact. i.e. Infantry (apart from warbands and raw troops) will not pursue.

     As I mentioned, one of the best things about this game is the fact that it is continually being upgraded, and you do not even have to buy DLCs to get the enhancements to the core game. 

     I do not like one thing about the new DLC, and that is the choice of the 'Epic Battles' that come with it. I am not a sandbox type player that likes to pit X against Y army in different circumstances. I like to play historical battles. I can deal with plausible 'what if' situations, but that is about it. The choice of battles to include is highly subjective so it is possible that many other gamers will like the included choices. The modding and scenario creating community for FOG II is amazing and very large. So I have no doubt that the battles that I want to re-fight will be along shortly.

     Speaking of the modding community, there are now mods for all of the following wars/eras to play:

    The American Revolution

    The Age of Reason

    Napoleonic Wars

     This is just a taste of the modding done for the game. These mods push the envelope for the game. There are also tons of mods of redone Epic Battles and completely new ones during ancient times. There are also many full campaigns that have been uploaded for ancient times.

     This is an AAR of my replay of the battle of Chalons that comes with the Legions triumphant DLC. The Roman general Aetius has collected what is left of the Western Roman Empire's Army. Added to this are Franks, Alans, and Visigoths to turn back a Hun invasion of Gaul by Attila. Historically the battle was a loss for the Huns, but the winning Allies did not try to destroy the Huns and their allies. So Attila lived to fight another day until dying of a nose bleed, of all things. I am playing the Huns and trying to change history. The Huns also have allies in this battle, among them the Ostrogoths, and Gepids. The Hunnish cavalry is the typical horse archer from the steppes of Eurasia, and fought in the same way the older Scythians did, and the Mongols in another 700 years. they will ride close and blot out the sun with arrows until you break formation and try to come to grips with them. Historically they were placed in the center of the Hunnish Army at Chalons. I wonder if a better placement would have been to put them on a flank of the Roman/Allied Army instead.

     The first two turns are more a a meet and greet between the enemies. I believe I am going to hold back my right from the Roman Army and try to crush their allies in the center and their right. On turn three my Hunnish cavalry has already disrupted some of the Alan units in the center. Unfortunately, my Gepid lancers on my right flank are not nearly a match to the Roman horse there. On my left flank, my Ostrogoths and the enemy's Visigoths seem to be equally matched.  On turn four my Hunnish archers are still taking a large toll of the Alans. Turn five is much the same, although I do have my archers on both flanks trying to envelop the enemy. I know that one enemy cavalry charge can disperse my archers to the winds, so I will not really rely on them too much. By turn six, it looks like I am fighting three separate battles. The Huns are decimating the Alans in the center, while the Romans are smashing up my Gepids on my right. The fight on my left could go either way. I have chased off some Visigoths, but my Ostrogoths are taking a beating in the center of the conflict. So it is turn eight, and my Hunnish archers have blown a hole through the middle of the Roman/Allied line. I have lost a lot of troops, but my Huns will now be able to sweep either right or left to destroy either the Romans themselves or the Visigoths. Fighting the battle from Roman side, it will be tough to come up with a strategy to keep the Huns at bay.

     This is an excellent game by Slitherine, and will only get better. This DLC Legions Triumphant is another great add on to the base game. I just wish they had asked me which Epic Battles to include; just kidding. 


    Immortal Fire a DLc for Field of Glory II by Slitherine    This is the first, hopefully in a long line, of DLCs re...

    Immortal Fire a DLc for Field of Glory II by Slitherine Immortal Fire a DLc for Field of Glory II by Slitherine

    For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!


    Immortal Fire a DLc for Field of Glory II




     This is the first, hopefully in a long line, of DLCs released for Field of Glory II. For those of you living in a cave, Field of Glory II is the newest ancient battle game released by Slitherine. I am a ancient history nut, and to me and many others, Field of Glory II  has really hit the sweet spot. Please see my review of the base game here:

     This DLC goes back in time to the first battles between the Grecian city states and the Persian Empire. Then the DLC continues to Alexander's battles and the ones of his successors (the Diadochi). The earliest epic (historical) battle is Thymbra in 547 B.C., and the latest is Raphia in 217 B.C. Here is a list of what comes with the DLC:

    • 8 new factions: Achaemenid Persians, Etruscans, Antigonos, Lysimachos, Spartans, Latins, Lydians, Kyrenean Greeks, Thessalian Greeks.

    • 10 new units: Persian Immortals, Persian sparabara foot, Persian armoured cavalry with bow, Persian improvised camelry, armoured citizen hoplites, armoured veteran hoplites (with Spartan variant), shallowly formed armoured citizen hoplites, Lydian cavalry, Carthaginian chariots, Macedonian prodromoi.

    • 30 new army lists (expanding the total number of army list to 105):
      - Achaemenid Persian 550-546 BC
      - Achaemenid Persian 545-481 BC
      - Achaemenid Persian 480-461 BC
      - Achaemenid Persian 460-420 BC
      - Achaemenid Persian 419-329 BC
      - Antigonid 320-301 BC
      - Carthaginian 490-411 BC
      - Carthaginian 410-341 BC
      - Carthaginian 340-281 BC
      - Etruscan 490-331 BC
      - Etruscan 330-280 BC
      - Gallic 390-301 BC
      - Greek 550-461 BC
      - Greek 460-281 BC
      - Kyrenean Greek 550-461 BC
      - Kyrenean Greek 460-322 BC
      - Latin 490-338 BC
      - Lydian 550-546 BC
      - Lysimachid 320-281 BC
      - Macedonian 355-329 BC (Philip and Alexander)
      - Macedonian 328-321 BC (Alexander and first phase of the wars of the Diadochi)
      - Roman 490-341 BC
      - Roman 340-281 BC
      - Seleucid 320-303 BC
      - Seleucid 302-301 BC
      - Skythian or Saka 550-301 BC
      - Spartan 550-461 BC
      - Spartan 460-281 BC
      - Syracusan 421-281 BC
      - Thessalian 404-353BC

    • 10 new Epic Battles: Thymbra 547 BC, Marathon 490 BC, Plataea 479 BC, Cunaxa 401 BC, Chaironeia 338 BC, Granikos 334 BC, Issos 333 BC, Gaugamela 331 BC, Hydaspes 326 BC, Raphia 217 BC (all playable from either side). Five of these track the career of Alexander the Great.

    • 24 new Quick Battles (each playable from either side).

    • Expanded Immortal Fire Custom Battles module includes all 105 army lists from Rise of Rome and Immortal Fire.

    • Expanded Immortal Fire Sandbox Campaigns module includes all 105 army lists from Rise of Rome and Immortal Fire.

    • 4 new historically-based campaigns: Xenophon, Philip of Macedon, Seleukos I Nikator, Seven Hills of Rome. (Alexander the Great's battles are covered in the Epic Battles).

    • 1 what-if campaign: Alexander the Great (what he might have done next if he had not died in 323 BC). (His historical battles are covered in the Epic Battles).

      With the armies that come with the DLC, your ancient wargaming is now endless. You also get a what-if campaign of Alexander. This postulates that he did not die in 323 B.C. He was already contemplating conquering at least some of Arabia.

     The Persian Immortals are here, as are the Macedonian Silver Shields. You can recreate battles between Carthage and Syracuse or Pyrrhus. The armies of Greece in the Peloponnesian War are also here for your gaming pleasure. 

     The base game Field of Glory II is so versatile that all of the DLCs that came with its older brother Field of Glory I can, and probably will, be added to its portfolio. As you can see, the ancient army list is now up to a whopping 105. For various reasons, I did not play Field of Glory I much at all. This is not the case with Field of Glory II, and now with the DLCs starting to come, it will be hard for me to tear myself away from the game. 

      The AI in the game is as good as the one in one of their other titles 'Pike and Shot'. The graphics in Field of Glory II are amazing. Field of Glory II is driven by a long standing table top miniatures set of rules. So it not only looks like you are playing miniatures, you really are. I just lost a game of the battle of Raphia to the AI. 

     Playing as the Seleucids, who are on the right hand side of these pictures, I thought that I could crush the Ptolemy left flank before my left would be in too much trouble. What I should have done was to refuse my left and let the Ptolemaic right hook catch nothing but air. I did somewhat destroy their left flank, but not before they had inflicted more casualties on my left. I would like to show you pics, but I had a senior moment and was using the print screen button instead of F12. Sorry, I didn't have time to re-fight the battle. So I just took some shots of the setup of the forces once I realized my mistake.

     With the release of The operational Art of War IV and Field of Glory II, among others,  Slitherine/Matrix certainly have given us wargamers a plethora of gaming. Now, their sister company Ageod has to get going and release 'The Wars of Succession' so I can get my early 18th century itch scratched.

     This just went up on the Slitherine website. It is an announcement about the new field of Glory II 'TT' mod. The 'TT' stands for table top. This adds an immense amount of units etc. to the game. It is not necessary to own 'Immortal Fire' for the mod, but it can only make this great game better.

    This mod greatly expands the units in Field of Glory 2. I am calling it the TT Mod. “TT” because I have got most of my inspiration from the original Field of Glory Table Top army lists. I have added back into the lists a lot of the units from the tabletop version that were left out of the PC version of the game. The mod will come in two forms, a sandbox campaign and a skirmish module (with SP and MP versions).
    Nearly all nations have their own specific Pike Phalanx. I have created lots of extra Heavy and Light Cavalry units to replace the ubiquitous vanilla versions. Unfortunately I have no 3D modelling skills, but a lot can be done with new textures, new alpha layers and modding the animation/effects unit.txt files.
    I have not modded game play in any way. All unit stats are consistent with the vanilla game. I was tempted to put in my Elephant mod, that I have used in some of my scenarios (i.e. Apollonia), but at the moment it is not included. If I get positive feedback about it, I may add it in later.
    This is what is new in the mod:
    New army lists:
    "Indian (Royal) 500 BC – 180 BC",
    "Indian (Royal)179 BC – 319 AD",
    "Indian (Republican) 500 BC – 180 BC",
    "Indian (Republican) 179 BC – 319 AD",
    The vanilla Indian list has been split into 4, the Republican armies having no elephants, and the early lists having no light horse archers.
    “Georgian 331 BC – 252 AD”,
    The vanilla Iberian list has been renamed as Georgian to stop confusion with the “Spanish” Iberians, who now have their own list.
    “Iberian 300-10 BC”,
    “Celtiberian 300-10 BC”,
    “Lusitanian 300-10 BC”,
    The Spanish list has been split into the three main tribal groups.
    "Pyrrhic (in Italy) 280-272 BC",
    "Pyrrhic (in Greece) 280-272 BC",
    The Pyrrhic list has been split into two.
    “Achaian League 280-209 BC”,
    “Achaian League 208-147 BC”,
    “Achaian League 146-146 BC”,
    “Aetolian 280-146 BC”,
    “Boiotian League 280-271 BC”,
    “Boiotian League 270-246 BC”,
    “Boiotian League 245-146 BC”,
    “Athenian 280-146 BC”,
    “Eleian 280-146 BC”,
    “Spartan 280-228 BC”,
    “Spartan 227-222 BC”,
    “Spartan 221-146 BC”,
    The Hellenistic Greek lists have been split into several state specific lists.
    “Gallic Lowland Tribes 300-201 BC”,
    “Gallic Lowland Tribes 200-101 BC”,
    “Gallic Hill Tribes 300-201 BC”,
    “Gallic Hill Tribes 200-101 BC”,
    “Gallic Lowland Tribes 100-50 BC”,
    “Gallic Hill Tribes 100-50 BC”,
    “Gallic Lowland Tribes 390-301 BC”,
    “Gallic Hill Tribes 390-301 BC”,
    The Gallic lists have been split into separate ones for lowland and hill tribes.
    “Galatian 280-279 BC”,
    “Galatian 278-228 BC”,
    “Galatian 227-63 BC”,
    The Early Galatian list has been split into three era specific lists.
    “Graeco-Bactrian 250-211 BC”,
    “Graeco-Bactrian 210-130 BC”,
    The Graeco-Bactrian list has been split into two era specific lists.
    “Carthaginian 235-201 BC”,
    “Carthaginian 200-146 BC”,
    The late Carthaginian list has been split into a Second Punic War and Post Second Punic War list.
    “Kushan 130 BC – 24 AD”,
    “Kushan 25 AD – 476 AD”,
    The Kushan list has been split into two era specific lists.
    “Indo-Skythian 95 BC – 24 AD”,
    “Indo-Skythian 25 BC – 50 AD”,
    The Indo-Skythian list has been split into two era specific lists.
    "Parthian (Saka campaign) 129 BC – 129 BC",
    The Parthian Saka campaign gets it's own list.
    “Athenian 550 BC – 461 BC”,
    “Corinthian 550 BC – 461 BC”,
    “Boiotian League 550 BC – 461 BC”,
    “Aetolian 550 BC – 461 BC”,
    “Akarnanian 550 BC – 461 BC”,
    “Phokian 550 BC – 461 BC”,
    “Syracusan 550 BC – 461 BC”,
    "Greek (Western) 550 BC – 461 BC",
    "Greek (Asiatic) 550 BC – 461 BC",
    “Athenian 460 BC – 381 BC”,
    “Corinthian 460 BC – 381 BC”,
    “Boiotian League 460 BC – 381 BC”,
    “Aetolian 460 BC – 381 BC”,
    “Akarnanian 460 BC – 381 BC”,
    “Phokian 460 BC – 381 BC”,
    “Syracusan 460 BC – 413 BC”,
    "Greek (Western) 460 BC – 381 BC",
    "Greek (Asiatic) 460 BC – 381 BC",
    “Athenian 380 BC – 281 BC”,
    “Corinthian 380 BC – 281 BC”,
    “Boiotian League 380 BC – 281 BC”,
    “Aetolian 380 BC – 281 BC”,
    “Akarnanian 380 BC – 281 BC”,
    “Phokian 380 BC – 281 BC”,
    "Greek (Western) 380 BC – 281 BC",
    "Greek (Asiatic) 380 BC – 281 BC",
    The Classical Greek lists have been split into several state specific lists.
    “Carthaginian 550-411 BC”,
    Extended Early Carthaginian list back to 550 BC.
    “Spartan 461-381 BC”,
    “Spartan 380-281 BC”,
    I have split the late Spartan list into two.
    “Seleucid 300-280 BC”,
    “Seleucid 279-206 BC”,
    “Ptolemaic 320-280 BC”,
    “Ptolemaic 279-167 BC”,
    “Macedonian 320-280 BC”,
    “Macedonian 279-261 BC”,
    The early Seleucid, Ptolemaic and Macedonian lists have been split into pre and post 280 BC lists. To reflect a number of changes that happened around that date: availability of Celtic mercenaries, shielded heavy cavalry, Thureophoroi replacing Iphikratean Hoplites.
    "Spartan (2nd Invasion Peloponnese) 369-368 BC",
    The Spartan army at the time of the 2nd invasion of the Peloponnese gets its own list with Spanish and Celtic troops provided by Syracuse.
    "Achaemenid Persian (Gaugamela) 331-331 BC",
    "Achaemenid Persian (Bessos) 329-329 BC",
    Two new campaign specific lists for the Achaemenid Persians.
    "Syracusan (Agathokles in Africa) 310-307 BC",
    A new campaign specific list for Syracuse.
    “Eumenes 321-316 BC”,
    A new army list for Eumenes.
    "Greek (Xenophon) 401-399 BC",
    A new army list for Xenophon's March of the Ten Thousand.

    Some changes to vanilla side names, and 15 new ones added. In some cases giving unique side names to some vanilla armies that share with other nations in the vanilla game:
    IDS_SIDENAME_603,“Achaian League”,
    Some existing units have been renamed, of these the two Greek cavalry units have new textures:
    IDS_UNITNAME18, “Numidian Light Javelin Horse”,
    IDS_UNITNAME21, “Gallic Armoured Cavalry”,
    IDS_UNITNAME34, “Iberian Scutarii”,
    IDS_UNITNAME38, “Veteran Greek Armoured Cavalry”,
    IDS_UNITNAME104, “Greek Armoured Cavalry”,
    New units, the vast majority with new textures:
    IDS_UNITNAME401, “Italian Armoured Cavalry”,
    IDS_UNITNAME402, “Italian Citizen Hoplites”,
    IDS_UNITNAME403, “Eastern Irregular Foot”,
    IDS_UNITNAME404, “Eastern Light Javelinmen”,
    IDS_UNITNAME405, “Eastern Massed Archers”,
    IDS_UNITNAME406, “Eastern Light Archers”,
    IDS_UNITNAME407, “Eastern Light Javelin Horse”,
    IDS_UNITNAME408, “Ligurian Spearmen”,
    IDS_UNITNAME409, “Apulian Cavalry”,
    IDS_UNITNAME410, “Italian Veteran Armoured Cavalry”,
    IDS_UNITNAME411, “Tarantine Light Javelin Horse”,
    IDS_UNITNAME412, “Illyrian Spearmen”,
    IDS_UNITNAME413, “Thracian Armored Cavalry”,
    IDS_UNITNAME414, “Macedon Chalkaspides Phalanx”,
    IDS_UNITNAME415, “Macedon Peltastai Phalanx”,
    IDS_UNITNAME416, “Macedon Agema Phalanx”,
    IDS_UNITNAME417, “Macedon Guard Xystophoroi”,
    IDS_UNITNAME418, “Seleucid Chalkaspides Phalanx”,
    IDS_UNITNAME419, “Seleucid Argyraspides Phalanx”,
    IDS_UNITNAME420, “Seleucid Xystophoroi”,
    IDS_UNITNAME421, “Agema Cavalry”,
    IDS_UNITNAME422, “Companions”,
    IDS_UNITNAME423, “Ptolemaic Regular Pike Phalanx”,
    IDS_UNITNAME424, “Ptolemaic Agema Phalanx”,
    IDS_UNITNAME425, “Ptolemaic Xystophoroi”,
    IDS_UNITNAME426, “Mercenary Galatian Warband”,
    IDS_UNITNAME427, “Ptolemaic Guard Cavalry”,
    IDS_UNITNAME428, “Egyptian Levy Pike Phalanx”,
    IDS_UNITNAME429, “Hispanic Heavy Cavalry”,
    IDS_UNITNAME430, “Hispanic Light Cavalry”,
    IDS_UNITNAME431, “Celtiberian Warband”,
    IDS_UNITNAME432, “Caetrati light javelinmen”,
    IDS_UNITNAME433, “Heavy Caetrati”,
    IDS_UNITNAME434, “Pontic Levy Pike Phalanx”,
    IDS_UNITNAME435, “Tarantine Pike Phalanx”,
    IDS_UNITNAME436, “Pyrrhic Agema Cavalry”,
    IDS_UNITNAME437, “Pyrrhic Pike Phalanx”,
    IDS_UNITNAME438, “African Light Javelinmen”,
    IDS_UNITNAME439, “Libyphoenician Armoured Cavalry”,
    IDS_UNITNAME440, “Euzonoi light javelinmen”,
    IDS_UNITNAME441, “Greek Pike Phalanx”,
    IDS_UNITNAME442, “Early Cataphracts”,
    IDS_UNITNAME443, “Armenian Levy Pike Phalanx”,
    IDS_UNITNAME444, "Raw Hastati/Principes",
    IDS_UNITNAME445, “Pedites Extraordinarii”,
    IDS_UNITNAME446, “Roman Armoured Cavalry”,
    IDS_UNITNAME447, “Soldurii”,
    IDS_UNITNAME448, “Gaesatae”,
    IDS_UNITNAME449, “Bactrian Light Horse”,
    IDS_UNITNAME450, “Graeco Bactrian Pike Phalanx”,
    IDS_UNITNAME451, “Iranian Lancers”,
    IDS_UNITNAME452, “Graeco Bactrian Xystophoroi”,
    IDS_UNITNAME453, “Graeco Bactrian Cataphracts”,
    IDS_UNITNAME454, “Spartan Pike Phalanx”,
    IDS_UNITNAME455, “Freed Slave Pike Phalanx”,
    IDS_UNITNAME456, “Numidian Foot”,
    IDS_UNITNAME457, “Libyan Foot”,
    IDS_UNITNAME458, “Civic Militia Light Javelin Horse”,
    IDS_UNITNAME459, “Seleucid Cataphracts”,
    IDS_UNITNAME460, “Indo Greek Armoured Cavalry”,
    IDS_UNITNAME461, “Indo Greek Pike Phalanx”,
    IDS_UNITNAME462, “Cretan Levy Foot”,
    IDS_UNITNAME463, “Nubian Mercenary Cavalry”,
    IDS_UNITNAME464, “Graeco Bactrian Pike Phalanx”,
    IDS_UNITNAME465, “Chalybes Spearmen”,
    IDS_UNITNAME466, “Pontic Chalkaspides Phalanx”,
    IDS_UNITNAME467, "Germanic Warband (Loose Order)",
    IDS_UNITNAME468, "Germanic Warband (Close Order)",
    IDS_UNITNAME469, “Galatian Warband”,
    IDS_UNITNAME470, “Pontic Imitation Legionaries”,
    IDS_UNITNAME471, “Macedonian Armoured Cavalry”,
    IDS_UNITNAME472, “Macedonian Guard Cavalry”,
    IDS_UNITNAME473, “Macedon Leukaspides Phalanx”,
    IDS_UNITNAME474, “Ex Seleucid Pike Phalanx”,
    IDS_UNITNAME475, “Freed Helot Pike Phalanx”,
    IDS_UNITNAME476, “Arab Light Javelin Horse”,
    IDS_UNITNAME477, “Perioikoi Hoplites”,
    IDS_UNITNAME478, “Spartiatai Hoplites”,
    IDS_UNITNAME479, “Gladiators”,
    IDS_UNITNAME480, “Persian Heavy Chariots”,
    IDS_UNITNAME481, “Phrygian Foot”,
    IDS_UNITNAME482, “Phrygian light javelinmen”,
    IDS_UNITNAME483, “Raw Hoplites”,
    IDS_UNITNAME484, “Lydian Raw Hoplites”,
    IDS_UNITNAME485, “Lydian Light Cavalry”,
    IDS_UNITNAME486, “Lydian Light Chariots”,
    IDS_UNITNAME487, “Thracian Swordsmen”,
    IDS_UNITNAME488, “Citizen Hoplites”,
    IDS_UNITNAME489, “Greek Cavalry”,
    IDS_UNITNAME490, “Armoured Spartiatai Hoplites”,
    IDS_UNITNAME491, “Spartiatai Hoplites”,
    IDS_UNITNAME492, “Saka Foot”,
    IDS_UNITNAME493, “Phoenician Marines”,
    IDS_UNITNAME494, “Armoured Theban Hoplites”,
    IDS_UNITNAME495, “Theban Sacred Band Hoplites”,
    IDS_UNITNAME496, “Theban Hoplites”,
    IDS_UNITNAME497, “Theban Pike Phalanx”,
    IDS_UNITNAME498, “Carthaginian Sacred Band”,
    IDS_UNITNAME499, “Poeni Cavalry”,
    IDS_UNITNAME500, “Italian Mercenary Hoplites”,
    IDS_UNITNAME501, “1st Class Roman Spearmen”,
    IDS_UNITNAME502, "2nd & 3rd Class Roman Spearmen",
    IDS_UNITNAME503, “Mixed Class Roman Spearmen”,
    IDS_UNITNAME504, “4th Class Roman Foot”,
    IDS_UNITNAME505, “Roman Cavalry”,
    IDS_UNITNAME506, “1st Class Latin Spearmen”,
    IDS_UNITNAME507, "2nd & 3rd Class Latin Spearmen",
    IDS_UNITNAME508, “Mixed Class Latin Spearmen”,
    IDS_UNITNAME509, “4th Class Latin Foot”,
    IDS_UNITNAME510, “Italian Cavalry”,
    IDS_UNITNAME511, “1st Class Etruscan Spearmen”,
    IDS_UNITNAME512, "2nd & 3rd Class Etruscan Spearmen",
    IDS_UNITNAME513, “Mixed Class Etruscan Spearmen”,
    IDS_UNITNAME514, “Etruscan Cavalry”,
    IDS_UNITNAME515, “Devoted Foot Spearmen”,
    IDS_UNITNAME516, “Etruscan Light Chariots”,
    IDS_UNITNAME517, “Etruscan Axemen”,
    IDS_UNITNAME518, “Crescent Shield Spearmen”,
    IDS_UNITNAME519, “Greek Light Javelin Horse”,
    IDS_UNITNAME520, “Iphikratean Hoplites”,
    IDS_UNITNAME521, “Theban Sacred Band Hoplites”,
    IDS_UNITNAME522, “Italian Veteran Armoured Cavalry”,
    IDS_UNITNAME523, “Italian Citizen Hoplites”,
    IDS_UNITNAME524, “Guard Apple Bearers”,
    IDS_UNITNAME525, “Persian Guard Lancers”,
    IDS_UNITNAME526, “Illyrian light javelinmen”,
    IDS_UNITNAME527, “Spartan Armoured Cavalry”,
    IDS_UNITNAME528, “Rowers disguised as Hoplites ”,
    IDS_UNITNAME529, “Foot Companions Phalanx”,
    IDS_UNITNAME530, “Hypaspists Phalanx”,
    IDS_UNITNAME531, “Companion Cavalry”,
    IDS_UNITNAME532, “Agema Cavalry”,
    IDS_UNITNAME533, “Thessalian Armoured Cavalry”,
    IDS_UNITNAME534, “Agrianian Light Javelinmen”,
    IDS_UNITNAME535, “Accensi”,
    IDS_UNITNAME536, “2nd Class Etruscan Pilum Foot”,
    IDS_UNITNAME537, “3rd Class Etruscan Pilum Foot”,
    IDS_UNITNAME538, “Antigonid Pantodapoi Phalanx”,
    IDS_UNITNAME539, “Lysimachid Pantodapoi Phalanx”,
    IDS_UNITNAME540, “Antigonid Veteran Phalanx”,
    IDS_UNITNAME541, “Lysimachid Veteran Phalanx”,
    IDS_UNITNAME542, “Eumenes Pantodapoi Phalanx”,
    IDS_UNITNAME543, “Eumenes Veteran Phalanx”,
    IDS_UNITNAME544, “Eumenes Argyraspides Phalanx”,
    IDS_UNITNAME545, “Hypaspists Phalanx”,
     This is absolutely amazing.