Field of Glory II: Medieval – Victory Conditions


Victory Conditions

These will depend on the individual scenarios. However, victory conditions depending on losses are based on units routing or dispersed rather than casualties or destroyed units. The size of units is taken into account. Units that have evaded off the map count as half their routed value added to their side’s rout % unless they return. Units that pursue routers off map don’t.


Default victory conditions are that an army breaks and the side loses if 60% of its original troops are routed or dispersed, or if 40-59% are routed or dispersed and the enemy have loss at least 25% less. Thus a side will fight on longer if the battle is hard-fought than if it is a disaster. If the battle is undecided at the time limit, default victory conditions vary according to the scenario. For player reinforcement, player defending, and enemy relieving siege scenarios, the player will win even if he has a higher % routed. For enemy reinforcement, enemy defending, baggage protection and player relieving siege scenarios, the enemy will win if the victory conditions are not achieved before the time limit, even if the enemy has a higher % routed. For open battles, the AI will win timed-out games in single player custom battles and campaign
battles, even if it has a higher % routed, whereas in MP games the side who has the lower % routed at the time limit wins. In standalone SP games, the player is given the option to play on and conduct mopping up operations after the enemy army is defeated. This option is not given in campaigns because the campaign system already takes into account losses caused in the pursuit.


When a battle ends, you can review the battlefield by clicking the “Review Battlefield” button in the victory/defeat screen.



Standard Wagons (Carroccios)

In this era the Italian cities took to fielding a Carroccio, which was a large wagon carrying the army’s main battle standard. It served as a rallying point for the whole army. Its loss would have a severe effect on the army’s morale, so it was usually guarded by a strong force of infantry. Other nations began to copy the Carroccio, and such standard wagons are occasionally historically recorded for Imperial, Hungarian, Low Countries, and Anglo-Norman armies.


In order to avoid standard wagons having an excessive effect in game, they do not have a direct effect on the morale of individual units – there is no Cohesion Test modifier for having a standard wagon.


Instead, they have a disproportionately high rating for rout % calculations. The effect of this is that they significantly reduce the calculated % routing of their army until they are lost. Thereafter they significantly increase their army’s % routing.


They thus increase the resilience of the army but hasten its collapse if lost.


Their positive effect only applies if they are facing in the general direction of the enemy army and are no more than 4 squares further away from the enemy center than is their own army’s center. Their UI card will show when these conditions are not met. Their negative effect only applies when they are lost.


They should therefore be deployed near the center of the army, not far back from the front line, and should not turn to face the rear.
Standard Wagon units include a strong guard of Superior Armoured Defensive Spearmen, who can fight all round the wagon. Hence they are immune to flank or rear attacks. The wagon does not turn to face enemy attacking their flank orrear. They cannot charge, but do exert a ZOC.


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