Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
All Reviews:
Very Positive (211) - 87% of the 211 user reviews for this game are positive.
Release Date:
Oct 12, 2017

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February 5

New Tournament - Will you be the ultimate Horse Lord?

If Infantry has often been called the “Queen of Battles”, Cavalry should have been declared “Infantry’s worst enemy”.

For centuries in Ancient Times, large cavalry formations constituted one of the most dangerous threats to professional and non-professional armies alike.

Ferocious and merciless, the semi-nomadic peoples of Ancient Times were led by powerful chiefs and kings, the most feared among them listed amongst the world’s greatest conquerors.

Will your destiny be “to crush your enemies, see them driven before you, and to hear the lamentations of their women”?

We are pleased to announce another Field of Glory 2 public tournament. This will be played using the normal Field of Glory 2 Multiplayer system and our automated tournament system.

Anyone who has Field of Glory II can enter. You do not need to own any DLCs to enter.

To enter, go to the tournament page here:

The general tournament rules can be found here:

The first round will commence on Tuesday 12th February 2019 at 10.00 am GMT. No further entries can be accepted after the tournament has begun.

Specific tournament rules:

This tournament will involve three rounds. The battles will be medium-sized custom battles. Note that the Parthian, Sassanid and Kushan lists were all given a significant makeover in the v1.4.7 patch.

Round 1: 167 BC. Parthian invasion of Graeco-Bactrian Kingdom. Parthian (250 BC-225 AD) vs Graeco-Bactria (250-130 BC). Middle-Eastern Agricultural.

Round 2: 225 AD. Sassanid invasion of Kushan Empire. Sassanid Persian (224-349 AD) vs Kushan (130 BC-476 AD). Middle-Eastern Agricultural.

Round 3: 582 AD. Avar invasion of the Balkans. Avar (558-631 AD) vs Byzantine (579-599 AD). Mediterranean Agricultural.

Games are paired, so each matchup will be played both ways. Each player will be able to choose his forces using the normal force selection system. In each round, all players will be playing on the same randomly generated map for both games.

First round pairings will be selected randomly, subsequent rounds using the Swiss Chess system. Nobody will play the same opponent in more than one round.

The scoring system is as follows:

· If a game runs to the turn limit, each side scores points equal to the enemy % routed at the turn limit. If the game times out, adjustments may be made, depending on how far the game has progressed and who took longer over their turns – see below.

· If one army breaks, the victorious player scores 60 points plus the difference between the enemy % routed and his own % routed. The loser scores points equal to the winner's % routed.


1) If Ben defeats Tamas's army, and has inflicted 45% routed on Tamas, and Tamas has inflicted 15% on Ben, Ben will score 60 + (45 – 15) = 90, Tamas will score 15.

2) However, if Ben defeated Tamas’s army by inflicting 62% routed on Tamas, and Tamas had inflicted 56% routed on Ben, Ben would get 60 + (62 – 56) = 66 points, and Tamas would get 56.

3) If the game is unfinished (or it reached the turn limit) with Ben inflicting 20% routed on Tamas, and Tamas inflicting 10% routed on Ben, Ben would score 20, and Tamas would score 10. (Provided that between them they have played at least 24 turns in all – see below).

Note that this system rewards aggressive play over desultory skirmishing. If you rout an enemy unit then hide for the rest of the game, both players will get extremely low scores - lower than if they played hard and lost.


If an odd number of players sign up for the tournament, one player will get a bye in each round. In the first round this is random. In subsequent rounds it will be the player with the lowest score. The score for a BYE is 75 points for each game.

Round times and timing out:

Each round will last 14 days.

Any battles that are not completed by the end of the round will be timed out. The player who has had the game in his “My Turns” box the longest overall will be the one who is deemed to be timed out. This will not normally incur any penalties, unless insufficient turns have been played: If the timed-out player has played less than 12 turns, his score will be reduced proportionately, and his opponent will be granted the BYE score if it exceeds his current score. If the timed-out player has played less than 6 turns, he will not be included in the draw for the next round. This is to prevent someone else’s enjoyment being spoiled by being drawn against someone who has apparently dropped out of the tournament.
2 comments Read more

December 14, 2018

Field of Glory II Updated to version 1.5.3

Spears will clash against shields again, as Field of Glory II has been updated to version 1.5.3.

This new version brings lots of changes, ranging from Gameplay Mechanics (improved push backs), AI (several significant enhancements), Multiplayer (it is now possible to have mirrored MP challenges), Campaigns (campaign scoring system) and more.

Version 1.5.3
Note that some of the changes listed below will not affect games started under the previous version of the game. Such games will still work correctly, but won’t use all of the new features.

- Push Backs: In order to more closely match the overall distance infantry units get pushed back in the game with accounts of historical battles, Push Backs will be less frequent. Units facing orthogonally (facing a square edge) will only get pushed back every second time they suffer a “lost badly” combat result, starting with the first time they suffer such a result. Units facing diagonally will only get pushed back every third time they suffer a “lost badly” combat result, starting with the second time they suffer such a result. Overall this simulates the unit getting pushed back half a square-side distance each time they suffer a “lost badly” combat result (instead of a whole square-side orthogonally or almost 1.5 square-sides diagonally, as previously).
- Unless they are in Rough or Difficult terrain, or defending an obstacle, Light Foot will now always evade non-light troops.
- Light Foot can only charge non-light troops if the latter are in Rough or Difficult terrain. (They could previously charge them in non-Open terrain that was neither of these - e.g. small Streams).
- Improved random naming conventions for the generals of some nations. (e.g. Arabs, Hebrews, Picts, Scots and Irish, Welsh).
- Made Detailed Unit Information easier to read by using dark on light text and a larger font.
- Increased effectiveness of Crossbows vs infantry slightly. (This currently only affects the Silk Road mod).
- Various graphical optimisations made to improve in-battle game performance.

- Made AI units more likely to move round flanks by reducing their chance of choosing a route through enemy ZOCs.
- Made AI units less likely to move into positions where they will block their friends’ break off.
- AI now moves all Steady units before Disrupted ones.
- Fragmented AI troops will no longer advance, as this is seldom a good idea.
- Improved AI for Rearguard scenarios.

- Added camera shutter sound effect to accompany the visual flash effect.

- It is now possible to set up paired (mirror) MP challenges. When the challenge is accepted, two games are created. Each player gets to play the same battle from both sides, on the same map.

- There is now a campaign scoring system which derives a points score for each battle in a campaign (whether won or lost) and after each battle displays the number of victories and defeats in the campaign so far, the last battle score, the average battle score (which at the end of the campaign is the campaign score), and the player’s previous High (campaign) Score. The scoring for each battle depends on the margin of victory, but is also modified depending on the difficulty level set.
- Advance Guard and Rearguard scenarios added to the possible campaign scenarios in Sandbox Campaigns.
- Campaign Design:
 Custom Campaign designers can use the TWEAK tag to adjust the points of the AI army in a particular campaign battle if needed for balance purposes. e.g. TWEAK 10 = AI gets 10% more points than usual, TWEAK -10 = AI gets 10% less points than usual. Note that TWEAK has no effect on the following decisions: 1, 2, 5, 6, 7, 8, 15 (should not be used in custom campaign anyway), 16, 17, 18, 19, 23, 24, 28, 29.
 It is now possible to set the player army in the first battle of a custom (historical) campaign to use an allied contingent from another army list (using the usual ALLIES0 format). The allied contingent’s units will be autoselected prior to force selection, and constitute between 20 and 33% of the total force points.
 Two additional option pairs can now be used in Custom Campaigns.

- Meeting Engagement (Advance Guard) scenario (32) or Reinforcements (Own) scenario (33). The standard strings attribute the choice to running low on supplies. The choice is therefore to advance as fast as possible to engage the enemy before supplies run out, or to advance steadily and send out foragers who may arrive back late for any battle. However, it is possible to provide different reasons for the choice by customizing the strings in the custom campaign folder.

- Outnumbered open battle– enemy has an extra 10% force points over and above the normal differential set by the difficult level (34) or Rearguard Action (35). The choice is therefore to fight the battle at a disadvantage, or to leave a rearguard to hold the enemy off while the rest of the army escape. This is deemed successful if the rearguard holds out till nightfall.

- Note that the campaign victory conditions for Meeting Engagement (Advance Guard) and Rearguard scenarios are different from the standalone version of those scenarios, in so far as the normal army rout percentages apply in addition to the special victory conditions.

- The minimap will now default to yellow for Side 0 and blue for side 1 if the sides’ banner indices are outside the vanilla defined range (currently 1-14).

- Change: Unless they are in Rough or Difficult terrain, or defending an obstacle, Light Foot will now always evade non-light troops.
- Change: Light Foot can only charge non-light troops if the latter are in Rough or Difficult terrain.

Bug Fixes:
- Non-difficult hill slopes should now show correctly in random maps where equal height hills abut at a corner.
- Fixed some missing Banner Normal and Spec textures (which nobody seems to have noticed).
- Fixed rare MP crash bug.
- Group move Undo should now consistently move all of the units in the group back to their starting position. We hope this will fix the bug where units occasionally got extra AP or a second move after a group move Undo.
- Fixed issue of disappearing Detailed Unit Info button.
- Next Unshot hotkey (B) now works when More Tools panel is not open.
- Fixed issue of stray shootable or chargeable indicators on enemy units at the start of a player’s turn.
- Fixed overlap in West Hunnic lists.

11 comments Read more


“Turn-based strategy wargame experience that brings the best features of its previous tabletop and PC gaming outings together in a deep and enjoyable tactical experience”
8.5 – Game Watcher

“Like its forerunners, FoGII produces gripping battle after gripping battle. Even the three tutorial skirmishes are absorbing”
Rock Paper Shotgun

“The games I played nearly always saw a slugfest until one side broke en masse and the slaughter began. This is what the tabletop game tended to portray and I am told, how it was for most of the ancient military era. When this sort of realism is fused with all of the above, this makes FOG2 a must buy”

Out on September 27th

This expansion extends Field of Glory II back to 681 BC, and allows players to experience the last flowering of chariot warfare in the ancient near-East. It chronicles the decline and fall of the Neo-Assyrian Empire, the rise of the Median and Babylonian Empires, and the conquest of these and the Lydian and Egyptian Kingdoms by the Achaemenid Persians.

About This Game

Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC

The game that brought the fun and excitement of the tabletop experience to digital form is back. Developed by legendary designer Richard Bodley Scott in a completely new 3D engine, Field of Glory is ready to set new standards in computer wargaming.

Field of Glory II allows you to fight large or small battles for or against Rome, or between the other nations who are as yet unaware of the Roman threat, or what-if battles between nations that never actual came into conflict historically, but might have done if the course of history had been different.

Take command of a huge variety of armies employing vastly different tactical doctrines. Lead your chosen army and its named generals to victory in set-piece historical battles or "what-if" custom battle situations against an AI or human opponent.

Victory will require determination and tactical mastery!


  • Accurate simulation of Ancient battle in the last three centuries of the pre-Christian era.

  • 86 historically accurate units, built from fully animated 3D troop models, each with many variants. These allow Field of Glory II to represent the full range of troop-types and tactical doctrines that make this era one of the most interesting to wargamers and military historians. To name just a few, there are Roman legionaries before and after the reforms of Marius, Greek hoplite and Carthaginian African spearmen, Hellenistic pike phalanxes, thureophoroi spearmen and xystophoroi lancers, Gallic warbands, Skythian horse archers, Sarmatian lancers, Roman, Carthaginian, Greek and Gallic spear-armed cavalry, war elephants, Celtic and Indian chariots, scythed chariots, a wealth of light troops and many many more.

  • 12 Historical scenarios covering key engagements of the period on an epic scale. These include Bagradas 255 BC, Trebia 218 BC, Cannae 216 BC, Ilipa 206 BC, Zama 202 BC, Magnesia 190 BC, Pydna 168 BC, Chaironeia 86 BC, Tigranocerta 69 BC, Bibracte 58 BC, Carrhae 53 BC and Thapsus 46 BC. The player can play as either side.

  • Custom Battle system allows unlimited “what-if” scenarios using historically realistic armies from carefully researched army lists, on realistic computer generated terrain maps. Armies covered include Romans, Carthaginians, Hellenistic Kingdoms (Macedon, Seleucids, Ptolemaic Egypt etc.), Gauls, Ancient Britons, Galatians, Spanish, Numidians, Spartacus’s Slave Revolt, Thracians, Skythians, Sarmatians, Parthians, Indians and lots more.

  • Campaign mode allows you to rewrite history as you play through the battlefield careers of some of ancient history’s greatest generals, or war with any ancient nation against any other. Each victory increases the experience and elan of your core units. Quick to resolve strategic decisions allow you to go straight from one battle to the next without any delay.

  • Random map generator produces an infinite variety of historically realistic battlefield maps for custom battles and campaigns. Scenarios include open battle, pursuit, awaiting reinforcements, enemy awaiting reinforcements, flank march, rearguard action, advance guard, remove the head, and protect the baggage.

  • Classic turn-based, tile based gameplay.

  • Easy to use interface, hard to master gameplay.

  • Cohort-sized units. Battles can range from a few units to as many as 80 units per side.

  • Named generals who can influence combat and morale of units under their command.

  • Single player and multiplayer battle modes.

  • Effective AI makes sound tactical decisions.

  • 6 difficulty levels allow the challenge to increase as you develop your battlefield skills.

  • Numerous different unit organisations, combat capabilities and tactical doctrines allow full representation of tactical differences and developments through the period.

  • Mod friendly game system with built-in map editor.

  • Multiplayer mode allows historical scenarios and “what-if” scenarios to be played by two players using Slitherine’s easy to use PBEM server.

System Requirements

    • OS: Windows 7 / 8 / 10
    • Processor: 2.0GHz or higher
    • Memory: 4 GB RAM
    • Graphics: 1 GB DirectX 9 Compatible Graphics Card
    • DirectX: Version 9.0c
    • Storage: 1541 MB available space
    • Sound Card: DirectX compatible sound card

What Curators Say

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