Field of Glory II is a turn-based tactical game set during the Rise of Rome from 280 BC to 25 BC.
Recent Reviews:
Very Positive (36) - 91% of the 36 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (263) - 88% of the 263 user reviews for this game are positive.
Release Date:
Oct 12, 2017

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Recent updates View all (49)

May 30

Field of Glory II: Wolves at the Gate is out

Wolves at the Gate – the fifth DLC in the Field of Glory II series – is available. Welcome to the Dark Ages!

Play with Fatimids, Khazars, Magyars, Vikings – and many more other factions – and deploy into the battlefield powerful units such as Huscarls, Byzantine Skutatoi, Berserkers, Varangian Guard, along with other historical formations of the time for a total of 55 new units!

Eager to see Wolves at the Gate in action? Don’t miss our official Twitch Stream today at 6 pm BST!

1 comments Read more

May 30

Field of Glory II 1.5.12 Update - Allies Feature!

Field of Glory II has been updated to version 1.5.12, and it's massive!

Check the Changelog below.

v1.5.12 Changelog

Field of Glory: Empires:
• When Field of Glory: Empires is released, it will allow battles to be exported to be played out in FOG2. After the battle, FOG2 can be automatically closed and Empires opened, and the results of the battle imported into Empires.

• It is now possible to choose to have allies from a different army list in custom battle armies. The main army list will provide the majority of the troops available for selection, the allies will provide a smaller proportion.
• The permitted allies are specified in the ArmyList file – as previously used for sandbox campaigns - based on known historical alliances. For historical reasons, where a small country and a large country were allied historically, the smaller country will be specified as an ally for the larger country, but often not vice versa. This is when it is deemed historically unlikely that the larger country’s troops would form a minority of the army, even if, for example, it sent a force to assist a client in regaining his throne.
• When the Geographical and Date filters are turned on, the list of permitted allies is also filtered for geographical proximity to the enemy state and date compatibility with both the enemy army list and any enemy allies list.
• Allied troops in custom battles are not required to deploy together under an ally general. This is not entirely historical, but is a “quality of life” game design decision, to avoid issues with deployment and group moves.

• Cohesion test details, with a list of all modifiers that applied, are now shown in the combat log and detailed close combat reports.

• Hotseat Custom Battles now allow manual force selection for both sides.
• Mediterranean, North European, Middle Eastern and Tropical Marshy terrain maps added.
• In random maps, vegetation has been added to marshes to make them easier to spot.
• Slings can now shoot overhead from higher ground.
• Lancers now get +50 Impact POA in open terrain vs steady, non-charging Pikes, Offensive Spearmen or Defensive Spearmen. (i.e. their normal +100 POA is only half cancelled against these).
• Cataphracts now get +50 POA for swordsmen capability vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle. (i.e. their normal +100 POA is only half cancelled against these).
• Removed various “tells” giving away the position of hidden enemy units when they Fall Back, Form or Leave Square, Rout or Retreat. However, we have deliberately left in the notifications for units returning to the battlefield or rallying, even when these units are not visible, because otherwise players might think that the AI is cheating when these units reappear.
• Reduced number of additional generals available in tiny battles – this is primarily for very small Field of Glory: Empires battles.
• Xystophoroi now use a wedge formation of 5 figures. This is purely a change to the visual representation, because it looks cooler; nothing else has changed. The overall effects of their abilities and formation was already taken into account in their previous grading. Note that we are aware that some other historical units (e.g. Thracian heavy cavalry) also used wedge formation, but they share units with armies that didn’t, so we have left their formations unchanged.

• Flank charges against enemy that are not yet in combat moved to second AI pass so that other friends have the opportunity to engage the enemy first.
• Made retreating AI light troops do so on first AI pass even if Disrupted or Fragmented.
• Evady Cavalry/Camelry/Light Chariots will no longer allow themselves to be pinned by a light horse charge if they are also threatened with a possible flank/rear charge by non-light troops this turn. This was an unintended consequence of the previous change to prevent Cavalry/Camelry/Light Chariots from automatically evading from flank/rear charges by Light Horse. Note that it is still possible to pin them with light horse that start the turn in an adjacent square if the heavier charge threat is frontal.
• AI or pursuing cavalry will now never charge elephants unless the elephants are already Fragmented.

• Simplified retry process when sending End Turn or Save and Exit data if internet connection down or server does not respond. It is now only necessary to click the Proceed button on the "Failed to send the game to the server. Please check your connection and try again." popup to trigger the game to attempt to resend the data. Previously it was necessary to hit End Turn etc. again to trigger the resend, and there was a bug preventing a resend of a failed Save & Exit.
• Bugs affecting Mirrored MP challenges fixed. Mirrored Epic Battle challenges should now work correctly, but the fix only works for new challenges, not challenges created with previous versions of the game.

• The AI side in “Ditch” battles, as found in Belisarius and Ashurbanipal campaigns, will now start advancing immediately.
• Campaign scoring now takes into account whether the campaign is being played on “Progressive” difficulty.
Campaign Design:
• TWEAK now works for all decision types except: 1, 2, (15, 18, 19 - these should not be used in custom campaigns anyway).

• Massed Greek Peltasts unit added - for various army lists.

Unit Cost adjustments:
• Expert Armoured Horse Archers (and equivalent units) – reduced from 72 to 66 points.
• Armoured Horse Archers (and equivalent units) – reduced from 57 to 52 points.
• Byzantine Flankers – reduced from 52 to 48 points.
• Persian Improvised Camelry – reduced from 60 to 56 points.
• Byzantine “above-average” lancers & archers – cost reduced from 55 to 54 points.
• Zealots – increased from 51 to 57 points.
• Veteran Samnite Foot – increased from 63 to 66 points.
• Veteran Dailami Foot – increased from 54 to 60 points.
• Mediocre Legionaries – reduced from 60 to 54 points.
• Imitation Legionaries – reduced from 54 points to 51 points.
• Early Imperial Roman Auxilia – reduced from 48 to 42 points.
• Legio Comitatenses - reduced from 54 to 51 points.
• Thorakitai – reduced from 54 to 51 points.
• Well-Armed Slaves – reduced from 46 to 44 points.
• Cretan archers – reduced from 42 to 39 points.
• Balearic Slingers – reduced from 36 to 33 points.
• Assyrian-style Mixed Medium Foot (Protected) – increased from 42 to 44 points.
• Assyrian-style Raw Mixed Medium Foot (Protected) – increased from 30 to 32 points.
• Assyrian-style Mixed Heavy Foot – reduced from 60 to 56 points.

Army Lists:
• Major revamp to the Thracian army lists, based on the authoritative work of Chris Webber (aka vakarr) as in his Mercenaries and Allies Mod. The new main-game versions of his lists contain only vanilla units, but remain extremely interesting from a historical and tactical point of view. There are now 11 different Thracian army lists covering the different Thracian groupings from 700 BC to 46 AD. For further reading, consult Chris Webber’s works: “The Gods of Battle: The Thracians at War, 1500 BC - 150 AD” (Pen & Sword Military) and “The Thracians 700 BC-AD 46” (Osprey Men-at-Arms series).
• Jewish 167-111 BC list divided into 167-164 and 163-111 lists. The latter gets some xystophoroi and raw pikes. Increased number of pikes available in 110-64 BC list.
• Greek Armoured Cavalry added to Roman 105-25 BC list.
• Added alternative 272-273 AD Palmyran army list for those who take the view that Zenobia would not have access to any local Roman troops in the war against Aurelian.
• Palmyran army lists changed to use “Eastern” archers.
• Massed Eastern archers added to Achaemenid Persian lists.
• Increased number of pike units available in many Hellenistic armies.
• Split Ptolemaic 320-167 BC list into separate 320-218 and 217-167 lists.
• Roman 285-424 AD custom/campaign battle auto-deployment changed to non-chequerboard.
• Added Libyan 549-301 BC list and changed start date of following list to 300 BC.
• Added Kyrenean 321-276 BC list.
• Added Dacian (Carpi) 107-380 AD list.
• Removed built-in Sarmatian allies from Dacian lists. They can be fielded by using a Sarmatian ally. Also added some Superior warbands to Dacian lists.
• Added Greek (Mercenary) 460-281 BC list. (Xenophon campaign changed to use this for Anabasis phases).
• Indian 545-599 AD list changed to use Indian-style lancers.
• Massed Greek Peltasts added to various lists.

• Units in Editor will now consistently show banners – red for side 0 and blue for side 1 (if vanilla banner textures are in use). Default sidenames switched to match.
• Units with Editor-placed generals will show long banners.
User Content Creation:
• Added ReSkinReinforcementUnit(id, reverse) function that can be used to reskin scripted reinforcement units with side-appropriate textures. Must be called once for each reinforcement unit after it is created in the scenario script. reverse == 0 means use usual side colours, reverse == 1 means use reversed side colours.

• Slings can now shoot overhead from higher ground.
• Addition to Impact POA Chart: Lancers: (in open terrain only) +50 POA vs steady, non-charging Pikemen, Offensive Spearmen or Defensive Spearmen.
• Addition to Melee POA Chart: Mounted Swordsmen: +50 POA if Cataphracts vs steady Pike, Offensive Spearmen or Defensive Spearmen unless these are defending an obstacle.

Bug Fixes:
• Fixed bug that could sometimes cause group Undo to give extra AP to units that were blocked from moving in the group move. Note that the fix adds a slight (1-2 second) delay to the Undo icon appearing in group moves where a unit was blocked from moving.
• Fixed bug that could sometimes prevent a “Leave Square” move from being Undone.
• Plugged exploit where a unit blocking shooting could be moved out of the way so that the unit behind could shoot, and then Undo used to move the first unit back into its previous position.
• Fixed bug whereby a unit set as “Cannot Control”, and hence which could not be given single unit orders, could get included in a Group Move.
• Fixed issue of mixed units not showing all spearmen and archers in correct positions for a couple of seconds when first deployed or redeployed.
• Fixed bug that could cause game to crash in the few user-created Epic Battles scenarios using non-scripted reinforcements.
• Hopefully fixed rare bug where a dispersed unit sometimes continued to have a “ghost existence” – being invisible but targetable and blocking access to the square.
• Fixed two bugs affecting mirrored MP games. The fixes will only work for newly set up challenges, not for ones set up with the previous build.
• Fixed bug preventing resend of MP Save & Exit data if internet connect was down or the server did not respond on the first attempt.
• Fixed issue of very long MP chat messages getting truncated in the chat message display.
• Fixed bug that could prevent MP challenge from being created if player’s comment included the “/” character.
• Fixed MP bug that sometimes caused group turn made during side A’s deployment to be undone by Side B’s replay.
• Fixed disappearing shadows bug affecting Epic Battle maps with some sub 0 height level tiles (Granikos and Issos).
• Fixed team allocation (for player group moves) errors in Frigidus scenarios.
• Fixed bug that could sometimes prevent AI unit from turning to avoid being flank charged.
• Fixed bug that caused indecisive (nightfall) campaign victories to be listed as defeats in campaign score report.
• Fixed remounting bug on large units of dismounted noble lancers and armoured noble lancers. (They should not have been able to remount).
• Fixed bug that could show troop quality incorrectly in Multiplayer Skirmish setup Army List previews if game difficulty level set to Centurion or Deity.
• Fixed bug that prevented the map width from being reset to the appropriate narrower width when a smaller campaign battle follows a larger campaign or custom battle.
• Fixed bug that could allow pursuers to pursue off the map edge through terrain they would not normally pursue into.
4 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”


Be the ultimate Ruler of the known Ancient World with the Masters Edition of Field of Glory!

This Bundle allows you to integrate Field of Glory: Empires grand strategy layer with the tactical depth of Field of Glory II.

The Wolves have arrived! New DLC is out!

This expansion extends Field of Glory II forward to 1040 AD, exploring the rich military history of the so-called “Dark Ages”, from the whirlwind Arab Conquest to the depredations of the Vikings and Magyars, the birth of England, France, Germany and Spain, and the long struggle of the Byzantine Empire to keep Roman civilisation alive in the east.

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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