Thursday, April 30, 2020

Field of Battle 3 - a list of changes from FOB2

Having been privileged to get a gander at Pdr version of FOB3, Brent (the author) as asked me to publish a list of changes/tweaks that I had noted.

Posting here for those interested, however if you do not have/use FOB it may make little sense, but if not I can only highly recommend this final version.

For those in UK Lancashire Games are taking orders for the rules and the card decks for those so disposed.















FOB 3 changes from FOB 2

Herewith a brief list of changes I have noted from FOB2 to FOB3 showing a substantial number of major and minor changes/tweaks. They are in no specific order and only outlined (as don’t want to spoil anyone else’s reading fun!). There may be some I have missed or am in error over detail (so feel free to add to list/expand info)
Also not mentioned is Seasons of Battle as new to most everyone (but a lot of changes from an early play-test set I tried)

Order and Disorder replaces In and Out of Command (semantic change)

Changes to card deck which are now a basic 23 cards not 27.

Only 3 Deck quality types now with correspondingly only 1-3 Lulls cards.

Manoeuvre card is gone with its function now included on Leadership card (but not possible if Leader rolls 1 on Rally attempts which must occur first)

Infantry & Artillery Firepower cards renamed as Fire cards (functionally the same)

Rapid and Rolling Fire cards appear for Breach loaders/MGs etc

Special Event card definitions expanded

A new Incident card appears with lots of scenario options (replacing some special cards in FOB2)

Rally from Routing now achieved by rolling higher does not require having to recover 1UI

Daring Deeds – Officers can now assist Rallies by upping Rally dice by 1-3 but this puts them at immediate and corresponding risk (you add 3 so you die on a 1-4 on D12)

Officer Replacements – slight tweak in that Replacement may be delayed on a roll of 1-2 and their Quality is rolled for instead of automatically down 1 dice level.

Units can only Change Facing or Formation not both per Move Segment or on Leadership card

Unit Integrity has been amended, all types now destroyed on reaching zero (previously it was Rout on zero and die on -1) also Cavalry now 4UI and Artillery 3UI.

Cavalry no longer Destroy units when they cause 2UI and Even win, this is now Rout.

Attack Columns do not suffer Down 1 from enemy musketry only from Artillery

Certain units (Skirmishers and Cavalry charged by Inf) can Evade but may or may not become Disordered (DD vs DD)

Skirmish rules tweaked to encourage them to hug terrain (Down 1 firing in open)

Grand Batteries redefined acting as separate Commands with only outside units able to turn.

Terrain in general has had several tweaks with Hedges and Walls now separate features.

Bridges and suchlike no must be taken by Columns ‘Forcing Passage’

Interpenetration has been redefined and restricted (especially by period) and no charging through into contact.

Pursuit has been changed (user defines those types subject) with pursuing units losing same UI as defeated unit.

Lots of Period Specific Army lists (seem to be more than in FOB2?) with English Civil War making a new appearance with quite a few new troop types, formations, special rules.

Lots of defining by period what troop types can or cannot Immediate Melee and suchlike.

Several separate Period specific Quick Reference sheets. 
These include several changes to the old generic FOB2 sheet. 
Some include entries for Cav vs Inf and suchlike.


5 comments:

  1. Thanks Gary, I am not familiar with the rules, but from the outside looking in, individually those tweaks sound fine, the incident card sounds like a good idea. If I were coming in new to V3, at least I would not have to unlearn anything :-)

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    1. I can highly recommend them Norm if you like to fight 'battles' with playable rules in the time period covered.
      Yes a bit to 'unlearn' from FOB2 which I have been using for years but nothing too onerous.

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  2. Very useful summary, thank you! I've had v2 for quite a while now but ashamed to say I've only managed one short game with them. I play solo, which is what interested me in them. I was wondering what you find is the best way to handle units firing whenever you're playing solo, given that a unit can fire at any time when loaded. Do you just go with what seems most sensible for both sides? Cheers, Kevin

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    1. Yes just what seems right is my 'method' but have on occasion used a dice roll.

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  3. Thanks for that. It all looks good. I'm pleased about the inclusion of the ECW troop types. Montrose and the Covenanters for me I think.

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