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Field of Glory II Combat Guide — Impact, Melee & Cohesion

Field of Glory II Combat Guide — Impact, Melee & Cohesion

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Master Field of Glory II combat by understanding its logic: the impact phase rewards chargers and shock troops, melee rewards staying power, points of advantage and unit quality set your odds, and flank and rear attacks shatter cohesion — so target morale, not casualties, and only commit to clashes the on-screen odds say you can win.

Summary

Combat in Field of Glory II runs on a clear logic once you see it: units clash in an impact phase then a melee phase, points of advantage decide the odds, and the real target is cohesion — morale and order — not casualties. Break a unit's cohesion and it routs, whatever its numbers. This guide explains impact versus melee, how cohesion drops and breaks, why points of advantage, flanking and quality matter, and how to read the on-screen odds to fight only the clashes you can win.

Who This Is For: Field of Glory II players learning the combat system in depth Intermediate

Key Points

Key Points

1

Two phases per clash — impact resolves the charge, then melee continues each turn units stay locked; some troops dominate impact, others the grind.

2

Cohesion is the real target — units rout when cohesion breaks, not when they run out of men, so fights are about morale and order.

3

Points of advantage set the odds — weapons, troop types, terrain and situation tally into a win/draw/loss chance the game shows you before you commit.

4

Flanks and quality decide fights — flank and rear hits almost guarantee a cohesion drop, and higher-quality troops pass the morale tests that win battles.

The logic of combat

Field of Glory II's combat can look like a wall of numbers, but underneath it runs on a clear and consistent logic, and once you see it the whole game opens up. Three ideas do most of the work. First, every clash resolves in two stages — an impact phase when units charge into contact, then a melee phase that continues for as long as they stay locked together — and different troops excel in different phases. Second, the real target of all this fighting is not the enemy's soldiers but their cohesion: their morale and order, which break long before they run out of men. Third, the odds of any clash are set by points of advantage, a tally of weapons, troop types, terrain and position that the game works out and shows you up front. Grasp these three and you stop guessing and start fighting deliberately, picking the clashes you can win and avoiding the ones you can't.

Everything that follows expands on those ideas. The aim is to make the system legible, so that the numbers the interface shows you become decisions you understand rather than dice you hope on.

The game always displays your combat odds before you commit. Treat those odds as the output of everything in this guide — impact versus melee, points of advantage, flanking and quality all feed into them. Learning what moves the numbers is how you learn to win.

Impact and melee

Every time two units fight, combat unfolds in two distinct phases, and knowing which one favours you is half the battle. The impact phase happens first, the moment of the charge and initial collision. This is where shock matters most: impact weapons such as javelins, light spears, cavalry lances and the Roman pilum apply here, and troops built around the charge — impact foot like Gallic warbands, lancers, chariots — are at their most dangerous. A unit strong at impact wants to be the one charging, hitting hard in that first violent clash. Then, for as long as the two units remain in contact, every subsequent round is melee, the grinding close combat where sustained weapons and staying power decide things. Some troops that hit like a hammer at impact are only average in the melee that follows, while steady, well-drilled infantry are built to win the long grind.

The practical upshot is that you should fight in the phase that suits your troops. With impact troops, seek the charge and try to break the enemy in that first clash before the melee evens things out; if your strength is melee staying power, weather the impact and let the prolonged fight grind the enemy down. Charging is not always right, either — charging a unit that is strong on impact with one that is not can lose you the fight before the melee even begins.

Check what weapons and troop type the enemy has before charging. Charging an impact-strong unit (offensive spearmen, other impact foot, lancers) with troops that are weak at impact hands them the advantage in the very first clash. Sometimes it is better to receive a charge than to make one.

Cohesion: the real target

The single most important concept in Field of Glory II combat is cohesion, because it, not casualties, decides battles. Cohesion represents a unit's morale and good order, and it exists in steps — commonly steady, then disrupted, then fragmented, then broken. A unit drops a level of cohesion when it loses a round of combat, takes a damaging volley of missiles, is charged in a bad matchup, enters terrain that disorders it, or is struck in the flank or rear, and it can also waver when friendly units rout nearby. Crucially, each drop also weakens the unit's fighting ability, so cohesion loss snowballs: a disrupted unit fights worse, making it more likely to lose the next round and drop again. When a unit finally breaks, it routs and flees the field, and that — not killing every soldier — is how you remove it from the fight. Rout enough of the enemy's units and the whole army's morale collapses to defeat.

This is why thinking in terms of morale rather than body count transforms your play. You do not need to destroy a unit; you need to break its nerve, and there are far faster ways to do that than a fair fight — pile on disadvantages until its cohesion cracks. Hit it with missiles, catch it in rough terrain, gang up with two units, and above all take it in the flank.

Cohesion level What it means Effect
Steady Full order and morale Fights at full effectiveness
Disrupted Shaken, losing order Noticeably weaker in combat
Fragmented Close to breaking Badly weakened, near rout
Broken Morale gone Routs and flees the field

Points of advantage, flanking and quality

The odds of each clash come from points of advantage — POA — which the game tallies from everything relevant: the weapon and troop-type matchup, the terrain each unit stands in, formation and support, whether anyone is hitting a flank, and more. A favourable matchup, higher ground, or a supporting unit behind your line all push the POA your way; standing in rough terrain with heavy foot, or facing a weapon that counters yours, pushes it against you. You do not have to memorise the tables, because the interface converts all of it into clear win, draw and loss percentages before you commit — but knowing what drives POA lets you engineer good odds rather than accept whatever you are given. Stack advantages in your favour and even an ordinary unit will win; ignore them and a strong unit can lose.

Two factors deserve special emphasis. Flanking is the most powerful tool you have: a charge into a unit's flank or rear almost always forces an immediate cohesion drop and a heavy combat penalty, which is why a flank attack can shatter a unit that would crush you head-on, and why protecting your own flanks is non-negotiable. Unit quality is the other quiet decider — troops rated elite or superior pass their cohesion tests far more reliably than average, poor or levy units, so they hold firm under pressure that would break lesser troops. Quality is staying power: it is what lets your best units win the grinding fights and anchor your line when the morale tests come thick and fast.

Putting it together

Good combat in Field of Glory II is the deliberate stacking of advantages toward a single end: breaking the enemy's cohesion faster than they break yours. Before every clash, ask the questions this guide has laid out — does the impact or melee phase favour me, what does the POA say, can I bring a flank to bear, whose quality is higher — and let the on-screen odds confirm your read. Fight where you are strong: charge with your impact troops, grind with your steady infantry, soften targets with missiles, and save your flank charges for the moments they will break a unit outright. Avoid the fights the numbers say you will lose, and look instead for ways to change the terms — better ground, a second attacker, a strike to the rear. Do that consistently and your battles become a series of fights you have tilted in your favour before they begin. To turn this understanding into battlefield maneuver, see our tactics guide and troop types tier list; if you are new, start with the beginner guide.

Never commit to a clash without checking the odds and the situation. A unit that looks strong can still lose a fight where the terrain, weapon matchup or a flank threat has turned the points of advantage against it. Read the numbers, understand why they are what they are, and only fight when they favour you — or change the terms until they do.

FAQ

FAQ

When two units charge into contact, the impact phase resolves first — this is the shock of the initial clash, and impact weapons like javelins, light spears, lances and pila apply here. Then, for as long as the units stay in contact, every following round is melee, where sustained close-combat weapons matter. Some troops, like impact foot and lancers, are strongest at impact; others are better in the prolonged melee grind. Knowing which phase favours you tells you whether to charge or avoid a fight.
Cohesion is a unit's morale and order combined, and it is what you are really attacking. It drops in steps — typically from steady to disrupted to fragmented to broken — when a unit loses a round of combat, takes a flank or rear hit, suffers heavy missile fire, enters bad terrain, or sees friends rout nearby. When cohesion breaks, the unit routs and flees. Lower cohesion also weakens a unit's combat performance, so each drop makes the next one easier to inflict.
Points of advantage are how the game tallies up who has the edge in a clash. Weapon types, troop types, terrain, formation, flank position and other factors each give advantages or disadvantages, and the totals set the win, draw and loss percentages for that round of combat. The interface shows you the resulting odds before you commit, so you do not have to memorise the tables — but understanding what drives POA helps you create favourable fights.
A hit to a unit's flank or rear almost always forces an immediate cohesion drop and a big combat disadvantage, because the unit cannot bring its formation to bear and its morale suffers. This makes flanking the most powerful tactic in the game: a flank charge can break a unit that would easily win a frontal fight. It is why keeping a continuous line and protecting your own flanks is so important, and why maneuvering to hit the enemy's is so rewarding.
Units have a quality rating — from elite and superior down to average, poor and levy — that mainly affects their cohesion tests, the morale checks they make when pressured. Higher-quality troops are more likely to pass those tests, holding firm where lesser troops would break, and they recover order more reliably. So quality is not just bigger numbers; it is staying power. An elite unit can hold a fight that a poor one would lose to a rout, which is why quality is worth paying for in your best troops.

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