Friday, February 10, 2023

One Turn of "The Far Side of the World"

In this post and the next, I'll try to walk through a single turn of "The Far Side of the World".  I don't have painted models and terrain yet so this will be a virtual walkthrough.

Situation:

You take the role of Sir Raymond Byrne, an inexperienced Colonel serving your first command tour.  Your Red army is marching through the countryside on when you contact a vanguard of the enemy army preparing to fortify a farmhouse.  You immediately proceed to attack, attempting to prevent the enemy from becoming entrenched.  A few turns into the battle, lines have formed and troops are engaged.

The mostly-barren battlefield

Your Forces:

You command 3 companies of regular infantry, a light infantry company, and a detachment of field artillery. On your left flank, the light infantry company take up a position in the woods.  Although they can still be seen by the enemy, the trees provide cover.  Immediately to your flank is the a regular infantry company with green facings and cuffs.  You are positioned in the middle of the line with your unit of elite regular infantry (white cuffs). The third company (black cuffs) are on your right. The artillery detachment has positioned themselves on the hill where they can shoot at the enemy overhead the black company.

Red's Position

The Enemy Forces:

The enemy commander sits atop his black charger with the a squadron from the first heavy horse regiment.  He has had an illustrious career on horseback and has earned the Equestrian trait.  On his left is a squadron of regular saber cavalry.  Two companies of regular infantry (gold cuff and red cuff) form the center and left of the main line.  A company of militia regular infantry occupy the farmhouse. 


Blue's Position

The Action Continues:

The player must decide which units to activate first.  Due to the leader's "Green" trait, all units with command radius suffer a -1 modifier to all resolve rolls. The skirmish infantry in the woods are outside command radius and therefore have the highest likelihood of successful activation.  The player chooses to attempt to activate them first. 
The player rolls 2D6, resulting in a sum of 8.  From this unmodified sum, baseline and conditional modifiers are added.  The baseline modifier for activation is the difference between the unit's resolve and 3.  The skirmish infantry has a resolve of 3.  Offsetting resolve and no conditional modifiers results in a modified result of 8.  The skirmishers are awarded a simple action.  They move forward 2 cells. 

Skirmishers vacate the woods

The player may now activate another unit.  All line infantry would receive a +1 modifier for being adjacent to the leader.  The artillery being at a diagonal is counted as being 2 cells from the leader. (When counting distances in "The Far Side of the World", every 1st, 3rd, 5th, Nth, diagonal measurements is counted as a distance of 2.) The player nominates the leader's elite regular infantry for activation.
The player rolls 2D6, resulting in a sum of 10. The baseline modifier for activation is the difference between the unit's resolve and 3.  The regular infantry has a resolve of 3.  The regulars receive a +1 bonus for being adjacent to the leader, resulting in a modified result of 11.  They are awarded a difficult or easy action.  Because units are not permitted to move and fire in the same activation, using the "Volley Fire" action is the best course of action.
The yellow-cuffed regular infantry in the forest is determined to be the target.  It is established that there are no Line of Sight obstructions and the target is in range (range is 3).  Because the leader's unit is involved in the combat, the player rolls 2D6 for the unit and 1D6 for the leader. The player must use the leader's dice but chooses the best of the unit's dice, resulting in a sum of 11.  The baseline modifier for shooting combats is the difference between the shooting unit's combat (3) and the target's resolve (3).  The elite regulars receive a +1 modifier for performing the volley fire action, a -1 modifier for shooting at maximum range, and a -1 modifier for the target in cover.  The modified result is 10.  The firing results in the regulars becoming disordered and bloodied.  (Blue may activate its leader unit who can attempt to rally the yellow-cuffed regulars, but the bloodied modifier cannot be removed) 

Elite Regulars fire at regulars in forest

The player may now choose to activate another unit.  They select the green-cuffed regulars between the skirmishers and Sir Byrne's Elite Regulars to maximize volume of fire pouring into the farmstead in subsequent turns, the player attempts to activate the green-cuffed regulars. The player rolls 2D6 resulting in a sum of 2.  No amount of modifiers will result in an activation.  Because there are no ongoing melees to check for resolution, initiative moves to the blue player.

END OF RED'S TURN

NOTES: 
Changes to results table forthcoming.  Results in v1.0 unclear.  Results of 10+ will be "Target bloodied and disordered. If already bloodied and disordered, eliminated."
Rally attempts can be influenced by leader and unit traits.  Probably need to pick one.
"Veteran" and "Green" should apply to all resolve in v1.0.  Consider changing to only impact to activation in v1.1

I'll write up Blue's activation next.  I should be able to demonstrate melee actions and the effects of units being disordered and bloodied.

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