Below is the text for Far Side of the world. It will be added as a download to the rules tab. This is v1.1. It has some minor tweaks/improvements over v1.0. I'd be very interested in thoughts/suggestions/critiques if you have any. The goal is to create a basic framework that could be extrapolated though different eras of linear warfare. If expanded beyond the "small wars" of 1850-1900 units would need to be rebalanced in each variant to account for historical changes in warfare.
Far Side of the World
A
Compact Grid-Based Colonial Wargame
Design
Notes
Grids are used to remove
fiddliness and allow the game to be played in small spaces. If the table were to be bumped or moved,
units and terrain could easily be put back to their locations. It also increases the likelihood of the game
to be played by non-wargamers.
Units are intended to roughly
be company sized units for 1850-1900 but could be scaled up or down to fit the
scenario if necessary. Fielding a force of 3-4 infantry companies augmented by
1-2 cavalry and/or artillery units seems about right for a basic game. Force composition should be altered to
represent historical forces if desired.
Opposing forces need not have the same number of units. Tribal or civilian forces should field a
higher number of units, of lower quality.
Leaders on average
should boost the performance of the units around them and the army at large,
but they are still fallible humans. They
do not always read the battlefield correctly and sometimes the units would be
better off without the leader’s interference.
This is accomplished by forcing players to keep the leader’s roll, even to
their detriment.
Modifiers are used to
differentiate units and showing advantages and disadvantages. Players should
feel comfortable adding unit types and modifiers, but be warned that, moving
beyond +/- 3 yields very predictable outcomes.
A grid of 8 rows and 8 columns
should be considered the smallest minimum playable size. Players should each have approximately 3D6,
with at least 1 being a contrasting color.
Players will also need several units, and a few pieces of terrain. Units and terrain must fit inside the
confines of a cell. Further explanation of terrain and units are covered later.
All distances are
measured from the center of one cell to the center of another in integer
values. Measurement along a diagonal is
possible but the 1st, 3rd, 5th, nth,
measurement consume two movement/range points.
Moving 3 cells along a diagonal would measure at 5 (2,1,2).
Units that share a
side are said to be adjacent.
Lay out all terrain
features, randomly or according to scenario.
Both players roll 1D6. The
higher rolling player places half of their units.
The lower rolling player
places all of their units on the board.
The higher rolling
player fields the remaining half of his units.
Terrain
Terrain is assumed to
occupy the entirety of a cell.
If any part of the LOS
from one cell passes through closed terrain (forest, hill, or built-up-area),
the entire LOS is blocked. If measuring along a 45 degree angle, measure
forward first to determine LOS.
LOS is measured from the
center to center of concerned cells.
Built-Up-Area (BUA) – Only infantry may end
turn in BUA, provides heavy cover, and obstructs LOS beyond. In BUA no
flank/rear exists.
Forest – Passable only to infantry, provides
heavy cover, and obstructs LOS beyond. Moving into forest consumes all
remaining movement.
Hill – Passable to all, requires 2
movements to enter unless from hill of equal elevation, then 1 movement is
required, obstructs LOS beyond.
Open – Passable to all, requires 1
action to enter, no cover
River – Impassable except at fords/bridges. Bridges are treated as open. Fords provide no cover and consume all
remaining movement upon entering.
Rough – Passable to all, provides light cover only to infantry
but does not obstruct LOS for any unit.
A group of figures is
called a unit. Groups of figures may be
singly based or multiple figures may be based together. Units must fit entirely in a single cell. Units may not be further divided, nor may more
than one unit occupy the same cell. Units face cell corners, not sides. Ranges and movement are measured from tile
center to tile center through the sides.
Statistics shown
in Unit Data Table
Regular Infantry – Fighting in ordered
formations, regular infantry forms the backbone of professional armies. They are drilled to stand and fire repeated
volleys into enemy lines before a final bayonet charge.
Skirmish Infantry –These troops fight in
open formations and prefer to fire from behind cover. They move through terrain
much easier than the regulars.
Melee Band – These troops are armed
with only bladed or thrown weapons. They
must close to melee with enemies, but should not be underestimated.
Mounted Infantry – Although mounted, they
generally dismount to fire. While
mounted they can rapidly move across the battlefield to occupy advantageous
terrain or harass slower enemies.
Shock Cavalry – Although less common, massed cavalry charges
still do occur. Shock Cavalry are armed
with lances or sabers. They may carry
handguns but are generally ineffective, except at melee ranges.
Field Artillery – Artillery has become
smaller, more accurate, and faster reloading.
A single piece can now be crewed
by a much smaller force than before.
Many nations are starting to send artillery detachments with smaller and
smaller forces.
Gatling Gun – A single gatling gun can
lay down as much small arms fire as a much larger unit. They are still very
expensive to field and prone to jamming, rendering them useless until
cleared.
Steady – Steady units are calm and
collected. They are generally receptive
to orders and willing to fight.
Disordered – Disordered units are considering
quitting the field. While disordered,
units reduce their resolve by 1. They
can be rallied back to steadiness by their leader.
Bloodied – Bloodied units have been impacted
by combat. Many members of the unit have
died, are critically injured, or have fled the field. Both combat statistics
are reduced by 1 for the remainder of the battle.
Elite – Elite units have
superior training and discipline. They
receive a +1 modifier during all rally attempts.
Inferior – Inferior units have
substandard training and discipline.
They receive a -1 modifier during all rally attempts.
Militia – Militia units are made
of non-professional soldiers. Their
combat statistics are always 1 less than their professional counterparts of the
same type.
Leaders are attached to
a unit. They may not detach or join a different unit. They have no inherent combat ability but are
capable of rallying disordered troops and may also have traits that impact the
troops withing their command radius. The standard (unmodified) command radius
is 2. Units outside of command radius
may not be rallied and do not benefit from the leader’s traits.
Inspiring – This leader has a way of
steeling the resolve of his troops. All
units within command radius receive +1 to all rally attempts.
Stammering – This leader can barely
conduct a meeting, let alone rally flagging units. All units within command radius suffer -1 to
all rally attempts.
Bullet Proof – This leader regularly
finds himself in perilous positions, but emerges unscathed. This results in a +1 modifier on all leader
death rolls.
Frail – This leader seems to
always have a minor injury or illness that keeps him away from the front. This results in a -1 modifier on all leader
death rolls.
Gunner – This leader’s training
with his artillery makes him an excellent commander of gun crews. All artillery and gatling guns within command
radius receive +1 to all shooting actions.
Equestrian – This leader rose to
prominence through the cavalry ranks.
All cavalry (including mounted infantry) units receive +1 to all melee
actions
Master of Drill – This leader has
instilled a great sense of discipline into his troops. All infantry units
within command radius receive +1 to all shooting rolls.
Guerilla – This leader specializes
in commanding irregular forces. All
militia, melee band, and mounted infantry units in command radius receiver a +1
modifier on all combat rolls.
Veteran – This leader has seen
combat before and knows how to handle it. All units within command radius
receive +1 to all activation rolls.
Green – This leader has recently
assumed his command and his troops know it. All units within command radius
suffer -1 to all activation rolls.
The leader’s unit rolls
Leadership dice in all combat situations.
Roll 2D6 for the unit’s
men and an alternate color D6 for the leader.
Sum the best D6 from the
unit and the leader’s D6, then continue the Combat
Procedure
If a leader’s unit
becomes bloodied roll 2D6 if the modified total is 4 or lower, the leader is
killed. If the leader’s unit is
eliminated, the leader is removed.
At the beginning of the game, each player rolls 1D6. The higher rolling player wins the initiative
and may choose to have initial activation first or second. A player’s turn consists of attempting activations/rallies
until failing an activation or successfully activating all units.
Units may only be
activated once per turn.
Players may choose to
not activate any unit during their turn.
Roll 2D6, applying
modifiers from Modifier Table as
appropriate.
Consult the Modified Roll Result Table to determine result of
activation.
Each unit may only
engage in a single combat per player’s turn.
Units involved in the
opponents turn do not count as the unit’s activation.
Move and Change Facing – Move up to the unit’s
full movement allowance, changing facing as needed. See movement process for
more detail.
Change Facing in Place – Change facing without
moving to a new cell. See movement
process for more detail.
Fire and Reload – Follow the combat
procedure for shooting actions.
Charge – Move into an
enemy-occupied cell, initiating a melee.
Immediately carry out a melee combat.
No further melee at turnover
during this turn.
Disengage from Melee – Before carrying out a
combat, move 1 cell to the rear.
Press the Attack – +1 Modifier to this
melee action.
Volley Fire – +1 Modifier to this
shooting action only.
Continue Melee – At every turnover,
the player giving up initiative carries out melee attacks for each unit in
unresolved melee which did not activate.
Retreat - Retreating is a
compulsory movement which takes place on the enemy’s turn. Retreating units
must move to a cell not adjacent to any enemy.
Retreating costs no
actions, but is limited to retreat distances of one cell.
Tile terrain types
effect movement. See Terrain Types for
details
Units who move to a new
cell may assume any facing without cost.
Units who only change
facing, expend the number of movements required to move into the tile they
occupy.
The Leader may attempt
to rally any unit within their command radius.
If successful, the
rallied unit removes its disorder modifier.
Rallies are successful
if the modified sum is 7+ on 2D6.
Ensure that the attack
is valid (target in range and LOS or attacker attempting to enter an occupied
cell)
Attacker rolls 2D6 (add leadership dice if necessary), adds applicable
modifiers from Modifier Table and
base stats from Modified
Roll Result Table.
Consult the Modified
Roll Result Table to
determine how the defending unit must react.
If any unit is unable to
retreat, it will attempt a last stand.
Units must fire forward
of their facing and may fire up to a 45 degree angle from forward.
Units in built-up-areas have 360 degree firing arc.
Units must have unobstructed LOS to the target.
Units may never fire
through a tile occupied by another unit.
Range for specific units is listed on the Unit
Data Table.
Follow Combat Procedure to determine the shooting outcome
Melee
Melee occurs when a unit
attempts to occupy a tile currently occupied by an enemy unit.
The attacking unit
follows the Combat Procedure.
Upon moving into the
initial contact of a Melee, some units may be eligible for charge bonuses.
If the defending unit
forced to retreat or is eliminated, the attacking unit may occupy the tile,
regardless of movement remaining.
If the attacking unit is
not successful in eliminating or forcing a retreat, it ends its activation in
the cell from which it attacked.
Melees continue until
resolved. (forced to retreat, is eliminated, or the active player disengages
their unit)
Units attempt a last
stand only as a reaction to being unable to retreat.
Execute a Melee Attack with a +1 melee modifier due to terror.
If the unit attempting a
last stand has a modified score of less than 10, it is eliminated and
immediately removed from play.
When an army loses more than half of the units it started
with, each remaining unit conducts a rally attempt. If the modified result is 7 or greater, no
result. If the modified result is less
than 7, that unit becomes disordered. If a bloodied and disordered unit rolls a
modified result less than 7, it is eliminated.
Play continues until no units are available to play or one commander
capitulates.
|
Unit
Type
|
Combat
(S/M)
|
Resolve
|
Move
|
Range
|
Note
|
Regular
Infantry
|
3/3
|
3
|
2
|
3
|
|
Skirmish
Infantry
|
3/2
|
3
|
23
|
3
|
No
max range penalty
|
Melee
Band
|
0/3
|
2
|
2
|
0
|
+1
Charge Bonus
|
Shock
Cavalry
|
0/3
|
3
|
3
|
0
|
+2
Charge Bonus
|
Mounted
Infantry
|
2/2
|
3
|
31
|
3
|
-1
Shooting if mounted
|
Field
Artillery
|
3/1
|
2
|
22
|
64
|
Ignore
cover bonus
|
Gatling
Gun
|
4/1
|
2
|
22
|
3
|
If
doubles rolled, jammed.
|
1:
Moves as regular infantry when dismounted
|
2:
May only occupy 1 tile per turn, no matter the terrain
|
3:
Moves through all terrain as if open
|
4:
If positioned on hill, may fire over friendly units
|
|
+1 Modifiers
|
-1 Modifiers
|
Activation
|
Adjacent to Leader
|
Adjacent to Enemy Leader
|
Shooting
|
Volley Fire (difficult action)
|
Target in cover (-2 if heavy cover)
|
|
Target at max range
|
|
Shooting from mount
|
|
Militia Unit
|
Melee
|
Each friendly adjacent to target
|
Each enemy adjacent to target
|
Attacking from hill to open
|
Attacking from open to hill/forest//BUA
|
Press the Attack (difficult action)
|
Militia Unit
|
Attacking Flank or Rear
|
|
Rally Units
|
Elite Unit
|
Inferior Unit
|
Target in BUA/fortification
|
For each enemy adjacent to rallying unit
|
General
|
All units have -1 Resolve value while disordered
|
All units have -1 Combat values while bloodied
|
|
Roll
For
|
Result
6 or less
|
Result
7-9
|
Result
10 or more
|
Unit Activation
Resolve - 3
|
Turn Ends
|
1 Basic Action Granted
|
Basic or Difficult Action Granted
|
Rally
Attempt
Resolve
– 3
|
No
Effect
|
Successful
|
Successful.
May attempt additional Rally.
|
Ranged
Attack
Combat
- Resolve
|
No
Effect
|
Target
disordered.
If
already disordered, retreat.
|
Target
bloodied and disordered.
If
already bloodied and disordered, eliminated.
|
Melee
Attack
Combat
- Combat
|
No
Effect.
If modified
roll <5, attacker disordered.
|
Target
disordered.
If
already disordered, retreat.
|
Target
bloodied and disordered.
If
already bloodied and disordered, eliminated.
|