A hex-and-counter tactical wargame set in late Tang China. Command troops who tire, waver and break: arrows rarely kill, but they shatter formations. Storm city walls with ladders, siege towers and rams, or hold the gate for forty turns. Night, weather, fire and flood all shape the battle.
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Afar to War is a hex-and-counter tactical wargame set in ancient China. Each hex represents 100 meters, and each turn spans 15 minutes. You command more than numbers on a screen. Your troops grow tired, lose cohesion, panic, and rout. Most armies are not annihilated—they are broken. Understand morale, and you understand the battle.
One City. Forty Turns.
The Later Liang army lays siege to Luzhou, surrounding the city with fortified camps while the Jin defenders hold their ground. The attackers have forty turns to capture the city gates. The defenders need only hold them to avoid defeat.
Victory is determined at the end of the fortieth turn. There is no automatic victory for wiping out the enemy. A costly triumph on the battlefield may still fall short when the final score is tallied.
Game Features
- Morale Is the Real Battlefield: Every casualty can trigger a morale check. Units can deteriorate from steady to disordered, then rout and scatter. A single volley may kill only a handful of men, yet throw an entire enemy formation into chaos.
- Authentic Pre-Gunpowder Combat Scale: Bows have an effective range of just 100–200 meters, while stone-throwing engines can reach up to eight hexes. Siege engines must be deployed before firing. There is no long-range bombardment here—only the brutal reality of close-quarters warfare.
- A Complete Siege Warfare System: Raise scaling ladders, advance siege towers, batter down gates with rams, or send engineers to breach the walls. Defenders fight back with archers on the battlements, boiling oil, scalding filth, and defensive obstacles. The walls can hold only 300 soldiers, forcing defenders to rotate troops in and out.
- Fire and Flood Warfare: Flames spread with the wind, while rain can extinguish them. Build dams, store water, and unleash floods upon enemy camps.
- Formations and Facing: Lines, columns, squares, and skirmish formations each have their strengths and weaknesses. Zones of control cover only a unit's front. Strike from the flank or rear to reduce enemy defenses by as much as two-thirds.
- Day, Night, Weather, and Supply: Darkness reduces visibility and lowers morale, but supplies can only be delivered under cover of night. Night fighting is a trade-off, not simply a penalty.
- Fog of War: Enemy counters reveal only approximate troop numbers. Reconnaissance and line of sight matter.
- Generals and the Chain of Command: A general's command radius determines which units can receive orders. Taking out the enemy commander can change the course of the battle.