Saturday, March 02, 2024

Learning GMT's Next War Series Part I - Counter information

For no reason in particular, I've decided to jump into hex and counter wargames (ok, the reason is they seem a little interesting, particularly (for me) the conceptual "Next War"/modern scenario concept). Now, the closest I've come to this kind of game is Paths of Glory, which is not  a hex-and-counter game, nor really a full war-game by Grognard standards (it does have a few typical concepts baked in though).

So here we are, assuming no background in war games (again, which I don't really have) let's figure out GMT's Next War series. I'm starting from - Next War: Korea (2nd ed) from GMT. From the CORE rules (the core rules are the same for ALL the games in the Next War series - as far as I can tell the cover of the core rules is specific to the game, but otherwise, the CORE rulebook is the same content). The Core Rules are divided into Standard and Advanced rules - this series is initially going to just cover the STANDARD rules. 

Each Next War game then has ANOTHER rule book specific to the conflict and terrain etc. THAT rulebook is also broken into Standard and Advanced rules. Again, we are starting with the STANDARD rule set here and while I'm hoping that the basics should get anyone going with any of the games in the series, I'm also working from NW:K, so there may be notes specific to that version of the game.

Informative bits are highlighted like this block, but aren't always rules or "gameplay important" per se. Images are taken from the publicly available rules, charts etc and screen grabs from the Vassal module for Next War: Korea. If it seems like I skip a chart or other important piece of information, its because it doesn't appear to be publicly available (which I know GMT does purposefully, so I'm not going against that).

The Next War series are hex-and-counter games with a high complexity,  so there is lots of counter details. Being new to war games like this, the counters can be a little overwhelming (there are over 1000 counters in NW:K). As I understand it, the iconography is based on standards from -https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology, and while not always an exact match for everything, a lot of it is standard and will be more or less familiar to other war games.

Here are the id charts and counter identification diagrams from the rule book:





Here is a real example of pieces on the map:

Upper-left counter (items in bold are important game-wise, there rest is largely flavor/descriptive):

  • Upper left of the counter indicates its designation
  • The color of the image in the middle designates counters that are part of the same parent formation
  • A question mark indicates lack of real knowledge as to the unit's real designation within its parent formation, which is interesting, but not game important per se
So the upper left counter in the picture is part the 26th Brigade of the IV Division (the two counters on the left side are both part of the IV Division). 
  • The upper right of the counter indicates the counter's starting location on the map for helping setup
  • The label above the symbol in the middle indicates the unit size (see chart at the top describing unit sizes) - some games use dots, others tick marks, this game uses 'X's
  • The image in the middle indicates what kind of unit it is (see chart at the top). The type a unit is does matter in game play (for example marine units can be transported by ship)
Again, for the upper left counter, this counter is an infantry unit - the 26th of the IV
  • The number to the left of the symbol is the Stacking Points (size) - for stacking limits on a hex
  • The number to the right of the symbol is the Efficiency Rating - used for various checks
  • The bottom of the counter shows: Attack - Defense - Movement Rating
That covers pretty much all your ground units (except HQs, which are not used in the Standard rule set).
Air units (planes) are not used nor setup in the Standard game either, so we aren't explaining any of the chits with planes on them here. Helicopters are not "air" units but part of the ground forces.

Lastly, some of the chits have silhouettes on them above the type icon and will be explained as we go. They are not typical of the bulk of forces.  


For reference, here are all the Nationalities through the first 5 games (Korea, India-Pakistan, Taiwan, Vietnam, Poland). #6 is Next War: Iran, so they'll probably have to expand this since I see nothing in there for Iran.

The map scale is 7.5 miles (12 km) per hex. Unit scale is generally divisions and brigades, although battalions and regiments are used to represent some units. Each game turn represents roughly 3.5 days. 

Another game - France '40 for comparison, is about 1/2 this scale at 4 miles per hex. 


That should cover enough of the basics of the counters to get started with the standard game rules.












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