Monday, April 01, 2024

Learning GMT's Next War Series Part III - Combat part 1

The first two parts of this series covered the basics of the counters/chits and the basic flow of the STANDARD game ruleset. We now dive into COMBAT - this part is going to be a bit longer as it covers quite a bit more information and gets into a fair bit of the game details. As previously noted, Design Notes are straight from the rules and offer a little flavor. Other highlighted text is me just clarifying or otherwise adding my own bits of commentary or clarification.

As I've previously mentioned, the majority of the STANDARD game's rules seem to be about movement and combat - it is a war game after all. Rather than focusing on movement next, I figured I'd start with the combat system. Why? Why is the question - why move to a certain position? Presumably to gain an advantage in combat (either offensively or defensively). Why attack this position rather than another? Why can't I attack from this space or that? So why don't we figure out how combat works and go from there. 

For those familiar with complex war games, the general system will probably seem familiar. Odds are determined by the ratio of the attacker's strength compared to the defender's. This determines which column to use in the Combat Results Table (CRT). Additional modifiers can produce column shifts. The attacker wants a column further right, the defender further to the left in the table. Once the column is set, a die is rolled to determine the outcome. Again, multiple factors can add/subtract from the die roll (Die Roll Modifiers - DRMs). Most of the complexity comes from the number of factors that can cause a column shift or DRM.

Design Note: In contrast to what we witnessed during the war in Iraq, it is our belief that combat in modern warfare, especially in rugged and built-up parts of the world, will inflict heavy casualties on both sides. Terrain and massed firepower are the primary factors. Line-of-sight will tend to be limited due to intervening terrain. Thus, even stand-off fights (tank engagements, AT missile shots, etc.) will generally be fought at relatively short distances. Engagements will be sudden and bloody affairs. Artillery firepower will be telling, as both sides deploy large numbers of guns with pre-plotted fire concentrated on likely routes of advance and reinforcement. Unit cohesion will play a telling role as huge losses take their toll on troop organization and morale.While terrain will certainly aid the defense, the cover provided by rough terrain will hamper early detection of attacking units, especially during bad weather. Thus, tactical surprise, infiltration, and flank attacks will combine to “pocket” units and create a swirling, confused battlefield with uncertain front lines. If, after a few game turns, you feel that fighting in modern combat is a real mess, be thankful that, at least this time, it’s only cardboard.

Any friendly units with an attack strength greater than zero and that are adjacent to enemy units at the start of a friendly Combat Segment may choose to attack. Attacks are not allowed across all-water hexsides or into all-water hexes (Exception: Amphibious Assault).

Two sentences into combat and we have to divert into some terrain explanations that haven't been discussed yet.

Here is a portion of one of the game maps with the various water type features that can be found in Next War: Korea.

The upper-left side of hex 1816 is all water, so no attacks allowed across that side into 1715 (and vice versa). Similarly, the lake on top of hex 2016 prevents attacks to hex 2015 (and again, vice versa). 

Next are rivers. There are two types of rivers in the Next War Series. Minor and Major. In the Next War: Korea maps, there are no Major rivers, only minor rivers (shown here as the thinner blue line snaking up through hexes 1815, 1714, 1814). 

Attacks made over minor rivers reduce the attack strength of each unit by half (1/2) rounded up.

All units in a hex do not need to attack the same hex nor attack at all. Defending units always defend as an entire stack (Exception: Over-stacked hexes). Each attacking unit must use its full attack strength against a single defending hex (no splitting a unit's attack strength). There is no requirement to attack all adjacent enemy hexes. A unit may attack only once in a Combat Segment. Additionally, units are not allowed to attack into terrain that is prohibited to them during movement (if you can't move there, you cannot attack there).


Example: The North Korean (DPRK) stack on hex 2614 has multiple possible targets. Each unit may choose to attack different hexes, combine for a single attack to either hex 2714 or 2615, or each unit may choose not to attack at all.

The same procedure is used for all combat segments (shown here with the rules section number):
9.2.1 Attack Declaration
9.2.2 Initial Combat Odds Computation
9.2.3 Determine Column Shifts and Die Roll Modifiers
9.2.4 Combat Support Allocation
9.2.5 Air Defense Fire Resolution
9.2.6 Roll Die and Resolve Combat
9.2.7 Allocate Losses
9.2.8 Retreat and Advance After Combat

As described before, generically speaking combat is resolved by determining which column on the Combat Results Table (CRT) is to be used (based on terrain, the combined attack vs defense ratio, and any other Column Shifts) and then a die is rolled (and modified by Die Roll Modifiers (DRM)) to arrive at a result. The result shows the step losses for each side and/or if the defender has to retreat.

Attack Declaration

The attacker declares the hex being attacked and indicates his attacking units. Important: Once an attack is declared, it must be resolved fully before moving to the next attack. A hex may not be attacked more than once during a Combat Segment. A hex may be attacked from multiple hexes. In the above picture, the South Korean units may both attack the stack at hex 2614, but must do so as a single attack. When conducting a multi-hex attack, the attacker receives DRM bonuses for attacking from more than two hexes adjacent to the defender (see below).

There are multiple game markers that should be used on the CRT to track which column is being used and all DRMs

Initial Combat Odds Computation

Each side totals the appropriate combat attack/defense strength for all units involved. The attacker’s strength is divided by the defender’s strength. If the division does not produce a clean ratio; e.g., 10:5 = 2:1, but leaves a remainder; e.g., 9:5 = 1.8:1, round the odds ratio down in favor of the defender; e.g., 1.8:1 becomes 1.5:1.  Note: 1.5 for the attacker is the only 1/2 ratio in the CRT.

The possible options for the CRT columns: (less than or equals to 1:3), 1:2, 1:1, 1.5:1, 2:1, 3:1 and so on going up in favor of the attacker. The column to use is determined by the ratio, the terrain type, and additional column shift modifiers. The long and the short of it is - as the attacker, have a lot more attack than the defender has defense (and as many bonuses as you can). The attacker wants shifts to the right. When rolling the die, the attacker prefers a lower number.

If there was a remainder in the odds ratio (1.8:1 or 3.4:1 etc) and the attack strength exceeds the defense strength, then the attacker receives a –1 DRM to his attack die roll. If the Initial Combat Odds exceeds the maximum listed on the chart; e.g., 7:1 or greater on the Flat/Flat Woods row, the attacker receives a –1 DRM. The attacker can claim only one of these two DRMs.

Example: In the case of 1.8:1, round down to 1.5:1 however, since it was not a even ratio on the CRT, the attacker would receive a –1 DRM.

Determine Column Shifts and Die Roll Modifiers

Column Shifts
On the CRT card, there is a small table for column shifts. First, both sides choose a lead unit and compare that unit’s ER and reference the small table on the CRT to determine column shifts - Note: the units that are used to determine the efficiency column shifts must also take the first step-loss results (if any) in the ensuing combat. Column shifts may also happen for a surprise attack (some scenarios designate that one side receives a column shift (or shifts) benefit to reflect "surprise"), attacks into Cities/Fortifications, and any attacks conducted during the Exploitation Combat Segment. Use the net difference of column shifts to modify the initial odds column. If, after netting out all shifts, the odds would shift off the chart, use the highest or lowest column available.

Attacks against units in a City or Fortification (fortification only if in the defender's country (or allied) and friendly controlled) provide the defender a two column left shift. A city under a Clearing marker do not provide the column shift. The effect is cumulative for both city and fortification

During the initiative phase, Exploitation Combat shift two columns left

Design Note: This unfavorable column shift represents the reduced effectiveness of units that have been moving and attacking continually for days. Combat fatigue, low supply, and reduced combat support from artillery, engineers, and HQs are some of the key factors represented here. On the other hand, forgoing that Exploitation Attack could let the initiative shift to your opponent...

Amphibious Assaults incur a shift of one column to the left unless non-Amphibiously Assaulting units are also attacking the hex and those units contribute more than half of the combat strength (after modification). Amphibious Assaults are a type of movement that is then resolved during combat and have not been explained yet.

Artillery (including MLRS and Rocket Artillery) units are specifically dedicated to providing fire support. Artillery units are treated as ground units in most respects except that they can also provide column shifts in combat. Artillery units provide one column shift in combat. 

One or two Artillery units can support a combat on the attacking side, but only one can support a combat on the defending side. An Artillery unit can support any eligible unit (see below) within its support range, including in its own hex. They can support more than one combat in a Combat Segment. They can use this capability twice in any given Game Turn.

Artillery units with no color in their unit type symbol are independent units and can support any unit regardless of formation or nationality. Artillery units with a color in their unit type symbol are part of a formation and can only support units in that formation. Artillery units can always support themselves. when used, rotate the counter on the map to indicate they were used for support, Rotate them back in the Reorganization Phase using the same procedure as Attack Helicopters
Die Roll Modifiers (DRMs)
Likewise, there is a table on the CRT card describing the various things that can provide DRMs.

Both the attacker and the defender may modify the combat results die roll by allocating Air Points, Attack Helicopters, or Naval Combat Support to the combat. Either side may allocate any number of Naval Units within range of the combat. The attacker allocates each type of Combat Support first.

For each side, total the Attack Rating of Helicopters and the number of Air Points, both adjusted by ADF, along with Naval Combat Support. Subtract the attacker’s Combat Support from the defender’s. The difference (either positive or negative) is a DRM to the ensuing combat die roll, and it cannot be more than +6 or less than -6 (net).

So now, let's take a little side trip into Air Defense Fire (ADF) and what it means to combat. Some of this is about movement and some combat, we'll revisit ADF specifically for movement later. The relevant bits highlighted in green below. Remember, this is an abstraction and is about forces trying to suppress or destroy assets (planes) being used support combat missions.

Air Defense Fire (ADF)
Players conduct ADF once against each enemy air mission. For purposes of ADF, a mission is defined as:
  • All Air Points allocated to a Combat Support.
  • Each individual Attack Helicopter allocated to a Combat Support or Rebasing.
  • Each stack that is using Air Transport or Airmobile Movement or Airborne Movement that begins and ends its movement together.
Any unit that begins Airmobile Movement in an enemy country or an EZOC undergoes an additional ADF roll in its origination hex before it is allowed to move. (most of that sentence to be explained later)

Exception: When the Air Superiority Level is in a player’s favor or Contested, air missions are immune to ADF as long as that player’s entire mission is conducted within that player’s home or allied country and neither the origination nor destination hex is in or adjacent to a hex containing an enemy ground unit. Think of this in terms of - as long as the other team doesn't have air superiority, and aren't next to the take off nor target in your home country, they can't do anything to suppress your use of air power nor attack you (maybe not even gather the intelligence to do anything).

Combat Support (CS): During any ground combat resolution, each side may allocate their available Air Points to Combat Support (CS). The attacker allocates first, up to four points, followed by the defender who can allocate up to two. For each point, roll for ADF. Each point that survives ADF modifies the die roll by one in favor of the allocating player - move the DRM marker up or down appropriately for each surviving point.

Both sides may also use Helicopters to perform CS Missions (with the same effects as Air Points) for any single combat by designating and tracing a path of hexes that is within range from the Attack Helicopter to the defending hex. Play Note: You don’t actually have to move the unit to the hex, just point, allocate, rotate, and roll! Attack Helicopters can perform two missions per GT, but not more than one per combat segment. Rotate the helicopter 90° in its basing hex after each mission. An Attack Helicopter that is rotated 180° is not eligible to perform a mission (because it has already done two).

During combat resolution, the attacker can allocate up to two helicopters followed by the defender who can allocate one. Roll ADF for each Helicopter allocated to CS. If the Helicopters survive ADF, they provide favorable DRMs equal to their Combat Support Value - move the DRM marker up or down appropriately.
Additional DRMs
  • If the defender controls its hex and its hex contains an Airfield, Town, and/or Installation, a +1 DRM is applied to the combat. These DRMs are cumulative.
  • If the attacker attacks from at least three different adjacent hexes using units with an attack strength greater than zero, he receives a favorable DRM in that combat. The DRMs are –1 if attacking from three or four hexes and –2 if attacking from five or six hexes. Amphibiously Assaulting units cannot be used to qualify for this DRM
  • When different Formations (ie different type symbol colors) attack together, apply a DRM (see CRT) for each additional Formation beyond the first. Independent units; i.e., those with no Formation affiliation and/ or a white unit type box, are ignored for purposes of this DRM. Note: Unless otherwise specified in the GSR, each formation counts regardless of nationality.
  • The Terrain Effects Chart will note when an attacking or defending Light or Mountain infantry unit receives a –1/+1 DRM to the combat die roll. If a side has both types of units in a combat, it earns only one DRM. This DRM is not per unit but per combat. Exception: No DRMs can be earned by LI units that are part of an Amphibious Assaulting stack.
  • GSR may have additional modifiers affecting certain Special Unit types and/or multiple nationalities
Whew, that is a lot and we aren't done yet. Going to cut this off here and continue with combat results and small example in the next installment.


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