Currently, you can download the rules from GMT's Next War Google Drive location (links from the GMT site and any of their Next War game listings). The "current version" of the rules will always be whatever the latest game to get printed, so if you want to get the current ruleset, it will be the Next War: Iran "version".
Again, each Next War game has a rule book specific to that conflict and terrain etc. THAT rulebook is also broken into Standard and Advanced rules. Now, while I'll be using NWK (and that game's counters), I'm going to try and keep this series as generic as I can - the goal is to learn the core concepts. I'm also using Vassal for images (the Next War modules are very well done).
I may add informative bits (or designer notes from the rules - highlighted like this block. These 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 trying not to post anything you can't easily find from GMT already).
The Next War series is a series of hex-and-counter games with a fair bit of complexity (GMT rated the advanced version of the rules as an 8 out of 9 on their complexity scale - making it one of the most complex of all their games).
The Next War series 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.
If you are new (like I am) to hex and counter games, you may find the counters themselves are fairly detailed, so we are going to start there. Being new to war games like this, I find that the counters can be a little overwhelming (plus, 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 the symbols match the standard and should be more or less familiar to other war games.
Here are the id charts and counter identification diagrams from the NW:Korea rule book:
(items in bold are important game-wise, the rest is largely flavor/descriptive):
- Upper left part of the counter indicates its actual real-world designation. A question mark indicates lack of real world knowledge as to the unit's real designation within its parent formation, which is interesting, but not game important per se
- The color of the image in the middle designates counters that are part of the same parent formation
- The upper right of the counter indicates the counter's starting location on the map (for help during setup)
- The label above the symbol in the middle of the counter 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)
- The number to the left of the type symbol is the Stacking Points (size) - this is largely used for determining stacking limits of counters on a hex
- The number to the right of the symbol is the Efficiency Rating (ER) - used for various checks. A unit with an ER of 6 or more is considered "elite"
- The bottom of the ground counters show 3 numbers: Attack - Defense - Movement Rating
For reference, here are all the Nationalities through the first 5 games (Korea, India-Pakistan, Taiwan, Vietnam, Poland). That should cover enough of the basics of the counters to get started with the standard game concepts (and the rules governing those).
No comments:
Post a Comment