Wednesday, July 10, 2024

Learning GMT's Next War Series Part 2 - Combat Scenarios continues

The goal of this series is to introduce the rules in bite sized pieces through a series of scenarios or setups which give a player an opportunity to apply the rules a little at a time. And yes, this means skipping over a lot (A LOT) of things, including the game turn flows, movement and a number of things that might seem important to the game. We'll get to all of that at the appropriate time. Reminder: this covers STANDARD rules.

In the first part of this series covering combat, we went through a portion of the combat rules and introduced some basic combat situations. We'll continue down that path here with some additional rules and more complex scenarios.

I did want to point out that the combat procedure for all combat segments in the Standard Next War rules use the following steps (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

We've largely covered most of those except 9.2.4 and 9.2.5 (and a few situational items in 9.2.3) In the Next War STANDARD rules, Air Power is abstracted - except for helicopters. Assuming you have the ability (available Air Points) you simply "order combat support" (which can be thought of as air units flying sorties against the enemy). And because you never know when a rando with a surface-to-air rocket might shoot down your planes, there is an air defense check to see if the ordered support actually manages to help. 

Design Note: In any future war, each side will depend heavily upon air power for combat support. Most forces facing the Western Allies will be prepared to strike swiftly at the war’s onset to provide vital assistance to the assault spearheads. Though it’s virtually certain that these forces will undergo heavy attrition and most likely be entirely destroyed within a few weeks of combat, the added impetus it will give in the early days could be a deciding factor in the war’s outcome.

The Allied side will, generally, have an initial deficit in both combat aircraft and (in most scenarios, due to a certain level of surprise) mission sortie generation. The ability of the Allies to reinforce quickly, however, will shift the balance of air power dramatically within several weeks from the onset of the conflict. Assuming the enemy spearhead has been blunted by then, Allied planners generally believe that this mass of air power will prove decisive.

Modern attack helicopters such as the AH-64 Apache and the Soviet-built Mi-24 Hind are flexible, fearsome weapons on the modern battlefield and have become an integral part of every nation’s arsenal and battle plan. As such, they are modeled explicitly in this game rather than abstracted into the point system.

For the purposes of the following scenarios, we'll assume (without fully explaining) the following for Air Power:

  • Both sides have 4 available Air Points (APs)
  • Neither side has Air Superiority (Contested Air Superiority)
  • Attack helicopters have not been used yet this Game Turn (GT) and are fully available for use.

Combat Rules Part III

6.0 Air Power

6.2 Allocation

Air Points may be allocated to Ground Combat Support or Escort Missions. Once expended, the player reduces his AP marker on the Game Record Track. Any unused points at the end of the turn are lost. Air Points allocated to missions may be subject to Air Defense Fire (ADF)[6.6].

6.2.1 Combat Support (CS) Missions

During any ground combat resolution, each side may allocate Air Points to Combat Support (CS). The attacker allocates first, up to four points, followed by the defender who can allocate up to two. Each point that survives ADF modifies the die roll by one in favor of the allocating player. Subtract the attacker’s Combat Support from the defender’s.

6.3 Air Point Destruction

Air Points can be permanently destroyed for various reasons. Destroyed Air Points are subtracted from each subsequent turn’s Air Point total. Each player tracks permanently lost Air Points with the included marker. When comparing Air Points during Air Superiority (AS) determination [6.4], a player never uses a value of zero or below for their Air Point value; use a minimum value of one instead.
6.3.2 Loss from ADF
Air Points may likewise be permanently destroyed by ADF. Whenever a player attempting Combat Support receives an asterisk (*) result on the ADF Table, that player permanently loses one Air Point in addition to the other printed result.

6.5 Helicopters

6.5.1 Basing
Attack Helicopters can base at any Airbase or Airfield. In addition, they can base in any Urban, City, or Beachhead hex that does not contain an Airbase/Airfield. Helicopters always begin and end a mission on their current base hex unless they are Rebasing.
6.5.2 Limits on Use
Attack Helicopters can perform two missions per GT, but not more than one in any 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. During the Reorganization Phase of each game turn, rotate all Attack Helicopters back to their normal orientation. Attack Helicopters cannot provide Combat Support in High Mountain.
6.5.3 Combat Support Missions
Both sides may use Helicopters to perform Combat Support Missions (with the same effects as Air Points [6.1]) for any single combat by designating, rotating, and tracing a path of hexes that is within range from the Attack Helicopter to the defending hex. During combat resolution, the attacker can allocate up to two helicopters followed by the defender who can allocate one. If the Helicopters survive ADF [6.6], they provide favorable DRMs equal to their Combat Support Value.

Play Note: You don’t actually have to move the unit to the hex, just point [at which helicopter you are using], allocate, rotate, and roll!

6.6 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. [6.2.1]
  • Each individual Attack Helicopter allocated to a Combat Support [6.2.1] or Rebasing [6.5.1]. 

Any unit that begins Airmobile Movement, Rebasing, or a Combat Support Mission in an enemy country or an EZOC [8.2] undergoes an additional ADF in its origination hex before it is allowed to move. When the Air Superiority Level [6.4] 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 combat unit.
6.6.1 Resolving ADF
The player using ADF locates the column on the ADF Table that represents the current Air Superiority Level, rolls one die, and reads down that column to find the result. Results on the ADF Table vary depending upon the type of mission. Players should keep in mind that varying DRMs may apply with all results indicated in 6.6.1.1 applied immediately.
6.6.1.1 Results
- indicates "No Effect"
Abort indicates that the moving unit must return to the hex from which it began and cannot move again for the remainder of the Movement Segment. Aborted Airmobile Points are considered spent. Abort has no effect on Combat Support Missions.
(–x) indicates the number of Combat Support Points that are expended and unable to participate in Combat Support (any remaining Air Points can be used for Combat Support, however). This has no effect on Transport/Airmobile/Paradrop Missions.
* included in the result signifies that, in addition to the designated result, air assets are permanently lost. For Transport Missions, the transported ground unit must absorb a single step loss. Furthermore, if an Airmobile Point is providing the transport capability, one such point is permanently lost. For Combat Support Missions, either a single Air Point is permanently lost or an Attack Helicopter loses a step—depending on the target of the ADF (remember, Air Points and Attack Helicopters are attacked separately by ADF).


Example #1: A (–1) result versus four Air Points causes one Air Point not to make it through to the target. The other three points, however, succeed in supporting the combat for a +/-3 DRM.

Example #2: A (–1) result versus a full-strength U.S. (2/16) Attack Helicopter allows only one of its Combat Support Points to affect the ensuing combat with a +/–1 DRM.

Keep in mind that any loss in Airmobile/Air Points is a permanent loss and is recorded on the Game Record Track.
9.2.4 Combat Support Allocation
The attacker allocates all Air Points [6.1], Attack Helicopters [6.5], Artillery [9.5.6], and Naval [7.3.1] units to the combat. The defender then does the same.
9.2.5 Air Defense Fire Resolution
If either side committed Air Points or Attack Helicopters to the land engagement, ADF [6.6] is resolved immediately.

9.6 Die-Roll Modifiers

9.6.1 Combat Support
Both the attacker and the defender may modify the combat re- sults die roll by allocating Air Points [6.1], Attack Helicopters [6.5], or Naval Combat Support [7.3.1] 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 [6.6], 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. The Combat Support DRM cannot be more than +6 or less than -6.
Encounter 4
For this scenario, the ROK forces are all within "enemy country" for purposes of ADF. Conversely, the DPRK forces are all within their home country.

As previously noted, both sides have 4 APs to spend and Air Superiority is currently CONTESTED.

Both sides have an attack helicopter they can use in addition to their APs to support the coming fight. The DPRK attacks.
Encounter 4 by example
The DPRK's three ground units attack. 3/II contributes 4 attack points (attacking over a river), 6/II adds 8, and the ?/II armored unit adds 10 (attacking into flat) for a total of 22 to the ROK's 8 for a ratio of 2:1 (plus remainder).

Not wanting to risk the 1 step armored unit, DPRK elects the 3/II infantry as lead (5 EF), both sides have the same ER, so no additional column shifts and column 9 will be used on the CRT

DPRK has -2 DRMs from the remainder in the odds calculation and attacking from 3 hexes. As the attacker, DPRK must decide on CS missions first. They decide to include their attack helicopter (which has 12 range, which can easily reach), and decide to expend 3 APs. Since the entirety of the mission is in their home country and Air Superiority is contested, all of their combat support is immune to ADF. The helicopter will add 1 point for combat support and 3 more for air CS (4 total).

ROK is entirely in the enemy country and will have to undergo ADF twice (once for origination and once for the target hex) for each AP spent and for its helicopter (if selected for use). ROK elects to spend the max (2 AP for defense) for support and also wants to bring the helicopter in. Again, this helicopter has more than sufficent range to reach the fight.


DPRK will roll 2 times on this chart for ADF (using the contested column). 
  • Roll 1 - helicopter = 8 (no effect, the helicopter's 2 CS points are added/used)
  • Roll 2 - CSM = 4 (no effect, 2 APs become 2 combat support points)
DPRK subtracts their 4 Combat Support from the ROK's 4 (2 from their helicopter and 2 from the air CS) and gets no more additional DRMs. They roll for the attack and get a 7, minus 2 DRMs for a result of 5 which is a result of [[ 1/1R ]].

ROK (as defender) takes their step loss first and then retreats.

DPRK's 3/II must take the step loss for the attackers and chooses to advance. Because of the step loss, the 3/II infantry only has 1 SP, which allows both the other DPRK units to advance (4 SP total) and all are now stacked together.

Note that on the tabletop, the two helicopters would be rotated 90 degrees to indicate they had flow a combat support mission. Vassal marks the unit with a lightning bolt x [however many missions] rather than rotating the counter.


Ok! Believe it or not, we have now covered the majority of combat! There are a few remaining rules explaining some of the column shifts and DRM possibilities, but before we hit the situational rules cleanup, there are some additional considerations for retreating that have to do with Enemy Zone of Control (EZOC). Zones of Control is another of those concepts that is probably familiar to experienced hex and counter war-gamers, but to the un-initiated, might be a new term that thankfully, is a more or less intuitive concept. The basic idea is that a large enough chit or group of chits (in terms of stacking points) not only controls the hex they are in, but also has influence on the hexes surrounding it (more or less).

So before we see our next scenario/encounter example, let's dive down the EZOC rabbit hole for the Next War series. We'll try to cover EZOC such as they pertain to combat (retreats) at this point, and will finish the explanation/coverage later when we discuss movement rules.
Rules Part IV - Zones of Control

8.2 Zones of Control (ZOC)

Certain units/stacks project Zones of Control based on their stacking points. A ZOC exists in the hex occupied by a unit/stack and in each of the six hexes surrounding it with some exceptions. A ZOC affects enemy units for purposes of movement and retreat but not for advance after combat.
8.2.1 ZOC Requirements
ZOCs are projected into surrounding hexes by a single combat unit [2.2] or stack of combat units in a single hex that contains at least two SPs. Marine units stacked with an AMPH in an All-Sea hex do not exert a ZOC into any adjacent land hex.
8.2.2 ZOC Effects
  • Units that retreat through an EZOC may take an additional step loss. [9.8.5]
  • A unit cannot end its retreat in an EZOC unless that hex contains non-retreating friendly units. [9.8.4]
8.2.3 Extent of ZOCs
ZOCs extend into all types of terrain except Mountain/High Mountain (even if traversed by a highway or road) or Urban hexes. ZOCs do not extend across rivers or all-water or impassable terrain hexsides (including across ferries, reservoirs, or bridged hexsides). Additionally, ZOCs do not extend into hexes that start any scenario under enemy control until after the first Movement Segment of GT 1 is complete. Units under a Clearing marker [8.4.1] have no ZOC.
8.2.4 Light Infantry and ZOCs
Ground units with a Yellow Mobility Class are Light Infantry (LI). LI units moving alone enjoy the following advantages with respect to EZOCs when such ZOCs are not projected into Flat or Flat Woods terrain:
  • LI ignore EZOCs when moving during a friendly Movement Segment (but not when retreating or beginning or ending airmobile transport).
(retreating rules were partially covered previously to define enough of the rules to work in the example encounters, parts are now repeated in order to fully be understood with EZOCs defined)

9.8 Retreats

9.8.1 Retreat Procedure
When a defending unit/stack is forced to retreat as a result of combat, each unit in the hex must retreat the full number of hexes called for by the terrain they occupied during the combat. Units defending in non-City or non-Fortified Flat, Flat Woods, Rough, Rough Woods, and Marsh retreat two hexes. Units defending in any other terrain types retreat one hex.

If a stack of units must retreat, each unit in the stack retreats individually. Retreating units may retreat to separate hexes. All retreating units must, however, end their retreat the indicated number of hexes away from the original defending hex. Use the following retreat priorities for each hex entered in the retreat:
  • Priority 1: Non-prohibited terrain towards friendly map edge and free of EZOC.
  • Priority 2: Non-prohibited terrain free of EZOC.
  • Priority 3: Non-prohibited terrain towards friendly map edge.
  • Priority 4: Non-prohibited terrain.
9.8.2 Retreat Restrictions
Retreats cannot end in an EZOC [8.2.2] or enemy Installation hex [8.3.1.2] unless that hex contains a friendly ground unit. Retreats cannot end in a hex that would require the retreating units to place a Clearing marker [8.4.1]. Retreating units may Bypass [8.5.1.1] an empty enemy Installation or City hex.

Only LI can retreat across unbridged river, canal, or all-water hexsides. Mechanized and Motorized Mobility Class units cannot retreat into Prohibited terrain unless along a road.

Marine units may retreat to an adjacent AMPH if the Marines are retreating from either a Beachhead or a Port. Units eligible for Airmobile Movement may use Airmobile Points, if available, (or intrinsic Airmobile Movement) to retreat. They must, however, retreat to a friendly-controlled Airbase/Airfield that must be traced as per normal Airmobile Movement [8.5.4.4]. Also note that they will undergo ADF for beginning movement in an EZOC [8.5.4.4]. Ignore any Abort result from this ADF.
9.8.4 Failure to Retreat
If a unit’s only retreat path would leave it alone in an EZOC at the end of its retreat, or it cannot fully retreat because of blocking terrain, the presence of enemy units, or any other reason, it must remain in its original defending hex. The unit must make an ER check [2.3.3]; if it fails it takes an additional step loss.

If multiple units from a defending hex failed to retreat, only the unit with lowest ER makes the ER check, and, if it fails, takes the step loss for failing to retreat.
9.8.5 Retreating Through EZOCs
If, during its retreat, a unit enters or moves through any EZOC [8.2], it must take an additional step loss if it fails an ER check [2.3.3]. Note: Units retreating into hexes containing friendly units ignore EZOCs projected into those hexes.
9.8.6 Retreating Into Defending Hexes
Units that retreat into a friendly-occupied hex that is the target of a subsequent attack during the same Combat Segment add nothing to the defense of the hex, nor can they be used to satisfy any combat step losses, but they may cause an over-stacked condition. Moreover, should no friendly units that defended in the hex remain after applying combat results, the original retreating units each make an ER Check [2.3.3]. If a unit fails, it takes a step loss. Those units then retreat normally according to the result.

Encounter 5
DPRK setup to repel the invading ROK forces. Be aware of EZOCs during retreats!

There are a lot of options for this combat round.





Encounter 5 by example
DPRK chooses to attack the ROK's 27/II infantry with all three of its infantry (using overwhelming force rather than attacking from three different hexes to get good odds on the CRT table). 24:8 or 3:1 and both side have the same ER, attacking into flat woods is column 10. No DRMs for either side. A roll of 4 results in [[ -/1R  ]] - the 27/11 takes a step loss and must retreat 2 spaces.

The first retreat priority is to non-prohibited terrain towards friendly map edge and free of EZOC. Priority 2 is the same without the friendly map edge restriction, but that doesn't offer additional options. Priority 3 is the same as #1 without the EZOC restriction and so the unit must go to one of the southern hexes available to it. As previously mentioned for these sample encounters, friendly edge is down the map (south). The only options are both in EZOCs but because space 2712 contains a friendly ground unit, ROK can retreat through the space without having to make an ER check for retreating through an EZOC. Their first retreat space is thus into 2712. For their next retreat space, they must use the same priority selection which can be met with the first priority by moving to either space 2713 or 2813. ROK elects for 2713.


The remainin combat related rules are going to be listed here, though largely this information is listed on the CRT. When performing combat, simply scan through all the options for each section, applying those DRMs or column shifts that apply. While it may seem like a large number of things to try and track, it really will become familiar quickly and you'll know which bits can be ignored a lot of the time. So without further ado, the remaining (combat specific) rules.
Rules Part V - Misc Combat Rules

9.4.3 Mechanized Advantage

Mechanized units have their attack strength multiplied by 1.5 when attacking non-armor/non-mechanized units in a Flat or Rough hex that does not contain a Fortification, City, or Woods. Exception: This benefit does not apply when attacking across a river hexside or Amphibiously Assaulting.

9.4.4 Armor/Mechanized Terrain Disadvantage

Armor and mechanized units have their attack strength halved when attacking into Marsh (non-Winter), Highland, Highland Woods, Mountain, High Mountain, or any Jungle.

9.4.5 Infantry Advantage

“Leg” units have their defense strength doubled when defending in an Urban or Jungle hex. Exception: This benefit does not apply to units under a Clearing Operation marker.

9.5.2 City/Fortification Column Shift

Attacks against units defending in a City or Fortification [8.3.1.5/8.3.1.10] hex are shifted two columns left on the CRT. A defender receives the benefit of Fortifications only if the Fortification is located within the player’s own or allied country and is friendly-controlled. When a hex contains both a City and a Fortification, the effects are cumulative. The City column shift is not applied/used for units under a Clearing marker [8.4.1.5].

9.5.3 Exploitation Combat Shift

Following Exploitation Movement, any unit of the Initiative player (whether it moved during Exploitation or not) may conduct combat. Such Exploitation Combat is resolved with a shift of two columns to the left.

Design Note: This unfavorable column shift represents the reduced ef- fectiveness 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...

9.5.4 Surprise Column Shift

Some scenarios designate that one side receives a column shift (or shifts) benefit to reflect surprise.

9.5.5 Amphibious Assault

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).

9.5.6 Artillery Support

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 in- dependent units and can support any unit regardless of Forma- tion 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. Rotate them back in the Reorganization Phase using the same procedure as Attack Helicopters [6.5.2].

9.6.2 Airfields, Towns, and Installations

If the defender’s hex contains an Airfield, Town, and/or Instal- lation [8.3.1.2], a +1 DRM is applied to the combat. These DRMs are cumulative. This DRM is only applied if the hex is controlled [8.4] by the defender.

9.6.4 Special Unit Attacks

Game Specific Rules may have additional modifiers affecting certain Special Unit types.

9.6.5 Mixed Nationality Attacks

Game Specific Rules may dictate a DRM affecting attacks by multiple nationalities.

9.6.6 Multi-Formation Attacks

When different Formations [2.3.4/15.2.10] 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. This is limited to a maximum of +3.

Play Note: Unless otherwise specified in the GSR, each formation counts regardless of nationality.

9.6.7 Light/Mountain Infantry

The Terrain Effects Chart will note when an attacking or defend- ing 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 Am- phibious Assaulting stack.

9.9.2 Advance Into Urban, City, or Installation Hexes

When the defender vacates an Urban, City, or Installation [8.3.1.2] hex, the unit that is required to advance and all units that the attacker elects to advance into the hex are placed in the hex under a Clearing marker [8.4].

9.9.3 Advancing into Ports

When ground units advance into a Port containing enemy Naval Units the latter are Retreated [7.2.1].

9.9.4 Amphibious Assault Advance

All units that conduct a successful Amphibious Assault must advance into the defender’s hex.


Next Up: Back to the Basic, Game Flow

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