Saturday, July 13, 2024

Learning GMT's Next War Series Part 3 - Back to the Basics: Game flow

 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. Reminder: this covers STANDARD rules.

I think for this post, I'm going to go back to the beginning and maybe cover some of the game basics before diving into the movement rules (and man are there a lot of movement rules). That being said, the previous posts have covered roughly 1/3 of the standard ruleset so far, so lets keep going!

I apologize now, this post is probably going to be largely rules/procedural and less with examples as mostly we are going to be talking about the general flow of the game.

Speaking of, the STANDARD sequence of play (SOP) can be found from the GMT's file location for the Next War series hereFor reference shown here to the right. This sequence is the same for all the games in the series.

Honestly, the sequence feels very self-explanatory. One thing to keep in mind - a lot of the scenarios per-determine the conditions and if they do, you may skip some of the steps. 

Generally speaking, the conditions of the game turn are determined, then there is a series of move-and-combat sequences by one side and then the other (maybe more than once for each side). Then some re-organization/cleanup, possible reinforcements/replacements and finally you sort out the victory points earned and whether one side or the other has won yet.

Rules Part VIa - Sequence of Play

3.0 Standard Sequence of Play

The game is played in a series of Game Turns (GTs). Each GT is divided into specific Phases, in which players perform actions in a certain order. During “Initiative Turns,” players complete all of the Phases in the order listed on the play aid. During “Contested Turns,” the turn consists of all Phases except those marked as “Initiative Turn Only” on the Sequence of Play (SOP). When not specified in the SOP, the Initiative/First Player allocates and/or resolves all actions first in a particular Phase or Segment.

Players should follow the SOP explicitly.

4.0 Weather

The weather on GT 1 is always the Initiative [5.0] player’s choice. During the Weather Phase of each following GT, the Initiative/ First Player rolls one die and refers to the Weather Table to set the Weather for that GT. Use the Weather Track on the map to indicate the current GT’s Weather.

Thematically, since that player is starting the hostilities, it makes sense that they'd pick a time when the weather worked in their favor. After that, the dice gods decide what the weather will be each turn (ie roll to determine the weather for the next GT).

4.1 Weather Effects

4.1.1 Clear

No effects.

4.1.2 Overcast

  • Halve the Airmobile Points (Am Pts) available to each side for the turn.
  • A side indicated as having Limited All-Weather capability (see GSR) has its Air Points (APs) halved. A side indicated as having No All-Weather capability has its APs quartered.
  • All attack helicopters can perform only a single mission this GT.

4.1.3 Storm

  • No Air, Airborne, Airmobile, or Sea Movement or Transport is allowed this GT.
  • A side indicated as having Limited All-Weather capability has its APs quartered. A side indicated as having No All-Weather capability receives no APs.
  • All ground movement uses the “Storm” column on the Terrain Effects Chart (TEC) to determine movement costs.
  • Units can only Advance After Combat into the hex that the defender vacated.
  • Reinforcements may be affected. See the GSR.
  • All Naval Units must remain in or be moved to a friendly Port or a friendly Sea Zone.
  • Attack Helicopters cannot perform missions. Exception: They may Rebase.
  • Reduces the number of Electronic Detections [21.3] in the Advanced Game.

Supply Phase (Optional Rule for STANDARD ruleset)

Out of Supply (OOS) markers are removed from units that are no longer OOS and markers added to those that are currently OOS. OOS units have halved attack and movement, reduced effectiveness rating (ER) and have reinforcement limits. One the one hand, this adds complexity when trying to learn the game. On the other hand, what is a war-game without supply? That being said, I'm skipping the OPTIONAL rules for now. Instead let's move along to the Initiative / Air/ Naval Phase

Rules Part VIb - Sequence of Play

5.0 Initiative

Game Turns will be one of two types: Initiative Turns or Contested Turns. During the Initiative/Air/Naval Phase of each GT, the players determine which side, if either, will have the “Initiative.” The player with the Initiative will move first in each Movement and Combat Phase and will be allowed Exploitation Movement and Combat. The non-Initiative player will be allowed Elite Reaction Movement as well as Reaction Movement and Combat. When neither side has the “Initiative,” play the turn as a “Contested” Turn. In a Contested Turn, the player who last had the Initiative will move and fight first and is known as the First Player.

5.1 Initiative Determination

Each scenario’s rules dictate which side has the Initiative at the start of the game and for how long they will automatically hold it. For that designated number of turns, all turns are played as Initiative Turns. After those turns, during the Initiative/Air/Naval Phase of each GT, the players examine their performance during the preceding GT to determine whether one side or the other has earned the Initiative or if a Contested Turn will be played instead. The performance conditions and the type of turn that results are listed below [5.1.1, 5.1.2]:

5.1.1 Preceding Turn Was an Initiative Turn

Some scenarios list the “Initiative Victory Points (VPs).” [12.1] This number is the basis for determining which side has the Initiative each turn. Use the marker provided to indicate the required VPs on the Game Information Display.

Players measure their performance in VPs gained in the previous turn to determine Initiative for the current turn. If one of the players gained the number of VPs required by the scenario for Initiative, but the other player did not, then the player who gained the requisite VPs becomes the “Initiative Player” for the current game turn. If neither or both achieved the number of VPs necessary for Initiative in the previous GT, then neither player has the Initiative, and the current turn will be played as a Contested Turn.

5.1.2 Preceding Turn Was a Contested Turn

Both players’ VPs in the previous turn are examined. Whichever side scored the greater number of VPs becomes the new Initiative player and a new Initiative GT commences. If the number of VPs scored was equal, then another Contested Turn commences.

Design Note: This mechanism portrays the ebb and flow of combat operations, as the side with the Initiative pushes, exploits, and presses the advantage of momentum until running out of steam. If constant momentum cannot be maintained, a short lull occurs as both sides rush to resupply, reinforce, and strike to gain the Initiative. Alternatively (and less often), the non-Initiative side might wrest the Initiative away by spectacular gains that radically reverse the momentum of battle.

The game comes with a Game Information Display (as shown here). A lot of different things are tracked on this including Air Power/Points. 

Other items have different tracks which are on the maps such as The Phase track, weather indicator, Sea Boxes, etc

 
There is also an East Sea Naval Box on this Korean map...

The second step of the Initiative / Air / Naval phase is determining Air Power. We have already covered parts of the Air Power rules a bit in the "combat rules", but are repeated here because they probably make more sense as a whole, so sorry for a bit of overlap.

Rules Part VIc - Sequence of Play: Air Power

6.0 Air Power

6.1 Air Points

Each side refers to the current game turn column on the Standard Game Air Point Chart and rolls a die. Weather conditions, Airbase control, permanent losses, and the presence of carriers may modify the die roll. The side’s modified die roll indicates how many Air Points it receives that GT. Air Points are determined prior to modifying for weather.

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).

6.2.1 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, 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.

6.2.2 Escort Missions

A player may allocate one or two Air Points to escort any Airmobile or Air Transport, Paradrop, or Rebasing mission. This escort provides a favorable DRM against ADF. The escort point(s) cannot be attacked by ADF. The unit being escorted, however, receives a +1 DRM per Air Point escorting. Combat Support missions cannot be escorted.

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.

6.3.1 Loss of Airbase

When a player successfully takes Control [8.4] of an Airbase (but not Airfield) hex in the enemy country roll one die. On a roll of “0-2,” an enemy Air Point is permanently destroyed. On a roll of “3-9,” no Air Points are lost.

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.

6.4 Air Superiority

Each GT, during the Initiative/Air/Naval Phase, players determine the Air Superiority Level (ASL) for the turn. To do so, players compare the Air Points they have received for the current GT. Players then refer to the on-map table to determine the ASL for the game turn. Players should place the Air Superiority marker on the appropriate space on the Air Superiority Track to reflect the current turn’s ASL. If Contested, simply place the marker in the Contested space.

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.
6.5.1.1 Basing Limits
Each Airfield, City, or Urban hex can base one Helicopter unit. Each Airbase can base up to three Helicopter units. USMC Attack Helicopters can base on AMPHs [6.5.5].

Exception: Units can overstack if Rebasing because of Base Overrun [6.5.1.3] , but they must Rebase again in the next GT.
6.5.1.2 Rebasing
A Helicopter unit may Rebase during a Friendly Movement Segment by moving up to twice its printed Range and may be subject to ADF [6.6]. A unit that rebases cannot have performed any mission [6.5.2] during the game turn; once Rebased rotate the Attack Helicopter 180°, as mentioned below, to indicate that it can conduct no missions for the current turn.
6.5.1.3 Base Overrun
If an enemy combat unit [2.2] enters the hex, the Helicopter may immediately Rebase regardless of how many missions it has conducted or the current Weather condi- tions; however, it must undergo ADF [6.6] (including detection in the Advanced Game). Ignore Abort results. If the unit cannot reach a new Airbase/Airfield, it is eliminated instead.

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 He- licopters 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.

6.5.4 Loss of Airbase/Airfield, Damage, & Repair

When an enemy takes control of a hex where helicopters are based, the player taking control rolls one die per enemy Heli- copter in the hex. See the Loss of Airbase/Airfield chart. In the Standard Game, helicopters cannot regain lost steps or be reconstituted once destroyed. They cannot be attacked in ground combat.

Play Note: Players can choose to Rebase immediately per Base Overrun, or wait for Control to change. The latter is more dangerous, but might let you use that helo one or two times before being forced to Rebase.

6.5.5 U.S. Marine Corps Helicopters

USMC Attack Helicopters function as other Attack Helicopters except that they can be based at sea. Marine Helicopters can base with a friendly Amphibious Naval Unit (AMPH). Should the AMPH move, the Helicopter unit automatically moves with it (without being considered as having flown a mission). Marine Attack Helicopters can only perform missions when the AMPH unit is located in an All-Sea hex, Port, or Inshore Box. They may provide Combat Support (and, in the Advanced Game Helicopter Strikes) from an Inshore Box to it’s associated non-Operational Map Land Areas. No more than one Marine Helicopter can be based on a single AMPH unit. A Marine Helicopter may Rebase to an eligible hex [6.5.1] in the same manner as other Attack Helicopters.

6.5.6 Helicopters and Sea Transport

In some cases, a player may wish to use Sea Transport to move an Attack Helicopter from a Port in a Holding Box to an Airbase/Airfield/Urban/City hex on the map. For this purpose, Helicopters are considered to be 1⁄2 SP. Move the Helicopter from the Port to any eligible hex [6.5.1]. It cannot have conducted any missions that GT, and is rotated 180° [6.5.2] after moving in this manner.

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].
  • Each stack that is using Air Transport [8.5.2] or Airmobile Movement [8.5.4] or Airborne Movement [8.5.3] that begins and ends its movement together.
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).

Keep in mind that any loss in Airmobile/Air Points is a permanent loss and is recorded on the Game Record Track.


Finally, the last part of this step concerns Sea Control and Mine Clearance (that's sea mines, not land mines). And yeah, that seems like a lot of rules for the two basic "setup" steps of each GT, but hopefully a good chunk of the rules here were familiar already. Also, apologies for no example scenarios (I mean, there isn't really anything to make decisions about, this is all about setting up the turn). So without further ado, we dive into some Naval Power rules. I'm not including ALL the naval rules now, so be aware there is more coming - this should suffice to get through the Initiative/Air/Naval Phase.

Design Note: The U.S., in particular, is heavily dependent upon sea power to project force in many areas of the world. While most nations do not possess the same capabilities, every coastal nation has some level of sea power projection capability in each of the major areas concerning naval operations: beach, littoral, and deep water.

In game terms, we have greatly abstracted this sea battle. The only essential information to determine from the sea battle is “Can you move troops and supplies to and from ports and beachheads?” Thus, we’ve opted for sea control die rolls to determine control.


Rules Part VId - Sequence of Play: Naval Power

7.0 Sea Control and Naval Rules

7.1 Sea Zone Boxes

Sea Zones generally contain two boxes, an At Sea and an Inshore Box [8.5.6.2]. Where there is no At Sea Box, the Sea Zone itself serves as the At Sea Box. The status of each Box is determined separately and affects certain game actions and the capabilities of naval units. Control only changes during the Air/Naval Phase.

7.2 Control

Players roll the die, once per eligible Box, on Clear and Overcast turns during the Initiative/Air/Naval Phase to determine who controls the respective At Sea and Inshore Boxes. When control of an At Sea or Inshore Box changes, enemy Naval Units in the Box (or an associated All-Sea hex of the Inshore Box) must Retreat [7.2.1]. The Initiative/First Player determines control for each Inshore Box:
  1. If the At Sea Box is contested (not controlled by either player), do not roll for the Inshore Box.
  2. If a player controls the At Sea Box and also controls the Inshore Box, do not roll for the Inshore Box.
  3. If a player controls the At Sea Box and the Inshore Box is contested, roll for the Inshore Box.
  4. If a player controls the At Sea Box and the Inshore Box is controlled by the other player, roll for the Inshore Box.
Then, the player rolls for control of certain At Sea Boxes as outlined in the GSR. If none are specified, then roll for all. Using any applicable modifiers, cross-reference the results on the Sea Control Table. Use the appropriate marker to denote control. The absence of a marker denotes a Contested area. Control of an Inshore Box also indicates control of All-Sea hexes associated with it. The presence of Naval Units can affect Sea Control [7.2.2].

7.2.1 Retreat

From an At Sea Box, Naval Units may retreat to the connected Inshore Box or adjacent At Sea Box if friendly-controlled or Contested. If in an Inshore box, they may retreat to the associated At Sea Box if friendly-controlled or Contested or a friendly Port in an associated Coastal hex. If in an All-Sea hex or Port, they may retreat to the Inshore Box if friendly-controlled or Contested or to a friendly Port in the associated Inshore Box. Units that cannot retreat are eliminated. Place it on the Game Turn track four turns ahead; it enters as a reinforcement during that turn’s Reinforcement Phase. Retreats do not require Contested Sea Movement rolls [8.5.6.4.1].

7.2.2 Naval Unit Effects on Sea Control

Regardless of other Sea Control rules (Series or GSR), CVN BGs, CV BGs, and SAGs affect Sea Control as follows.
  • If these types of units from both sides occupy an Inshore or At Sea Box, that Box is automatically Contested.
  • If a Box is Controlled or Contested and it contains these types of Naval Units only from the opposing side or one side, respectively, always roll for Control. However, only a side with Naval Units can gain Control; otherwise, it is Contested.
  • These types of friendly and enemy Naval Units provide a DRM for both the At Sea Box and its associated Inshore Box regardless of which location they occupy. Naval units in an all-sea hex on the Operational Map provide a DRM for the associated Inshore Box. Naval Units in Port do not provide a DRM.

7.3.6 Naval Unit Stacking

Any number of Naval Units on either side can be in an At Sea or Inshore Box or Port. Only one Naval Unit can be in each All-Sea hex.

7.5 Naval Mine Warfare

Mines are a form of area denial weapon used to deter naval assets from using Ports and/or invading Beaches. The number of Mine markers in the coun- ter mix is the absolute limit that can be placed during the game. If all markers are on the map or removed, then no new markers can be placed although the Density may still be increased. Mine markers contain a number representing a mea- sure of the effectiveness of their belt.

7.5.2 Mine Clearing

Enemy Mine markers may be cleared during the Mine Clearance Step of the Air/Naval Phase if the associated Inshore Box is friendly-controlled. Each player can attempt to clear up to two separate Mine markers during the Mine Clearance Step. Roll separately for each attempt. On a roll of 0-3, reduce the Mine marker Density by one, i.e., from two to one or remove a one; if removed, it is removed from the game. Modify the die roll by “–2” if a friendly Naval Unit is present in the Area of Effect.

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