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.

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

Friday, July 05, 2024

Learning GMT's Next War Series - Part 0.5: Counter Information

Welcome to learning GMT's Next War series (Standard Rules). I'm going to be using the first in the series - Next War: Korea (2nd ed) from GMT for examples and such. That being said, the rules books for all the games in the series are the same (really, only the title page of the rules is different). Whichever has been published the most recently is the current standard for the series. Each game comes with a standard and advanced series rules book, and then a game specific rules book for that box's specific differences.

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:


As I understand it, unit sizes and makeups can vary from country to country, but to give a rough idea of the sizes of the above (based on the US unit sizes) - a battalion is roughly 1000 soldiers, brigade 3000-5000, a division is 10k-15k soldiers, a corps about 45k soldiers, and an army roughly 90k soldiers. 


Here is a real example of pieces on the map:

 (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)
So, for the upper left counter on the map, this counter is an infantry unit - the 26th division of the IV Corps (as a Division it is roughly 10k+ soldiers). The unknown brigade to the south of it is no more than half as large.
  • 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
That explains 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, so we aren't going into explaining any of the chits with planes on them. Naval units will be explained as they are introduced.

Helicopters are not "air" units but considered part of the ground forces. Helicopters are fairly simple with just a unit type in the upper left of the counter and then two numbers on the bottom: Combat Support and Range.

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).
That should cover enough of the basics of the counters to get started with the standard game concepts (and the rules governing those).

Learning GMT's Next War Series - Part 0

 

I was never a war gamer before 2024. Not really. I received the old Gamemaster Series Axis and Allies for Christmas when I was in Junior High. My friends and I had played Risk before, but this was something entirely new and exciting. It wasn't long after that we were playing other games in that series too. A while later I received The Hunt for Red October and its companion game - Red Storm Rising (neither of which really drew interest from my friends). And that was it (for both war gaming and board games) until I re-discovered boardgames in early 2000s

But rediscovering boardgames meant Euros and fantasy games like Descent - definitely not war games with their hex and counter maps and stacks of chits about boring conflicts that happened oh so long ago.

At some point in-between 2005 and today, I played a couple GMT games - Combat Commander has been one (if not THE) top game I've played. Twilight Struggle is another completely amazing game I tried from them. But still I resisted the call of the big hex and counter games with their arcane NATO symbols for infantry and armored units and their overabundance of numbers, big and small and multi-colored.

Then, somehow in the last couple of years I came to realize that the various games GMT produced were my cup of tea. For whatever reason, history became more interesting and the hex and counter games, which had never been interested in, looked fun and suddenly intrigued me. 

So I did what any fanatic would - I found a conflict that interested me and found a suitable match from GMT's catalog of games. For me, it was not Ancients, The American Civil War, or even WWII (though somehow in the last year I've gone from 1 to 14 WWII games in my library...). 

No, for me it's always been about modern warfare. Back in the day, Tom Clancy's Red Storm Rising was one of the best books I'd ever read. But the mid-80s were forty (gulp) years ago. I wanted something modern. I wanted the Next War series. Never mind that every review and person on the internet had said, "The Next War series is not a beginner series of games."

 I mean, I'm a smart guy, I can figure it out right? Plus, I have the internet. Content creators live for this! Right?

Well, I found a copy of Next War: Korea (2nd ed), which is the first in the series, and traded for it. It was unpunched and essentially new - it was like Christmas all over again. I spent a few nights punching it out, sorting it (I guessed a lot) and clipping this beast (I'm no barbarian, I counter clip). And then I was ready to start reading the standard ruleset. You haven't heard? There are two sets of rules for the Next War series,  the "basic" and advanced rules. 

To say I was confused and having a hard time learning the standard ruleset might be an understatement - I mean I had no background in this. There should be a sheet of paper included with each Next War game that states: "If you are new to hex and counter games, good luck!" I don't know if the rules are bad per se, but they definitely seem to be written for gamers that already know and understand about combat tables, column shifts, DRMs, ZOCs, and other terms and concepts. These rules are there to tell you the rules, not explain how to apply them and play the game.

For me, this was like trying to learn a new language without a teacher. And I couldn't seem to find any help from YouTube. Oh, there are a few 90+ min videos that try and explain the rules - but not a lot of them. And (sorry), they couldn't hold my attention. I wanted to learn to play, but the videos I was finding were not exciting me to learn, they were as much a barrier to entry as the rules themselves.

At one point, I just decided the best way to do learn was going to be to try and explain the rules. So I started writing blog posts. And yeah, they were about the same as reading the rules, but at least I was starting to understand and stuff was sticking a little bit. But I was also losing interest and took a break from trying to learn Next War to learn some other stuff.

But here I am, back again. I pulled down my posts and decided to try a different approach.

One of the games I've been learning lately is GMT's Skies Above Britain. This is a fantastic game that teaches you the rules / game systems a little at a time.

You get a small chunk of rules and then some small tutorials to see the application of those for yourself. It is a great way to learn a game. The first scenario probably takes 60 seconds or less to resolve, but you did stuff and learned. I really wish there was more of this in war games. Then I saw a post about Pacific War: The Struggle Against Japan - apparently they do something similar with their Engagement Scenarios that are essentially solitary puzzles designed to teach fundamental aspects of the game and rules.

So I want to do this. Break down bits of the game as simple scenarios - learning the game without trying to truck through 30+ pages of boring rules. I think a simple setup, read a couple sections of stuff and go from there. At the time that I'm starting this, I only own Next War:Korea, but I suspect I'll have at least Next War:Iran by the time I get through the standard rule set. Let's see what I can put together.

Next: Counter Information

Thursday, July 04, 2024

Learning GMT's Next War Series Part 1 - Combat

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.

For this session, we are going to start right in the heart of the game with COMBAT.

The Next War series uses a D10 to determine outcomes. The die rolls are D10 based where the 0 = ZERO, not 10. If you grabbed a custom die from your collections and it literally has a 10 on it, you have to remember this is ZERO, or find a different die. Even if you stick with the supplied die, you still have to remember 0 is ZERO!

For those familiar with hex and counter war games, the general combat system will probably seem familiar. First, odds are figured by determining the ratio of the attacker's strength compared to the defender's strength. This determines which initial 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 determined and the shifts have been applied, a die is then rolled to determine the outcome. Again, multiple factors can add/subtract from the die roll (Die Roll Modifiers - DRMs). Most of the combat complexity comes from determining the number of factors that can cause either a column shift or DRM.

We are going to try and start from ground zero with the least complex combat setup you could encounter. Each encounter will have a set of rules to read and apply. 

First read the rules here (click the header to expand the section) - the rules were copied straight from the Next War:Iran STANDARD rules set - ie the latest Next War rules available for the series. Some sections or parts will not apply immediately to the scenario and have been left out until later - otherwise, the rules you see are as they are in the actual books themselves. You are of course free to look up the rule sections in your own rulebook (highly suggested). 


Combat Rules Part I

9.0 Combat

9.2 Combat Procedure

All Combat Segments use the following procedure:
9.2.1 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. 
9.2.2 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.
9.2.2.1 Remainder
If there was a remainder in the odds ratio 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 clean ratio, the attacker would receive a –1 DRM. 
9.2.2.2 Determine Initial Odds Ratio
Locate the proper Ratio/Terrain Column on the CRT. The attacker determines the appropriate combat column by reading across the terrain row that matches the terrain in the defender’s hex to find the column containing the previously determined odds ratio. An attack with odds higher than the right-most column or lower than the left-most column (where an odds ratio is listed) is set to that maximum or minimum column. All column shifts are calculated from that point. Note that a marker is provided to keep track of the odds on the CRTExample: The rightmost column would be the appropriate column for an 8:1(or 36:1) attack into a Highland or Highland/ Woods hex. 
9.2.3 Determine Column Shifts and Die Roll Modifiers 
Both sides choose a lead unit. This unit’s ER [2.3.3] is used for the combat. Column shifts may also apply for surprise attack, attacks into Cities/Fortifications, and any attacks conducted during the Exploitation Combat Segment. Column Shifts and DRMs applicable to combat are listed on the CRT. 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. Note that a marker is provided to keep track of the DRMs on the CRT
9.2.6 Roll Die and Resolve Combat 
The attacker rolls the die, modifying the roll by any applicable DRMs as listed on the CRT. 
9.2.7 Allocate Losses 
The defender applies his losses/retreats first. Then the attacker applies his own losses. 
9.2.8 Retreat and Advance After Combat 
If the defender’s hex is vacant at the conclusion of combat, the attacking player may advance up to four SPs [Stacking Points] (or three into Mountain/High Mountain terrain) of attacking units into the hex following the rules for Advance After Combat (and must advance at least one unit) [9.9].

9.5 Column Shifts 

9.5.1 Efficiency Column Shift 
The attacker must designate which attacking unit’s Efficiency Rating (ER) [2.3.3] will be used in the combat (in essence, this unit is “leading” the assault). The attacker, if possible, chooses a combat unit [2.2]. The defender indicates which defending unit’s ER he will use to defend. The attacker then subtracts the defender’s ER from his ER. The result is the number of columns the combat is shifted on the CRT (right if the attacker’s ER is greater, left if the defender’s ER is greater). Maximum shifts are -3 or +4.

9.7 Combat Results 

Combat results on the CRT are listed and read left to right as Attacker/Defender. Attacker results indicate step losses. Defender results may include both step losses and an “R” indicating retreat. In all cases, step losses are applied before retreats. 
9.7.1 Step Losses 
Units consist of either one or two steps. Two-step units are back-printed with their reduced state on the reverse side. Single-step units are not back-printed and are eliminated when called upon to lose a single step. When a two-step unit takes its first “step loss,” flip it over to its reverse side. When a unit on its “reduced” side takes another step loss, that unit is eliminated from play. SP value is not necessarily indicative of the number of Step Losses. When the CRT result indicates step losses for either the attacker or defender, that player removes that number of steps from his unit(s), beginning with one step from the lead unit. This is an aggregate loss for the entire force, not for each unit involved in the attack/defense. After the first step loss, all two-step units in a stack must take a step loss before any unit is eliminated. 
9.7.1.1 Excess Combat Losses
If the final odds were in the 11, 12, or 13 column and the CRT calls for more step losses than the defender can satisfy, the attacker reduces his losses in that combat by one. If the attacker cannot satisfy all the step losses called for on the CRT or is completely eliminated, the defender reduces his step losses by one regardless of the column on the CRT. 
9.7.2 Retreat Results 
An “R” result on the CRT indicates that the defending unit/stack retreats a certain number of hexes. [9.8]

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. {{truncated remaining detail in this section for now}}

9.8.3 Voluntarily Ignoring Retreat Results
Units in Urban, Highland/Highland Woods, or Mountain/ High Mountain hexes, hexes with Cities, Jungle, Fortifications [8.3.1.10] or Beachheads [8.5.8.2] may voluntarily attempt to ignore retreat results on the CRT. Such units make an ER Check [2.3.3] against the lowest ER unit in the stack. If the unit fails, the unit/stack may either retreat as normal or automatically lose an additional step from any unit in the stack and remain in place. If the unit passes, the unit/stack ignores the retreat.
Play Note: Only one roll is made for the stack (even a “stack” of one unit) and the result affects the entire stack.

Design Note: There’s no downside to making the roll. The step loss for failure is a choice.
2.3.3 Efficiency Rating (ER)
The unit’s morale, training, doctrine, cohesion, and ancillary weapons systems. It is used to determine possible column shifts in combat. Units with a rating of 6 or more are considered Elite. Various game effects can reduce a unit’s ER, but it can never be reduced below 1.
2.3.3.1 ER Checks
The ER is checked for several purposes. When making a check, roll one die [2.6]. If the die roll is equal to or less than the ER, the unit passes, else it fails.

9.9 Advance After Combat 

Advance After Combat is only permissible for the attacking player; a defending stack cannot advance after combat. Whenever a defender’s hex is vacated as a result of combat, the attacker, if he has any surviving units, must advance at least one attacking unit of his choice into the vacated hex. Non-combat ground units [2.2] which were stacked with an attacking unit may also advance.
Encounter 1
For this encounter, the DPRK 3rd ID - II Corps located at hex N2108 is going to attack the ROK 27th ID Lets Win - II Corps in hex N2109. Just a simple infantry on infantry fight.

The terrain really doesn't impact this encounter - the terrain type here for both units is simple, flat terrain with a secondary road running through it.

Determine the column that the DPRK unit uses on the CRT, determine any column shifts, any DRMs, and determine the outcome of the attack.



Encounter 1 by example
The attack rating for the DPRK infantry totals 8, and the defensive rating for the ROK infantry is also and 8, making the attack-defense ratio 8:8 or 1:1 - attacking into flat terrain, we start on column 7 of the CRT.

Looking at all the possible Column Shifts: Efficiency is a 5 for both units, so with no differential, there is no column shift and none of the other possible items apply - we stay on column 7.

Exactly none of the DRMs apply to this situation either, so the raw dice roll will determine the outcome. 

Our die roll is a 7, which is a result of [[ 1/- ]] which means the attacker takes 1 step loss and the defender takes none! The DPRK unit is reduce one step by flipping the unit over, dramatically reducing the unit's abilities and ER. Note the white band across the counter indicates this is a reduced unit.

Even if other DPRK units had been involved in the attack, with the same result outcome, the 3/II infantry would have had to take the casualty as it was the lead unit whose ER was used for this combat. 
Encounter 1 by example 2
Repeating the previous example from the start, we roll with an outcome of 2 on the die, which produces a result of [[ 1/1R ]]. This indicates both units will suffer 1 step loss, but the defending unit will also be required to retreat. From flat terrain, the ROK unit must retreat 2 spaces. For this example, that will mean down (away) from the DPRK, but the actual direction depends on the map and situation.

Because the space attacked is empty, the attacker must advance 1 attacking counter into the vacated space.

The resulting situation after the combat is shown here, with the reduced and re-positioned units.


Combat Rules Part II

9.1 Combat Eligibility

Any friendly combat units [2.2] 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). All units in a single hex need not attack the same hex nor attack at all. Defending units always defend as an entire stack (Exception: Over-stacked hexes [8.1.1.1]). A unit’s attack strength is strictly unitary; each attacking unit must employ its full attack strength, if it attacks, against a single defending hex. All adjacent enemy hexes do not have to be attacked. A unit may attack only once in a Combat Segment.

Important: Units are not allowed to attack into terrain that is prohibited to them during movement. Thus, armor/mechanized units can only attack into a mountain hex if they attack along a road.

9.3 Multiple-Hex Combat

Friendly units(s) selected to attack a single enemy hex must combine their attack strength during the attack (within stacking limits) [8.1.1.1]. A defending hex can never be attacked more than once per friendly Combat Segment. The attacker cannot attack more than one defending hex in a particular combat, even when adjacent to multiple enemy-occupied hexes. When conducting a multi-hex attack, the attacker receives DRM bonuses for attacking from more than two hexes adjacent to the defender [9.6.3].

9.4 Combat Strength Modifiers

When modifying unit strengths, modify each unit individually [27.3]. Units can only be halved once; multiple halving effects are ignored.

9.4.1 River or Amphibious Assault

Each unit that attacks across a Minor River hexside (whether “bridged” or not) or makes an opposed Amphibious Assault has its attack strength halved. During multi-hex attacks, the halving effects of Minor Rivers/Amphibious Assault apply only to the units attacking across the river/sea hexside.
9.4.2 Armor Advantage
Armor units have their attack strength doubled when attacking a stack of non-armor/non-mechanized units in Flat or Rough terrain that does not contain a Fortification, City, or Woods.

Exception: This benefit does not apply when attacking across a river hexside or Amphibiously Assaulting.
9.6.3 Multiple Hex Combats
If attacking from 3 or more adjacent hexes, apply 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. Amphibi- ously Assaulting units cannot be used to qualify for this DRM.
9.9.1 Mechanized/Motorized Unit Advance
If the retreating defender was forced to retreat two hexes or was eliminated and any of the remaining attackers are Mechanized/ Motorized units, those Mobility Class units may advance beyond the original defender’s hex (temporarily ignoring EZOCs [8.2]) into any vacant hex adjacent to the original defending hex. Such an advance can take place in Mountain, High Mountain, Highlands, Highland Woods, and any Jungle or across rivers only if all hexes chosen for the advance are connected to the original defending hex by a road (of any kind), bridge, or a highway. This “second hex” advance is not allowed during “Storm” turns, following an Amphibious Assault, or into a Fortification, Urban, City or Installation hex. Nor is it allowed if the defender’s hex was an Urban, City, or Installation hex.

8.1 Stacking

Stacking Points (SPs) are used to determine how many units can stack together in one hex. The following units do not pos- sess any SPs and consequently have no effect on the stacking of ground units during play:
  • Attack Helicopters (Helicopters have their own basing rules [6.5.1.1]).
  • Naval Units (Naval Units have their own stacking rules [7.3.6]).
  • Beachheads.
  • All game markers.
8.1.1 Stacking Limits
8.1.1.1 Ground Unit Stacking
In most terrain types, players cannot stack more than four SPs per hex without a penalty. Players cannot stack more than three SPs in a Mountain/High Mountain hex without a penalty. Exception: As long as no other units are present, any number of the units of a divisional [2.2] Formation (brigades, regiments or battalions with the same higher divisional Formation designation [2.3.4]) can always stack in the same non Mountain/High Mountain hex without penalty.

Design Note: Although this rule references units with same “higher Formation designation”, it is meant to be read in its entirety. That is, only a divisional (i.e., the HQ has a size of “XX”) Formation, which is made up of brigades, regiments, and/or battalions, all having the same higher Formation designation are eligible to stack under this rule. In addition, they suffer no penalties for doing so since they are, by rule, not over-stacked.
8.1.1.2 Mixed Nationality Stacking
Game Specific Rules will generally have rules covering the effects of stacking multiple nationalities in a single hex.
8.1.2 Examining Enemy Stacks
Players may freely examine enemy stacks at any time during play.
Encounter 2
For this encounter, the DPRK 3rd, 6th, and 8th ID - II Corps are stacked together in hex N2108. This stack is going to attack the ROK 27th ID Lets Win - II Corps in hex N2109. Use Multiple units from the stack to (hopefully) overwhelm the enemy.

Determine the column that the DPRK unit uses on the CRT, determine any column shifts, any DRMs, and determine the outcome of the attack.



Encounter 2 by example
Choosing to use the full power of the stack, the attack rating total for the DPRK infantry totals 24, and the defensive rating for the ROK infantry is an 8, making the attack-defense ratio 24:8 or 3:1 - attacking into flat terrain, we start on column 10 of the CRT.

The attacking DPRK has to select the lead unit - they are all the same, so the 3/II is selected with an ER of 5.         

Looking at all the possible Column Shifts: Efficiency is a 5 for both units, so with no differential, there is no column shift and none of the other possible items apply - we stay on column 10.

Exactly none of the DRMs apply to this situation either, so the raw dice roll will determine the outcome. Had the three units been spread out over three adjacent hexes when attacking rather than the one hex a -1 DRM would have applied, but no DRMs apply.

Our die roll is an amazing 0, which is a result of [[ -/2R ]] which means the attacker takes no step losses and the defender takes 2 and must retreat. Because the sole unit present must absorb both step losses, it is eliminated.

Since the space is vacated the DPRK selects the lead unit (3/II) to advance into the empty space. The other units may (optionally) move as well (up to 4 SPs total). At least one of the units must advance.
Encounter 3
For this encounter, we are mixing things up a bit. This group from the DPRK II corp will jointly attack the ROK infantry in space 2611.
There are a couple of things to take note of and keep in mind when determining the odds column and the DRMs:
  • The lead unit chosen could give a column shift, but will also have to take the first step loss (if any) and be required to advance if the target is destroyed or vacates the space.
  • There is a bonus for attacking from 3+ spaces
  • 3/II infantry is attacking from flat woods, across a minor river
Encounter 3 by example
DPRK decides to use all forces to try and eliminate the ROK unit. The attack/defense totals are 22:8 which reduces to 2:1 with a remainder for the attacker. Remember, the armored unit doubles their attack strength attacking into flat terrain (without cover of woods, fortifications, or a city); the 3/II's attack value is halved for attacking across the minor river.

Deciding to use every advantage, DPRK selects the armored unit to be the lead due to their higher ER (6). The advantage (+1) over the ROK's 5 gives the DPRK a column shift to the right. Attacking into flat terrain, that puts this attack into column 10 of the CRT

Going through the possible DRMs to apply, DPRK is going to get a total of -2 to the die roll, -1 each for: attacking from 3-4 hexes and the remainder from initial odds calculation.

DPRK rolls a 2, which is modified to 0 for a result of [[ -/2R ]] and the ROK unit is eliminated. Had the result required DPRK to take a step loss, the armored unit would have been eliminated as it only has a single step. This gamble paid off this time. With the space vacated, at least one of the attacking units must advance into the vacated space (all may advance). The DPRK elects to advance the armored (mechanized) unit two spaces into Shin-gye, which it can do because the road allows for the extra advance space over the river; DPRK elects to leave the other units in place. Had they wanted to also advance the infantry, only 1 could have advanced (limit of 4 SP can advance).

We'll finish up combat in our next installment!