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!

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