NWK Rules.v2
NWK Rules.v2
Each game in The Next War series should contain the follow- 2.3.3 Efficiency Rating (ER)
ing components: Represents the units morale, training, doctrine, cohesion, and
ancillary weapons systems. It is used to determine possible
2.1 Maps column shifts in combat. It is also used for Efficiency Checks
Each game comes with maps depicting the specific conflict. See for several purposes. When making a check, roll one die [2.6].
the Game Specific Rules for more information. If the die roll is equal to or less than the ER, the unit passes, else
it fails. Units with a rating of 6 or more are considered Elite.
2.2 Counters 2.3.4 Unit/Formation ID
Each games 9/16" counters represent combat units, aircraft, The units organizational designation (Battalion, Brigade, or
and naval units. A variety of game markers are also included. Division) and parent formation ID.
Units have been color-coded by nationality as described in the
Game Specific Rules. 2.3.5 Movement Allowance
The maximum number of Movement Points (MPs) which a
Sample Units & Combat Unit Identification unit can expend during any one friendly Movement Segment.
Setup Hex/Area
Unit Designation (italics indicates 2.3.6 Setup Hex/Area
Reinforcement) The location of the unit at the start of most scenarios or its
Stacking Value Efficiency Rating reinforcement (italicized) code, entry hex, city, or country.
Unit Type Setup Hex/Area 2.4 Explanation of Air and Naval Unit Values
(italics indicates
Reinforcement) 2.4.1 Airmobile Transport Capacity
This represents the naval units intrinsic airmobile transport
Combat Support Range capacity in stacking points.
Airmobile Transport
2.4.2 Combat Support (CS) Rating
Unit Type
Capacity This represents the ability of an Attack Helicopter or Naval
Transport Capacity
unit to support friendly units involved in ground combat. It
provides a negative Die Roll Modifier (DRM) when attacking
Range and a positive DRM when defending.
Combat Support
2012 GMT Games, LLC
Next War: Korea ~ Standard Game Living Rules 3
2.4.3 Range
This represents the effective range at which an Attack Helicop-
4.0 Weather
ter or Naval unit can perform Combat Support Missions. Also The weather on Game Turn (GT) 1 is always the
represents the range of movement for helicopters. Initiative [5.0] players choice.
2.4.4 Transport Capacity During the Weather Phase of each following GT, the
This represents the amount of Marine troops (in stacking points) Initiative/First Player rolls one die and refers to the Weather
that an Amphibious Naval unit can carry in an all-sea hex. Table to set the Weather for that GT. Use the Weather Track on
the map to indicate the current GTs Weather.
2.5 Charts and Tables
4.1 Weather Effects
The player-aid cards and maps include all the charts and tables
necessary for play. Players should position the various player In all cases, when halving or quartering, round up.
aid cards on the table near the game map for easy reference 4.1.1 Clear
while conducting various game functions.
No effects.
2.6 The Die 4.1.2 Overcast
One 10-sided die is included in the game. It is used to resolve Halve the Airmobile Points available to each side for the turn.
combat and other activities. All rolls of 0 are read as zero, A side indicated as having Limited All-Weather capability
not ten. (see Game Specific Rules) has its Air Points halved. A side
indicated as having No All-Weather capability has its Air
2.7 Game Scale Points quartered.
All attack helicopters may perform only a single mission this
The map scale is 7.5 miles per hex. Unit scale is generally
divisions and brigades, although battalions and regiments are Game Turn.
used to represent some units. Each game turn represents roughly 4.1.3 Storm
3.5 days. No Air, Airmobile, or Sea Movement or Transport is allowed
this Game Turn.
2.8 Hex Control A side indicated as having Limited All-Weather capability
A hex is considered controlled by the side which had a unit last has its Air Points quartered. A side indicated as having No
enter the hex [however, see 8.4]. Note that hex control does not All-Weather capability receives no Air Points.
change until indicated on the Sequence of Play. All ground movement uses the Storm column on the TEC
to determine movement costs.
Units may only advance after combat into the hex that the
3.0 Standard Sequence of Play defender vacated.
Reinforcements may be affected. See the Game Specific
The Next War is played in a series of Game Turns. Rules.
Each turn is divided into specific Phases, in which players All Naval units must be moved to a friendly Port or a friendly
perform actions in a certain order. During Initiative Turns, At-Sea Box of the Sea Zone they occupy.
players complete all Phases in the order below. During Con- Attack Helicopters may not perform missions.
tested Turns, the turn consists of all Phases except the Initiative
Movement and Combat Phase, which is skipped. The Sequence
of Play consists of the following Phases.
Weather
Initiative/Air/Naval
Initiative Movement and Combat (Initiative Turn Only)
Basic Movement and Combat
Reorganization
Reinforcement and Replacement
Victory Determination
Game Record
Note: A fully expanded SOP is on the back of this rule booklet.
5.0 Initiative Example: Lets say a particular scenario lists Side A as the
Initiative player on Game Turns 1 and 2 and the Initiative VPs
Game Turns will be one of two types: Initiative as twenty. The players performance over the first eight game
Turns or Contested Turns. turns is as follows:
During the Initiative/Air/Naval Phase of each game
As VPs Bs VPs
turn, the players determine which side, if either, will have the Turn Initiative Goes to: in turn in turn
Initiative. The player with the Initiative will move first in
each Movement and Combat Phase and will be allowed Ex- 1 A(Scenario Special Rule) 19 4
ploitation Movement and Combat. The non-Initiative player 2 A(Scenario Special Rule) 23 16
will be allowed Elite Reaction Movement as well as Reaction 3 A (VP from prev. turn) 17 18
Movement and Combat.
4 Contested; A is First Player 11 14
When neither side has the Initiative, play the turn as a Con-
5 B (VP from prev. turn) 21 22
tested Turn. In a Contested Turn, the player who last had the
Initiative will move and fight first and is known as the First 6 Contested; B is First Player 14 19
Player. 7 B (VP from prev. turn) 11 23
8 B (VP from prev. turn) 6 29
5.1 Initiative Determination
Each scenarios rules dictate which side has the Initiative at the An examination of this record shows the following Initiative
start of the game and for how long they will automatically hold shifts during the game:
it. For that designated number of turns, all turns are played as
Initiative Turns. After the designated number of turns, during On GTs 1 & 2, Side A automatically holds the Initiative. The
the Initiative/Air/Naval Phase of each game turn, the players fact that Side A didnt gain the required Victory Points (20)
examine their performance during the preceding game turn to during GT1 would normally indicate that GT 2 would be Con-
determine whether one side or the other has earned the Initiative tested, except that the scenario says Side A automatically has
or if a Contested Turn will be played instead. The performance the Initiative for GTs 1 & 2.
conditions and the type of turn that results are listed below: During GT 2, Side A scored more than enough VPs to keep the
5.1.1 Preceding Turn Was an Initiative Turn Initiative, while Side B did not. So, GT 3 will be another Side
A Initiative Turn.
Some scenarios list a number of Initiative Victory Points
(VPs). [12.1] This number is the basis for determining which During GT 3, neither player achieves the necessary VPs for
side has the Initiative each turn. Initiative, so GT 4 is a Contested Turn, with Side A player as the
Players measure their performance in VPs gained in the previ- First Player. During GT 4, the Side B player scores more VPs
ous turn to determine Initiative for the current turn. If one of than the Side A player. Since the previous turn was a Contested
the players gained the number of VPs required by the scenario Turn, Side B gains the Initiative for GT 5.
for Initiative, but the other player did not, then the player who GT 5 sees both players achieving enough VPs for Initiative, so
gained the requisite VPs becomes the Initiative Player for GT 6 is played as a Contested turn, with the Side B player as
the current game turn. the First Player. During GT 6, Side B scores more VPs, so GT
If neither or both achieved the number of VPs necessary for 7 is a Side B Initiative turn.
Initiative in the previous game turn, then neither player has the GTs 7 & 8 both see the Side B player scoring sufficient VPs to
Initiative, and the current turn will be played as Contested Turn. keep the Initiative.
5.1.2 Preceding Turn Was a Contested Turn Design Note: This mechanism portrays the ebb and flow of combat
Both players VPs in the previous turn are examined. Which- operations, as the side with the Initiative pushes, exploits, and
ever side scored the greatest number of VPs becomes the new presses the advantage of momentum until running out of steam. If
Initiative player and a new Initiative game turn commences. If constant momentum cannot be maintained, a short lull occurs as
the number of VPs scored was equal, then another Contested both sides rush to resupply, reinforce, and strike to gain the Initia-
Turn commences. tive. Alternatively (and less often), the non-Initiative side might
wrest the Initiative away by spectacular gains that radically reverse
the momentum of battle.
6.0 Air Power When comparing Air Points during Air Superiority determina-
tion [6.4], a player never uses a value below zero for their Air
Design Note: In any future war, each side will depend heavily upon Point value.
air power for combat support. Most forces facing the Western Allies
will be prepared to strike swiftly at the wars onset to provide vital 6.3.1 Loss of Airbase
assistance to the assault spearheads. Though its virtually certain that When a unit advances into an enemy-controlled
these forces will undergo heavy attrition and most likely be entirely Airbase (but not Airfield) hex in the enemy country,
destroyed within a few weeks of combat, the added impetus it will there is a possibility that it will destroy an enemy
give in the early days could be a deciding factor in the wars outcome. Air Point. When this occurs, the advancing player
rolls one die. On a roll of 0-2, an enemy Air Point is perma-
The Allied side will, generally, have an initial deficit in both combat nently destroyed. On a roll of 3-9, no Air Points are lost.
aircraft and (in most scenarios, due to a certain level of surprise)
mission sortie generation. The ability of the Allies to quickly reinforce, 6.3.2 Loss from ADF
however, will shift the balance of air power dramatically within several Air Points may likewise be permanently destroyed by ADF.
weeks from the onset of the conflict. Assuming the enemy spearhead Whenever the player attempting Combat Support receives an
has been blunted by then, Allied planners generally believe that this asterisk (*) result on the ADF Table, the affected player perma-
mass of air power will prove decisive. nently loses one Air Point in addition to the other printed result.
6.5.1.1 Basing Limits: Each Airfield can base one Helicopter 6.6 Air Defense Fire
unit. Each Airbase can base up to three Helicopter units. Note Players may use Air Defense Fire (ADF) against any enemy
that USMC Helicopters [6.5.5] basing can be different. air mission (i.e., Air Points and Attack Helicopters on Combat
6.5.2 Limits on Use Support Missions [6.2.1], Air Transport [8.5.2] and Airmobile
Movement [8.5.4], Paradrops [8.5.3], and Helicopter Rebasing
Attack Helicopters may perform two missions per game turn,
[6.5.1]).
but not more than one per any given segment. After the first
mission, rotate the unit 90 degrees in its base hex to indicate Exception: When the Air Superiority Level [6.4] is in a players favor
this status. After the second mission, rotate the unit 180 degrees or Contested, air missions are immune to ADF as long as that players
in its base hex. During the Reorganization Phase of each game entire mission is conducted within that players home or allied country
turn, all Attack Helicopters are rotated back to their normal and neither the origination nor destination hex is in or adjacent to a hex
orientation. containing an enemy ground unit.
6.5.3 Combat Support Missions ADF may only be conducted once against a mission (exception:
Both the attacker and defender may use Helicopters to perform Any unit that begins airmobile movement in an enemy country
Combat Support Missions (with the same effects as Air Points or an enemy ZOC [8.2] undergoes an additional ADF in its
[6.1]) for any single combat within their range. origination hex before it is allowed to move). For purposes of
ADF, a mission is defined as:
The attacking side, first, in a given combat may allocate up
to two Attack Helicopters and the defending side, second, up All Air Points allocated to a Combat Support Mission
to one for that combat by designating and rotating available Each individual Attack Helicopter allocated to a Combat
Attack Helicopters within range of the defending hex. If the Support or rebasing mission.
Helicopters survive ADF [6.6], they provide favorable DRMs Each ground unit that is transported by Air or Airmobile
equal to their Combat Support Value. Transport or Paradropped.
Play Note: You dont actually have to move the unit to the hex, just For all Transport and Paradrop missions, the enemy player re-
point, allocate, rotate, and roll! solves ADF once for each ground unit that is moving/dropping.
6.5.4 Damage and Repair 6.6.1 Resolving ADF
When an Airfield or Airbase which is basing Attack Helicopters The player using ADF locates the column on the ADF Table
is occupied by the enemy, there is a possibility that the Attack that represents the current Air Superiority Level, rolls one die,
Helicopters will be damaged or destroyed. When this occurs, and reads down that column to find the result.
regardless of the mission status of the Helicopter, the advancing
player rolls one die per Helicopter unit at the base or field. See Results on the ADF Table vary depending upon the type of
the Loss of Airbase/Airfield chart. Rebasing [6.5.1] may occur mission. Players should keep in mind that varying DRMs may
regardless of 6.5.2. Units may overstack if rebasing in this man- apply with all results indicated below applied immediately.
ner, but they must rebase again in the next Game Turn. Units
6.6.1.1 Results:
which rebase may not perform any more missions this turn.
If the unit cannot reach a new Airfield/Airbase, it is eliminated indicates No effect.
instead. Abort indicates that the moving unit must return to the
Helicopters cannot regain lost steps or be reconstituted once hex from which it began and may not move again
destroyed. for the remainder of Movement Segment. Aborted
Airmobile Points are considered spent. Abort has no
6.5.5 U.S. Marine Corps Helicopters effect on Combat Support Missions.
USMC Attack Helicopters function as other Attack Helicopters
(1) indicates the number of Combat Support Points that
except that they may be based at sea as well. Marine Helicopters
are expended and unable to participate in Combat
may base with a friendly Amphibious (AMPH) unit. Should the
Support (any remaining Air Points may be used for
AMPH move, the Helicopter unit automatically moves with it
Combat Support, however). This has no effect on
(without being considered as having flown a mission). Marine
Transport/Airmobile/Paradrop Missions.
Attack Helicopters may only perform missions when the AMPH
unit is located in an all-sea hex or Port (i.e., not while in the At * included in the result signifies that, in addition to the
Sea or In-Shore Boxes). designated result, air assets are permanently lost. For
No more than one Marine Helicopter may be based on a single Transport Missions, the transported ground unit must
AMPH unit. The Marine Helicopter may rebase to an Airbase or absorb a single step loss. Furthermore, if an Airmo-
Airfield in the same manner as other Attack Helicopters within bile Point is providing the transport capability, one
the restrictions above. such point is permanently lost. For Combat Support
Missions, either a single Air Point is permanently
lost or an Attack Helicopter loses a stepdepending
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 would re- 7.3 Naval Units
sult in one Air Point not making it through to the target. The 7.3.1 Naval Unit Combat Support
other three points, however, would succeed in supporting the Naval units in an all-sea hex possess a combat value and range
combat. for providing Combat Support [9.6.1] once per Combat Seg-
Example #2: A (1) result versus a full strength US (2/16) ment.
Attack Helicopter would result in only one of its Combat Sup-
7.3.2 Amphibious Units
port Points supporting the ensuing combat.
These units provide three functions: troop movement
Keep in mind that any loss in Airmobile/Air Points is a perma- for Amphibious Assault [8.5.8], Combat Support,
nent loss and is recorded on the Game Record Track. and Airmobile Transport [8.5.5].
7.2.1 Retreat
When control of an At Sea or In Shore box or all-sea hex
changes, enemy units in the box must retreat from that box.
From an At Sea box, they may retreat to a friendly, connected
In Shore box or to an At Sea box. If in an In Shore box, they
must retreat to a friendly port in the associated Sea Zone. Units
which can not retreat are removed from play.
8.3.1.2 Installations: Installations are hexes that contain 8.3.2 The Road Net
Airbases and/or Ports as well as any additional hexes defined Roads are superimposed on the map grid to represent major
as such in the Game Specific Rules. Enemy Installation hexes transportation systems of the area in play. There are three types
cannot be controlled by simple ground movement into the hex. of Roads [see TEC]:
Enemy Installation hexes may only be controlled after a player
makes a successful Clearing Operation [8.4.1] for that unit. Highways
Installations may be Bypassed [8.4.2] Primary Roads
Secondary Roads
8.3.1.3 Airbases: Airbases are marked by a special aircraft
Units that move from a hex to an adjacent hex connected by
symbol in a black circle.
a road hexside ignore the normal terrain costs for that hex and
8.3.1.4 Airfields: Airfields are marked by a special aircraft pay the road movement cost instead.
symbol in a gray circle. Airfields are not considered Installa-
Exception: Road movement may not be used to enter or pass through
tions and have no effect on movementrefer to the cost of the
an enemy Fortification hex [8.3.1.10] nor a fully- or over-stacked hex
other terrain in hex.
[8.1.1.1].
8.1.3.5 Cities and Urban Hexes: Enemy city and urban hexes
Important: All Urban hexes connect to roads that enter their
cannot be controlled unless a successful Clearing Operation
hex. All Urban hexes are assumed to have Primary roads within
[8.4.1] is conducted. Cities, but not Urban hexes, may be
their hex.
Bypassed [8.4.2].
8.3.3 Prohibited Terrain
8.3.1.6 Towns: Towns have no effect on movementrefer to
the cost of the other terrain in hex. Armor/Mechanized/Motorized units may not enter Mountain
hexes unless they are using road movement. Note that they
8.3.1.7 Beaches: All coastal, i.e., adjacent to an all-sea hex, may still enter enemy Fortification hexes in Mountain hexes
Flat or Flat Woods hexes are beach hexes. These hexes are the using their full Movement Allowance so long as a road exists.
only hexes that can be targeted for Amphibious Assaults [8.5.8]. Except when using Sea Transport, Ferries, or (for Marine units)
8.3.1.8 Ferries: Each ferry connects two hexes separated by an Amphibious Assault, ground units may not enter an all-water
all-water hexside. Ferries may only be used by units friendly hex or cross an all-water, non-river hexside.
to the country in which the ferry is located. Ground units may Exception: Units using Airmobile Movement may enter or cross any type
use a ferry to cross the all-water hexside as if it were a river of hex, but may not end their movement in an all-water hex.
hexside, paying the appropriate movement cost.
Ground units may never attack across a ferry, nor do they proj- Play Note: It is important to note the difference between rivers (narrow,
ect a ZOC [8.2] across a ferry hexside. The all-water hexside along the hexspines [N3918/3919]) and all-water hexsides (including
prohibits combat. bays, estuaries, mouths of rivers [N3819/3919]).
Play Note: As a practical matter, players may simply agree that once
One Clearing Operation is made for all units under the marker.
the front has obviously moved past the fortification line they can be
To resolve a Clearing Operation, the affected player chooses
considered captured and the engineers are doing their jobs in remov-
a lead unit for the operation. Roll one die, modifying the die
ing obstacles, etc.
roll for any applicable DRMs. If the roll is equal to or greater
than the Clearing Number, the Clearing Operation is successful.
To determine DRMs, subtract the Clearing Number on the
marker from the lead units ER and use the difference as a DRM.
In addition, if the unit/stack does not have the Minimum Safe 8.4.1.1 Clearing Markers and Combat: No unit under a Clear-
Stacking Points (MSSP) [see Standard Play Aid Card] required ing marker may participate in an attack; it may defend itself
for the type of hex, use the difference as a negative DRM. Use normally, but receives no combat benefits for Urban, City, or
only the highest MSSP which applies. Installation as it hasnt captured it yet.
When an Urban/City hex contains Installations or an Installation 8.4.1.2 Recapturing Urban, City, or Installation Hexes:
hex contains additional Installations, the Clearing Operation die Friendly units never need to conduct a Clearing Operation for
roll is modified by 1 per additional Installation in the hex. entering a hex in their own or allied country, even if an enemy
Example: An Urban hex with an Airbase incurs a 1. Airbase Control marker (i.e., the enemy captured the hex earlier by pass-
with a Port incurs a 1. ing a Clearing Operation) is situated in the hex. Furthermore,
once a friendly unit recaptures and Controls an Urban, City,
An airmobile and/or amphibiously assaulting and/or paradrop- or Installation hex in their own or allied country, they remove
ping unit/stack which attempts a Clearing Operation immedi- the enemy control marker. Thus, if the enemy tries to re-enter
ately after landing incurs an additional 1 modifier. the hex, a Clearing Operation will have to be conducted again.
If the Clearing Operation is successful, control of the hex is Note that hex control doesnt change until the appropriate step
passed to the Clearing player. in the Reorganization Phase.
If a Clearing Operation fails and the minimum safe number of 8.4.2 Bypass
Stacking Points was not present, the Clearing player takes a Moving units may Bypass or move through an empty hex which
step loss from his lead unit. If the Clearing Operation fails and contains an enemy Installation [8.3.1.2] or City. Such move-
the minimum safe number of Stacking Points was present, the ment uses the terrain cost of the hex. To perform a Bypass, the
units and marker remain in the hex. moving unit must have enough MP to enter and be able to exit
The marker may only be removed if all the units, using their the hex which contains the Installation or City. Control of the
entire MA, leave the hex, all units under the marker are elimi- Installation or City hex does not change. Bypass movement
nated or they successfully conduct the operation. may not be used when attempting to cross an all-water hexside
Units under a Clearing marker may be reinforced (within using a bridge or ferry.
stacking limits).
8.5 Movement Types
Example: In the Basic Movement Segment, 3 DPRK Mecha-
There are several ways units may move, including Ground
nized Infantry Brigades (SP 1 each, 3 total) move into Inchon
Movement, Air Transport, Airborne Movement (Paradrop),
(Urban w/ Port). The minimum required SP for Clearing is
Airmobile Movement, Sea Transport, and Amphibious Assault.
4 SP, so the DPRK player knows this is a tough fight and
would like to reinforce, but he has no other units available 8.5.1 Ground Movement
and desperately wants to control Inchon. The DPRK player Using Ground Movement, ground units move individually
pulls a random Clearing marker from the countermix and pulls or as a stack from hex to adjacent hex paying the appropriate
a 5. He places the marker on top of the units and continues terrain costs. Units which begin the friendly Movement Seg-
the turn. During the Clearing Operations segment of the Re- ment stacked together may move as a stack but may not split
organization Phase, the DPRK player resolves all Clearing or drop off units during movement. Moving stacks may
Operations, he has only the one in Inchon and proceeds to not pick up any units while moving. Units pay movement
determine DRMs. He chooses a lead unit (theyre all ER5) costs for each hex entered or hexside crossed as detailed on
and compares this to the Clearing Number (which is also 5). the TEC. Ground units may use normal movement to enter an
There is no DRM. Next, he determines if he has the minimum enemy-controlled Installation [8.3.1.2], City, or Urban hex and
required SPs and finds he is one short. This becomes a 1 are immediately placed underneath a Clearing marker (unless
DRM. Finally, there is a port in Inchon which incurs an ad- Bypassing [8.4.2]). They must conduct a Clearing Operation
ditional 1 DRM. The DPRK player rolls the die, a 6 [8.4/9.10] in the Reorganization Phase.
modified to 4 and just misses equaling the Clearing Number. There are four different mobility classes for ground units as
In addition, because he was below the minimum required SP, reflected by their inherent Movement Allowance and sum-
he takes a step loss. The units remain under the Clearing marized below:
marker. In the following turn, the DPRK player realizes he
needs to reinforce the effort to clear Inchon, and sends in a MOBILITY CLASS
reduced Infantry division bringing the Stacking Points to 4.
In the Clearing Operations segment, he rolls an 8 modified [Yellow MA is
Leg 4 or 5 MPs
to 7 (for the port) and takes control of Inchon. Airmobile capable]
Motorized 6 MPs [Orange MA]
Units pay costs on the TEC by cross-indexing their Mobility 8.5.4 Airmobile Movement
Class with the type of terrain they are entering/crossing. Airmo- Certain combat units can utilize Airmobile Movement. Units
bile units, when using Airmobile Transport [8.5.4], pay 1 MP using Airmobile Movement can move up to twenty-four hexes
per hex entered regardless of terrain. Players may move stacks in a friendly Movement Segment ignoring all terrain costs. Once
consisting of different Mobility Classes, but will need to keep they finish their movement, they are placed in their landing
in mind the differing terrain costs for each unit. hex where they may be subject to Air Defense Fire [6.6].
Important: A unit may always move at least one hex in a friendly 8.5.4.1 Eligible Units: All yellow MA units are eligible to use
Movement Segment, if eligible, though not across prohibited Airmobile Movement.
hexsides or into prohibited terrain.
Note: Airmobile-type units are always eligible for Airmobile Movement.
Exception: No units in an enemy ZOC can move during the Exploitation
As they have intrinsic helicopter transport capability, no Airmobile Points
or Elite Reaction Movement Segment.
are expended to move such units, but they follow all other Airmobile
8.5.2 Air Transport Movement rules.
Leg ground units that begin a Movement Segment on a friendly 8.5.4.2 Airmobile Points: Each side receives a
Airfield or Airbase that is not in an enemy ZOC [8.2] may move certain number of Airmobile Points at the start of
by Air Transport to another friendly controlled Airfield/Airbase each scenario. Additional points may arrive as re-
hex that is not in an enemy ZOC. Units transported by air may inforcements. These points are may be used each
use up to one-half of their Movement Allowance (rounded up) game turn unless destroyed.
after landing.
Each Airmobile Point can transport one Stacking Point of units.
Air Transport missions may undergo ADF [6.6] before land- Airmobile Points can be combined to transport units with more
ing. If the landing hex is in the moving players home or allied than one Stacking Point. Airmobile Points are not used for
country, there is a +3 DRM to the ADF. Airmobile type units (i.e., those with a MA of 24).
8.5.2.1 Limitations on Use: Game Specific Rules 8.5.4.3 Destroying Airmobile Points: Airmobile
will generally provide restrictions on the use of Air Points can be permanently destroyed when an Air-
Transport. base in the owning players home country is overrun
or when a result on the Air Defense Fire (ADF) [6.6]
8.5.3 Airborne Movement (Paradrop)
Table calls for destruction of an Airmobile Point.
Airborne units that begin a Movement Segment on a friendly
Airbase or Airfield not in an enemy ZOC [8.2] may perform Whenever a unit advances into an enemy-controlled Airbase
a Paradrop. hex in the enemy country, there is a possibility that it will
destroy an enemy Airmobile. When this occurs, the advancing
To perform a Paradrop, pick up the unit and trace a path of player rolls one die. On a roll of 0-2, an enemy Airmobile
hexes of any length to the drop hex. The drop hex may not be Point is permanently destroyed. On a roll of 3-9, the enemy
occupied by enemy units. A unit may be subject to ADF [6.6] helicopters escape and no point is lost.
before dropping.
Airmobile Points can also be permanently destroyed by ADF.
Paradrops cannot be made into the following types of hexes: Whenever a player conducting Airmobile Movement receives
Urban an asterisk (*) result on the ADF Table, the moving player loses
Mountain one step from the transported unit and permanently destroys an
Highland/Highland Woods Airmobile Point in addition to any other listed result.
Any hex containing a City A marker is included for each player to keep track of Airmobile
Any hex in the enemy country containing an Installation Points permanently lost.
[8.3.1.2] Exception: Losses generated against Airmobile unit types do not result
If the Paradropping unit survives ADF, place the unit in the in the destruction of Airmobile Points, although step loses may still
landing hex and determine the result of the drop. Roll one die apply.
and refer to the Paradrop Table. This table will indicate the
Design Note: Note, since the ADF result caused a step loss to the
condition of the dropping unit upon landing. Use the results to
unit, youre losing the intrinsic transport anyway.
the left of the slash. An explanation of results is below the table.
If the unit landed in an enemy ZOC, it may move no further; 8.5.4.4 Airmobile Movement Procedure: During a friendly
otherwise, it may advance into an adjacent, unoccupied enemy- Movement Segment other than the Elite Reaction Movement
controlled Urban/City/Installation [8.3.1.2] and be placed under Segment, the owning player may move a unit by Airmobile
a Clearing marker (if appropriate). It must conduct a Clearing Movement instead of Ground Movement. To do so, announce
Operation in the Reorganization Phase with an additional +1 the unit to be moved as well as the Airmobile Points allocated
modifier. to move it (if applicable), decrease the number of available
Airmobile Points (if applicable), and move the unit up to
8.5.3.1 Limitations on Use: Game Specific Rules will generally twenty-four hexes, ignoring terrain, to its landing hex.
provide restrictions on the use of Airborne Movement.
If the unit landed in an enemy ZOC, it may move no further; 8.5.6.3 Where Naval Units Can Move: Naval units can, at
otherwise, it may advance into an adjacent, unoccupied enemy- any given time, be located in one of three types of locations:
controlled Urban/City/Installation [8.3.1.2/8.3.1.5] and be An At Sea box
placed under a Clearing marker (if appropriate). It must conduct
a Clearing Operation in the Reorganization Phase with an ad- An In-Shore box
ditional +1 modifier. An on-map hex (all-sea hex adjacent to a land hex or a
friendly port)
Moving units may be subject to ADF [6.6] (resolved in the
landing hex). 8.5.6.4 When and How Naval Units Move: Naval units may
move during any friendly Movement Segment except for the
Units that begin their movement in an enemy country or an Elite Reaction Segment. They move from one location to an-
enemy ZOC may utilize Airmobile Movement, but they must other without counting hexes.
undergo an additional ADF resolution in the origination hex. If
both conditions apply, only one additional ADF is conducted. Naval units may only move from location to location following
the order given in 8.5.6.3 either forward or backwards, i.e., from
8.5.4.4.1 Landing Limitations: Units utilizing Airmobile At Sea to In Shore or all-sea hex to In Shore but not from a port
Movement may not land in a Highland, Highland Woods, or to At Sea Box. Units may also move from all-sea hexes to ports
Mountain hex unless there is a road or highway in that hex. and vice versa as well as to other all-sea hexes. In addition, a
They may not land in an enemy controlled Urban, City, or Naval unit may move from the At Sea Box in one Sea Zone to
Installation [8.3.1.2/8.3.1.5] hex. the At Sea Box in another Sea Zone.
8.5.5 Marine Airmobile Transport If a Naval unit moves either to or from a non-friendly con-
Each Marine Amphibious unit has one intrinsic Airmobile trolled At Sea or In Shore Box, it must make a Contested Sea
[8.5.4] Transport Point. This point can be used to transport Movement roll. If a unit moves from a port to an all-sea hex
one step of Airmobile-capable Marine non-armor unit(s) but (or another all-sea hex) or vice versa, and the corresponding
not more than 12 hexes from the AMPH unit. This range is In Shore Box is not friendly-controlled, the unit must make a
calculated from but not including the location of the all-sea hex Contested Sea Movement roll. If the movement is Aborted, the
which the AMPH is occupying. This capability may be used Naval unit remains where it began the Movement Segment,
once per Movement Segment (even in the same segment in otherwise the move is successful.
which the AMPH moved into the hex). Moving a unit already
on the ground, both the Pickup hex and the Landing hex must 8.5.6.5 Storms: During the Weather Phase of a Storm turn,
be within 12 hexes of the originating AMPH. Naval units must remain in or return to a friendly At Sea Box
or port of the corresponding Sea Zone.
Intrinsic Airmobile Transport Points are immune to losses
generated from ADF. 8.5.7 Sea Transport
Sea Transport represents the movement of troops and equipment
Design Note: You can track it if you like. I chose not to. with general shipping capabilities as opposed to the specialized
transport ships represented by the Amphibious Naval units.
8.5.6 Naval Movement
There are two basic types of Sea Transport: Port to Port and
Design Note: As noted, the naval aspects of this game have been Sea Landing.
heavily abstracted. There are several Naval units, however, that are
essential to representing naval capabilities, as well as the amphibi- Note: Sea Landing represents follow-on forces, etc. for an already
ous capabilities of the participants in any particular campaign. This successful Amphibious Assault.
section delineates the movement and use of those Naval units.
Note that in either case, if the In-Shore Box of either the origi-
8.5.6.1 Naval Unit Movement: It is important to note that nation or destination hex is not friendly controlled, a roll on the
this section deals with the movement of Naval units and has Contested Sea Movement chart must be made.
nothing whatsoever to do with Sea Transport [8.5.7], which is
achieved without the use of Naval unit counters. Amphibious 8.5.7.1 Port to Port: Any ground unit that begins a friendly
Assaults [8.5.8] and Naval Combat Support Missions, however, Movement Segment in a friendly undamaged Port hex that is
do require the movement and use of actual Naval unit counters. not in an enemy ZOC may move by Sea Transport to any other
friendly undamaged Port hex not in an enemy ZOC. Such a
8.5.6.2 The Sea Zones and Boxes: The map may be divided transported unit may spend half (rounded up) of its Movement
into Sea Zones which are further sub-divided into At-Sea Boxes, Allowance immediately after landing if both Ports were located
In-Shore Boxes, and all-sea hexes. Naval units moving from in the same Sea Zone; otherwise, it may not move.
one Zone to the other must end their movement in the At-Sea
Box of the zone they are entering. 8.5.7.2 Sea Landing: All Marine units and any other unit with
a Movement Allowance of five or less may use Sea Transport
within the same Sea Zone to move to or from any friendly
Port or Beachhead. After landing at a Port, if not in an enemy
ZOC, they may spend up to half of their Movement Allowance
(rounded up).
8.5.7.3 Limitations: Game Specific Rules will 8.5.8.2 Beachheads: Each side is provided with
provide limitations to the number of units/Stacking Beachhead markers. The number of markers is an
Points which may be transported by Sea Transport. absolute limit. While the number of markers does
not limit the number of possible Amphibious As-
8.5.8 Amphibious Assault saults [8.5.8] that either side can attempt, it does limit the ca-
Marine units (only) may utilize Amphibious Assault. pability to supply more than the counter-mix limit of Beach-
heads. In essence, any Amphibious Assault that doesnt im-
Marine units must begin a friendly Movement Segment in
mediately place a Beachhead marker is just a raid or feint action.
an In-Shore Box with an Amphibious Naval unit (AMPH) to
execute an Amphibious Assault. Whenever a Marine unit makes a successful Amphibious As-
sault, the owning player has the option to immediately place a
8.5.8.1 Procedure: AMPHs can carry up to their capacity Beachhead marker in the hex after combat and Advance After
(expressed in Stacking Points) of Marine (only) units from an Combat [9.9]. The Beachhead marker, aside from providing
In-Shore Box into an all-sea hex adjacent to a coastal hex for defense strength and one more step for combat losses, allows
an Amphibious Assault. Move the stack (the AMPH and Marine the owning player to do the following:
units that do not exceed the troop capacity of the Naval unit)
from the In-Shore Box to an all-sea hex adjacent to any hex in Increase the Stacking Point limit of the hex to 6.
that Sea Zone. Units performing Amphibious Assault may not Move any Marine, Marine Armor, or Leg Infantry type
move any further during that Movement Segment (except to unit to the Beachhead hex during subsequent friendly
Advance After Combat [9.9]). Movement Segments via Sea Transport [8.5.7].
Any number of Amphibious or Marine land units may be pres- Allows units to attempt to voluntarily ignore Retreat results
ent in the At Sea or In-Shore Boxes. Once the units conduct [9.8.2]
the Amphibious Assault and are placed in a land hex, however, Note: Non-Marine armor, motorized, and mechanized units may not
normal stacking restrictions apply. be moved to a Beachhead by Sea Transport unless the Beachhead hex
Multiple AMPH units could, however, occupy different hexes also contains a port. In essence, a player must capture an enemy port
that are both adjacent to the same Beach hex. In this case, all before moving non-Marine armor/mechanized/ motorized units into
units adjacent to the Beach hex could participate in the Am- enemy territory by sea.
phibious Assault, as long as normal stacking limits are adhered Beachheads may be voluntarily removed at any time during
to when placed in the land hex. an owning players Movement Segment. When a beachhead is
Important: Only Beach [8.3.1.7] hexes that are adjacent to all- removed in any manner, it is not available for placement until
sea hexes can be assaulted. the next Game Turn. Place the Beachhead marker on the General
Records Track in the next GT as a reminder.
Once the Marine units have been placed in an adjacent all-sea
hex, they remain there until the Assault takes place during the 8.5.8.3 Re-embarking Marine Units: Marine units in a Port
ensuing Combat Segment. or Beachhead [8.5.8.2] may re-embark to an AMPH (within
capacity restrictions) in any adjacent all-sea hex.
Each unit that attacks an occupied beach hex by Amphibious
Assault has its attack strength halved (rounded up) for the
combat. Any other friendly units that are adjacent to the enemy
hex (whether other Marines or ground units) may also attack.
Combat Support is also permitted.
If the majority of combat strength attacking (after all halving)
is contributed by Amphibiously Assaulting units, shift the Odds
Column one column left.
If, at the end of the combat, any defending units remain in the
hex, an amphibiously assaulting unit (if no amphibiously as-
saulting units remain, then any one attacking unit) loses one
step in addition to the combat results (collectively, not one per
unit) and, if amphibiously assaulting, remain stacked with the
AMPH in the all-sea hex.
If all defending units are eliminated or retreated by combat (or
the hex had no enemy units), the attacker may Advance After
Combat [9.9] into the hex. If the hex is in the enemy home
country and contains a City and/or Installation, the advancing
units are placed under a Clearing marker [8.4].
9.0 Combat 9.2.2.1 If there was a remainder in the odds ratio and the attack
strength exceeds the defense strength, then the attacker receives
Design Note: In contrast to what we witnessed during the war in Iraq, a 1 DRM to his attack die roll. If the Initial Combat Odds
it is our belief that combat in modern warfare, especially in rugged exceeds the maximum listed on the chart, i.e., 7:1 or greater on
and built-up parts of the world, will inflict heavy casualties on both the Flat/Flat Woods row, the attacker receives a 1 DRM. The
sides. The major reasons for this are terrain and massed firepower. attacker may claim only one of the two conditions listed above.
With very little clear, flat terrain of which to speak and line-of-sight
Example: In the case of 1.8:1, round down to 1.5:1 however,
limited to an average of less than one mile by the numerous hills
since it was not a clean ratio, the attacker would receive a 1
and ridges, even stand-off fights (tank engagements, AT missile
DRM.
shots, etc.) will be fought at relatively short distances. Engagements
will be sudden and bloody affairs. Artillery firepower will be telling, 9.2.2.2 Locate the proper Ratio/Terrain Column on
as both sides deploy large numbers of guns with pre-plotted fires CRT. The attacker determines the appropriate com-
concentrated on likely routes of advance and reinforcement. Unit bat column by reading across the terrain row that
cohesion will play a telling role as huge losses take their toll on matches the terrain in the defenders hex to find the
troop organization and morale. column containing the previously determined odds ratio. An
attack with odds higher than the right-most column or lower
While terrain will certainly aid the defense, the cover provided by than the left-most column (where an odds ratio is listed) is set
rough terrain will hamper early detection of attacking units, especially to that maximum or minimum column. All column shifts are
during bad weather. Thus, tactical surprise, infiltration, and flank at- calculated from that point. Note that a marker is provided to
tacks will combine to pocket units and create a swirling, confused keep track of the odds on the CRT.
battlefield with uncertain front lines. If, after a few game turns, you
feel that fighting in modern combat is a real mess, be thankful that Example: The rightmost column would be the appropriate
at least this time, its only cardboard. column for an 8:1(or 36:1) attack into a Highland or Highland/
Woods hex.
9.1 Combat Eligibility 9.2.3 Determine Column Shifts and Die Roll Modifiers
Any friendly units that are adjacent to enemy units at the start Both sides indicate which units Effi-
of a friendly Combat Segment may choose to attack. Attacks ciency Rating [2.3.3] they will use for
are not allowed across all-water hexsides or into all-water the combat. Column shifts may also
hexes (exception: Amphibious Assault). All units in a single apply for surprise attack, attacks into
hex need not attack the same hex nor attack at all. Defending Cities/Fortifications, and any attacks conducted during the
units always defend as an entire stack (exception: over-stacked Exploitation Combat Segment. Column Shifts and DRMs
hexes [8.1.1.1]). A units attack strength is strictly unitary; each applicable to combat are listed on the CRT. Use the net dif-
attacking unit must employ its full attack strength, if it attacks, ference of column shifts to modify the initial odds column.
against a single defending hex. All adjacent enemy hexes do Note that a marker and a track on the CRT are provided to
not have to be attacked. keep track of DRMs.
Important: Units are not allowed to attack into terrain which is 9.2.4 Combat Support Allocation
prohibited to them during movement. Thus, armor/mechanized
The attacker allocates all Air Points [6.1], Attack Helicopters
units can only attack into a mountain hex if they attack along
[6.5], and Naval [7.3.1] units to the combat. The defender then
a road.
does the same.
9.2 Combat Procedure 9.2.5 Air Defense Fire Resolution
All Combat Segments use the following procedure: If either side committed Air Points or Attack Helicopters to the
land engagement, Air Defense Fire is resolved immediately.
9.2.1 Attack Declaration
The attacker declares the hex being attacked and indicates his 9.2.6 Roll Die and Resolve Combat
attacking units. Important: Once an attack is declared, it must The attacker rolls one ten-sided die, modifying the die roll by
be resolved. any applicable DRMs as listed on the CRT.
9.6.2 City, Town, and Installations 2R), then the losses must be distributed as evenly as possible; all
If the defenders hex contains a Town, Airfield, and/or Instal- units in a stack must take one step loss before any one unit may
lation [8.3.1.2], a +1 DRM is applied to the combat. These absorb two losses (regardless of when the step losses occur).
DRMs are cumulative. An R result on the CRT indicates that the defending unit/stack
retreats a certain number of hexes, as indicated by the type of
9.6.3 Multiple Hex Combats
terrain in the defending hex [9.8.1]. The defender retreats each
If the attacker attacks from at least three different hexes, he defending unit (not stack) individually the indicated number
receives a favorable DRM in that combat. The DRMs are 1 of hexes, observing all the rules governing Retreat Movement.
if attacking from three or four hexes and 2 if attacking from
five or six hexes. All defender results are implemented left-to-right. A result of
1R in Flat terrain, for example, would require the defender to:
9.6.4 Special Unit Attacks
1. Lose one step from the unit whose ER was used in the
Game Specific Rules may have additional modifiers affecting combat.
certain Special Unit types.
2. Retreat each remaining unit (or stack) 2 hexes.
9.6.5 Mixed Nationality Attack
9.7.3 Step Losses
Game Specific Rules may dictate a DRM affecting attacks by
multiple nationalities. Units consist of either one or two steps of strength. Units with
a step strength of two are back-printed with their reduced state
9.6.6 Multi-corps Attacks on the reverse side. Single-step units are not back-printed, and
Game Specific Rules may dictate DRMs affecting attacks by are eliminated when called upon to lose a single step. When a
different corps. Independent units, i.e., those with no Corps two-step unit takes its first Step Loss, flip it over to its reverse
affiliation, are ignored for purposes of this DRM. side. When a unit on its reduced side takes another step loss,
that unit is eliminated from play. Note, remember that Stack-
9.7 Combat Results ing Value (on the counter) is not necessarily indicative of the
number of Step Losses.
Combat results are listed and read left to right on the CRT as
Attacker/Defender, including step loss and/or Defender retreat
results. Explanation of the results is as follows: 9.8 Retreats
9.8.1 Retreat Options
9.7.1 Attacker Results When a defending unit/stack is forced to retreat as a result of
Attacker results always represent step losses. combat, each unit in the hex must retreat the full number of
When the CRT indicates a # of Attacker step losses, the at- hexes called for by the terrain which they occupied during the
tacker removes that number of steps from his attacking unit(s), combat. Units defending in non-City or non-Fortified Flat, Flat
beginning with one step from the unit whose ER [2.3.3] was Woods, Rough, Rough Woods, and Marsh retreat two hexes.
used in the attack. Units defending in any other terrain types retreat one hex.
This is an aggregate loss for the entire attacking force, not for If a stack of units must retreat, each unit in the stack retreats
each unit involved in the attack. If multiple step losses are individually. Retreating units may retreat to separate hexes. All
called for, these losses must be distributed as evenly as pos- retreating units, however, must end their retreat the indicated
sible amongst all attacking units; all attacking units must take number of hexes away from the original defending hex, towards
one step loss before any one unit can absorb a second step loss a friendly map edge if possible (friendly map edges will be
(regardless of when the step losses occur) [9.2.3]. defined in Game Specific Rules).
Play Note: Thus full strength units will take step losses before units Retreats cannot end in an enemy ZOC [8.2], unless that hex
which have already taken a loss, except for the lead unit. contains a friendly land unit.
Non-Airmobile units may not retreat across unbridged river
9.7.1.1 Excess Combat Losses: If the CRT calls for more step hexsides. Mechanized and Motorized Mobility Class units may
losses than the defender can satisfy, the attacker may reduce not retreat into Prohibited terrain unless along a road.
his losses in that combat by one.
If a units or stacks only retreat path would leave it alone in an
If the attacker cannot satisfy all the step losses called for on enemy ZOC at the end of its retreat, or it cannot retreat because
the CRT or is completely eliminated, the defender may reduce of blocking terrain (only Airmobile-type units can retreat across
his step losses by one. un-bridged river hexsides) or the presence of enemy units, it
must remain in its original defending hex and take an additional
9.7.2 Defender Results
step loss from the lowest Efficiency Rating unit in the hex, in
Defender results represent a combination of step losses and addition to all other step losses generated by the combat.
retreats.
Marine units may retreat to an adjacent AMPH if the Marines
If the defender result indicates #, that defending unit/stack are retreating from either a Beachhead or a Port.
must remove that # of steps as losses. The first step loss must
be taken from the unit whose ER [2.3.3] was used during the
attack [9.2.3]. If multiple step losses are called for (example:
2012 GMT Games, LLC
Next War: Korea ~ Standard Game Living Rules 17
16.2.5 Range
For air units, either S(hort), M(edium), or L(ong), this rating
18.0 Formations and HQ Units
indicates the range at which the unit can fly missions (see Game Most of the games ground combat units have their unit type
Specific Rules for details). For HQ units, this is the range at symbol colored to designate their formation. This is important
which an HQ can conduct Strikes or provide support. for subordination purposes.
16.2.6 All-Weather HQs are among the most important units in the game. HQs
have inherent combat capabilities and allow subordinate units
This rating indicates that the air unit is capable of flying during to Reconstitute and receive replacements. The loss of an HQ
non-clear weather turns. and its capabilities can be a crippling blow to a formation.
16.2.7 Stealth
An S following the Weather Rating indicates that the unit 18.1 Subordination
utilizes Stealth technology. No stealth unit can be attacked All ground units in the game are subordinate to certain parent
by Long-Range or Stand-off combat. It may only be attacked HQ units, as follows:
in dogfight combat. 1. All units with a colored unit type symbol are subordinate
16.2.8 Stand-off Weapons to the HQ with that same color.
An asterisk (*) after any rating indicates that the unit is capable 2. All units with a white unit type background are subordinate
of using stand-off weapons for that type of attack. When per- to any of their countrys HQs.
forming Strike Missions, units with Stand-off capability are Subordination is important for purposes of Combat Column
immune to AAA fire. In air-to-air combat, units with Stand-off Shifts and Supply Determination.
weapons are allowed to fire during Stand-off combat.
16.2.8.1 Long Range Weapons: The ** rating on some units 18.2 HQ Combat Capabilities
represent the advanced electronics, doctrine, and the extremely Each HQ is assumed to include combat support elements such
long range air-to-air missiles that these aircraft carry. These as Engineers, Reconnaissance assets, electronic warfare units,
aircraft are allowed to fire three times (long range, stand-off, organic artillery, and, for some players, UAVs for both recon-
and dogfight) in air-to-air combat. naissance and strike. These assets are represented as combat
capabilities by an HQ Strike Capability and an HQ column shift
16.2.9 Wild Weasel bonus in combat. A third benefit of HQs, the Air Defense DRM,
Units with WW in place of their normal CS and does not count against HQ combat capabilities.
Strike values are especially adept at attacking and Each HQ can utilize its combat capability twice during a game
countering enemy Air Defense networks. These units turn. It can be used to make one HQ Strike in either Strike
can be used offensively to attack the enemys Detec- Phase or to support any one combat in any Combat Segment.
tion, AAA, and SAM tracks. They can also be assigned as
Defense Suppression units to provide extra protection against Any time an HQ uses its combat capability to Strike or provide
air defenses for units on Wild Weasel, Strike, and Combat Sup- bonus column shifts in combat, rotate the HQ 90 degrees (just
port missions. like attack helicopters) to so indicate. An HQ that is rotated
180 degrees has used both its combat capabilities and may not
16.2.10 Formation ID make further Strikes or support other combats this game turn.
The colored band unit type symbol as well as the number / HQ Combat Capabilities can be reduced by enemy Special
number (in the form 1/101 or 1/VIII) in the upper left corner Operations Forces Raids or Strikes via placement of Strike
indicates the units Formation ID. This is important for HQ markers. [27.3].
combat support, supply, and unit replacement.
During the Reorganization Phase of each game turn, depending
16.2.11 Supply Range on its status, an HQ may rotate back to full capability [see SOP].
This is the maximum number of motorized movement points over
which a supply unit may provide supply to a formation or HQ. 18.2.1 Combat Column Shift(s)
Each supplied parent HQ may provide a favorable column
shift to combats (including Exploitation Combat) involving
non-isolated subordinate units that are in range of the HQ
17.0 Advanced Game Sequence of Play (including itself). This shift is two columns if the HQ is full-
The Sequence of Play (SOP), provided as a play aid, contains strength or one column if the HQ has lost a step.
references to the sides in this particular game and is crafted In order to be eligible for the attack column shift, the attacked
around particular capabilities. Future games will change the hex must be within the range of the HQ providing the column
names of the sides, but the SOP will remain essentially the same. shift(s).
Exception: Supreme HQs may not provide combat column shifts.
18.2.2 HQ Strike Supply Points (or five for Supreme HQs) to reconstitute an HQ.
An HQ Strike may be made against any detected [21.0] unit Reconstituted HQs are placed in a friendly country within four
in range of the HQ unit. The Strike range for HQs is listed on hexes of a supplied, non-isolated subordinate unit. If no subor-
the counter. dinate unit exists on the map, the HQ may be reconstituted in
the same or adjacent hex to the Supreme HQ. If the Supreme
HQ Strikes are resolved on the Advanced Strike Table. Use HQ is not on the map, the HQ may be placed in any friendly
the appropriate column. If the firing HQ has taken a step-loss, Urban or City hex. In all cases, the HQ may not be placed in
apply a +1 DRM to the Strike. an enemy ZOC.
A HQ may not Strike a target more than once in a Phase.
18.2.3 Air Defense DRM
HQs provide a 1 DRM to any Air Defense Fires against 19.0 Supply
enemy units landing or performing a mission within two hexes Design Note: In order to perform at maximum effectiveness, ground
of the HQ. This ADF capability may be used any number of units must be in supply. In game terms, this means that all ground
times in a game turn and does not count against the HQs units must be able to trace a supply line either to a Supply Source
combat capabilities. or to their parent HQ and that the parent HQ must be able to trace
a supply line to a Supply Depot or Mobile Supply Unit. Units that
18.2.4 Chemical Weapons Support
cannot do this become out of supply.
Each supplied parent HQ may be used to place a Chemical
Weapons marker on combats involving non-isolated subordi- These rules supersede the optional supply rules in the Standard
nate units. In order to be eligible for the marker placement, the Game.
attacked hex must be within the HQs range and a Chemical
Weapons Point must be available. The number of CW Points 19.1 Supply Sources
available and the amount which may be used in any given turn Each side has four possible Supply Sources: Urban hexes, Sup-
will be specified in the Game Specific Rules. In general, a ply Depots, Mobile Supply Units (MSUs), and Beachheads.
Chemical Weapons Support marker reduces the efficiency rating Each has a range over which it can supply HQs and ground
of units in the target hex by three (two if all defenders are US). units. Ranges (in Motorized MP) are:
Supreme HQs cannot provide Chemical Weapons Support. Mobile Supply Unit (MSU) 4 MPs
18.2.5 HQ Capability Restrictions Beachhead 4 MPs
HQ Combat Capabilities may not be used if the HQ is in an all- Urban hex (in friendly country) 6 MPs
sea hex (i.e., aboard an AMPH), In Shore Box, or At Sea Box.
Supply Depot 8 MPs
18.3 Supreme HQs Urban hexes in a friendly country that do not contain an enemy
Generally, each side in the game will have a Supreme HQ to control marker are supply sources throughout the game. Such
which all other units are subordinate. hexes with an enemy control marker cease to function as supply
sources until they are retaken by friendly forces.
18.3.1 Combat Capabilities
Supreme HQs have the same combat capabilities as other HQs A Beachhead counter functions as a supply source only as long
with the exception of providing column shifts in combat and as the owning player controls (not Contested) the In Shore box
providing CW support. Additionally, they have an extended of the Sea Zone in which it is situated. Use the appropriate side
range, as defined shown on the counter, for their HQ Strikes of the Beachhead counter to indicate its supply status.
(representing Surface-to-Surface missiles).
19.2 Line of Communication (LOC)
18.4 Step Losses In order to be in supply, ground units (including HQs) must be
HQs with a step loss have reduced abilities. Their HQ Strikes able to trace a contiguous line of hexes free of enemy units,
have a +1 DRM and the combat support column shift is only ZOCs, prohibited terrain, or enemy Urban, City, or Installation
one column. hexes, back to a Supply Source (according to Supply Source
range) or to a parent HQ (no more than 4 MPs) which is itself
Supplied, non-isolated HQs may replace a step loss during in supply during the Supply Phase of each game turn. Friendly
the Reinforcement and Replacement Phase of each game turn. units negate enemy ZOCs for purposes of tracing a LOC. This
Unlike other ground units, they recover a step by expending line is traced using Motorized Movement Points.
one Supply Point from the players total.
Airborne, Airmobile, and Marine units which began in supply
18.5 Elimination are considered in supply for the remainder of the turn in which
HQs are eliminated, like other units, when all of their steps they paradrop/air assault/amphibiously assault.
are destroyed. Unlike other units, they are not Reconstituted In order for an MSU to provide supply to other units, it must
with replacement points. Instead, as a step in each turns Re- itself be in supply from either a Supply Depot or an Urban hex.
inforcement and Replacement Phase, each player pays two
19.7 Isolation
Design Note: Isolation is not the same, in game terms, as being out
20.0 Special Operations Forces
of supply. It represents a slightly different situation. While supply Design Note: Most nations have numerous and capable Special
deals with units that are unable to receive adequate food and muni- Operations Forces units. These units are highly trained for specific
tions for combat, isolated units represent those which are cut off missions and are usually found operating behind enemy lines. As we
from their formations and completely surrounded by enemy units. have seen in the recent operations in Iraq and Afghanistan, they are
an integral and important adjunct to modern war-fighting.
19.7.1 Determining Isolation
During the Isolation/Surrender Phase of each game 20.1 Mission Allocation and Eligible Targets
turn, both players determine which, if any, of their 20.1.1 Special Operations Forces Mission Markers
units are Isolated. Players place Isolated markers
Both sides receive a specified number of Special
atop such units.
Operations Forces (SOF) Mission markers listed in
Isolated units are those that cannot trace a path of contiguous the scenario setup. They may also receive new mark-
land hexes (of any length) free of enemy units or their ZOCs ers on certain game turns as designated by the rein-
to any friendly Supreme HQ or supplied Beachhead. Friendly forcement schedule. During the SOF Phases of each game turn,
units negate enemy ZOCs for this purpose. each player, as designated by the SOP, may allocate some or
all of his SOF markers to missions (up to the limit of SOF
Exception: Airborne, Air Assault, and Marine units can never become
markers that he has) and resolve the missions.
Isolated on the same turn that they Paradrop/Air Assault/Amphibiously
Assault. 20.1.2 Allocation Procedure
19.7.2 Effects of Isolation To allocate missions, a player places his SOF marker atop an
eligible enemy target on the map. When allocating missions,
Isolated units have their attack, defense, and movement ratings
players should allocated all of their missions before resolving
halved (rounded down to a minimum of 1). These effects are
any. It is permissible to allocate a marker to Detection in the
in addition to, but not cumulative with, being Out of Supply
hopes of being able to raid a subsequently detected HQ, but,
(effectively, the defensive rating is halved if a unit is also OoS).
should the initial recon mission fail, the second marker may
Isolated HQs cannot use any combat capabilities (rotate them
not roll and must still roll for survival.
180 degrees), nor can they modify Air Defense Fire. Isolated
units cannot receive replacements. Isolated units are subject to 20.1.3 Eligible Mission Targets and Targeting Restrictions
surrender (see below). 1. SOF Missions cannot take place within two hexes of any
19.7.3 Recovering from Isolation friendly units.
The effects of Isolation last for at least one game turn. As the Design Note: These units are trained to attack behind the front lines,
first step in the Isolation/Surrender Phase of each turn, both where unit densities and security are lighter. Utilizing these small
players remove Isolation markers from units that are no longer detachments of men in areas where thousands of soldiers are filling
Isolated. the air with small arms fire, mortars, and artillery projectiles would
be a waste of good men and generally is not done.
19.7.4 Surrender
Exception: On GT1 no hex distance restriction exists.
During the Isolation/Surrender Phase of each game turn, both
players determine whether any of their isolated units surrender. 2. All Airfields and Installations on the map may be targeted
for a SOF Raid Mission.
Make an Efficiency Check [2.3.3] for each Isolated unit includ-
ing those that just became Isolated this turn. 3. Any detected [21.0] enemy HQ, Supply Depot, or MSU
is an eligible target for a SOF Raid Mission.
Units that fail this check immediately surrender. They are per- 4. Enemy Detection (but not SAM or AAA) Tracks are eli-
manently removed from the game. Surrendered units cannot gible targets for a SOF Detection Track Raid Mission.
be reconstituted.
5. Any enemy Airfield or Installation or any detected enemy
unit is eligible as a target for a SOF Targeting Mission.
6. Any undetected enemy unit is an eligible target for a SOF
Recon Mission.
7. Some hexes can be targeted for an SOF Interdiction Raid
Mission.
Air Superiority Level Automatic Detection Range 22.1 Air Unit Basing
The location of a units base is important for purposes of range
Any enemy level None
and possible air unit destruction as friendly Airbases and Air-
Contested Both sides within 6 hexes of fields are damaged and destroyed or captured.
friendly Airbase or Airfield
22.2 The Air Display
Advantage Within 15 hexes of friendly
Airbase or Airfield The Air Display is the focal point of the Advanced Air Game.
All air units are based on this Display in one of the boxes rep-
Superiority Within 30 hexes of friendly resenting bases in the operational area. Smaller boxes represent
Airbase or Airfield Carrier-based aircraft in the surrounding naval zones.
Supremacy Anywhere on the game map
22.3 Basing Limitations
Do not place Detected markers on units that are automatically Air units are restricted as to where they may base as specified
or air reconnaissance detected. This detection type represents in the Game Specific Rules.
a range of detection at any particular time in the turn, not a
particular unit that has been detected/targeted for the duration
of the turn.
22.4 Basing Boxes 22.7 Moving Units on the Air Base Displays
The Air Display includes boxes divided into areas for Ready, At the start of a game, all At Start air units will begin in one of
Flown, and Aborted Aircraft. Air units that are not currently the Air Displays Ready boxes.
flying a mission will be in one of these boxes at all times. Only During the Air/Naval Phase, each player may move any eligible
units in the Ready box are eligible to fly missions. Units air units from Ready boxes to the Air Superiority Box. Any
in the Abort box are not eligible to fly missions and must units that are Aborted during Air Superiority Combat (or
pass a maintenance die roll (listed in each box) to move to any combat throughout the turn) are immediately placed in the
the Ready box during the Reorganization Phase. Units that Abort box in their base country (or carrier).
fail that die roll spend the following turn in the Flown box
instead. Units in any box may also be damaged as a result of Units remaining in the Air Superiority Box at the conclusion of
enemy strikes or raids. Air Superiority Combat are the only units eligible to fly Escort
or Interception missions during the remainder of the game turn.
22.5 Aircraft Ratings, Weather, and Mission As units are chosen to fly these missions, remove them from
the Air Superiority Box and place them with their mission on
Eligibility the target on the game map. After the mission is complete, if
Each air unit contains several numeric values; for an explana- they were not Aborted, they are placed in the Flown box of
tion of the ratings, see 16.2. their base country (or carrier).
Air units may not fly a mission for which they do not have a Carrier-based units must move with their CVs and CVNs. If
rating of 1 or more. This rating may be modified by weather, their carrier changes sea zones, the Carrier Air Wing moves to
as follows: the appropriate Carrier Box of the sea zone. Each unit is placed
in the same box it occupied in the other sea zone.
22.5.1 Weather effects on Air Units Ratings
Bad weather can degrade an air units combat ratings, as fol- During the Reorganization Phase of each game turn, all units
lows: in Flown boxes are moved to the same bases Ready box.
Each unit in the Abort box undergoes a maintenance check to
22.5.1.1 Overcast: All units that have an A in the upper left determine whether it will fly missions during the next game turn.
corner of their counter (to denote All-Weather capability) fly Roll one die for each such unit. If the result falls within the range
normally during Overcast turns. Units without the A rating listed on that bases Abort box for Ready, place the unit
have all three of their combat ratings halved (rounded down). in the Ready box. If not, place the unit in the Flown box.
Note that this may reduce some units ratings (i.e., 1s) to During the Reinforcement and Replacement Phase of each
0, thus making them ineligible to fly missions that utilize game turn, a side may receive air units as reinforcements.
that particular rating. Units which are obviously incapable of When this occurs, place the reinforcements as specified in the
flying any missions, i.e., all ratings are 1s or less, may be Game Specific Rules.
moved to the Flown box as a reminder that they may not fly
any missions. Other units, which may have ratings which are
not reduced to zero, may remain in the Ready box.
22.8 Damage to Units in Basing Boxes
Units in basing boxes may receive damage when friendly Air-
22.5.1.2 Storms: Units with an A rating have all three of fields or Airbases are damaged (or destroyed) or captured. [27.6]
their combat ratings halved (rounded down). Units without
an A rating are prohibited from flying during Storm turns. 22.9 Air Superiority and Air Combat
Ready air units that are prohibited from flying due to Storms
In the Advanced Game, Air Superiority Levels are determined
(or because the weather has reduced all of their combat ratings
by performing Air Superiority Combat during each turns Air/
to 0) are moved from the Ready box to the Flown box
Naval Phase. Each sides aerial reconnaissance capabilities are
during the Weather Phase.
determined by the Air Superiority Level from this Game Turn.
22.5.2 Carrier Air Wings Eligibility
Carrier based air units may be ineligible for particular missions
based on their range and the location of the parent CV unit.
The Game Specific Rules will detail the range effects and list
wing compositions.
22.10 Air Superiority b. If, after choosing all engagements, one side has remain-
Air Superiority Levels are determined by the ratio of friendly ing unengaged air units, the owning player may choose
and enemy aircraft remaining in the Air Superiority Box of the to:
Air Display at the end of Air Superiority Combat. If neither side Engage the air unit against the enemy unit of his
has at least a 1.5:1 advantage in air units, the Air Superiority choice (this would mean two air units ganging
Level is Contested. If one side has at least a 1.5:1 advantage up on an enemy unit).
but less than a 3:1 advantage in air units, that side has the Ad-
Avoid combat. The excess units automatically
vantage. If one side has at least a 3:1 advantage but less than
survive Air Superiority Combat and remain in the
a 5:1 advantage in air units, that side has Superiority. If one
Air Superiority Box at the conclusion of combat.
side has at least a 5:1 advantage, that side has Supremacy.
3. Perform all Long-Range attacks and allocate any damage
22.10.1 Allocating Units to Air Superiority simultaneously.
During the Air Superiority Sortie Step of the Air/Naval Phase of
4. Perform all Stand-off attacks, applying damage simultane-
each game turn, both players count the number of their Airbases/
ously.
Airfields with Strike markers. The owning player must move
half that number of aircraft (rounded down to a minimum of 5. Perform Dogfight Combat, applying damage after each
1) to the Flown box in the appropriate Basing box. group of units with the same Air Combat Rating has fired.
Next, both players count the number of their Airbases/Airfields 6. All units that survive Air Superiority Combat, along with
either captured or destroyed in the previous turn or the current any excess units that chose to avoid combat, remain in the
turns Initiative Special Operations Forces Phase (if applicable). Air Superiority Box.
Note that there is a marker for recording this on the General 7. Determine this turns Air Superiority Level [22.10], based
Records Track. The opposing player may move half that number on the ratio of each sides remaining air units in the Air
of aircraft (rounded down to a minimum of 1) into the Flown Superiority Box.
box in the appropriate Basing box.
8. If the Air Superiority Level is in favor of the
Both players may then place any aircraft units with an Air-to- US-side player, increase the AWACS Advan-
Air Combat Rating of at least 1 (after modifying for weather) tage Level by one (+1) to a maximum of 4.
in the Air Superiority Box of the Air Display. Any Ready unit If the Air Superiority Level is in favor of the
within range may be used in the Air Superiority Combat. non US-side player, decrease the AWACS Advantage
Level by one to a minimum of 1.
22.10.2 Outline of Air Superiority Combat
Once the units are placed, Air Superiority Combat ensues. It is 22.10.3 Air Combat
composed of the following steps: Air Combat is resolved in the following three stages:
1. Check the U.S. AWACS Advantage Level (marked on Long-range combat: This is the first stage of combat that
map). This level determines the sequencing of who chooses occurs, as air units with long-range sensors and weapons
the individual engagements during Air Superiority Com- engage at 30-100 miles. Any unit with ** after its Air
bat. Combat Rating may fire during Long-range combat. All
Long-range combat is simultaneous.
2. Engage in Individual Air Combats, as dictated by the U.S.
AWACS Advantage Level. Stand-off Combat: This stage occurs after Long-range
combat. It represents units firing radar-guided missiles
a. If the AWACS Advantage is at ranges of 10-30 miles. Any unit with * or ** after
1, the players alternate choosing one engage- its Air Combat Rating may fire during Stand-off com-
ment at a time, with the US-side player choosing bat. Stand-off combat is simultaneous, regardless of Air
first. Combat Ratings, except in the case of units which earned
2, the players alternate choosing engagements, Advantage over their opponent in an earlier combat step,
the US-side player chooses two, then the other which always fire before their Disadvantaged opponent.
player chooses one and so on. Dogfight Combat: This is the concluding stage of Air
3, the players alternate choosing engagements, Combat. It represents air units firing heat seeking mis-
the US-side player choosing three, then the other siles and guns at ranges from point-blank to 10 miles. All
choosing one and so on. units are eligible to fire in Dogfight Combat. Dogfights are
resolved sequentially, from highest to lowest Air Combat
4, the US-side player chooses all engagements. Rated unit, except in the case of an Advantaged unit which
earned Advantage over their opponent in an earlier combat
step always fires before its opponent. After all units with the
same ACR have fired, losses are allocated before continuing
with the next highest rated units firing. Dogfight combat is
only considered simultaneous between two aircraft with the
same ACR (except for Advantaged aircraft).
The Stand-off die rolls and DRMs are as follows: As there are no engaged units remaining, the Air Superiority
F-22 vs. J-11B: The die roll for the Advantaged F-22 is a combat is complete.
3, with no modifiers under the +1 column, results in an
A. The J-11B is immediately (since the F-22 is Advantaged)
Aborted and placed back in the PRC Abort box.
F-15 vs. MiG-29: The F-15 die roll is 7. The MiG-29 roll
is a 1. The F-15 roll is on the +1 column. This results
in No effect on the MiG-29. The MiGs roll is modified by
+1 (DPRK Stand-off attack) for a final 2. Under the 1
column, this results in an A. The F-15 is immediately Aborted
and placed in the Japan Abort box.
F-5 and F-4D vs. MiG-23: The F-5 cannot fire as it has no Since the US/ROK player has a 3:1 Advantage of air units
Stand-off rating. The die roll for the F-4D is a 7. Reading remaining in the Air Superiority box, the US/ROK side has
under the 0 column results in a No effect on the MiG-23. Air Superiority this turn. Because of this, the US AWACS
The MiG-23 fires at the F-5 (he could choose either opponent, Advantage is increased by one to 3.
but not both). His roll is 5 modified by +1 (DPRK Stand-
off) to a final of 6. Under the +1 column, this results in
Ad/D. The US/ROK player rotates the F-5 to indicate the 23.0 Air-To-Ground Missions
Advantaged situation for the MiG-23. Air units may perform up to three different types of air-to-
KF-16 vs. MiG-21: The MiG-21 does not fire as it has no stand- ground missions. During either Strike Phase as per the SOP,
off capability. The die roll for the KF-16 is an 8. Reading units in the Ready Box with a Strike Rating of 1 or more
under the +2 column results in a No effect on the MiG-21. perform Strike missions against eligible target units on the
game map or against any enemy Detection, SAM, or AAA Track
[24.0]. Wild Weasel [16.2.9] units may perform Wild Weasel
Strikes against enemy SAM or Detection tracks (only). During
any Combat Segment, any unit with a Combat Support Rating
of 1 or more may perform a Combat Support Mission. Details
of each mission are listed below:
As missions are announced, each player places each air-to- To resolve the SAM fire, the DPRK rolls once against each of
ground mission (1 to 4 air units) in a stack on the map in or the three remaining units (Wild Weasel units that accompany
adjacent to its target hex. For Strikes and Wild Weasel missions, a Strike or Wild Weasel Mission are subject to SAM and AAA
all missions must be announced before any are resolved. For fire), referring to the 8 column of the Advanced Game Air
Combat Support missions, all missions (attacker and defender) Defense Table for each unit. The results are as follows:
are announced, placed, and resolved one at a time, as ground
combats are announced and resolved.
Any attacking unit that survives Interception and ADF may
resolve their mission.
23.4 Resolving Strike Missions in a +1. Thus, the F-4D will have an additional DRM to its
Air Strike Missions may be targeted against: attack for a total of +2.
1. Any detected enemy ground unit, HQ, MSU, or Supply Finally, the F-4D unit is ready to drop bombs. The US/ROK
Depot. player rolls on the Strike Table, using the column where its
2. Any Installation or Airfield in the enemy country. Strike Rating (2) intersects the terrain of its target (Rough
3. Any of the enemy Air Defense Tracks. Woods). In this case, that is the third column from the left on
4. Any hex to interdict movement. the Strike Table. The die roll is a 3, modified by +2 due
to the SAM and AAA results and by 2 because the target
Helicopter Strike Missions may be targeted against: bears a targeted 2 Marker (thanks to the snake eaters!) and
1. Any detected enemy ground unit, HQ, MSU, or Supply another 1 for Pilot Skill. Thus, the modified roll becomes a
Depot. 2, resulting in a 1 on the Strike Table indicating a Strike
2. Any hex to interdict movement. 1 hit on the MSU.
23.4.1 Air Strikes A Strike 1 marker is placed on the MSU (which also retains
Once a Strike Mission has survived the enemy air defenses its targeted 2 marker until the Reorganization Phase of
(Detection, Interception, SAMs, and (possibly) AAA) [24.0], this turn), and the Strike is complete. The F-4D is placed in
the Strike unit(s) in the mission individually attack the target. the ROK Flown Box.
To resolve the attack, roll once per Strike unit and refer to the
Strike or Interdiction Table. Find the intersection of the units
Strike Rating and the Terrain of the target (or use Air Defense
Track or Hardened Target rows if applicable). Read down the
column to the intersection with the die roll result (as modified
by DRMs) to find the Strike Result.
Strike die rolls may be modified as indicated on the Play-aid.
Results differ depending on the type of the target being attacked. 23.4.2 Helicopter Strikes
They include step losses, Strike hits, and decreases to the Air
Helicopter Strikes can be made against any valid target within
Defense Tracks. See the Strike Table for details. Apply all
the attack helicopters Range. Rotate the helicopter 90 degrees
results immediately and immediately conduct collateral dam-
if it participates in a strike mission. An attack helicopter that is
age if appropriate. Players should conduct non-Wild Weasel
rotated 180 degrees is not eligible to perform a mission.
Air Defense Track strikes last and in the order of Detection,
SAM, AAA as, although results should be applied immediately, Each Helicopter Strike is composed of a single Attack Heli-
reducing the value of a track doesnt take effect until the next copter. No escorts or Defense Suppression Wild Weasels are
strike phase. allowed.
Helicopter Strikes undergo Local Detection [24.3] and, if de-
tected, Local SAM [24.5.2] and AAA [24.6.1] Fire.
These Strikes are resolved on the Strike Table using the Helo 1
or Helo 2 (corresponding to the helos CSR) Strike columns.
23.4.3 Hardened Targets
Some targets in the game are considered hardened targets
Strike example: (For the beginning of this example, see the and have their own Terrain row on the Strike Table. These
Interception example.) The US/ROK player is left with one represent targets that are underground or specially protected
Strike unit, a 3*-2-2 F-4D, with a 1 Pilot Skill. Since the and reinforced against air attacks. Hardened targets are:
Detection result was ED, and the unit survived Interception, 1. Supreme HQs.
it now undergoes SAM fire. The DPRK player, with a SAM value 2. All Supply Depots (for either side).
of 6, rolls once on the Advanced Game Air Defense Table.
3. Others as specified in Game Specific Rules
The die roll is a 5, and, with no applicable DRMs (the Wild
Weasel accompanying the mission was destroyed, thus losing 23.4.4 Interdiction Results
its +2 DRM for the mission), the result under the 6-7 column If a Strike achieves a successful result on the Interdiction Strike
is +1. The air unit will be allowed to Strike the target (a Table, the hex is considered interdicted. Any unit moving
targeted 2 enemy MSU in Rough Woods), but it will suffer through that hex pays an additional +1 or +2 MPs. In addition,
an adverse +1 DRM (representing being too busy dodging no road movement is allowed into, through, or out of the hex. A
SAM fire to optimally prosecute the attack). unit which begins ground movement in an interdicted hex must
pay the additional movement cost to leave the hex.
Since the Strike was Detected, and the F-4D has no Stand-off
Strike capability, it must undergo AAA fire before its attack.
The DPRK AAA Value (fortunately for the Allies) is 1. The
AAA die roll is 2, which results, under the AAA 1 column,
2012 GMT Games, LLC
32 Next War: Korea ~ Advanced Game Living Rules
23.5 Resolving Combat Support Missions Combat Support Mission example: After a certain ground
The attacking player in a combat may allocate one or two combat has been declared, the US/ROK player allocates
combat support capable air units (plus a Wild Weasel [16.2.9]) Combat Support missions to support his attack. He allocates
and one or two attack helicopters to support that combat. The two US A-10Cs accompanied by a US F-16DJ Wild Weasel
defending player may allocate one combat support capable air for Defense Suppression. In addition, he allocates one AH-64
unit (plus a Wild Weasel) and one attack helicopter to support Apache attack helicopter (he could have allocated up to two
that combat. Escorts are not necessary for Combat Support helicopters as the attacker).
Missions as there is no chance of enemy air interception. The
Wild Weasel unit may be included in the mission as a Defense
Suppression unit in order to protect the support aircraft from
Detection [24.2] and SAMs [24.5].
If two air units are flying Combat Support for a given attack,
they must both be part of the same mission. They cannot fly as Combat Support Defense Combat
separate missions. Each attack helicopter that flies a Combat Suppression Support
Support Mission flies individually. Thus, there is one enemy
Detection attempt against the air mission and one Detection The DPRK player declines to allocate Combat Support and
attempt against each attack helicopter. proceeds to resolve the Combat Support Mission by attempting
to detect the missions by rolling once to detect the Air mission
Detection attempts and SAM attacks against units flying (2) and once against the helo (5). A +1 DRM for the
this mission are always resolved under the Local column
Wild Weasel makes the first roll a 3, which is D result (the
of the Detection or Advanced Game Air Defense Table, re-
air mission is Detected). A 5 against the attack helicopter
spectively. Any AAA fire against units flying this mission
fails to detect it. It will subtract its full CSR from the combat
is resolved on the Local column of the Advanced Game
Air Defense Table. die roll without undergoing SAM or AAA fire.
Air and helicopter units that survive enemy air defenses Since the air units are detected, Local SAM fire attacks each
apply their Combat Support Ratings (CSR) as DRMs to the unit. The SAM die rolls are as follows:
ground combat. For units supporting an attack, their CSR is
applied as a negative DRM. For units supporting the defense,
their CSR is applied as a positive DRM. Thus, a U.S. A-10C
would provide a -4 DRM to an attack or a +4 DRM to a
defense, while a U.S. Marine AH-1 helicopter would provide
a 1 or +1. DR: 4 DR: 7 DR: 5
Adverse DRMs inflicted on aircraft or helicopter units flying All of the SAM attacks have a +2 DRM due to the presence
missions are applied differently than against Strike and Wild of the Wild Weasel unit in the mission. Thus, checking under
Weasel missions. Since Combat Support aircraft and heli-
the Local column of the Advanced Game Air Defense Table,
copters apply the CSR as a direct DRM to a ground combat,
we find that all SAM fire misses.
a +# result from SAM and/or AAA is subtracted from the
affected units CSR. Thus, a U.S. AH-64 Apache unit (CSR = Now, each unit is attacked by AAA fire using the Local col-
2) that takes a +2 result from SAM and/or AAA fire loses umn. The AAA attack die rolls are:
both Combat Support points and cannot effectively support
the combat.
24.0 Air Defenses rolls once on the Detection Table, under the Local column.
A D result indicates that the mission is detected.
Air Defense Fire (ADF) is resolved on the Advanced Game Units which are detected by Local Detection are attacked by
Air Defense Table. In the Advanced Game, Air Strike missions SAMs and AAA using the Local columns, respectively, of
that fly into an enemy country must be detected before they the Advanced Game Air Defense Table.
can be attacked. If they are detected, they may be attacked by
Interceptors, SAMs, or both, depending on the level of detec-
tion achieved by the defender. Air Strike missions that fly in a
24.4 Intercepting Air Strikes
friendly country, and all Helicopter Strikes and Combat Support First, each player may allocate interceptors from the Air Supe-
Missions must be detected by Local Detection before they can riority Box against any strikes that were detected with an ED
be attacked. Note that these rules replace the Standard Game result on the Detection Table (i.e., those bearing a Target 2
ADF rules. marker). Either one or two air units from the Air Superiority
Box may intercept each Strike Mission. Air Combat ensues as
24.1 The Air Defense Network detailed below. Except for Interceptions against Wild Weasel
Missions, all Interceptors are allocated before any air combats
Each side has an air defense are resolved.
network. This network is
represented by numbered 24.4.1 Interceptor Combat
tracks for each side. Players 1. The intercepting player chooses which interceptor(s)
move Detection, AAA, and SAMs markers up and down will engage which units in the Strike Mission. He must,
the tracks to represent each countrys current air defense capa- however, engage Escorting air units first. If he has more
bilities. When a player attempts to detect or attack an incoming Interceptors than the Strike has Escorts, he may choose
Air Strike, he uses his current track values to resolve the at- to engage one of the Striking (or Wild Weasel [16.2.9])
tempt. These tracks can be attacked by Air Strikes, Wild Wea- aircraft. If the Strike Mission has more Escorts than In-
sel missions, and (for the Detection Track) Special Operations terceptors, the Escorts may gang up on the Interceptor,
Forces [20.1.3] missions. If a Tracks current value is 0, that as in Air Superiority Combat.
capability cannot be used although it can be repaired. [27.9.2] 2. The ensuing air combat is fought in the same manner as
Air Superiority Combat [22.10.2/3]. Note that unengaged
24.2 Detecting Strikes Strike Aircraft may not fire during this air combat.
Any time that an air strike is launched into the playing area or 3. If, after either Long-range or Stand-off combat, an in-
against either sides SAM, Detection, or AAA Tracks, the at- tercepting unit is no longer engaged (because he has de-
tacked side attempts to detect it. This is done by making a die stroyed or aborted his original opponent), the intercepting
roll on the Detection Table for each incoming Strike (not once player may re-engage such a unit against any other air unit
per aircraft in each Strike) utilizing the sides current Detection. in the Strike Mission. Thus, for example, an interceptor
The results on the Detection Table determine the sides ability that shot down or aborted his opponent during Long-range
to defend against the Air Strike. The results are as follows: combat could re-engage and fire at a Striking unit during
Stand-off combat. If it shot down or aborted that unit dur-
ED Early Detection. Interceptors and ADF may attack ing Stand-off combat, it could re-engage another Striking
the Air Strike. unit during Dogfight Combat.
D Detection. Only SAMs & AAA may attack the Air 4. Units with a parenthesized () ACR [16.2.3] may never
Strike. fire in air combat. The number in parentheses is used to
No detection. The Strike may not be attacked by determine any attackers differential. (Thus, a B-52 cannot
SAMs or Interceptors. fire in air combat, but enemy aircraft would attack versus
the the B-52s ACR of one.) Other Striking aircraft that
have an ACR may fire if engaged by enemy interceptors
Temporarily mark ED Strikes with Target 2 markers and with a +2 DRM.
D Strikes with Target 1 markers to designate all detected
Design Note: This DRM represents the extra difficulty in performing
Strikes. Note, this is strictly for convenience; these markers do
air combat maneuvers with a load of air-to-ground ordnance under
not denote DRMs for detection, Interception, SAMs, or Strikes.
your wings. This is an area where there is much diversity between
Important: Except in the case of Wild Weasel Missions, all De- aircraft. Some older aircraft, for example, cannot rapidly switch their
tection attempts are made before any subsequent Interceptor/ radars between air and ground attack modes. And some attack jets
SAM combat is allocated and resolved. can handle more radical maneuvers than others when burdened with
a bomb load. For you purists out there, feel free to rate the units on
24.3 Local Detection your own to reflect this. We suggest a scale of +1 to +4.
Local Detection is used against all Helicopter Strikes, Airmobile 5. At the conclusion of Dogfight Combat, the interception
Movement, and Combat Support Missions [23.5]. It is also used is finished. Return surviving Interceptors and Escorts to
against any Strike missions that are flying against targets in the Flown box of their base country. Surviving Strike
their own or allied country. For each such air mission and for units remain on the map, where they will subsequently
each attack helicopter flying such a mission, the opposing player
2012 GMT Games, LLC
34 Next War: Korea ~ Advanced Game Living Rules
undergo Air Defense Fire. First, though, the Intercepting (Advantaged) for the ROK air unit in the next combat segment.
player resolves the remainder of his Interceptions. The DPRK player rotates the MiG-23 180 degrees to show that
Interception Example: On turn 1 of a given game, the Allies Advantage situation. Stand-off combat is now complete.
allocate a strike mission as follows:
DR: 2 DR: 6 In the other Dogfight, the F-4D fires first, even though the
units have the same ACR, because it is Advantaged. A die roll
of 2 is modified by 1 (Pilot Skill) to a final roll of 1,
which is a DA on the 0 column. The MiG-23 is flipped to
its reduced strength side and immediately placed in the DPRK
Abort Box. Note that if the F-4D had not been Advantaged, the
MiG-23 would have been allowed to fire before taking the step
loss and being Aborted.
DR: 6 DR: 5
First, well resolve the MiG-29s attack. The DPRK rolls on
the 0 column of the Air Combat Table (MiGs ACR of 4
minus the KF-16s ACR of 4). His die roll of 2 is modified
by +1 (DPRK Stand-off attack) for a final roll of 3, which
results in an A result. The ROK KF-16C, after it fires, will
be returned to the ROK Abort Box. The KF-16s roll of 6
just misses.
Resolving the other engagement, the MiG-23s roll of 7
(again, the ACRs are equal, so we use the 0 column) is
modified by +1 (DPRK Stand-off) to a final 8, which
results in No effect. The F-4Ds roll of 5 results in Ad
An air unit can only take a step loss once due to collateral dam-
age in any given Phase; i.e., it could be reduced in the First
Special Operations Forces Phase and eliminated in the First
Strike Phase but not both in either phase.
29.0 Advanced Rules Alternate Play 29.2 Air Power Fog of War
The following rules are intended to further obscure the air
These rules are intended to provide options to be used by the battle picture by forcing players to allocate units blindly against
players which affect the series rules as opposed to the Optional enemy strikes and air superiority missions.
Rules which appear in the Game Specific Rules. They are in-
tended to outline options and their effects within the context 29.2.1 Strike Missions
of a specific game. When allocating a Strike mission, the allocating player does
Players are free, of course, to play with some, none, or all of not reveal the number or type of aircraft in the Strike until after
the Advanced Game rules; however maximum enjoyment will the detection roll has been made. If the Detection roll results
be obtained by using them all. in an ED, then the allocating player indicates the number of
attacking aircraft but not the type (exception, if a Wild Weasel
aircraft is present, that fact must be revealed). The intercepting
29.1 Air Power
player must then indicate which aircraft, if any, will intercept
Players may, upon mutual agreement, choose to use the Standard the unknown aircraft. Once the interceptors are allocated (or
Game Air rules with the Advanced Game Scenarios. In this case, not), play proceeds normally.
all Standard Game Air rules apply with the following changes:
The above will necessitate some record keeping as all Strikes
29.1.1 Air Points [6.1] and targets are allocated before the detection process is begun
Double the amount of Air Points received when rolling on the and all detection rolls are made prior to allocating interceptors.
Standard Game Air Points Table.
29.2.2 Air Superiority Hidden Assignment
29.1.2 Air Strikes During the Air Superiority Allocation step, each player chooses
Air Points may be used to conduct Strikes following the same an aircraft unit without revealing it to the opposing player. Both
general rules as Combat Support [6.2.1] . The DPRK player units are placed simultaneously into the Air Superiority Box
may never commit more than 2 Air Points to the actual Strike engaging each other.
mission and 4 overall (i.e., 2 escorts). The U.S./ROK player
When all units for one player have been placed, but the opposing
may allocate up to 4 Air Points as Strike points along with 2
player has more units to assign, those additional units may be
escorts for a total of 6 Air Points.
placed in any engagement so long as no more than two units
29.1.3 Collateral Damage are engaging a single enemy unit.
Air losses generated from the Collateral Damage table trans- Once all units have been placed, the US/ROK player may
late into a permanent Air Point loss regardless of owning or change a number of engagements equal to the current AWACs
enemy player. level in one of two ways:
1. Switch any two aircraft units places. Simply pick them
up and switch their places in the Air Superiority Box.
2. Avoid an engagement entirely. Place the aircraft unit in
the appropriate Flown Box.