Next War: Series Supplement #4
Next War: Series Supplement #4 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Combined Games
- 3.0 New Series Rules and Updates
- 4.0 New Optional Rules
- 4.1 Strike and ADF Options
- 4.1.1 Advanced Electronic Warfare
- 4.1.2 Air Defense vs Theater Weapons
- 4.1.3 Alternate ADF Track Attack Limits
- 4.1.4 ADF and SAM Batteries
- 4.1.5 Additional Collateral Damage
- 4.1.6 Helicopters Subject to Normal ADF
- 4.1.7 Father of All Bombs – GBU-57 Massive Ordnance Penetrator
- 4.1.8 Typhon Expanded Capabilities
- 4.1.9 Apache Stand-Off Strike
- 4.1.10 Drone Strike
- 4.1 Strike and ADF Options
- 5.0 Alternate Advanced Game Air System 2.0 (AAGAS2) Updates
- 6.0 Insurgency Update
- 7.0 New Scenarios
1.0 Introduction
This supplement primarily serves as a set of guidelines that allow players to integrate two or more of the published games into a single play.
In addition, it contains a host of other new rules, options, and counters for use with the various games in the system.
Game references:
NWK, NWK1E: Next War: Korea, 1st Edition
NWK2E: Next War: Korea, 2nd Edition
NWT: Next War: Taiwan
NWIP: Next War: India-Pakistan
NWP, NWP1E: Next War: Poland, 1st Edition
NWP2E: Next War: Poland, 2nd Edition
NWV: Next War: Vietnam
NWSS1: Next War: Supplement #1
NWSS2, NWSS-I: Next War: Supplement #2 (Insurgency)
NWSS3: Next War: Supplement #3 (Reinforcements)
NWSS4: Next War: Supplement #4 (Combined Arms)
1.1 Components
Your copy of Next War: Supplement #4: Combined Arms should contain the following:
- One Rules booklet (this one)
- Five Player Aid Cards
- One sheet of 9/16" Counters
You are going to need a bigger table…
1.2 Rounding
Unless otherwise stated, always round any fraction up to the nearest integer.
2.0 Combined Games
When combining any Next War games, the non-Allied side consists of Russia (RU), China (PRC), North Korea (DPRK), Pakistan (IROP), and Iran (IRI). The Allied side consists of NATO, the United States (US), South Korea (ROK), Taiwan (ROC), India (ROI), Commonwealth (UK, Canada, Australia), Japan (JP), and Vietnam (SRV).
A nationality is belligerent if it is not neutral, i.e., it sets up with forces on the map and/or intervened at Level 1+.
Each individual game is considered a "Theater": NWK (Korea), NWT (Taiwan), NWIP (India-Pakistan), NWP (Poland), NWV (Vietnam), NWI (Iran). Intervention Levels for a nationality can differ in each Theater. In this context and under these combined game rules, we may not consider or reference the edition of the game.
In addition, certain nationalities should have a designated player assigned as the National Leader (NL) for making specific nationality decisions, e.g., intervention levels, reinforcements. The National Leader for the US, RU, PRC, and NATO is determined by which Theater is in play. Use the following priority for determining which TC is the NL:
US: NWI, NWK2E, NWT2E
PRC: NWT2E, NWK2E
RU: NWP2E
NATO: NWP2E
In all other cases, simply assign one of the Theater Commanders as the National Leader. If a nationality isn't in play, e.g., the PRC isn't intervening and NWT2E isn't in play, then ignore any priority for that National Leader.
Example: Eight players are playing and have chosen NWP2E, NWI, NWIP, and NWK2E as the Theaters in play and have further restricted it to Russian-only intervention. Since NWI is in play, that Theater Commander will be the US National Leader. Although NWK2E is in play, due to the intervention restriction, the PRC NL is ignored, and the NWP2E Theater Commander is the Russian National Leader.
2.0.1 Caveat Emptor
These rules cannot conceivably cover every permutation of what might happen when you combine games. Use them as guidelines; where something is not specifically addressed, use your best judgment–or roll a die.
2.0.2 Operational Maps and Strategic Displays
Use the appropriate Theater Operational Maps.
Use the latest Naval Display on the Strategic Display (currently from NWT2E) to represent the Pacific (NWK, NWT, and NWV Theaters) and the Naval Display on the Strategic Display from NWP to represent the Atlantic (NWP Theater). The Indian Ocean (NWIP Theater) uses the Carrier Basing Box and Indian Ocean Box in the Pacific. The NWI Theater uses its own Strategic Display.
You are going to need a bigger table…
2.1 Players, Theater Commanders, and National Leaders
The assumption underlying these rules is that each side, Allied and non-Allied, is played by a team of players, with one or more players per side playing in a Theater.
Each Theater in play should have at least two players. One player on each side (Allied and non-Allied) is the Theater Commander.
2.2 Weather
Since the weather is different across Theaters, not just in terms of seasons but also patterns, use the following to determine the weather per Theater. In general, a player chooses the Season (Spring, Summer, Fall, Winter) that, in turn, determines the Weather DRMs across all Theaters, as shown in the table below.
2.2.1 Who Chooses
The player choosing the season depends on which nationalities are belligerent. The first active belligerent listed must choose the season (unless trumped). Use the following priority to determine which belligerent power chooses the season:
- PRC National Leader
- RU National Leader
- NWI Theater Commander
However, the NWI TC and RU NL can trump that decision. The priority of trump is in reverse order: NWI TC can choose to trump, but if that player declines, then RU NL can do so. If either player trumps the PRC NL's decision, the trumping player adds 10 VP to the Allied player's VP Total in that Theater. If the NWI Theater is not in play or the TC chooses not to trump, the RU NL can do so. If the NWP2E Theater is not in play or the RU NL chooses not to trump, then the PRC NL chooses.
Example: All three (PRC, RU, IRI) are belligerent; the PRC NL chooses Summer, but the NWI TC would prefer for it to be wet in Iran to blunt the Allied air, so he trumps the PRC NL's choice and chooses Spring. The Allied player in the NWI Theater gets 10 VP added to the VP Total. Because the NWI TC trumped, the RU NL does not get a chance to do so.
2.2.2 Weather Patterns by Theater
Based on the choice made above, use the following Weather DRMs in the specified Theater:
| Theater | Spring | Summer | Fall | Winter |
|---|---|---|---|---|
| NWK2E | 0 | –1 | 0 | +1 |
| NWT2E | 0 | –1 | 0 | +1 |
| NWV | –2 (Dry) | +3 (Rainy) | +3 (Rainy) | –2 (Dry) |
| NWIP | –1 (Dry) | +2 (Wet) | –1 (Dry) | –1 (Dry) |
| NWP2E | +1 | –1 | –1 | +2 |
2.3 Special Operations Forces Markers
SOF markers can conduct missions only in a Theater where they start the turn in that Theater's Available Box.
During the Reorganization Phase, FR, CW, PRC, RU, and US SOF markers can be redistributed among Theaters in which that nation is either a belligerent or has intervened at the appropriate level. Instead of moving them from the Used Box to the Available Box of their current Theater, the appropriate NL can redistribute SOF markers to the Available Box of a different Theater.
2.4 Ground Unit/Attack Helicopter Considerations
Unless otherwise specified below, ground units can be used in the Theater only if they appear on the counter sheet in that game. A unit represented by a counter in more than one Theater can set up or reinforce only to a single Theater (National Leader's choice).
2.4.1 Intervention
In Theaters where a player has a choice of intervening nations, e.g., NWI, the National Leader must agree to the intervention and chooses which forces will Intervene.
Example: The IRI player wants the PRC NL to intervene in the NWI Theater, but, due to the weather choice being trumped, the PRC NL declines, so the IRI player asks the RU NL to intervene. The RU NL can either agree or decline.
At Level 3 Intervention or below in Theaters that use intervening ground units, the setup does not have to include any specific listed units, but it cannot exceed the total number of such units, e.g., if 2 RU Air Assault/Airborne brigades and 5 RU air units are listed in the NWI Theater setup, any two RU Air Assault/Airborne brigades and any 5 RU air units can be sent to that Theater, including none at all.
At Level 4 Intervention, the "not to exceed" restriction is lifted.
2.4.2 Intervention Level Increase
In any Reinforcement and Replacement Phase, a TC can request an Intervention Level increase from any eligible NL. If the NL agrees, the VP difference between the two levels is applied in that Theater, and that GT becomes GT1 for the purposes of any Theater specific reinforcements and/or initial setup. Any units already in a Theater or that would exceed maximum availability, e.g., F-22s, are not available for setup or reinforcement, but they could, of course, be transferred.
Example: It's GT3 in NWIP with a US Intervention Level of 1, and the Allied TC realizes he really needs some US air so he asks the US NL to intervene at Level 3. The US NL agrees. The non-Allied side immediately gets 15 VP (the difference between Levels 1 and 3), and the Allied TC will receive, in the Reinforcement Phase of GT4: 4 x US SOF, +2 to ROI Air Transport, 15 x US Cruise Missiles, and, assuming one is available, 1 x Carrier Air Wing.
2.4.3 Russia (RU)
Within the restrictions above, RU Air Assault and Airborne units can be used in any Theater in which the Russians have intervened at the appropriate level.
2.4.4 China (PRC)
Within the restrictions above, PRC Airborne units can be used in any Theater in which the Chinese have intervened at the appropriate level.
PRC Marines can be used only in the NWK, NWT, and NWV Theaters.
All other PRC ground units start in the PRC Holding Box associated with their setup Theater. They can be used in the NWK, NWT, or NWV Theaters, except the 47th Group Army, which can be used only in the NWIP Theater.
When in a theater's PRC Holding Box, rather than using Transfers [NWSS4 2.6], PRC units can transfer between the NWK, NWT, NWV, and NWIP Theaters during any Reinforcement and Replacement Phase. Move any ground units in that Theater's PRC Holding Box to the next turn on the Game Record Track of their new Theater. At the end of that turn, they arrive as reinforcements in the new Theater's PRC Holding Box.
Example: In GT2, the PRC decides to transfer the 72nd Group Army from NWT (Taiwan) to NWK (Korea). In the GT2 Reinforcement and Replacement Phase, the PRC NL moves them to the GT3 box of the NWK Game Record Track. They arrive as a reinforcement in GT3 in Korea.
2.4.5 US, UK/CW, FR
Except for units that start already set up in a Theater (e.g., US 2nd Infantry Division units in NWK), the National Leader can agree to send any units designated as reinforcement units (including during setup) to any Theater in which the nationality has intervened at the appropriate level. For units designated for setting up in more than one Theater, the National Leader chooses which Theater they set up in [NWSS4 2.5]
2.5 Reinforcements and Replacements
2.5.1 Reinforcements
Reinforcements arrive in the first Theater in which they appear earliest. During any Reinforcement and Replacement Phase, the NL can change the Theater to which a unit is going, but that incurs a delay per the Reinforcement Delays chart.
2.5.2 Replacements
Use the Replacement schedule for the nationalities listed [See Combined Replacement Rates chart] regardless of the number of Theaters in play. If a nationality is not listed, use the replacement schedule as listed in the GSR. Replacements may be used in any Theater.
Eliminated units can be reconstituted in any Theater in which units from that Formation are present.
2.6 Transfers
2.6.1 Ground Units
Ground units, including Attack Helicopters but not MSUs or Supply Depots, may be transferred between Theaters. At the start of any Movement Segment, a unit in an appropriate location [see table] can be picked up off the map and placed on the GT Track in the Theater to which it is transferring. Place it on the track a number of game turns ahead equivalent to the "# Turns Delayed" value from the table plus the "Additional Delay" value from the chart, e.g., a Leg unit in an Airbase in NWIP (India-Pakistan) to NWP (Atlantic) is 2.
If Theaters are being played at different rates of speeds, i.e., they are on different game turns, use the GT furthest along, e.g., if NWIP is on GT2 and NWP is on GT1, place the units on the NWP track on GT4. Such transfers use the appropriate Air and/or Sea Transport as indicated in the table in BOTH Theaters until the units arrive. The units arrive as Reinforcements in that Game Turn. See the Combined Arms Table Play Aid for appropriate locations.
Design Note: Increased times for location and mobility type represent finding the right transportation assets and loading them, as well as potentially multiple lifts.
The reverse delay is also the same, e.g., Atlantic to Any Pacific delay is 3 turns.
2.6.1.1 Limitations
Ground unit transfers are limited to the following nationalities: US, UK/CW, FR, RU, and PRC.
Example: In a Tactical Surprise game including NWP, NWI, NWK, and NWIP, the HQ/101 arrives in NWP on GT1, NWI on GT2, NWK on GT3, and NWIP on GT5. In the Reinforcement and Replacement Phase of GT1, the US NL chooses to have it arrive in the NWI Theater instead, incurring a one turn delay (which, in this case, happens to coincide with its normal NWI arrival turn). However, in the Reinforcement and Replacement Phase of GT2, things have gone sideways in Korea, so he wants to send them there instead; applying the NWI to NWK (Pacific) delay means the HQ/101 will now arrive in NWK on GT4.
In addition, units and points cannot be transferred to a Theater which does not have an appropriate level of Intervention, e.g., if the Interventional Level doesn't allow ground units, then no ground units can be transferred to that Theater.
2.5.1.1 Optional Reinforcements: If the National Leaders agree, each NL can create a master list of reinforcements by listing all units which can appear in different Theaters and the GTs they will appear. No unit can appear in a Theater earlier than it does on the Theater's Reinforcement Schedule.
2.5.1.2 Optional Optional Reinforcements: If agreed, each National Leader can create their own Reinforcement Schedule. Assume all units that don't set up in a scenario start in their respective country. Use the transfer rules to determine when they arrive in a Theater. For units transferring from the US, add a one-turn delay.
See NWSS4 2.4.4 for PRC Holding Box Transfers.
2.6.2 Naval Unit Considerations
Once in a Theater, naval units may transfer to another Theater as described below:
2.6.2.1 Indian Ocean
The Indian Ocean Box appears in multiple Theaters and exists as a transit point between them. Naval units in one Theater may enter the Indian Ocean Box of that Theater in one Movement Segment and move to the Indian Ocean Box in another Theater in the following Movement Segment.
CVN/CV BGs moving to the NWIP Theater transfer their CAW to the NWIP Carrier Basing Box and place the CVN/CV BG aside.
CVN/CV BGs in the Indian Ocean (NWIP Theater) may, in any Movement Segment, move to any Indian Ocean Box on a Strategic Display; place the CVN/CV BG in the appropriate Box and place its CAW in that Theater's Strategic Display Carrier/AMPH Basing Box.
2.6.2.2 To and From the Atlantic
A Naval unit, unless restricted below, may transfer from the Atlantic to the Indian Ocean or Pacific Theaters and vice versa by being placed, in the Reorganization Phase, on the Game Turn track two turns ahead (players should make a side note of their destination). During the Reinforcement and Replacement Phase of that turn, the naval unit arrives in the pre-recorded destination, i.e., Indian Ocean Box, US Box, or the North Sea Area, as appropriate.
2.6.2.3 Setup
In general, if a Theater calls for different numbers of unit types to be set up in the same location, use the greater amount, e.g., if NWV calls for 2 AMPHS in the PRC Holding Box, but NWT calls for 4, then set up 4.
2.6.2.4 Non-Allied Naval Units
Russian naval units can never leave the Theater in which they start or arrive as a reinforcement. Chinese naval units can only move to Holding Boxes, At Sea Boxes, and associated In Shore Boxes/All-Sea Hexes/Ports in the Pacific (NWT, NWK, or NWV Theaters). In combined games using NWK/NWT/NWV, use all PRC SAGs which are listed in each Theater. The PRC SAG in NWI can be used if China intervenes.
2.6.2.5 Allied Naval Units
US, UK/CW, and FR Naval units can be committed to the Pacific (NWK, NWT, NWV Theaters), Indian Ocean (NWIP and/or NWI Theater), or Atlantic (NWP Theater) when they arrive as a reinforcement according to any game's reinforcement schedule. If committed to the Pacific, they are placed in the US Box of the Naval/Strategic Display; if to the Indian Ocean, in any Indian Ocean Box on a Strategic Display except the Pacific; if to the Atlantic, they are placed in the North Sea.
All other Allied naval units can only be used in the Theater in which they appear.
2.6.2.6 Naval Order of Battle Details
These rules detail any considerations concerning the order of battle for a nationality, including any unit type limits when applicable. If no limit is listed, then any number, up to the limit of the counter-mix, can be used.
| Nationality | Force Pool |
|---|---|
| USN* | 6 x CVN BG, 6 x AMPH, 4 x SAG |
| UK | 1 x CVBG, 1 x AMPH, 1 x SAG |
| FR | 1 x CVN BG |
| RU | 1 x AMPH, 3 x SAG |
| PRC | 2 x CVBG, 4 x SAG, 6 x AMPH; 1 x CVN BG (optional) |
| JP | 1 x AMPH, 1 x SAG |
| PH | 1 x AMPH, 1 x SAG |
| MA | 1 x SAG |
| IN | 1 x AMPH |
| SW | 1 x SAG |
- To have more than the four CVN BGs that come in the Pacific Theater, the Allies will have to transfer one in from either NWIP or the Atlantic (if those Theaters are in play).
2.6.3 Air Unit Considerations
The following OOB limits specify how many of any one type of unit can be in play across all Theaters. Reinforcements beyond the limit are ignored. Air units of a nationality can only enter a Theater in which it has intervened at the appropriate level, and those air units come from the national pool. National restrictions for placing air unit reinforcements are described below.
2.6.3.1 Air Order of Battle Details
These rules detail any considerations concerning the order of battle for a nationality, including any unit type limits when applicable. If no limit is listed, then any number, up to the limit of the counter-mix, can be used. Draw randomly from all available counters when determining which actual units are in play. It is recommended that players create the pool of available units prior to setup:
| Nationality/Org | Force Pool |
|---|---|
| USAF | 6 x B-52, 2 x B-2, 4 x B-1, 4 x F-22A, 8 x F-35A, 2 x F-15EX |
| USMC* | 4 x F/A-18, 6 x F-35B, 3 x F-35C |
| USN** | 6 Carrier Air Wings (6 x F/A-18E, 12 x F/A-18F, 6 x EA-18G) |
| CW | 2 x CF-18, 1 x F/A18E, 2 x F/A-18F, 4 x Typh, 3 x F-35 |
| FR | 4 x Rafale, 1 x Rafale M |
| JPN | 4 x F-2A, 4 x F-15J, 2 x F-35A |
| VN | 3 x Su-30, 1 x Su-27, 4 x Su-22 |
| RU | 1 x Tu-160, 5 x Tu-95, 5 x Tu-22, 4 x Su-35, 2 x Su-34 |
| PRC | 2 x J-15, 1 x Su-35, 3 x J-31, 2 x Su-30, 6 x J-20, 4 x J-16, 3 x J-35, 1 x J-36, 1 x H-20 |
| PH | 1 x FA-50PH |
| MA |
* At least four air units must be committed to each Theater that contains a MEF HQ.
** Any optional F-35C replacements may be taken as appropriate. A maximum of four (3 USN/1 USMC) such replacements can be made for a Combined Game. Apply the VP for the non-Allied player in whichever Theater that carrier sets up in or arrives as a reinforcement.
2.6.3.2 Transfers
RU, CW/FR (NATO), US, and PRC air units may Rebase between Theaters.
2.7 Holding and Basing Boxes
Unless otherwise specified, units follow the rules in a Theater as to which Holding and/or Basing Boxes they can use.
The PRC Basing Box is per Theater. PRC air units can Rebase between Theaters.
The Japan Holding and Basing Boxes exist in the NWK, NWT, and NWV Theaters and refer to the same location. Units are free to move or fly missions from Japan within the rules of those Theaters.
The Malaysia, Philippines, and Vietnam Basing Boxes exist in NWT and NWV and refer to the same location. Units are free to move or fly missions from these Basing Boxes within either Theater.
The US, PRC, and RU NLs may, at their option, assign their strategic bombers (B-1s, B-2s, B-52s, H-20s, Tu-22s, Tu-95s, Tu-160s) to specific Theaters or they can retain them in a single national Basing Box and fly missions from there when requested by other TCs.
2.7.1 Strikes Against Holding Box Installations
Follow the rules in each Theater for Holding Boxes that appear only in that Theater. For Holding Boxes that appear in multiple Theaters, use the rules from the Theater that covers them, e.g., Next War: Vietnam for the PRC Holding Box in NWV.
2.7.2 Air Defenses & Suppression
For Holding Boxes that appear in multiple Theaters, suppressing the Air Defenses in one Theater affects only that Theater.
2.8 Theater Weapons
For the PRC, each Theater receives its full allocation of Cruise and/or Ballistic Missile points. However, ignore any references to PRC Cruise or Ballistic Missile reinforcements.
A nationality may transfer up to 10 Cruise and 10 Ballistic Missile points between Theaters during the Reorganization Phase.
2.9 Scenarios
While it is best to have all Theaters start at the same "surprise level," e.g. Tactical Surprise, in general, each Theater can have a different starting scenario, e.g., Strategic Surprise in one and Extended Buildup in another. This will, necessarily, cause some disruption in reinforcement schedules. Players must adjust as best as they can within the guidelines presented herein.
2.10 Supply Points
Supply Points cannot be transferred between Theaters except via Sea Transport, and this consumes a portion of the sending Theater's Sea Transport capacity for the turn. In general, use the rules for transporting Supply Points as found in the NWT2E GSR (10.3/10.4) for this.
Otherwise, use the Theater-specific rules for Supply Points.
2.11 Optional Rules
Assign VP for optional rules to the Theater that uses the rule, except when the rule applies across Theaters, e.g., PRC J-15s need to be paid for only once. In that case, apply the VP in the Theater of the National Leader's choice.
2.12 Primary Belligerents
Ignore special rules in Game Specific Rules for primary belligerents if their Theater is in play, e.g., Vietnam in Next War: Taiwan, 2nd Ed. if both NWV and NWT2E are active Theaters.
2.13 Sea Control & Contested Sea Movement
When the Pacific Theater Naval Display is in play, use the following rules for determining Submarine Threat/ASW Level and Air Superiority DRMs.
2.13.1 Air Superiority
Use the Air Superiority DRM associated with the Air Superiority Box in the At Sea Box. When two such boxes are present, use the highest level, e.g., Supremacy is better than Superiority.
2.13.2 Submarine Threat & ASW Levels
| At Sea Box | Always use |
|---|---|
| Tonkin and Spratlys | Next War: Vietnam |
| Taiwan and Celebes | Next War: Taiwan |
| East China Sea, Ryukyus, Central Approaches, Philippine Sea, Northern Approaches, Marianas | Highest level of Next War: Korea or Taiwan |
| South China Sea | Highest level of Next War: Taiwan or Vietnam |
2.13.3 When to Roll
Always roll for the Spratlys, South China Sea, and Tonkin. Otherwise, follow the rules outlined in Next War: Taiwan.
2.14 Victory Points and Victory
Victory Points are assigned to the Theater that generated the points.
Play Note: If you did the squeeze, you get the juice.
In general, players should play until victory is achieved for one side or the other in all Theaters in play. Whichever side wins in the most Theaters wins overall. Within a side, the player who archieves Automatic Victory, if any, is the overall winner; otherwise, the largest margin of VP is used to break ties and/or determine the overall winner.
If a side achieves an Automatic Victory in a Theater, any units allowed to transfer, i.e., NATO, PRC, RU, US, can do so, but, otherwise, that Theater is no longer in play.
Design Note: This is a tough one, and it would be difficult to write one all-encompassing set of rules to cover every possible nuance. We encourage players, before the game(s) begin, to agree on how the combined experience will/should end as well as how victory should be determined.
3.0 New Series Rules and Updates
This section contains new rules for all series games, as well as explanations for how to use some of the counters in this supplement.
Part and parcel of creating near-modern games is that OOBs are constantly in flux.
3.1 All Games/Multiple Games
3.1.1 Airmobile Point Replacements
Next War: Iran introduced the ability to spend two Supply Points to replace an Airmobile Point. To retrofit this to previous games, use the following table:
| Game | Nationality Allowed |
|---|---|
| NWK1E/2E | US, RU, PRC |
| NWT | US, PRC |
| NWIP* | US, PRC |
| NWP1E/2E | NATO, RU |
| NWV | US, PRC |
* In NWIP, the US and PRC share the "host" nation's Airmobile Points markers.
3.1.2 USAF Air Support
Thanks for calling, please hold…
3.1.2.1 Warthog Roast
In late 2022, the US Air Force budget included provisions for retiring the A-10, beginning with those in National Guard units. In July, 2025, that retirement date was moved up to 2026. To model this, remove all A-10s from the game. Whenever an A-10 is set up or arrives as a reinforcement, replace it with a randomly drawn F-15E or F-16. This will, of course, mean that future reinforcements for those air unit types may eventually go unfulfilled.
3.1.2.2 Eagle Egress
In mid-2023, the US Air Force announced plans to cut its F-15E Strike Eagle fleet in half. To model this, before play begins, randomly remove half (round down) of the available F-15Es from the game. Perform setup and reinforcement normally, but ignore references to additional F-15Es if called for once all have entered play.
3.1.2.3 F-15EX Eagle II
By adding pork to defense appropriation bills, Congress overrides the Air Force and proceeds with limited production of the F-15EX.
In any game which does not already include them, add the two F-15EX counters. They arrive along with, and in addition to, the first F-15E reinforcement.
3.1.3 Nuclear Roulette
In any game which allows the use of nuclear weapons, rather than one player placing all his Nuclear Attack markers and rolling a die to determine if Global Thermonuclear War breaks out, use the following procedure instead.
In the Strike Phase, each eligible player, alternating (non-Allied first), places a Nuclear Attack marker and immediately rolls a die to determine if Global Thermonuclear War breaks out. If the die roll is less than the number of markers placed in the current Strike Phase, the game ends, and that player is, technically, the loser.
Example: In the First Strike Phase of GT4, the PRC player places a Nuclear Attack marker and rolls a 2. The US player responds by placing a Nuclear Attack marker and rolls a 7. The PRC player places another marker and rolls an 8. The US player, now that the odds are 30%, declines to place another marker. The Nuclear Attack markers are now resolved. In the Second Strike Phase, the PRC player declines to place a marker first, so the US player places one and rolls a 0. The game ends, and the US player loses.
3.1.4 Russian Air Assault/Airborne Order of Battle Updates
3.1.4.1 New Brigades
Add the four new brigades to the 7 Gds AA, 76 Gds, 98 Gds, and 106 Gds (97, 237, 299, and 119, respectively); they are available whenever their HQ enters the game.
3.1.4.2 104th Guards Airborne Division
Add the new 104 Gds Airborne Division (4 units). Since it is a Strategic Reserve, in any game involving the Russians, the non-Allied player can bring it in as a reinforcement on any turn after they lose the Initiative; doing so adds 10 VP to the Allied VP Total, unless the Allied player has more VP than the non-Allied player.
3.1.4.3 Independent Airborne
Remove the 11 Gds, 31 Gds, 56 Gds, and 83 Gds Airborne Brigades from all games. They are no longer available in any game.
3.1.4.4 Russian Tu-160 as Cruise Missile Platform
In all games, Tu-160s can be used to launch cruise missiles
3.1.6 PRC Order of Battle Updates
Replace the Zhi-10s with the new Z-21s in each game as appropriate.
3.2 Next War: Korea (1E/2E) and Next War: Taiwan (1E/2E)
3.2.1 Okinawa No More
As of 2024, the USAF decided to remove the permanently based F-15C squadrons in Okinawa and replace them with rotating squadrons. In any game in which USAF F-15Cs set up in Japan, remove them from setup; they arrive (unless drawn from the pool below) when the first USAF reinforcements arrive.
Instead, create a pool of all available USAF F-16s (not WW), F-15s (any type), F-22s, and F-35As, and randomly draw one to set up in Japan. This will primarily affect Strategic Surprise scenarios. Adjust reinforcements appropriately.
3.2.2 Mobile Brigade
Replace the 81/2 with its new Mobile Combat Team configuration.
Design Note: The brigade is phasing out its Strykers in favor of lighter Infantry Squad Vehicles, or ISVs.
3.3 Next War: Taiwan (1E/2E) and Next War: Vietnam
3.3.1 Indonesian Order of Battle Updates
This F-15C is added at setup for any scenario that includes Indonesia or if Indonesia joins the war after setup.
3.4 Next War: India/Pakistan
3.4.1 Indian Order of Battle Updates (NWIP)
The four ROI Tejas Mk2s replace the Tejas counters in NWIP.
3.4.2 Pakistan Order of Battle Update (NWIP)
The new Z-10 replaces the AH-1.
3.5 Next War: Poland (2E)
3.5.1 Rail Movement
In any friendly Movement Segment, any one eligible unit in a Town, City, or Urban hex on the rail line, or in the Belarus or Russian Land Area can move to any other such hex/Land Area using all its Movement Allowance without paying normal terrain costs. All hexes/Land Areas between the origin and destination hex/Land Area must be friendly controlled and operational. Only RU and Belarus units can leave or enter the Russia and Belarus Land Areas.
3.5.2 Russian Order of Battle Updates
Here are some changes to the Russian OOB and instructions on how to apply them.
3.5.2.1 10th Guards Tank Division
This division [6 units] is available as follows:
NWP2E Standard Game scenarios
17.1.2 – all units
17.1.3 – 61/10GT, 248/10GT (both reduced)
17.1.4 – all units (reduce 2)
NWP2E Advanced Game scenarios
17.4 – GT2 reinforcement
17.5 – GT1 reinforcement
17.6 – At Start
3.5.2.2 18 Guards Division
This division [5 units] is available as follows:
Standard Game scenarios
17.1.2 – all units
17.1.3 – not available
17.1.4 – all units (reduce 2)
Advanced Game scenarios
17.4 – GT3 reinforcement
17.5 – GT2 reinforcement
17.6 – GT1 reinforcement
3.5.3 Italian Order of Battle Updates (NWP2E)
The Italian AW249 replaces the A129 in NWP2E. The Folgore/MDN-N replaces Folgore/RRC and is still placed in the draw cup as part of 17.2.3.1 Step A. If drawn during setup, it is placed anywhere in Latvia; otherwise, it arrives in the NATO Holding Box.
3.5.4 Polish Order of Battle Updates (NWP2E)
The two AH-64s replace both Mi-24s. 1st Legions Infantry Division – these units start as listed below in NWP2E 17.1.5 and all Advanced Game scenarios:
1 Leg HQ – Ciechanow (3116) [Advanced Game only]
1 Leg Arm Bde – Zambrow (4016)
2 Leg Mech Bde* – Brodnica (2414)
3 Leg Mech Bde* – Ciechanow (3116)
1 Leg Mot Bde – Stawiski (4013)
* Sets up reduced except in Extended Buildup.
Play Note: Why do they start reduced? Current information indicates each "brigade" has a single battalion, which will be reinforced, i.e., with Replacements, if hostilities erupt.
3.5.5 German Order of Battle Updates (NWP2E)
The German F-35As replaces both Torn counters. Replace the 9/1 and 21/1 counters with the new NWSS4 counters. 45/MND-N starts all scenarios in which Lithuania is in play in any hex or Land Area in Lithuania.
3.5.6 Spain Order of Battle Updates (NWP2E)
The Spanish 6/MND-N replaces the 6/HRL and is placed in the draw cup as part of 17.2.3.1 Step A. If drawn during setup, it is placed anywhere in Latvia; otherwise, it arrives in the NATO Holding Box.
3.5.7 NATO Order of Battle Updates (NWP2E)
The Allied player receives a new HQ, MDN-N, which starts in Latvia in all scenarios.
3.5.8 UK Order of Battle Updates (NWP2E)
Replace the 12/3 and 20/3 counters with the new NWSS4 counters.
3.5.9 Canadian Order of Battle Updates (NWP2E)
The 4CMBG/MND-N replaces the two Canadian battalions and is placed in the draw cup as part of 17.2.3.1 Step A. If drawn during setup, it is placed anywhere in Latvia; otherwise, it arrives in the NATO Holding Box.
3.5.10 Sweden Order of Battle Updates (NWP2E)
As a change to NWSS3 4.16.1, Sweden starts as a NATO member at no VP cost. In addition to the SAG and NWP2E GSR 6.6.2 setup instructions, the SWE/MND-N battalion is placed in the opaque container per NWP2E 17.2.3.1 Step A. If drawn during setup, it is placed anywhere in Latvia, otherwise, it starts in Sweden (including Gotland).
3.5.11 Finland Order of Battle Addition (NWP2E)
As a change to NWSS3 4.16.2, Finland starts as a NATO member at no VP cost. In addition to the SAG and air unit setup instructions, add the SOF marker to the opaque container per NWP2E 17.2.3.1 in all Advanced Game scenarios. Also, increase the ASW Level by +1 after Article 5 Entry is successful [NWP2E GSR 17.2.2].
3.5.12 Czech Order of Battle Updates (NWP2E)
Add the Czech F-35 to the group of Visegrád [NWSS2 9.9] units. (See also NWSS4 4.14.1.)
3.5.13 Estonian Order of Battle Updates (NWP2E)
Replace the 1 Brigade with the new 1 Division [3 units]. They are set up whenever the 1 Brigade would've been set up.
3.5.14 Netherlands Order of Battle Updates (NWP2E)
The Dutch 11/MND-N replaces the 11/RRC and is placed in the draw cup as part of 17.2.3.1 Step A. If drawn during setup, it is placed anywhere in Latvia; otherwise, it arrives in the NATO Holding Box.
3.6 Next War: Iran
3.6.1 Saudi THAAD
In 2025, Saudi Arabia purchased several THAAD batteries (more than the US Army has…). When playing Next War: Iran, place the Saudi THAAD marker in the Saudi Arabia Holding Box in all Advanced Game scenarios. Apply a +1 DRM to all Ballistic and Cruise Missile Strikes against targets in the Saudi Arabia Holding Box.
Ignore the 9-9 unless you are using the SAM Batteries and THAAD rules [NWSS3 5.0].
3.7 Allied Ballistic Missiles
Given the reinvestment in ballistic strike missiles, the non-Allied player shouldn't be the only one with access to them. To that end, use the following rules in each game. These rules supersede any other rules.
Each in supply HQ from the nationalities listed below can be used to conduct a Ballistic Missile strike in each Strike Phase. These are limited to a range of 16 hexes and/or same Land Area. In cases where such range is used to transition between the Operational Map and/or Strategic Display, count the range as if it were an Attack Helicopter. This does not use an HQ Combat Capability.
HQs: Australia, France, Germany, Italy, Japan, Multinational NATO, Poland, US, UK.
4.0 New Optional Rules
Design Note: Just a quick note on the optional rules provided in any of the Supplements. No games were tested with these optional rules in mind, so, when attempting to determine victory (if that matters to you), in the immortal words of Dean Essig: "You'll know who won." And, once again, we recommend against using any of the optional rules in any of the Supplements until you thoroughly understand the Series Rules. Why? Because some of these fundamentally change those rules, and it's easier to interpret the intent if you know how it's deviating from the rules as written (RAW).
4.1 Strike and ADF Options
4.1.1 Advanced Electronic Warfare
[Advanced; +0 VP]
All Stand-Off Air, HQ, and Artillery Strikes incur an additional +1 DRM if they are striking a target within 2 hexes of an HQ.
Design Note: The war in Ukraine has highlighted several issues with GPS-guided munitions.
4.1.2 Air Defense vs Theater Weapons
[Advanced; +0 VP]
ADF Detection and SAMs can be used against Cruise and Ballistic Missiles if the target of the Strike is within two hexes of a TWD HQ [18.2.3.1], an Installation, or a Naval unit. Apply DRM results as normal to the Strike. "A" and "X" results cause the Strike to miss.
If an ED result is obtained, the player can intercept a Cruise Missile Strike with air units. Conduct Long-Range and Stand-Off (only) combat against the Strike. The Cruise Missile has a (0) Air-to-Air Combat Rating. The air unit used to intercept remains in the Air Superiority Box, but it can only be used to intercept one missile attack per Strike Phase.
Play Note: Obviously, don't use this rule with the SAM Battery/THAAD rules.
4.1.3 Alternate ADF Track Attack Limits
[Advanced; +0 VP]
Restrict Wild Weasel and Cruise Missile Strikes to one per ADF Track marker instead of the currently unlimited number.
Play Note: This models the current resilience and survivability of an IADS. This will have knock-on effects on the entire air war.
4.1.4 ADF and SAM Batteries
[Advanced; +0 VP]
When using the SAM Batteries rules [NWSS3 5.0], continue to use the ADF Tracks as well. SAM Batteries apply their effects when in range [NWSS3 5.3.4]; otherwise, follow the Series Rules ADF procedures [24.0].
Design Note: Like 4.1.3 above, modern IADS have proven to be a tough nut to crack.
4.1.5 Additional Collateral Damage
[Advanced; +0 VP]
Currently, during a Strike, if the first missile and/or air Strike destroys the Airbase/Airfield, any additional damage is superfluous. However, those high explosives went somewhere and should still have an effect. Each additional missile or air unit strike in the same segment of the Strike Phase which would place a Strike/Destroyed marker instead causes a –1 DRM on the Collateral Damage roll. Track this by rotating the Collateral Damage marker, using extra Strike 1 and/or 2 markers (or some other method).
Example: Three missiles are allocated to an Airbase. The first missile destroys the Airbase, which requires a roll on the Collateral Damage table at the end of the Strike Phase. The second and third missiles achieve a Strike result (it does not matter which kind). That Collateral Damage roll now incurs a –2 DRM.
4.1.6 Helicopters Subject to Normal ADF
[Advanced; +0 VP]
Attack Helicopters and Airmobile Transport Missions are treated just like other air missions, i.e., Normal ADF can apply.
Design Note: Recent events show that the air space "littoral" is an even more dangerous place than before, and helicopters should not be immune to that.
4.1.7 Father of All Bombs – GBU-57 Massive Ordnance Penetrator
[Advanced; non-Allied +10VP]
If the Allied player chooses this option, he can declare any B-2 Strike against certain Hardened Targets (see below) as carrying GBU-57s. This increases any Strike result by one, i.e., No Effect becomes Strike 1, Strike 1 becomes Strike 2, Strike 2 becomes Destroyed, Destroyed, well, remains Destroyed.
Eligible Hardened Targets: Nuclear Sites, Hardened Airbases, Missile Points (Ballistic and Cruise), and Iranian Naval SSMs.
4.1.8 Typhon Expanded Capabilities
[Advanced; +10 VP non-Allied]
In addition to the rules in NWT2E [GSR 15.4], the Typhon has two additional capabilities:
- It can act as a THAAD Battery [NWSS3 5.0]. Its area of effect is its Land Area and any adjacent At Sea Box.
- In each Strike Phase, it can conduct a Cruise Missile Strike against eligible land targets in its or an adjacent At Sea Box, i.e., if based in the Philippines, it can strike eligible targets in the Penghu Island Land Area or Taiwan Operational Map. Do not deduct Cruise Missile Points for this Strike.
Design Note: In Next War: Taiwan, 2nd Edition, the Typhon is limited, for reasons of simplicity, to an anti-naval Strike/A2/AD role. It is more capable than that, with SM-6 and TLAM capabilities as well.
4.1.9 Apache Stand-Off Strike
[Advanced; +10 VP non-Allied]
When using this option, allow all AH-64s to conduct Stand-Off Strikes, i.e., they are not subject to Local AAA if detected during a Strike. In addition, they can conduct Strikes against detected Naval Units in an All-Sea hex within range.
Design Note: Apaches recently demonstrated the ability to launch SPIKE NLOS missiles, which dramatically increase their ability to conduct stand-off strikes.
4.1.10 Drone Strike
[Advanced; +0 VP]
Provided both players agree, this rule can be used. Add to the allocations for both sides (using the provided markers):
- non-Allied Drone Strike: equal to Cruise Missile allocation minus 1d10
- Allied Drone Strikes: roll 3d10 and add the results together
A side can launch up to five Drone Strikes per Strike Phase. Drone Strikes are treated as Cruise Missiles except that they are subject to ADF. If intercepted, they have an Air to Air rating of (0). The air unit used to intercept remains in the Air Superiority Box, but it can only be used to intercept one drone attack per Strike Phase.
A player can replenish Drones by spending Supply Points. For every one Supply Point, three Drone Strikes can be added in the Reinforcement and Replacement Phase.
Design Note: Drones are increasingly being used as strategic strike platforms and are generally mixed in with other types of missile strikes. However, they are more vulnerable to ADF.
4.2 Aircraft Maintenance Issues
[Advanced; +0 VP]
Design Note: Many of the world's combat aircraft are aging and/or difficult to maintain due to new technology, and they are experiencing maintenance issues. In addition, higher tech aircraft are more difficult to maintain. All this impacts sortie rates.
Each time an air unit or attack helicopter is selected for a mission listed below, roll a die before resolving, e.g., before air combat or strike resolution. On a 0, there is a result [see Supplement #4 Table Play Aid]. CS and A2A can never be reduced below 1. For Air-to-Air Combat, this reduction lasts through all three stages of combat (Long Range, Stand-Off, and Dogfight).
4.3 Second Breakfast, aka, Moar Air
[Advanced; +0 VP]
Players can choose to use an air unit that starts a Strike Phase or Combat Segment in the Flown Box to fly a second Strike or Combat Support Mission. Unless eliminated, the air unit returns to the Abort Box after the mission. When using this option, subtract two from all Availability rolls in Step 5 of the Reorganization Phase.
4.4 USAF Air Unit Options
4.4.1 SR-72 Darkstar/SR-91 Aurora
[Advanced; +2 VP non-Allied]
Either side of this counter can be used by the Allied player once per turn during the Electronic Detection Phase to make an extra Electronic Detection roll on any one non-Allied HQ, Artillery, or other counter requiring electronic detection. It can also be used to attempt a detection roll on a Naval Unit (in which case the roll cannot decrease the detection level). The Allied player may attempt to use it a second time in the same Electronic Detection Phase, but must roll a die. On an even result, the detection is successful; on an odd result, it is not, and the SR-72/SR-91 is eliminated (no VP). The mission can be Detected, but it cannot be attacked by interceptors, SAMs, or AAA. [That's the joke…]
Design Note: Top Gun was one of my favorite go-to movies growing up. Top Gun 2 exceeded my expectations. If the PRC seriously investigated the existence of this plane, then…why not? The Aurora is the long-rumored, never-confirmed successor to the SR-71, so, if you prefer a different kind of fantasy plane, use that side of the counter.
4.4.2 B-21 Update
When using this counter and the Tanker Support rules [NWSS3 4.4], the B-21 ignores NWSS3 4.4.1. It is always Unlimited range.
4.4.3 Next Generation Air Dominance (NGAD, F-47 and/or F/A-XX)
[Advanced; +10 VP non-Allied]
The Allied player may add the NGAD at setup to any scenario in which the US has intervened at Level 2+.
4.5 Air Superiority Options
4.5.1 Air Superiority and ADF Options
[NWSS4 4.5.1.1] and [NWSS4 4.5.1.2] should not be used together, but either can be used with [NWSS4 4.5.2]. None should be used with [NWSS4 4.5.3].
4.5.1.1 Air Superiority and ADF
[Advanced; +0 VP]
Any time an air unit is placed in the Air Superiority Box, it undergoes Local Detection, and, if detected, Local SAMs. Conduct Air Superiority combat as normal.
4.5.1.2 SAM "Confliction"
[Advanced; +0 VP]
Escorts flying in support of a mission are subject to SAM fire. In addition, Interceptors are subject to Detection and SAM fire (either Normal or Local as appropriate).
Design Note: A version of this rule was included in NWSS3, but it has been expanded to include interceptors, too. The above two sets of rules address what has been an overly permissive environment for interceptors and escorts.
4.5.2 Alternate Advanced ADF
[Advanced; +0 VP]
When rolling for ADF, roll as normal for each mission to determine Early Detection for Interception only, i.e., no SAMs/AAA.
After resolving any Interception, roll Detection (and SAMs/AAA as appropriate) again for EACH striking air unit individually, using any applicable modifiers which apply to that unit when resolving its Strike for SAMs/AAA, i.e., no Interception.
Play Note: This will add a lot of wristage.
4.5.3 Alternate Air Superiority Rules
"We need to understand that it can no longer be ubiquitous air supremacy for days and weeks on end. It has to be synchronized for the time and space and region of our choosing."
— Gen. James B Hecker
Design Note: The following two rules conceptualize the idea that Air Superiority has really become more focused on creating local air superiority rather than general air superiority. Both options reflect this, although option 4.5.3.2 more closely approaches a "realistic" effect at a concomitant cost in time and effort on the players' part.
Use one of the two options (Simple or Complex) below.
4.5.3.1 Simple Local Air Superiority
Any time an air unit is placed in the Air Superiority Box, it undergoes Normal Detection and, if detected, Normal SAM fire; ignore +1 and +2 results. Do NOT conduct Air Superiority combat, but adjust AWACs Advantage normally after all Detection/SAM resolution. All Detections, i.e., "D" results, using Normal ADF during Strike/Combat Support are ED.
4.5.3.2 Complex Local Air Superiority
During the Air/Naval Phase of the SOP replace Steps 1d (execute 1a-1c normally) through 4 with the following:
4.5.3.2.1 Allocate Offensive/Defensive Counter-Air
Each player uses a set of Counter-Air markers. The Initiative/First Player uses the Offensive Counter-Air (OCA) side, and the other player uses the Defensive Counter-Air side of the markers. Both players secretly assign OCA or DCA by placing up to four air units in each appropriate numbered box on their Local Air Superiority Display (LASD).
Play Note: The terms "offensive" and "defensive" are relative and simply indicate which side is more likely to be conducting offensive missions. There's no restriction on using an OCA marker in a defensive role or vice versa.
4.5.3.2.2 Place OCA/DCA
The player without AWACs Advantage (or non Initiative/First player if neither) places all markers first.
On the Operational Map, friendly markers cannot be within 4 hexes of each other. OCAs/DCAs can also be placed, one of each, in a Land Area, Holding Box, or At Sea Box.
4.5.3.2.3 Resolve ADF vs DCA
Conduct ADF against the Air Units assigned to each DCA marker and the Air Units assigned to it as appropriate, i.e. Local or Normal, but only apply SAM and AAA fire (there are no Interceptions). As an exception to the Series Rules, Normal ADF is also used if a DCA marker is within 4 hexes of an enemy HQ or Installation. Naval ADF Umbrella [17.1.5] is treated normally. If tracing from an HQ or Installation, the range for Normal ADF must be traced in as straight a line as possible and cannot pass through a Mountain or High Mountain hex. AAA fire can be applied only if the marker is adjacent to an enemy ground or naval unit, Airfield, or Installation.
In a Land Area or Holding Box, SAM and AAA fire are applied normally. In an At Sea Box, only SAMs are applied.
Apply "A" and "X" results normally; "+1" and "+2" results become a DRM applied to an air unit in any subsequent Air Combat when OCA/DCA Interaction is resolved [NWSS4 4.5.3.2.4] (use a Targeted marker or some other method to record this). If all Air Units assigned to a marker are Aborted or Destroyed, remove the marker.
4.5.3.2.4 Resolve OCA/DCA Interaction
The player with OCA markers can attack any enemy DCA markers within 4 hexes of or in the same Land Area, Holding Box, or At Sea Box as an OCA marker. Place the OCA marker on top of the DCA marker. Multiple markers can attack, i.e., two or more OCAs could be placed on a DCA. A player can split an OCA into two separate markers if desired, e.g., create OCA #8 and transfer 2 air units from OCA #1 into it; this can be done only if one of the markers will attack a DCA.
After attacks are decided, resolve ADF (using the same process in NWSS4 4.5.3.2.3) against all OCA markers.
Surviving air units then resolve Air Combat between all air units assigned to markers, with the player with AWACs Advantage deciding engagements normally, i.e., per the AWACs Advantage. If all Air Units assigned to an OCA/DCA marker are Aborted or Destroyed, remove the marker. Remove any markers used for SAM/AAA results.
After all Air Combat, remove any "+1" or "+2" DRM markers.
4.5.3.2.5 Air Superiority
Each side earns Air Superiority Points (ASP) by Eliminating, Damaging, or Aborting enemy units during OCA/DCA Interaction:
Eliminate = 3
Damage = 1
Abort = 1
Compare the difference in ASP to the "Standard Game" Air Superiority Air Points on the Air Superiority Chart, e.g. a difference of 5 is Air Advantage. Adjust AWACs advantage appropriately.
Play Note: Use the Standard Game Air Points marker to track points earned.
4.5.3.2.6 OCA/DCA and Strike/Combat Support Interaction
During the Strike Phases or Combat Segments, any Strike/Combat Support Mission can be "Escorted" and/or "Intercepted" by up to 2 air units in an OCA/DCA marker within 2 hexes of or in the same Land Area, Holding Box, or At Sea Box (including any associated Inshore Boxes or Island Land Areas) as the target. Such missions can be "Intercepted" if the mission is Detected, i.e., a D or ED result is achieved on the Advanced Detection Table, i.e. all results are treated as ED.
Any air unit used as an escort/interceptor is placed either in the Flown Box or back on the LASD in the appropriate OCA/DCA box after the mission. If placed on the LASD, the air unit suffers a +1 DRM in any subsequent air combat (mark as per NWSS4 4.5.3.2.3). Being placed back on the LASD can occur multiple times; each time incurs an additional +1 DRM to a maximum of +2, i.e., if placing it back in the LASD would increase it to +3, it is moved to the Flown Box instead.
The decision of which air units will Escort and/or Intercept is made by the player without AWACs Advantage first (or non-Initiative/First Player if no Advantage).
In addition to the above, a player may use an air unit in an OCA/DCA to affect an incoming Cruise Missile strike within 2 hexes of the marker. If choosing to do so, mark the air unit with a +1 DRM [NWSS4 4.5.3.2.3] and apply a +1 DRM to the Cruise Missile Strike (or use NWSS4 4.1.2).
An air unit with a +2 modifier must return to the Flown Box after a mission in which it is used as an escort/interceptor or to affect a Cruise Missile Strike.
4.5.4 Tactical "Wild Weasels"
[Advanced; +5 Allied VP]
Although the non-Allied player chooses this option, the Allied player may also take advantage of it.
Any one air unit capable of conducting a Stand-Off Strike mission can, when forming a Strike or Combat Support mission, be designated as a Tactical Wild Weasel for the purpose of Defense Suppression, i.e., DRMs on the Detection and SAM rolls, or HQ Suppression [NWSS4 4.5.5]. It does not perform the Strike/CS Mission, i.e., it is one of the four units that can be assigned to the mission like a Wild Weasel.
In each Strike Phase, one such unit can be used as a Wild Weasel Strike against each ADF Track marker.
Example: The PRC player is forming a Strike mission. He chooses two H-6s as Strike air units, one J-11 as an Escort, and one JH-7 as a Tactical Wild Weasel for Defense Suppression.
Design Note: While no other nation practices and dedicates units to Wild Weasel missions like some air forces, most certainly do practice air defense suppression at the tactical level. Also, why does the non-Allied player pay? Because that player will benefit more from the option.
4.5.5 HQ Suppression
[Advanced; +0 VP]
Any Wild Weasel, including Tactical Wild Weasels [NWSS4 4.5.4], can attempt to suppress any enemy HQ (Detected or not) during Step 7d of the Strike Phase as a Wild Weasel Strike. After resolving ADF against Wild Weasels (Step 7e), the WW conducts a Strike against the HQ using its appropriate column on the ADF Track row.
Any result against the HQ temporarily suppresses it until the next Strike Phase. The HQ cannot use its DRMs for Detection and SAMs against any other missions, nor its Theater Weapon Defense DRM. In addition, regardless of other Detection rules, only Local ADF applies against any Strikes within 2 hexes of the HQ unless another non-Suppressed HQ can provide Normal ADF.
When using this rule, perform Steps d-e-f of the Strike Phase as normal, except both sides conduct and resolve WW missions, Allied player first; reverse roles for the non-Allied player.
Design Note: HQ Detection doesn't matter because you're striking the ADF assets which are, presumably, radiating detectable energy.
4.6 Collaborative Combat Aircraft (CCA, a.k.a. Loyal Wingmen)
[Advanced; +10 VP opponent]
If a nationality (or group) is specified by GSR or Optional Rules [NWSS4 4.6.1] to have a "Loyal Wingman" program, that player may choose to use this rule at no VP cost. The effects of AI-enabled "loyal wingmen" are as follows:
- All Stand-Off and Dogfight combat conducted by that nationality's eligible air units receives a –1 DRM.
- Ignore any Ad (Advantaged) results against CCA-enabled air units. When a CCA-enabled air unit receives a D or X result, roll a die. On an odd roll, apply the result; on an even result, ignore it.
4.6.1 Current Programs
The only two nationalities currently considered to have programs are the US and PRC. Eligible air units are as follows:
| Nationality | Eligible Air Units |
|---|---|
| US | F-15EX, F-22, F-35 (all), NGAD |
| PRC | J-20, J-31, J-35, J-36 |
4.6.2 Optional Programs
[Advanced; +3 VP per opponent air unit]
Other nationalities may have this option enabled for them for the appropriate VP cost. Eligible nationalities and their air units are listed below:
| Nationality | Eligible Air Units |
|---|---|
| NATO | F-35 (all) |
| RU | Su-57 |
4.7 Combat Support Coordination
[Advanced; +10 VP non-Allied]
Air units that are not from a NATO country, Australia, the Republic of Korea, or the UAE must make a Coordination roll to provide Combat Support. Prior to resolving ADF, make an ER check against the ER of one friendly attacking or defending combat unit or against the ER of an HQ to which those units are subordinate that is within two hexes of the defender's hex. If successful, air units provide their full Combat Support value for that combat; otherwise, it is halved.
Design Note: It's close air support called in by JTACs or FACs…or it's not.
4.8 SNAFU (Command Checks)
[Advanced; + 0 VP]
If players agree, use the following rules. Before Step "g" of the Combat Segment, each player must make a Command Check to determine the effectiveness of the opposing side's command and control in the upcoming combat. Command Checks can result in column shifts [4.8.1] or a SNAFU [4.8.2].
Play Note: Yes, you roll for your opponent's command check.
4.8.1 Command Checks
Make a Command Check for each side, attacker first, i.e., defender rolls for attacker first.
To make a Command Check for an enemy force, the owning player chooses a Command Check Unit (CCU). This unit can be an HQ within Support Range if a subordinate unit is involved, or, if none is available, the Lead Unit. The unit chosen establishes the Command Check ER (CC ER). If the CCU is an HQ, this is equal to its ER; otherwise, it's equal to half the Lead Unit's ER. A player must use an HQ if available.
The checking player then rolls the die and modifies it per the DRMs on the chart.
Compare the result to the CC ER. If the modified die roll is equal to or less than the CC ER, the CCU is in full control of the combat. Shift the combat ratio one column in favor of the CCU's side. If the modified die roll is greater than the CC ER, the CCU is not in control; shift the combat ratio one column in favor of the checking player's side. These shifts can offset.
4.8.2 SNAFU
Instead of gaining a favorable column shift per the above, the player who made the Command Check can use the differential between the die roll result and the enemy's CC ER to roll for a SNAFU.
To determine which SNAFU, if any, affects the enemy, roll a die, and find the result in the SNAFU Table's left-most column. Read across the die roll result's row to the section for the current Weather. Find the column headed by a number equal to the difference between the modified die roll and the CC ER. The result where row and column meet is the SNAFU affecting the enemy force.
Example: The Allied player is attacking with a US HQ and units from two US Formations and a Polish unit. The non-Allied player is defending with a RU HQ and two units from different Formations. Assume the non-Allied player rolled a successful check for the Allied player with +2 DRM against the US HQ ER of 7. This shifts the CRT column one to the right, i.e., favorable for the attacker. The Allied player makes a Command Check for the non-Allied side. The CCU is a Russian HQ with an ER of 6. DRMs are +1 for an additional Formation. The Allied player rolls a 7 modified to 8, which means the Russians have failed their CC. The Allied player can either shift the CRT column an additional one to the right or roll on the SNAFU Table (in Clear weather) using a differential of 2 (roll of 8 – CCU ER of 6). On 0–3, there is a SNAFU result. If the non-Allied side had no HQ, the CCU ER would have been the ER of the lead defending unit, let's assume an ER of 6, halved to 3. So, the roll would have been the same, but the differential would have been 5.
4.9 Cyber Warfare Options
If the NWSS3 Cyber Warfare rules are in play, players can choose these options.
Design Note: "Ephemeral Exploits" should always be used.
4.9.1 Pre-Positioned Malware
[Advanced; +5 VP Allied; non-Allied varies (see below)]
When using the Cyber Warfare rules from NWSS3, the non-Allied player, prior to play, rolls a die and places Hacked! markers in the Allied C2 Sub Network space per the table below. This represents malware that was in place for months or years before hostilities commenced.
- Strategic Surprise: 1d10 divided by three
- Tactical Surprise: 1d10 halved
- Extended Buildup: 1d10
The Allied player may also choose to place Hacked! Markers equal to one die roll, halved (rounded down); however, this adds +3 VP per marker placed to the non-Allied VP Total.
4.9.2 Ephemeral Exploits
As a change to the survivability rules [NWSS3 8.6.1], if the die roll is equal to the Survivability rating, eliminate the CWC from the game rather than placing it two turns ahead.
Design Note: Cyber exploits tend to be fleeting in nature, and, as time goes by, systems will get more and more hardened and resilient.
4.10 Good Ship Lollipop: Sea Transport Option
The current Sea Transport rules do not account for distance traveled, e.g., a unit could use Sea Transport from the US Holding Box to enter Vietnam in a single move. It is currently abstracted for ease of play. Use these rules for a bit more fidelity.
When conducting Sea Transport, anything using Sea Transport moves on the Strategic Display just like naval units and is subject to all the same rules. Assume they have integral transport with a capacity of 2 Stacking Points.
Example: Two brigades (each 2 SP) and an HQ (1 SP) are using Sea Transport. There are three nominal transports moving them: one for each brigade and a half-full one for the HQ.
Each "transport" is subject to Naval Detection, and the rules for Strikes against AMPHs apply to them as well. Unlike the normal rules, however, anything being Sea Transported can be escorted by a CV/CVN, SAG, or AMPH. The latter's values are used to resolve any Strikes against a transport. If alone, a transport has a AAA = 0, but it does not benefit from any CIWS DRMs.
4.11 Carrier Air Wing Rebase
Normally, if a CVN/CV is sent to the GT track or is in Port, its Carrier Air Wing (CAW) is moved to the Flown Box and cannot be used [27.4.1]. Using this option, the player can Rebase the CAW following normal Rebasing rules. The CAW must always Rebase together, i.e., you cannot split it up between several other Basing Boxes. Additionally, the CAW must Rebase to its original CVN/CV at the next opportunity to do so as soon as the carrier returns from the GT track or is fully repaired.
Using this rule, CAWs always Rebase to the Ready Box.
Play Note: This is different from the consolidation described in the Series Rules [27.4.1]. This optional rule allows the CAW to operate from a normal Basing Box, i.e., land-based Airbases.
4.12 Fires
[Advanced; +0 VP]
Design Note: Recently, there has been a shift to more and longer-range fires (i.e., artillery) capabilities, e.g., HIMARS, ATACMs, etc. Unfortunately, the current counter-mix does not lend itself easily to this. The US is shifting back to a more DIVARTY (Divisional Artillery)-centric approach, for instance. [See also NWSS4 4.25]
In addition, better types of rounds and systems coupled with drone spotting and drones as "artillery," e.g. loitering munitions, has made "artillery" more effective. For Supreme HQs, this models that they're either using actual ballistic missiles or artillery with characteristics that are essentially the same.
The first three of these rules, 4.12.1-3 should be used together.
4.12.1 HQ/Artillery Combat Capabilities Recovery
At the end of the Second Supply Phase, an HQ/Artillery unit without an Out of Supply or Isolated marker recovers its Combat Capabilities. An HQ/Artillery unit with a Strike marker recovers only one.
4.12.2 Expanded HQ/Artillery Strikes
To better model recent advances in artillery usage and accommodate expanded capabilities and technology, the following changes apply:
- For non-Supreme HQs, instead of "Other HQ/Arty" or "US HQ" determining the Strike column, use the HQ's/Arty's Range, e.g., an HQ or Arty with a Range of 5 would use the 5-6 column in Flat.
- Supreme HQs use the SCUD/Missile column rather than the "Sup HQ" column.
- HQ/Artillery units can use their Combat Capabilities twice per Combat Segment (but still only once per Strike Phase)
- HQ/Artillery units can use one Combat Capability per Combat Segment or Strike Phase at double the range, in addition to using the other one at normal range.
- HQ/Artillery can Strike Installations, Airfields, Detected Supply Depots, MSUs, and Beachheads. Because of this, move the Collateral Damage step to the last step of each Strike Phase.
Example: In the First Strike Phase, a US HQ conducts a Strike at 10 hexes using the "5" column. In the Initiative Combat Segment, it supports one combat at 7 hexes. In the Second Supply Phase, it recovers both Combat Capabilities. In the Basic Combat Segment, it supports two combats: one at 3 hexes and one at 8 hexes.
4.12.3 Counter Battery Detection
When an HQ, Artillery, or MDTF [NWSS4 4.14.4] unit uses a Combat Capability, it is automatically Detected.
4.12.4 Joint Multi-Domain Task Force
[Advanced; +20 VP non-Allied, per Theater]
There are three US Multi-Domain Task Force (MDTF) counters included in this supplement: MDTF 1, 2, and 3. The Allied player may deploy these units at any time the US Intervention Level is 2 or higher, or when the United States begins the war as a belligerent. No more than one such unit may be deployed per Theater (game). An MDTF can be placed during setup in any hex on an Operational Map, Holding Box, or Land Area in which other US ground and/or air units are present. If an MDTF is present in a Theater, the following effects are enabled.
4.12.4.1 Electronic Warfare Support: All Allied Electronic Detection, ADF Detection, and SAM rolls made in the same location as an MDTF, i.e., Operational Map, Holding Box, or Land Area, receive an additional –1 DRM.
4.12.4.2 Long Range Fires (Combat Capability): During Step 7b of each Strike Phase, an in supply MDTF can conduct a single Missile Strike (as Cruise or Ballistic, Allied player's choice) against any eligible target within range of its location. Alternatively, it can conduct a single Naval SSM Strike against a Detected Naval Unit in an adjacent At Sea Box (or associated Inshore Box or All-Sea hex). This does not consume any type of Missile Points.
4.12.4.3 Combat, Damage, and Destruction: An MDTF is treated like a non-Supreme HQ for all purposes.
4.12.4.4 Cyber Warfare Support: If the Cyber Warfare rules are being used, all US Cyber Attacks receive an additional +1 DRM.
4.13 PRC Air Units
The PRC player can choose to either or both of these rules at the appropriate cost.
4.13.1 H-20 Stealth Bomber
[Advanced; +10 VP Allied]
The PRC H-20 is expected to enter service sometime around 2033. In any game involving the PRC which does not already include this counter, the PRC player may choose this option to include one H-20 unit. It starts in the PRC Ready Box in all scenarios that include PRC air units.
4.13.2 J-36 Stealth Fighter
[Advanced; +5 VP Allied]
The PRC J-36 is the announced 6th Generation stealth fighter. In any game involving the PRC which does not already include this counter, the PRC player may choose this option to include one J-36 unit. It starts in the PRC Ready Box in all scenarios that include PRC air units.
4.14 Net War: Poland, 2nd Ed Options
These options are for use with Next War: Poland only.
4.14.1 Hungarian (un)Rhapsody
[Standard/Advanced; +9 VP Allied]
Due to dissatisfaction with Hungary's participation within the EU across multiple issues, the EU strips Hungary of its right to vote. With that, Hungary withdraws from the Visegrád Group [NWSS2 9.9] and threatens to withdraw from NATO. Its units are no longer available. The non-Allied player can only invoke this rule if the Allied player opts to use the Visegrád units.
4.14.2 Polish Resurgence
[Standard/Advanced; +10 VP non-Allied]
The Allied player may choose this option to increase all Polish ground units' Efficiency Rating (ER) by one.
Design Note: The Poles have undertaken a massive and serious rearmament and training program.
4.14.3 Been There, Done That
[Advanced; +variable VP Allied]
In any Advanced Game scenario, the non-Allied player may choose to include DPRK independent Light Infantry Brigades (17, 60, 61 Sniper, 38, 48, 58 Airborne). Sniper brigades cost 4 VP each; Airborne brigades cost 3 VP each. These arrive on GT4 as reinforcements. If Sniper brigades are chosen, those rules are in play [NWK2E GSR 3.1]. Apply a +2 DRM if DPRK units attack with any other non-Allied units.
Play Note: This option requires ownership of Next War: Korea (either edition).
4.14.4 Practice Makes Habit – Strike Combat Experience
[Advanced; +5 VP Allied]
The non-Allied player may choose to alter all Russian Pilot Skills by –1 for Air Strike missions (only) but never below -2, e.g., a +1 becomes 0.
Design Note: The Russian air force has had extensive practice perfecting their reconnaissance-strike complex.
4.15 Additional SOF Missions and Availability
[Advanced; +0 VP]
In addition to the mission types listed in the Series Rules [20.2], SOF markers can also conduct two new missions. Rather than going to the Used box after an SOF Phase Mission, all surviving SOF markers are placed in the Available box.
4.15.1 Get 'r Done
As an exception to the Series Rules [20.21], players may assign additional SOF markers to the same mission during the SOF Phase. Only one roll is made, but each additional marker provides a –1 DRM to the roll, e.g., two SOF markers are assigned to Raid the Detection marker, a –1 is applied to the roll. Both SOF markers still roll for Survival.
4.15.2 Combat Support
During Step 2.a.3 (Combat Segment) of a Combat Phase, a player can, when allocating Air and/or Attack Helicopter support, also allocate one available SOF marker. The marker provides one column shift (left if defending, right if attacking).
4.15.3 COIN Support
If an SOF marker was used as Combat Support [NWSS4 4.21.1], it may remain in or advance into the hex after combat if a Clearing Marker will be placed or is present. At the beginning of Step 9 (Conduct Clearing Operations) of the Reorganization Phase, one available SOF marker can be placed in any hex containing a Clearing Marker to conduct COIN operations. The SOF marker provides a +1 DRM to the Clearing Operation roll.
4.15.4 Survival and Usage
Survival rolls are made after any Combat resolution or Clearing Operation resolution. If a SOF marker was used for both Combat and Clearing, a single roll is made after the latter. Consider the marker to have conducted a Raid. Surviving SOF markers are placed in the Used box after making their Survival roll.
4.15.5 Elimination and Reconstitution
When a SOF marker is eliminated using this option, after any Survival roll place it one turn ahead on the General Records Track. It returns as a reinforcement in that turn. This is in addition to any other SOF marker reinforcements.
4.16 Naval Combat Support/Bombardment/Surface Combat Values
[Standard (Combat Support)/Advanced (both); +0 VP]
All SAG and AMPH Combat Support values are reduced to (or remain at) 1. The number on the counter is only used when conducting Naval Surface Combat or Bombardment, e.g., a US SAG is a Naval 3 when attacking another Naval Unit, but, when providing Combat Support, it is reduced to a 1.
CV/CVNs cannot provide Combat Support nor conduct Naval Bombardment.
Design Note: The combat value of Naval Units is, unfortunately, a legacy amalgamation and huge abstraction across Combat Support, Bombardment, and Naval Surface Combat values. As for those CVNs/CVs, their escorts are busy protecting the High-Value Target.
4.17 Unmanned Surface Vehicles (USV)/Autonomous Undersea Vehicles (AUV)
[Advanced; +0 VP]
Both players start with the USV/AUV Threat markers in the "4" box on the Submarine Threat & ASW Track. At the beginning of the Naval Surface Combat step in any non-Storm turn, each side, Initiative/First Player first, can reduce the marker by one and conduct one Naval 2 SSM attack against any Point Detected Naval Unit in an All-Sea hex. The attacked Naval Unit must be within 10 hexes of a friendly-controlled Port. This attack is a Naval SSM attack, e.g., CIWS ADF applies.
Design Note: Recent events have shown these vehicles to be relatively capable, although countermeasures have already been developed, thus limiting their usefulness. Still, they are enough of a threat that they should be modeled. The CIWS AAA defense simulates countermeasures.
4.18 Transport Options
4.18.1 Heavy Lift Assets
[Standard/Advanced; +0 VP]
Current Air Transport rules are limited to moving Leg or Airborne Motorized or Mechanized units. If players agree, this rule can be used to move other Motorized and Mechanized units as well. Follow the rules for Air Transport [8.5] except as altered below for non-Airborne Motorized and Mechanized units.
Upon arrival, flip the unit to its reduced side and place an Interdict Strike 2 marker on the unit. In each subsequent friendly Movement Segment that allows Air Transport, if the unit can trace an LOC to a friendly-controlled Airbase within its Movement Allowance, the player can use Air Transport points (equal to the unit's Stacking Points) to reduce the Interdict Strike marker, i.e., from 2 to 1 or 1 to none; otherwise, it remains.
Once the marker is removed, flip the unit to its full-strength side. The Interdict marker affects the unit's values as if it were a Strike marker, i.e., reduces AS, DS, MA, and ER. Regular Strike markers are tracked separately, and this effect is cumulative with them; however, the maximum is Strike 2, e.g., an Interdiction Strike 1 and Strike 2 are treated as a Strike 2.
Design Note: This represents using multiple lifts to move the unit personnel and vehicles.
4.18.2 Airborne Limits
[Advanced; +0 VP]
Most Airborne forces aren't completely Paradop-capable. To simulate this, after moving via Airborne Movement/Paradrop, place an Interdiction Strike 1 marker on the unit. This is in addition to any result from the Paradrop table, and it affects the unit as if it were a Strike marker; however, the maximum is Strike 2, e.g., an Interdiction Strike 1 and Strike 2 are treated as a Strike 2. If, in a subsequent Movement Segment, it can trace an LOC to a Supply Source (including Airborne Supply), remove its Interdiction Strike marker.
Play Note: Pay attention to the order of things in the SOP, i.e., hex control doesn't occur until the end of the turn…
4.19 Bell V-280 Valor/MV-75
[Advanced; +10 VP non-Allied]
The Allied player may choose to use the new Future Long-Range Assault Aircraft, which does, indeed, come with a much longer range. US units, only, using non-AMPH Airmobile Movement now have a range of 48 hexes.
4.20 Entrenchments
[Standard/Advanced; +0 VP]
Any combat unit can entrench. To entrench, the unit must be within 4 Motorized MP of an HQ to which it is subordinate* and spend its entire MA. The unit can be in any non-Fortification hex or Land Area. It takes two friendly consecutive Movement Segments in which the unit is eligible to move to entrench. In the first Movement Segment, a unit starts the process, rotate the unit 90°. At the end of the second Movement Segment, rotate the unit another 90° (180° total). Once entrenched, the marker affects any units in the hex. Other units entering the hex are also entrenching or entrenched (rotate them appropriately). If an entrenching or entrenched unit leaves the hex, rotate it back to normal. If a unit fails to spend two consecutive segments entrenching, rotate it back to normal.
"Entrenching" units are treated normally. When "Entrenched," in addition to any other terrain effects, the following are in effect:
- Shift one column left when defending
- +1 DRM on all Strikes
- Negate attacking Armor/Mechanized bonuses [9.4.2/9.4.3]
- Units may roll to Voluntarily Ignore Retreats [9.8.3]
*For the Standard Game, ignore this requirement unless you use the Optional Supply Rules, in which case the hex must be within range of a Supply Source.
4.21 Stealthy No More
[Advanced; +0 VP]
4.21.1 Air to Air Combat
After a Stealth air unit conducts Long Range fire, if the target is not Eliminated or Aborted it immediately makes a Detection roll. On the Advanced Detection chart, use the column equal to the target's Air-to-Air rating (before applying any Damaged result), but do not apply the Stealth DRM. If the Stealth air unit is detected, the target air unit can return fire after applying the result, if allowed by the round, i.e., it has Long-Range. Repeat this process for Stand-Off combat.
4.21.2 Strikes and Combat Support
After conducting a Strike or Combat Support Mission consisting solely of Stealth air units, if the unit was not Detected prior to the mission, do not apply the Stealth DRM to the post Mission AAA fire [24.6].
Design Note: In the rules as written, as an abstraction, Stealth air units are immune to Long Range and Stand-Off fire. For a more nuanced view of this, use the following sequence when Stealth air units are involved in air combat. Why? It's because the stealth unit loses its advantage momentarily when opening its bay doors to fire its missiles.
4.22 Persistent Chemical Weapons (PCW)
[Advanced; +10 VP Allied]
Design Note: The current Chemical Weapons rules assume that, if used, they will be non-persistent agents deployed for tactical purposes. This rule allows the non-Allied player to use persistent agents as a strategic and operational weapon.
During any pre-game missile strikes, the non-Allied player can declare up to four Ballistic and/or Cruise Missile strikes to be Persistent Chemical Weapons attacks. Roll for the Strike as normal, but, if a 1, 2, or X result is obtained, place a Persistent Chemical Weapon marker rather than Strike/Destroyed marker.
If the target is a Port, Airbase, or Airfield, it is permanently Destroyed for the duration of the game. If the target was an Airbase or Airfield, roll for Collateral Damage. In addition, immediately move one air unit to the appropriate Abort Box.
If the target hex contains a City or is an Urban hex, the Allied player receives 3 additional VP to his VP Total, and, if nuclear weapons are available, the Allied player receives Nuclear Weapons Release.
Placement of a Persistent Chemical Weapon marker does not use Chemical Weapons Points, nor are they ever removed from the map.
4.23 Submarine Rules Update
Add the two Iranian Submarine Markers to the Iranian OOB at setup if using the Submarine rules from NWSS1, 2 & 3.
They cannot be replaced.
Play Note: There wasn't room to include markers in this supplement. I recommend using markers from some other game for now.
4.24 Random Events
A new Random Events table is included with this supplement. These are intended to inject a little more chaos into the situation. They should only be used with the Advanced Game.
4.25 Optional US Army Order of Battle Update (all)
[Standard/Advanced; +0 VP]
This is an entirely new, optional, counter-mix for US Army HQs and combat units reflecting the Army's 2030 plans. This OOB comes with new rules.
4.25.1 Corps HQs
Rather than being optional, Corps HQs are present in all Advanced Game scenarios.
4.25.1.1 Arrival
The I Corps HQ arrives per its Reinforcement Schedule and must remain in the Korean Theater, i.e., NWK2E. V Corps HQ starts and must remain in the Poland Theater, i.e., NWP2E. Other Corps HQs arrive (Allied player's choice of which: III or XVIII in each instance) when the second US divisional HQ arrives as part of any Reinforcement Schedule in any Theater. There can be no more than two Corps HQs in a Theater.
Play Note: When we say "Theater" we mean game. Theater is the term used in the Combined Game Rules [NWSS4 2.0].
4.25.1.2 Subordination
The Allied player must designate which divisions are subordinate to which Corps HQ. No more than three US or Multinational (MND-[x]) divisions can be assigned to a single HQ. The Allied player may change the subordinate divisions in each Reinforcement Phase.
4.25.1.3 Combat Support, Strikes, and Range
Corps HQs and 210/2 MLRS have a "Range" of 16. Each can conduct an HQ Strike or provide Combat Support (for subordinate units [4.25.1.2]) at that range, but the strength for Combat Support is quartered, i.e., 4. When using this optional OOB, US HQs cannot take advantage of the extended range in NWSS4 4.12.2.
4.25.2 Modular C2 Brigade Subordination
US units can trace to any HQ for LOC or Isolation purposes. However, any attack involving brigades from more than one division incurs a +1 DRM.
4.25.3 New Divisional Unit Reinforcement Arrival
All the divisions have new units attached, i.e., MPF, Artillery, Arm Cav. These units always arrive as a reinforcement or set up when their HQ arrives or sets up.
4.25.4 11th Airborne and 25th Division
The 11th Airborne division was introduced in Supplement #3. It no longer replaces the 25th Division units. Instead, all its units arrive two turns after the last 25th Division unit arrives in any scenario.
4.25.4.1 Airborne/Airmobile Artillery
These three units, Arty/11, Arty/82, and Arty/101 are double-sided with each side showing a different Movement Type. They are not two-step units. The Allied player can choose which Movement Type to use within the following rules. On their Leg movement side, they are eligible for Airmobile and/or Airborne Movement. In any Supply Phase in which a Leg-side Artillery unit can trace an LOC to a Supply Source other than Airborne Supply, it can be flipped to its Motorized Movement side. Alternatively, the Allied player can use one point of Air Transport Limit during a Movement Segment, subject to ADF, to flip the unit if it is tracing LOC to an Airborne Supply marker. Otherwise, the unit can freely flip between Movement Types at the beginning of any Movement Segment.
4.25.5 2 Infantry Division (NWK2E)
The BCTs for 2 ID set up differently in Next War: Korea. The HQ/2, AH-64/2, Arty/2, and 210/2 MLRS Brigade start all scenarios in Camp Humphreys (S2606) [NWSS2 1.0]. Unless serving as the rotational brigade (see below), 1/2 arrives as part of reinforcement packet D, and 2/2 arrives as part of reinforcement packet F (unless 1/2 is the rotational brigade, in which case it arrives as part of D).
Additionally, place all SBCT brigades from 1, 2, 3, 1Arm, and 1C divisions into a cup and randomly draw one. That brigade starts anywhere in South Korea as the rotational brigade.
5.0 Alternate Advanced Game Air System 2.0 (AAGAS2) Updates
5.1 Set Calculated Base
The process of calculating the DRMs for ADF can be, shall we say, tedious. Insert a new step at the beginning of the Air/Naval Phase: Set Calculated ADF Base.
In this step, calculate the known values for ADF for each side from the point of view of the flying side, i.e., Air Superiority value and Normal ADF DRM, and mark it on the ADF Track using the "ADF DRM +/-" markers provided. This value is recalculated in Step 7d if there are any Wild Weasel Strikes.
Example: The non-Allied player has AWACs Advantage of 3 and achieved Air Superiority with the Allied player's DET at 5 and SAM at 7. Set the non-Allied DRM marker to +4:
- Average DET/SAM = 6
- –1 non-Allied Air Superiority
- –1 non-Allied AWACs
Assuming the non-Allied player's DET/SAM is 7 and 7, respectively, set the Allied player's marker to +9:
- Average DET/SAM = 7
- +1 non-Allied Air Superiority
- +1 non-Allied AWACs
5.2 Package Marker [NWSS3 7.1] VPs
Each eliminated PM is worth 2 VP.
5.3 Escorts [NWSS3 7.3.4]
A clarification on Escorts. Both the Escort and the Strike/CS PM ADE values are used to modify the ADF roll. The Escort is also subject to ADF results. If ADF results in Mission Elimination, the owning player chooses one of the PMs to eliminate. The other is Aborted.
5.4 Strike Targets and PMs [NWSS3 7.3.5]
The sequence is (1) draw PMs, (2) declare target, i.e., you get to see what you have on hand before deciding on the target.
5.5 Using AAGAS2 with Cyber Rules
When using the new Cyber rules with the AAGAS2 rules, the IADS effects change as follows:
CAP: Randomly remove two PMs from your opponent's Ready Draw and place them in the Available Draw.
SAMs/DET: Apply a +1 DRM to the ADF roll.
6.0 Insurgency Update
There have been several changes to Orders of Battle since Insurgency was published. The following rules and scenarios update the setups and reinforcement packets for several scenarios, as well as provide new ones:
6.1 Rules Updates
6.1.1 Additional Breakdowns
Add the following to the list of Breakdown Units [NWSS2 5.1] (to support Iranian units):
- IRI Arm Bde – 1 x breakdown battalions
- IRI Mech Inf Bde – 2 x breakdown battalions
- IRI Inf Div – 3 x breakdown battalions
- Gulf Ally Bde – 2 x breakdown battalions
6.2 United State of Korea (NWSS2 8.1)
US (assumes NWK2E/NWSS3)
- N2002 – 2 HQ, 1/2, AH-64/2
- N2004 – 2/2
- N2104 – 81/2
ROK
- N2200 – 32HR/2 OC
- N2100 – 31HR/2 OC
- N2512 – 39HR/2 OC
- N2711 – VI/G OC HQ, 5 Arm/VI
- N2909 – 28/VI
- N3112 – 5/VI
- N1815 – VIII/G OC HQ, 22/VIII
- N1415 – 23/VIII
- N1715 – 102/VIII
- N1903 – 2 OC HQ, 2QRD/2 OC
- N1504 – 37HR/2 OC
- N1606 – 60M/G OC
- N2306 – 39HR/G OC
- N2407 – 66M/G OC
- N2408 – 50HR/2 OC
- N2508 – 53HR/2 OC
- N2008 – 73M/G OC, 1 x AH-1 (use the replacement AH-64s if available instead)
- N2010 – 75M/G OC
- N1609 – G OC, 3/G OC
- N1811 – 52HR/G OC
- N1309 – 7/II
- N1109 – 27/II
- N1212 – II/G OC HQ, 15/II
- N1113 – 36HR/G OC
- N2515 – III/G OC HQ, 20/III
- N2617 – 12/III
- N2903 – 21/III
- N3201 – 1/I
- N3700 – 51HR/G OC
Reinforcement Packets
- Add to the Japanese row: Amph Bde and change to 8 points.
- Change last row to ROK 1 Marine, 2 Marine (4 points each).
6.3 Poland Partitioned (NWSS2 8.5)
The changes below assume NWP2E and that you are using just the original Operational Map, i.e., not the Extension Map. (See NWSS4 6.3.1 for including the latter.)
RU (assumes NWP2E)
- 2014 – 252/3
- 2016 – 433/4GT
- 2111 – 3/20 HQ, 237/3
- 2206 – 182/144
- 2207 – 488/144
- 2210 – 752/3
- 2406 – 20/WMD HQ, 144/20 HQ, 228/144
- 2414 – 13/4GT
- 2511 – 291/42 Gds
- 2607 – 71/42 Gds
- 2619 – 4GT/1GT HQ, 12/4GT
- 2704 – 45 Arty/Kalin, 79 Gds/Kalin
- 2710 – 42 Gds/58 HQ, 70/42 Gds
- 3019 – 2 Gds/1GT HQ, 237/2 Gds
- 3106 – 336 Gds/Kalin
- 3109 – WMD HQ, 61
Belarus
- 3619 – 38 Mobile
- 3722 – Mi-24
- 3920 – Northwest Arty, 120Gds/NW
- 4120 – Northwest HQ, 19/NW
- 4122 – 103 Mobile
- 4514 – West Arty, 11/West
- 4618 – West HQ, 6/West
Reinforcements
Add:
- 5/EMD – 10
- 36/EMD – 5
6.3.1 Lithuanians Arise!
Use the following changes to include the Expansion Map:
RU
- O1 – 57/5
- 4703 – 70/5
- 5000 – 59/5
- 5104 – 60/5
- 5802 – 5/EMD HQ, 20/5 Arty, 305/5 Arty
Remove 5 EMD from the Reinforcement Packet list. The Insurgent player gets an additional PAC and three DACs. No more than four Cadres of any kind can set up in Lithuania.
6.4 Persian Recursion
After the dust settled from an invasion of Iran to secure the oil… err…stabilize the country, the US settled into an uneasy peace trying to keep the oil flowing…err…basic services enabled for the people of Iran.
This Insurgency [see NWSS2] scenario is intended for use with Next War: Iran.
Game Length: 12
Play Area: Iran; use the Operational map from Next War: Iran. The Strategic Display and Island Land Areas are not in play.
Sides: The US is the COIN player. Iran is the Insurgent player.
Initial Setup: COIN player sets up first.
COIN Scenario Specifications:
Allocations: 10 Supply Points; 4 Airmobile Points; 6 US SOF markers, 2 FR SOF markers, 2 CW SOF markers, 1 Israeli SOF marker; 2 Supply Depots. Air Transport Limit – 4. Sea Transport Limit – 4. AWACs Advantage – 4.
Replacement Points: All: Unlimited. but see Victory Conditions.
Setup: The COIN player can freely set up the units in the following list. For players who prefer a "canned" setup, we have provided a hex number.
United States
- 6218 – HQ/101, 2/101
- 6018 – 1/101
- 3918 – 3/101
- 1003 – HQ/10 Mtn, 3/10 Mtn
- 0605 – 2/10 Mtn
- 0306 – 1/10 Mtn
- 2606 – HQ/25, 4/25
- 2507 – 3/25
- 3207 – 2/25
- 3803 – 1/25
- 0803 – 173
- 1412 – 11 MEU, 2/7, 3/7
- 1512 – 1/4, 1/7, 3-LAR
French
- 2208 – 1 RCP, 2e REP
- 2209 – 2e RPIMA
- 2608 – 3 RPIMa, 8 RPIMa
UK/AU
- 1007 – 16 UK
- 1108 – 2 Gurka, 2 RAR (AU)
- 1806 – 9 (AU)
Free Setup: AH-64/101, AH-64/10 Mtn, AH-64/25, AH-64/16 UK, 1 x USMC AH-1Z, 1 x US CVN BG, 1 x US SAG, 1 x AMPH, 3 x MSUs.
Place the Saudi Arabia, Qatar, and UAE combat units in an opaque container. Draw and freely set up two of them anywhere in the play area.
After Insurgent setup, if using the "canned setup", roll a die, the COIN player may alter the setup for half that number of units. The COIN player may, instead of moving a unit, conduct a breakdown with a unit. Any breakdown units created this way may alter their setup. Units can move to any hex in play; if they are moved to a Population Center with an Insurgent unit, place a Clearing marker.
Insurgent Specifications: Use "red" insurgent units. The Insurgent player randomly draws 14 Direct Action Cadres, without looking at the Active side, and 4 Political Action Cadres. Half must be placed on or west of 27xx and half on or east of 28xx. Place them, no more than one per hex, anywhere in Iran that is not occupied by or in the ZOC of a COIN unit. Once all are placed, the Insurgent player can examine the Active side.
Initial Insurgency Points: 10
PACs per Turn: 2
Scenario Special Rules:
- Initiative: The Insurgent player is automatically the First player on GT1. Determine First player normally thereafter.
- Weather: The Insurgent player can choose the season for the game and the weather for GT1. After that, determine the weather normally.
- Supply and Subordination: COIN units can trace an LOC to any City, Airbase, Airfield, or Port with a length of 6 Motorized MPs. In addition, all COIN combat units are subordinate to all COIN HQs.
- Air Points: The COIN player rolls on column #1 (Allied Results) of the Next War: Iran Standard Game Air Points chart for Air Points each turn. CW and FR have intervened.
- Breakdown Units: The COIN player uses the green breakdown units for US, FR, and CW (UK and AU) units. Blue breakdown counters are used for Gulf Allies.
- OMZ and Insurgent Rally: Only the Insurgent player can enter OMZs. One DAC can be placed in each OMZ for one Insurgency Point each. Insurgents can Infiltrate into a Population Center adjacent to the OMZ, but they cannot Infiltrate through a hex adjacent to the OMZ.
- Reinforcements: US receives 4 Supply Points each turn and 1 x SOF marker on every even turn.
Reinforcement Packets
| Units | VP Cost |
|---|---|
| US 82 Division [5 units] | 8 |
| UK 3 Cdo [4 units] + UK AMPH + FR 13 Demi | 6 |
| USMC (any 3 Inf battalions + 1 LAR + 1 MEU HQ + 1 AH-1Z + US AMPH) | 10 |
| USMC (any 4 inf battalion) | 4 |
| USMC III MEF HQ | 3 |
| AU 1st Division [5 units] | 6 |
| Saudi Arabia 1 Abn or SOF marker* | 3 each |
| Qatar (Armor Bde) or SOF Marker* | 3 each |
| Qatar (each Mech Inf Bn)* | 2 each |
| UAE (each Inf Bde) or SOF Marker* | 3 each |
| US/CW/FR SOF Markers* | 2 each |
* When choosing these packets, any or all units/markers may be chosen, and the cost is per each one.
Reinforcements can arrive in any COIN-controlled Port (Motorized/Mechanized) regardless of Port Capacity or Airbase/Airfield (Leg and Airmobile/Airborne).
- Replacement VP Costs: The Insurgent player receives VP (directly to the VP Total) for each REPL as follows: 1 VP for every 2 REPLs or part thereof used in a turn.
Victory: At the end of GT12, if the VP differential is 18 or less, the game ends in a draw; otherwise, the player with more VPs wins.
6.5 Down with the Ayatollah!
Protests erupt across Iran in the wake of police brutality, and the people, finally having had enough, revolt against the government. Iran descends into a counterinsurgency fight.
This Insurgency [see NWSS2] scenario is intended for use with Next War: Iran.
Game Length: 12
Play Area: Iran; use the Operational map from Next War: Iran. The Strategic Display and Island Land Areas are not in play.
Sides: Iran is the COIN player(s). Iran is also the Insurgent player (you know what I mean).
Initial Setup: COIN player sets up first.
COIN Scenario Specifications:
Allocations: 20 Supply Points; All SOF markers; 2 Supply Depots. Air Transport Limit – 2. Sea Transport Limit – 2. AWACs Advantage – 4.
Replacement Points: COIN: GT1+ = 3
Setup: The COIN player can freely set up the units in the following list. For players who prefer a "canned" setup, we have provided a hex number.
- 2606 – 1/1 IH, 2/1 IH, 3/1 IH
- 2507 – HQ/MoM, 2IS/MoM
- 2208 – 19 Fajr/MoM
- 2209 – 33aM/MoM
- 2309 – 14IS/MoM
- 0803 – HQ/92 Arm, 1/92
- 1003 – 2/92
- 0402 – 3/92
- 0306 – HQ/SW, 72 IND/SW
- 1007 – 37 IND/SW
- 1512 – HQ/Qods, 38ZoI/Qods
- 1412 – 110 SF/Qods
- 0910 – 1 SaZ/Qods
- 1809 – 1 SaS/Qods
- 3207 – HQ/SoS, 8 Najaf/SoS
- 3105 – 44QBH/SoS
- 3406 – 14IH/SoS
- 3312 – 18aG/SoS
- 3918 – 1/2, 2/2, 3/2
- 6018 – 1/HSS, 2/HSS, 3/HSS
- 6218 – HQ/SE, 3AH
- 4918 – HQ/88 Arm, 1/88 Arm
- 4617 – 2/88Arm
- 5217 – 3/88Arm
- 5618 – 38 Ind/SE
- 5213 – HQ/30, 1/30
- 5012 – 2/30
- 5313 – 3/30
- 3911 – HQ/77, 1/77
- 3812 – 2/77
Free Setup: 25 Cdo, 35 Cdo, 3 x AH-1
After Insurgent setup, if using the "canned setup", roll a die, the COIN player may alter the setup for half that number of units. The COIN player may, instead of moving a unit, conduct a breakdown with a unit. Any breakdown units created this way may alter their setup. Units can move to any hex in play; if they are moved to a Population Center with an Insurgent unit, place a Clearing marker.
Insurgent Specifications: Use "blue" insurgent units. The Insurgent player randomly draws 14 Direct Action Cadres, without looking at the Active side, and 4 Political Action Cadres. Place them anywhere in Iran, one per hex, that is not occupied by or in the ZOC of a COIN unit. Once all are placed, the Insurgent player can examine the Active side.
Initial Insurgency Points: 10
PACs per Turn: 2
Scenario Special Rules:
- Initiative: The Insurgent player is automatically the First player on GT1. Determine First player normally thereafter.
- Weather: The Insurgent player can choose the season for the game and the weather for GT1. After that, determine the weather normally.
- Air Points: The COIN player rolls on column #1 (non-Allied Results) of the Next War: Iran Standard Game Air Points chart for Air Points each turn.
- Reinforcements: The COIN player receives 1 x SOF marker on every even turn.
Reinforcement Packets
| Units | VP Cost |
|---|---|
| 58 Cdo [4 units] | 7 |
| SOF Marker* | 3 each |
| Kar Corps | 10 |
| SoA Corps | 8 |
| Any one RU Airborne Division [3 units] | 8 |
| RU Air Support (+12 Air Points per turn) | 10 |
* When choosing this packet, any or all available markers may be chosen, and the cost is per each one.
Reinforcements can arrive in any COIN-controlled City.
- Replacement VP Costs: The Insurgent player receives VP (directly to the VP Total) for each REPL used as follows: 1 VP for every 2 REPLs or part thereof used in a turn.
Victory: At the end of GT12, if the VP differential is 15 or less, the game ends in a draw; otherwise, the player with more VPs wins.
7.0 New Scenarios
7.1 The Oil Must Flow!
This scenario is intended for use primarily with Next War: Iran; however, it requires counters from both Next War: Poland, 2nd Ed. (for Russia) and Next War: Vietnam (for China). With apologies to Frank Herbert…
Introduction
Protests erupt across Iran in the wake of police brutality, and the people, finally having had enough, revolt against the government. Iran descends into chaos as factions vie against factions. The major world powers move in to secure the main petroleum processing facilities under the guise of stabilizing the situation.
This scenario is a 3-player scenario: the US (and, potentially, its CW, FR, and Gulf allies) vs. the Russians vs. the Chinese. Each player is trying to secure and hold all the Petroleum Facilities.
Game Length: Variable (see SSR 12).
Play Area: The entire Operational Map and Strategic Display are in play.
Scenario Start: Players should follow this order:
- Determine sides: US, PRC, RU [SSR #1].
- Determine Iranian forces control [SSR #1].
- Determine which Gulf Allies are in play.
- Choose optional rules (see below).
- Determine when PRC/RU reinforcements will arrive [SSR #2].
- Conduct Setup (in this order: US, PRC, RU) [see below].
- Roll for Season and Weather [SSR #3].
- Determine turn order [SSR #4].
- Conduct pre-game Movement and Combat [SSR #5].
- Begin play.
Initial Setup and Optional Rules: Setup order is as follows: RU, PRC, US. Players can choose NWI optional rules, but half the cost of each option chosen is given to each opponent (odd points are lost) unless it benefits the player, in which case that player keeps them all, i.e., US Readiness would give the US player 12 VP. The following options cannot be chosen: NWI 16.2, 16.8, 16.11, 16.12, 16.19. If players agree to use 16.17, all sides are treated as Invaders, and there is no VP cost.
There is no VP cost for RU/PRC Intervention.
Reinforcements/Replacements: Use the appropriate reinforcement schedule for each nationality as specified in their setup instructions.
RU Scenario Specifications:
Air Defenses: Detection – 8; SAMs – 8; AAA – 2
Allocations, Setup, & Reinforcements: Use the Extended Buildup setup, Replacement, and Reinforcement Schedule. Ground units set up in the RU Holding (Basing) Box or OMZ 3. Add 8 Ballistic Missile Points and an additional SOF marker.
Air Transport Limit: 4
Add to the Reinforcement Schedule: 90GT (see SSR #13) [from Next War: Poland, 2nd Edition]. Players will also need RU ADF, VP, Missiles, and Control markers from that game.
PRC Scenario Specifications:
Air Defenses: Detection – 8; SAMs – 8; AAA – 2
Allocations, Setup, & Reinforcements: Use the Extended Buildup setup, Replacement, and Reinforcement Schedule. Ground units set up in the PRC Holding (Basing) Box or OMZ 4. Do not set up the PRC SAG. Add 8 Ballistic Missile Points and an additional SOF marker.
Air Transport Limit - 4
Add to the Reinforcement Schedule: 83 GA (see SSR #13) [from Next War: Vietnam]. Players will also need PRC ADF, VP, Missiles, and Control markers from that game.
US (and Allies) Scenario Specifications:
Air Defenses: Detection – 6; SAMs – 6; AAA – 2
US Allocations, Setup, & Reinforcements: The US uses the Tactical Surprise setup, Replacement, and Reinforcement Schedule.
CW, FR, and Gulf Allies: VPs "spent" for Allies are evenly split between RU and PRC (odd points are lost). Use the Tactical Surprise setup, Replacement, and Reinforcement Schedules for CW and FR if they intervene. Ignore all DRMs for Airbase Usage Rights and/or Full Intervention [GSR 17.4.1].
Example: The US wants to guarantee Saudi Air Basing with 9 VP. In addition, the US has the French and CW intervene at Level 1 for 12 more VP. Both RU and the PRC get 10 VP (the odd VP is lost). Carrying on the example from SSR #2, initial Total VP, not accounting for optional rules, is: US: 18, RU: 25, PRC: 25.
Iranian Scenario Specifications: [SSR #1b]
Air Defenses: Detection – 6; SAMs – 6; AAA – 2 [SSR #11]
Allocations, Setup, & Reinforcements: Iranian forces do not receive replacements. Use the NWI Tactical Surprise setup and reinforcement schedule. Only Iranian ground units, Patrol Boats, and Naval SSMs are used (no Iranian Attack Helicopters, SOF, air units, points (of any kind), etc.).
"West of 27xx" in the setup instructions includes the Island Land Areas. Only Leg units can set up in Qeshm or Island Land Areas.
Scenario Special Rules
-
Side and Iranian Forces Control: Prior to beginning the scenario, the players secretly bid VP for who will control which side (US, PRC, or RU) and which Iranian forces (IRGC, IRIGF, or IRIN) in the scenario.
a. Side Control: Each player writes down an initial bid and reveals it simultaneously. A player can only control one side. Tied bids require another, additional, bid between the tied players. Sides are chosen in bid order with the high bid choosing first. Bids must be in even numbers and are split, as Total VP, amongst opponents.
Example: Johan bids 6 and both Chris and Justin bid 4. Johan wins first choice and chooses the US. Chris and Justin bid off with Chris bidding another 2 while Justin bids 0. Chris chooses RU leaving Justin with the PRC. The US (Johan) gets 5 VP (2 from each initial bid and 1 from the final bid). RU (Chris) gets 5 VP (3 from Johan's initial bid and 2 from Justin's two bids. The PRC (Justin) gets 6 VP (3 from Johan's initial bid and 3 from Chris' two bids). Total VP, before choosing optional rules, will be US: 5, RU: 5, PRC: 6.
b. Iranian Forces Control: Then, each player writes down an initial bid to control a branch of the Iranian military [NWI GSR 3.1]. Each player writes down the initial bid and reveals it simultaneously. A player can only control one branch. Tied bids require another, additional, bid between the tied players. Branches are chosen in bid order with the high bid choosing first. Bids must be in even numbers and are split, as Total VP, amongst opponents.
Example: The US player bids 6 and both the PRC and RU bid 4. The US wins first choice. RU and PRC bid off, and the PRC bids another 2 while RU bids 0. The US gets 5 VP (2 from each initial bid and 1 from the final bid). RU gets 6 VP (3 from the US' initial bid and 3 from the PRC's two bids. The PRC gets 5 VP (3 from the US' initial bid and 2 from RU's two bids). They then choose branches in the order: US, PRC, RU. Using both examples, initial Total VP, before choosing optional rules, will be US: 10, RU: 11, PRC: 11.
-
Russian/Chinese Reinforcement Ground Unit Entry: Mechanized and Motorized units are considered to have driven into Iran after "negotiating" passage through Georgia and Armenia/Azerbaijan (for Russia) and Pakistan (for China). Before the game begins, the Russian and Chinese players each rolls a six-sided die (you will have to provide your own). The number rolled is the turn that those ground units can be placed as a reinforcement. Each player can spend 2 VP to lower the number rolled by one but never below 2. These VP are awarded to each opponent.
Victory
Players earn 1 VP per non-Destroyed, Controlled Petroleum Facility at the end of each turn except for the last turn, when each one provides VP as follows:
- Non-Destroyed = 8
- Strike 1 = 6
- Strike 2 = 4
- Destroyed = 2
These are the only VPs earned in the game in addition to bids, CW/FR intervention selections, RU/PRC reinforcement acceleration, and optional rules. They are applied during Step 1 of the Victory Determination Phase.
The player with the most VP at game end wins.
7.2 "Only the Dead"
Russia, bogged down in Ukraine, enacts a desperate plan. Using material sourced from Iran, they detonate a nuclear device off the coast of Israel. The US, led astray by forensic evidence and at the urging of the military industrial complex and pro-Israel lobby, has no choice but to go to war with Iran. China, seizing the moment as the US is distracted by trying to support both Ukraine and its war in the Middle East, invades Taiwan.
This scenario uses only Next War: Iran and Next War: Taiwan.
Design Note: See the Jack Carr book of the same name. This is a variant of the NWI GSR 17.9 Opportunity in Distraction scenario except you play both games – preferably using the Combined Games rules!
Game Length: 16
Scenario Special Rules:
-
Scenario: Setup per the Strategic Surprise scenario in each Theater.
-
International Involvement: The following lists the nationalities involved on each side. No other nationalities are available. They intervene at Level 4 at no cost in VP.
Allied:
NWT and NWI: US, CW, FR
NWT: Japan, Vietnam, Philippines, Malaysia, Indonesia
Non-Allied:
NWI: PRC
-
Weather: Per NWSS4 2.1.2.
-
Other SSRs: Follow other Theater scenario specific rules as applicable.
7.3 Bootless: Toes
This solitaire scenario posits an Allied response which consists solely of SOF missions along with air and missile strikes to destroy the Iranian A2/AD assets without putting boots (except for the SOF folks) on the ground (hence, "bootless"). The timeline to win, though, is accelerated. Set up any Advanced Game scenario. Only Allied Air, Naval, and SOF and Iranian Naval SSMs and HQs [SSR #3] are used.
Game Length: Variable (see SSR 2).
Play Area: The entire Operational Map and Strategic Display are in play.
Scenario Special Rules:
- Initiative: The Allied player has Initiative for the entire scenario.
- Gulf Allies: All Gulf Allies are at Full Intervention. No VPs are required.
- Naval SSMs: Randomly distribute Real and Dummy Naval SSMs within setup parameters, i.e., 5 of each in areas. There is no "Prestidigitation." After setup, roll a die for each marker on the map; on a 0 place an HQ on a road within 2 hexes of it until five HQs have been placed. These HQs cannot move. All Iranian SSM markers are considered to have a battalion-sized garrison for the purpose of SOF Raids.
- Allied Intervention: If the Allied player chooses the FR and/or CW to intervene, shift the victory level down one for each one chosen.
- Iranian ADF: This cannot be repaired.
- Optional Israelis: To simulate the Israeli air units the German Typh from NWP2E (simulating extended range strikes, hence 3 instead of 5), and the EA-18G for WW support. In addition, use the two Canadian F-35s from Supplement #3. You'll have to create your own Israeli Basing Box. Shift the victory level down one if this option is chosen.
- Sequence of Play: The SOP consists solely of the following Phases: Weather, Allied Electronic Detection, First Special Operations, First Strike, Reorganization, Reinforcement and Replacement, Victory Determination, and Game Record.
Victory: The game ends when all Naval SSMs are destroyed. The level of victory is determined by when that happens.
Victory Schedule:
- GT5 – Biggest, Most Beautiful Victory
- GT7 – Great Victory
- GT9 – OK Victory
- GT11 – Meh Victory
- GT13 – Pathetic Victory
- GT15 – You call that Victory?
If victory isn't achieved by the end of GT15, the non-Allied player wins.
Shift the victory level up one for each Nuclear Facility Destroyed.