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Nations at War: White Star Rising

Nations at War: White Star Rising Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Support
    • 1.2 How to Use This Manual
  • 2.0 General Concepts
    • 2.1 Dice
    • 2.2 NATO Symbols
    • 2.3 Counters
    • 2.4 Unit Designation Nomenclature Definitions
    • 2.5 Unit Types
      • 2.5.1 Soft Targets
      • 2.5.2 Infantry
      • 2.5.3 Armored Infantry
      • 2.5.4 Gun Batteries
      • 2.5.5 Mortars
        • 2.5.5.1 Firing Mortars
        • 2.5.5.2 Mortars Firing Smoke
      • 2.5.6 Headquarters
        • 2.5.6.1 Sub-Headquarters
        • 2.5.6.2 HQs in Combat
        • 2.5.6.3 Replacing a Headquarters
        • 2.5.6.4 Replacing an Armored Infantry Headquarters
        • 2.5.6.5 Headquarters Leadership Modifiers
    • 2.6 Hard Targets
      • 2.6.1 Armored Fighting Vehicles (AFVs)
      • 2.6.2 Reconnaissance Units
    • 2.7 Support Weapons (SW)
      • 2.7.1 Assigning Support Weapons
      • 2.7.2 Destroying Support Weapons
      • 2.7.3 Support Weapons in Combat
    • 2.8 Unit Color
    • 2.9 Stacking
    • 2.10 Formations
    • 2.11 Morale
      • 2.11.1 Good Order
      • 2.11.2 Morale Check Procedure
    • 2.12 Marker Types
      • 2.12.1 Formation Markers
      • 2.12.2 End of Turn Markers
      • 2.12.3 Administrative Markers
      • 2.12.4 Defensive Measure Markers
      • 2.12.5 Chaos and Fate Markers
  • 3.0 Game Setup
    • 3.1 Starting the Game
    • 3.2 Operations Phase
    • 3.3 Marker Removal Phase
      • 3.3.1 If a Formation Does Not Activate
    • 3.4 Formation Pulse
      • 3.4.1 Remove Formation Unit Marker
      • 3.4.2 Check Command Status
        • 3.4.2.1 Command Status Check Summary
      • 3.4.3 Conducting Rallies
        • 3.4.3.1 Rally Summary
      • 3.4.4 Performing Fire Missions
      • 3.4.5 Performing Operations
  • 4.0 Movement
    • 4.0.1 Movement Summary
    • 4.1 Move and Fire
      • 4.1.1 Move and Fire Summary
    • 4.2 Stacked Units
    • 4.3 Transporting Units
      • 4.3.1 Mounting
      • 4.3.2 Dismounting
      • 4.3.3 Special Loading/Unloading Vehicles
  • 5.0 Combat
    • 5.1 Ranged Combat
      • 5.1.1 Conducting a Ranged Attack
      • 5.1.2 Defense Bonuses
        • 5.1.2.1 Concealed
        • 5.1.2.2 Maximum Defense Bonus
      • 5.1.3 Combat Results
      • 5.1.4 Extended Range
      • 5.1.5 Reduced Range
        • 5.1.5.1 Limited Range
      • 5.1.6 Conducting a Mortar Attack
      • 5.1.7 Augmented Abilities (+)
      • 5.1.8 Ranged Combat Summary
    • 5.2 Acquisition
    • 5.3 Fire of Opportunity
      • 5.3.1 Fire of Opportunity Summary
    • 5.4 Assault Combat
      • 5.4.1 Infantry vs. AFV Bonus
      • 5.4.2 Infantry Bonus in Towns/Cities
      • 5.4.3 Assault Combat Summary
    • 5.5 Overrun Combat
      • 5.5.1 Overrun Combat Summary
  • 6.0 Line of Sight
    • 6.1 Determining LOS
      • 6.1.1 Ground-Level LOS
      • 6.1.2 Hill-Level LOS
  • 7.0 Defensive Measures
    • 7.1 Improved Positions
    • 7.2 Mines
      • 7.2.1 Placing Mines and the Mine Attack
      • 7.2.2 Mine Placement and Attack Summary
      • 7.2.3 Mine Clearance
      • 7.2.4 Mine Clearance Summary
    • 7.3 Wire
    • 7.4 Anti-Tank Ditches (AT Ditches)
    • 7.5 Smoke Placed on the Field
      • 7.5.1 Placing Smoke
      • 7.5.2 Smoke Placement Summary
  • 8.0 Battlefield Chaos
    • 8.1 Battlefield Chaos Summary
  • 9.0 Fate Points
    • Fate Points Table
  • 10.0 Additional Rules
    • 10.1 Anti-Aircraft Units (AA Units)
    • 10.2 Artillery
      • 10.2.1 High-Explosive Fire Missions
      • 10.2.2 Smoke Fire Mission
      • 10.2.3 Artillery Barrage Summary
    • 10.3 Close Air Support
      • 10.3.1 Designating the Target
      • 10.3.2 Conducting Anti-Aircraft Fire
      • 10.3.3 Attacking the Target
      • 10.3.4 Aircraft Combat Summary
    • 10.4 Optional Support Weapon Placement
    • 10.5 Leaders
    • 10.6 Engineers, Pioneers, and Sappers
      • 10.6.1 Bridge Demolition by Engineers
        • 10.6.1.1 Bridge Demolition Summary
    • 10.7 National Special Abilities
  • 11.0 Overwatch
  • 12.0 Map Updates
  • 13.0 Scenario Details
    • 13.1 Scenario Outline
    • 13.2 General Scenario Rules
    • 13.3 Training Scenarios and Walkthroughs
  • 14.0 Battle Generator
    • 14.1 Meeting Engagement
    • 14.2 Defender vs. Attacker
    • 14.3 To the Next Line
  • Series Resources
    • Formation Cards
  • Glossary

1.0 Introduction

1.1 Support

If you have any questions about the game, or are simply looking for other players to talk with, you can leave comments on our forums at: http://forums.lnlpublishing.com.

If any parts of this game are damaged, or you have any other support needs, open a support ticket in the "Support Requests" section at: http://support.lnlpublishing.com.

You can also find additional game resources, such as scenarios, counters, special rules, and other community-designed resources, in our "Resources" section: http://forums.lnlpublishing.com/resources.

Keep in mind that module- and scenario-specific rules always take precedence over the core rules.

1.2 How to Use This Manual

This is the second edition of the Nations at War series. As such, we have added rules and clarifications not included in the original manual, created between that version and this one.

Any added or updated rules are highlighted in blue text.

  • Notable changes to rules content from v2.0 are presented in BLUE text.
  • Headings of new sections or subsections are also highlighted in blue. Content of existing rules that has been reorganized remains in black text.

Examples, both new and carried over from previous editions, are shown in green boxes.

  • Summaries are shown in yellow boxes.

2.0 General Concepts

2.1 Dice

Every game in the Nations at War series includes several six-sided dice (d6), used to determine the outcome of events occurring in the game scenario. Dice are used to determine everything from combat to random events.

2.2 NATO Symbols

NATO symbols are graphic images that denote the type of a military unit. In Nations at War, NATO symbols are printed in the upper right corner of counters that are soft targets. See (2.5).

Every game includes a table on the player aid card to help you match a unit type to the symbol on the counter, located in the upper right part of the counter.

However, armored units do not use NATO symbols. Units without a NATO symbol in the upper right corner are classified as hard targets. In place of a NATO symbol, an armor factor appears instead.

2.3 Counters

The figures in the game are known as chits and/or markers, and are described as such in these rules. For those new to wargaming, the term "counter" is used broadly to describe the figures in games of this kind.

Nations at War has two types of counters: unit counters and administrative counters.

Unit counters represent combat platoons of men and equipment that take part in battles. Examples shown: counters facing tanks, infantry, and aircraft.

Administrative counters represent conditions or the status of units or areas on the board, and are drawn from the cup (3.1). Examples are the "Ops Complete," "Formation," and "Disrupted" counters.

2.4 Unit Designation Nomenclature Definitions

TermDefinition
Full StrengthFull-strength counters are fully manned and equipped units. They are denoted by a horizontal colored bar behind the unit icon.
Reduced StrengthReduced-strength counters have fewer men and less equipment. They are denoted by a horizontal white bar behind the unit icon.
AP FirepowerArmor-Piercing Firepower: the number of d6 a unit rolls when attacking hard (armored) targets.
HE FirepowerHigh-Explosive Firepower: the number of d6 a unit rolls when attacking soft targets (infantry and guns).
GA FirepowerGround-Attack Firepower: this red number represents the number of d6 an aircraft rolls when attacking ground targets (hard or soft).
AA FirepowerAnti-Aircraft Firepower: this blue number represents the number of d6 a unit rolls when attacking air targets.
To HitTo hit a target, you must roll a number equal to or greater than this number.
RangeThe normal range of the weapon, in hexes. Most weapons can fire out to double this distance as extended range, but at a cost to effectiveness (5.1.4). Units with an underlined range cannot fire beyond their underlined range and receive no range adjustment.
Armor FactorThe armor factor of a hard target. This is the number of d6 rolled to determine how many of an attacker's hits can be ignored.
Save NumberYou must roll a number equal to or greater than this number to ignore a single hit.
MoraleMorale represents the confidence and fighting spirit of a group of soldiers in combat rolls.
Leadership ModifierRepresents the ability of leaders who command soldiers and use their leadership to direct combat actions.
Command RangeCommand range is the distance, in hexes, at which an HQ can control the actions of platoons.
Movement Factor/TypeThe number of movement points a unit has. A movement factor shown in a circle indicates that the unit can transport infantry units and support weapons.
Attack Factor

2.5 Unit Types

In Nations at War you will find references to three different types of targets. They are:

Soft target: units and vehicles that have a NATO symbol in the upper right corner of the counter and have no armor factor.

Hard target: units whose counter shows a vehicle image and an armor factor.

Aircraft: units whose counter shows an aircraft image.

Note: A unit's target status is determined by the side of its counter that is currently displayed. For example, a panzergrenadier platoon on foot is a soft target (its counter displays the armored-infantry NATO symbol on the upper right), but that same platoon when mounted in an SdKfz 251 half-track (displaying the vehicle image) is a hard target.

2.5.1 Soft Targets

Soft targets have no armor factor; instead they have a NATO symbol in the upper right corner of the counter. Soft targets are attacked using HE Firepower (see the Unit Designation Nomenclature table in 2.4). They include infantry platoons, mortars, anti-tank gun (ATG) batteries, and unarmored transport.

2.5.2 Infantry

Infantry are troops that moved by transport (trucks) or on foot into battle and fought using rifles, submachine guns, machine guns, and light anti-tank weapons. They are represented by a helmet image and a NATO symbol on the counter.

Infantry and armored infantry units are the only units that may use support weapons.

2.5.3 Armored Infantry

Units with the Armored Infantry (Arm Inf) NATO symbol on their counter move in armored half-tracks. Note that armored infantry is a soft target when its NATO symbol (dismounted) side is shown, and a hard target when its transport (half-track) side is shown. Each such unit therefore has two counters: a full-strength counter and a reduced-strength counter.

Armored infantry units destroyed while moving in their half-track are replaced with an administrative "Wreck" counter in the hex where they were destroyed.

2.5.4 Gun Batteries

Gun batteries consist of anti-tank guns (ATGs), such as the German 88mm or the American 57mm. Their primary purpose was to knock out enemy armor, but they can also attack soft targets. Anti-aircraft/flak batteries were guns used to destroy enemy aircraft (see 10.1).

2.5.5 Mortars

Mortar platoon counters carry the NATO mortar symbol. Mortars are a type of artillery piece consisting of a smoothbore tube that fires explosive shells at low velocity along a high, arcing trajectory.

2.5.5.1 Firing Mortars

Mortars may fire (including "Fire of Opportunity") at units within their line of sight (LOS).

Note: A mortar has a range; it is not underlined, so it does not have extended range and gets no benefit from reduced range — see 5.1.4 and 5.1.5.

Mortars may also fire from concealed positions, as off-board artillery (indirect fire using mortars cannot be Fire of Opportunity, see 5.1.6) at units outside their line of sight, provided they are spotted by an HQ or a Recon unit in good order of the same formation. HQ and Recon units follow the indirect-fire rules.

2.5.5.2 Mortars Firing Smoke

Mortars on the map board may fire Level 1 smoke (in some scenarios a mortar may fire Level 2 smoke).

They may fire directly or indirectly. If firing directly, they may fire during their formation's activation at any hex within their line of sight.

If a mortar is to fire indirectly, it may only fire during its formation's activation Fire Mission phase, and it counts as one of the fire missions allowed during that formation's activation.

To fire smoke from a mortar, choose a target hex within the mortar's line of sight and make an attack using HE Firepower. Roll a number of dice equal to the mortar's firepower and compare it to the To-Hit number. Any successful hit allows one Level 1 smoke counter to be placed in the target hex. If all rolls miss, the attack fails.

For indirect smoke fire, a qualified HQ or Recon unit may spot for the mortar, which must be part of the activated formation (see 5.1.6). The mortar unit must be in range and use HE Firepower to fire the smoke round.

A smoke round affects only the target hex, not surrounding hexes.

Mortars may fire smoke into their own hex.

Mortars may not fire smoke during "Fire of Opportunity."

2.5.6 Headquarters

A Headquarters (HQ) represents 3–10 men and/or — depending on the platoon type — 1–2 AFVs, attached to a leading infantry or armored platoon. HQ units are not independent units; they must remain in a hex with a unit — or units — of their own formation.

An HQ may move only accompanied by a unit or units of its own formation. When the unit that includes the HQ is destroyed, the HQ is destroyed with it (see "HQs" under Combat Rules).

HQs do not count against stacking limits, but no more than one HQ or sub-HQ may occupy a hex.

An HQ's command range is the range (in hexes) within which it can direct the actions of its platoons. For effective combat, a platoon belonging to an HQ must be within its HQ's command range.

Units outside command range may still act, but must pass a command status check to confirm they can operate as though in command.

HQs may not be directly targeted by the enemy.

2.5.6.1 Sub-Headquarters

A sub-HQ (sHQ) represents an HQ unit, possibly the executive officer of a formation or its deputy. A formation's HQ unit that is within the range of its HQ's command remains in command as long as the HQ is in command. Sub-HQs function as HQs in every respect, except:

An HQ must be in command in order to command other units.

An HQ is considered in command if it is within twice the command range stated on its HQ counter.

A sub-HQ is a single-step unit and cannot be replaced once destroyed.

2.5.6.2 HQs in Combat

HQs Attacking: An HQ may NOT attack the enemy directly in any type of combat, see Combat (5.0), but it may enhance the effectiveness of a unit it is stacked with in combat.

HQs add their Leadership Modifier to the AP or HE firepower (or attack factor, if attacking) of any ONE friendly platoon of its formation that it is stacked with, against any one enemy unit within range of the firepower used. This ability may be used only once per formation activation.

Example: An HQ with a Leadership Modifier of 2 is stacked with a platoon of Pz IV tanks. It adds its Leadership Modifier to the attack of one of the Pz IVs firing on a T-34 platoon within range, raising that Pz IV's AP attack for the roll.

HQs Attacked: A Headquarters (HQ) cannot become a direct target of an attack. However, an HQ can be affected by an attack on the unit it is stacked with. If an attack is made on a unit and an HQ exists in that hex, and the result is the destruction or reduction of the unit, a check is made to see if the HQ is affected.

Roll a d6: on a result of 2–6, the HQ is unaffected. If the result is 1, flip the HQ to its reduced side. If the HQ is already reduced, remove it from the game.

If two units of the same formation are stacked with the HQ and one unit is destroyed, make the same check as for the Destruction/Reduction check, but subtract 2 from the die roll. On a result of 1 or less, the HQ is flipped to its reduced side. If it is already reduced, it is removed.

If all units stacked with the HQ are destroyed during the current attack, the HQ is also destroyed.

If there is no wreck counter in the hex, replace the HQ with a wreck counter (an HQ counter showing a destroyed vehicle silhouette becomes a wreck counter).

HQs cannot otherwise be destroyed directly.

2.5.6.3 Replacing a Headquarters

Replace a destroyed HQ, reduced-side up, during a subsequent Marker Removal Phase, in any hex containing friendly units of the same type and formation as the HQ. If no units of the HQ's type remain, the HQ cannot be replaced. In that case, each unit in the destroyed HQ's formation must subsequently make an activation roll during the Command Status Check phase (see 3.4.2).

Example: If a CCB HQ element is removed and later replaced, reduced side up, during a subsequent Marker Removal Phase, in any hex containing an M3 Lee platoon of CCB. If no M3 Lee platoons of that HQ's formation remain in play, the replacement cannot be made.

2.5.6.4 Replacing an Armored Infantry Headquarters

If the HQ of an armored infantry platoon is eliminated, it can be replaced by a mounted or dismounted platoon of its formation.

2.5.6.5 Headquarters Leadership Modifiers

An HQ subtracts its leadership rating from the die roll results of all disrupted units attempting to rally in its hex.

2.6 Hard Targets

Hard targets are targets that have an armor factor and are attacked using AP Firepower. Hard targets cannot be attacked by a unit using HE Firepower. Combat armored vehicles (AFVs) belong to this category.

Hard-target counters carry a vehicle image. A unit that shows both a NATO symbol and a vehicle image (for example, a truck platoon) is a soft target.

2.6.1 Armored Fighting Vehicles (AFVs)

Armored fighting vehicles are engine-driven armored vehicles that move on tracked or wheeled platforms. Any counter with a vehicle image and an armor factor in the upper right corner is considered armor. AFVs are considered hard targets.

2.6.2 Reconnaissance Units

Reconnaissance (Recon) units are special AFVs marked with an "R" next to the vehicle image. They have three special characteristics that distinguish them from other units:

  • Independent: Recon platoons are trained to operate on their own. Accordingly, Recon units are considered in command if they are within twice the range stated on their HQ's command range.
  • Highly trained: Recon platoons in good order may call in artillery or mortar fire from units of the same formation as if they were an HQ. The mortars must be within range of the target.
  • Observant: Enemy units both within line of sight and within four hexes of a Recon unit in good order are NOT concealed.

2.7 Support Weapons (SW)

Heavy machine guns and bazookas/PIATs/anti-tank rifles are considered support weapons (SW). Support weapons grant additional capability to infantry and armored infantry platoons. A support weapon counter shows a weapon image, and the counter is labeled "Support Weapon."

2.7.1 Assigning Support Weapons

A support weapon is assigned to an infantry or armored infantry platoon before the scenario begins, and is placed under the owning platoon's stand. A support weapon cannot change ownership during the scenario.

2.7.2 Destroying Support Weapons

A support weapon cannot be selected as a target in combat. If the owning platoon is eliminated, remove the SW from the board along with the platoon.

Infantry platoons fire their SW when they use its inherent firepower (the FP printed on their counter).

Note: A support weapon is not a real, separate weapon system; rather it represents additional combat potential of that unit. Example: an experienced HMG crew or a Bazooka team.

2.7.3 Support Weapons in Combat

Add the SW's firepower and range to the platoon that owns it, when the platoon fires.

For example, a platoon adds 1 to its range and firepower if it has a heavy machine gun (HMG). Both the Bazooka and PIAT have only a "+" rather than firepower and range enhancements like those found on HMG or ATR counters. As described in the Augmented Firepower rules (5.1.7), this "+" allows the owning unit to roll an additional die when attacking with its AP (red) firepower, but only a number of hits equal to the unit's firepower counts. (See 5.1.7)

2.8 Unit Color

Units of each nation have their own unique color. See the module notes for more information on unit color.

2.9 Stacking

Up to two combat units may be stacked in a hex. Stacking limits are in effect and apply continuously during the turn.

Markers, wrecks, support weapons, and HQ units do not count against stacking. Only one wreck marker is allowed per hex.

Example: Two infantry platoons are positioned in a hex on a road. When you advance your tank platoon forward, it must leave the road and go around the stack. It cannot pass through the two units, as that would violate the stacking rule.

2.10 Formations

Each formation consists of an HQ and the units attached to it. All units of the same formation share the same name and colored bar.

All units of a formation are activated when its formation marker/chit is drawn. This includes units listed in the scenario's order of battle (OOB).

2.11 Morale

Morale is a measure of a unit's psychological state and training. A formation's morale is printed on its HQ. A formation's morale remains the same even if its HQ is removed from the game.

2.11.1 Good Order

A unit may be either in Good Order or Disrupted. Good Order units are ready for combat. Disrupted units are disorganized by enemy fire, and their ability to make war is severely limited.

2.11.2 Morale Check Procedure

When the game calls for a Morale Check (MC), roll 2d6: if the result is equal to or less than the formation's morale, the unit passes the MC.

Example: All units of the British 14th Infantry Regiment have a morale factor of 7. Each unit must roll 2d6 equal to or less than 7 to pass its MC.

2.12 Marker Types

There are five types of markers: Formation, End of Turn, Defensive Measure, Chaos, and Fate.

2.12.1 Formation Markers

Formation markers are placed in an opaque container per the scenario's instructions. A coffee cup works well. When a player draws a Formation marker, they MUST activate that formation.

2.12.2 End of Turn Markers

These are placed in the same opaque container as the Formation markers, per the scenario's instructions. When the second and/or third End of Turn marker is drawn, the turn ends.

2.12.3 Administrative Markers

These are markers such as Ops Complete, Disrupted, Out of Command, and others. They are used to track game-related functions as specified in the rules.

2.12.4 Defensive Measure Markers

These markers represent battlefield obstacles that hinder attacking units from reaching their objectives. Defending units gain a greater benefit from such obstacles as wire, anti-tank ditches, improved positions, and mines (see 7.0).

2.12.5 Chaos and Fate Markers

These markers help alter the outcome of battlefield situations. Chaos markers (8.0), used in a scenario, are drawn from the cup to generate random events. Fate markers (9.0) are used to help change the outcome of an attack or situation for one side or the other. They are assigned to players as part of the scenario.

3.0 Game Setup

To play Nations at War, you and your opponent choose a scenario from your game's scenario section and determine which side each of you will play.

Each scenario describes the situation, lists each side's order of battle, shows the map (or maps) used, and states the victory conditions and any special scenario rules for the battle.

Read the scenario and gather the indicated forces. Set them up per the scenario's instructions. Place the Formation and End of Turn markers (and, in some scenarios, Chaos and Dust markers) in an opaque container as indicated in the scenario rules.

You may also use the module rulebook's "Design Your Own" scenario rules to start a game.

3.1 Starting the Game

To start the game, draw a marker from the opaque container (a cup works well), and the marker drawn determines what action must be taken. Markers drawn from the cup may be Formation markers or control markers, such as Chaos or End of Turn markers.

Drawn markers stay out of the cup until either all markers have been drawn, or all End of Turn markers have been drawn.

When the turn ends, all markers are placed back in the cup to begin a new turn (see the Marker Removal rules).

3.2 Operations Phase

Players take turns drawing a marker from the opaque container. It does not matter who draws a marker first.

If an End of Turn (ET) marker is drawn from the cup, set it aside. If the last ET marker is drawn from the cup, or if only ET markers remain in the cup, the Operations Phase ends and the Marker Removal Phase begins.

Note: In some scenarios, up to three End of Turn markers may be in play.

When a player's formation is drawn from the cup, it MUST be activated for movement and combat. This activation is called a Formation Pulse, and the formation is called the Active Formation.

A player may decline to take any actions with units of that formation, but the formation is considered activated until the player has completed all operations with that formation or declares the formation's activation complete.

3.3 Marker Removal Phase

Remove all "Ops Complete" markers from the board and adjust all Smoke markers, replace all destroyed HQ units, and return all Formation and End of Turn markers to the cup, except as noted in 3.3.1.

3.3.1 If a Formation Does Not Activate

If a formation does not activate during the turn, its owner keeps all but one of the End of Turn (ET) markers in their possession, when Formation and ET markers are returned to the cup.

They return all their ET markers to the cup on the following turn, immediately after that formation activates. This means that if you have two or even three formations that did not activate, you hold the ET marker(s) until all three have activated.

If both sides have formations that did not activate, both sides will hold ET markers out of the cup on the following turn.

Example: The Italian player has the 2nd Bersaglieri and the 7th Armored; the British player has the 14th Infantry Regiment; the scenario has two End of Turn (ET) markers. On turn 4, the 14th Infantry Regiment activates, and then both ET markers are drawn. On turn 5, the Italian player holds one ET marker in reserve until both the 7th Armored and the 2nd Bersaglieri have activated, then returns the ET marker to the cup.

3.4 Formation Pulse

When a formation is activated, the following phases are carried out in order. They are:

  • Remove Formation Unit Marker
  • Check Command Status
  • Conduct Rallies
  • Perform Fire Missions
  • Perform Operations

3.4.1 Remove Formation Unit Marker

Remove all "Ops Complete" and "Out of Command" markers from units of the activated formation.

Note: Units may have Reaction-to-Enemy-Movement markers on them (see "Fire of Opportunity").

3.4.2 Check Command Status

Check to determine the command status of all units in the formation. Platoons with an assigned commander are always in command (see 10.5). Units within the command range of their formation's HQ or sub-HQ are considered in command. Units not in command (including units whose HQ has been permanently eliminated) must pass a normal morale check (follow the Morale Check procedure, 2.11.2).

Check morale per hex, not for individual units within the hex. If the Morale Check (MC) is passed (see 2.11.2), all units in the hex are considered in command. If the MC fails, the hex is considered out of command and marked with an Out of Command (OOC) marker.

OOC units cannot move or fire during their formation's pulse, but may fire on Opportunity during an enemy formation's pulse.

All units of a formation entering from off the map board are considered in command on their first activation.

Example: An armored infantry platoon (dismounted) and a platoon of M3 Lees from CCB are in the same hex. The player rolls the Check; morale fails, so an OOC marker is placed on the stack.

3.4.2.1 Command Status Check Summary
  • Determine all units outside the command range of the activated formation's HQ.
  • Conduct a Morale Check (MC) and compare it to the HQ's morale.
  • The result affects all units (of the same formation) in the hex.
  • If the MC is passed, the unit(s) may operate normally.
  • If the MC fails, mark the unit(s) with an "Out of Command" marker.
  • Units that are out of command and not marked "Ops Complete" may only fire on Opportunity.

3.4.3 Conducting Rallies

Attempt to rally Disrupted units within the formation. Each unit in command rallies by passing a Morale Check (MC) with 2d6 (less than or equal to the formation HQ's morale).

Units that are out of command add 1 to their MC die roll.

All units in the same hex as the formation's HQ subtract the HQ's leadership from the die roll.

Remove the "Disrupted" marker from any unit that passes the MC.

3.4.3.1 Rally Summary
  • Choose an eligible unit to rally.
  • Determine the morale rating printed on the HQ.
  • Determine all modifiers (3.4.3).
  • Roll 2d6, applying any modifiers.
  • If the result is ≤ the morale rating, the unit rallies.
  • Any other result, and the unit fails the MC and remains disrupted.

3.4.4 Performing Fire Missions

An HQ, sub-HQ, or Recon unit of the active formation may call up to two artillery/mortar fire missions per formation activation. To clarify: on activation, a formation may perform only two artillery and/or mortar (5.1.6) fire missions. A fire mission may be called by an HQ, sub-HQ, or Recon unit (see Artillery Fire Mission 10.2 and indirect mortar fire 5.1.6).

3.4.5 Performing Operations

During this phase, the activated formation may conduct operations (movement, fire, assault, and other actions defined by the rules).

4.0 Movement

A unit's Movement Factor (MF) reflects its speed and the number of movement points (MP) the unit may spend during an activation. During each formation pulse, units may move up to, but not exceeding, their MF. Movement is voluntary.

Once a unit has moved, mark it with an "Ops Complete" marker.

Units move into adjacent hexes, paying the MP cost to enter a hex as shown on the Terrain Effects Chart (TEC). Units may enter a hex occupied by the enemy (a hex with enemy units), but doing so begins an assault or an overrun attack.

Moving units may draw Fire of Opportunity.

4.0.1 Movement Summary

  • Choose an eligible unit to move.
  • A unit may move a number of hexes equal to its MF. Note the TEC cost per hex.
  • When the unit finishes moving, mark it "Ops Complete."

4.1 Move and Fire

Units in Nations at War with an MF greater than 1 have the option to move and fire, or fire and move, within their activation.

A unit may perform a move-and-fire action only within its formation's activation.

Units in transports that are unloading, or units with an MF of 1, cannot perform a "move and fire" action.

A unit that wishes to move and fire may move up to half its MF (rounding down) and then open fire, observing the reduced effectiveness noted below. Alternatively, a unit may fire first and then move, but may not spend more than half its MF doing so.

Example: A Tiger I platoon wishes to open fire, and Tiger I has an MF of 3. It first halves its MF, which equals 1.5, rounded down to 1. The unit is allowed to move one hex. The hex it moves into cannot cost the unit more than one MP.

Units must complete the move-and-fire action within the same activation. You cannot move or fire in one part of an activation and then decide to move or fire later, after another platoon has acted.

A unit conducting Fire of Opportunity against a unit that is moving and firing may do so as follows: the Op-Firing unit attacks the moving unit after it enters the new hex. The Op-Firing unit's ranged combat happens before the unit performing the move-and-fire action can fire.

Example: A Sherman M4A4 has LOS to a Panzer III that has moved within its range and Opportunity Fires. The Panzer III moved one hex when the Sherman opened fire on it in ranged combat. If the Panzer III was not knocked out by the attack, it may complete its activation by finishing its move and then firing.

Units that are disrupted by combat fire while performing a move-and-fire action may not fire or move further.

Units performing a "move and fire" or "fire and move" action may NOT enter a hex occupied by the enemy.

A unit performing a move-and-fire action that moves first may move up to half (rounded down) its MF before firing, and then, to fire, reduces its AP or HE firepower by one and increases its to-hit number by one.

A unit that plans to perform a move-and-fire action where it wishes to fire before moving must declare this before the action takes place. When firing, reduce its AP or HE firepower by one and increase its to-hit number by one, resolve the attack, then move the unit up to half its MF.

Place an "Ops Complete" marker on the unit that moved and fired, or fired and then moved.

Example: A Soviet T-34 platoon moves 2 hexes (half of its MF of 5, rounded down) and then fires. Its firepower of 3 is reduced to 2, and its to-hit number of 5 is increased to 6, since it moved.

Example: A Panzer IV platoon wishes to fire first and has an MF of 4. Its firepower of 3 is reduced to 2 and its to-hit number of 5 is increased to 6. The attack is resolved, and the unit then moves 2 (half of 4).

Mortars may not perform any kind of move-and-fire action. Stacked units may move and fire together as a stack, following the same procedure as if it were a single unit. When moving as a stack, they may move up to half the printed MP value on their counter. After completing movement, each unit conducts one attack at a time, applying the appropriate firing penalties. Resolve each attack before firing the next. If they are to fire first and then move, simply perform the procedure in reverse.

Units conducting Fire of Opportunity against stacked units that are moving and firing together may target only one unit in the stack per hex moved.

4.1.1 Move and Fire Summary

  • Choose an eligible unit to move and fire, or fire and move. (On the first pass, perform steps 2 and 3 of the summary in reverse order.)
  • The unit may move up to half its MF (rounding down).
  • The unit may conduct a modified ranged attack.
  • Reduce AP or HE firepower by 1.
  • Increase the to-hit number by 1.
  • The defender makes a Defensive Roll if entitled to one.
  • Apply any resulting hits.
  • Mark the unit that moved and fired with an "Ops Complete" marker; or:
  • Move the unit that just fired up to half its MF (rounding down), then mark it with an "Ops Complete" marker.

4.2 Stacked Units

Units that begin a formation pulse stacked together may move together, or split apart (both units moving to different hexes) at any time.

Stacked units may together enter an enemy-occupied hex to begin an assault or an overrun attack.

Fire of Opportunity (OF) conducted against stacked units cannot target both stacked units at once. The unit conducting OF must choose one of the stacked units as its target.

4.3 Transporting Units

Armored infantry units and anti-tank gun (ATG) batteries can be in one of two modes: mounted on vehicles (or towed) or dismounted. Units display mounted when their stand shows the vehicle side up, and dismounted when the NATO symbol side is shown.

Destroyed transported units, whether loaded or unloaded, are replaced with a wreck marker.

4.3.1 Mounting

To mount an armored infantry platoon into its transport, declare your intent and flip the counter to the side showing the vehicle, paying 3 MP. If such a unit carries a support weapon, it remains with the unit. Movement points are subtracted from whichever side of the counter the unit is flipping to. Disabled armored infantry and ATG batteries cannot be loaded onto transport.

4.3.2 Dismounting

To dismount an armored infantry unit or ATG battery from its transport, declare your intent and flip the counter to the side showing the helmet, paying 3 MP. Movement points are subtracted from whichever side of the counter the unit is flipping to.

Disabled armored infantry and anti-aircraft/ATG batteries MAY dismount.

ATGs may dismount for free, but this must be their only action.

Note: When mounting or dismounting, the 3 MP cost is subtracted from the unit's ending state. In other words, if a unit mounts its transport, 3 MP are subtracted from the vehicle side of the counter; if it has more than 3 MP remaining after the subtraction, the remaining amount may be used to move (in either direction) using that same platoon's Halftrack.

Example: If a platoon mounts an American armored infantry Halftrack, 3 MP are subtracted from the M3 Halftrack side of the counter, leaving 2 MP that can be used to move the Halftrack. If that same platoon later dismounts its armored infantry, 3 MP are subtracted from the dismounted side, leaving it with no MP.

4.3.3 Special Loading/Unloading Vehicles

Units marked with a * (asterisk) next to their movement factor indicate that the unit may dismount or mount its vehicle spending only 1 MP for the action. This represents simple vehicles such as motorcycles or bicycles. This mount/dismount ability applies only to the side of the stand on which the unit is paying the movement cost.

Example: A German motorcycle unit has a mounted-side movement factor of 6. If the dismounted infantry mounts its vehicle, flip the counter to the mounted side, spend 1 MP to mount it, and the unit may then move using its remaining MP. If that same unit is mounted and decides to dismount, the unit may move all its MP first, but when it dismounts, 3 MP are subtracted, following the standard dismounted infantry movement factor cost.

5.0 Combat

There are five types of combat in Nations at War: ranged combat, Fire of Opportunity (a form of ranged combat), assault, overrun, and observation (see 11.0).

5.1 Ranged Combat

During an activated formation's pulse, all Good Order units that are not marked with an "Ops Complete" marker, and that have line of sight (LOS) to and are within range of a target enemy unit, may individually attack it (except as noted in the rules below).

During an enemy formation's pulse, hostile units that move within the line of sight and range of a friendly Good Order unit that is NOT marked with an "Ops Complete" marker may be fired on by that unit; this is called "Fire of Opportunity," detailed in the Fire of Opportunity section.

A unit may attack only once per formation pulse, either with its AP firepower against hard targets or its HE firepower against soft targets, but an enemy unit may be attacked by different units any number of times.

After a unit completes its combat, mark that unit, which made a ranged attack, with an "Ops Complete" marker.

Units attack individually, except for support weapons (SW). A support weapon stacked with (carried by) a unit adds its capability when that unit attacks an infantry platoon, thereby creating a single attack.

Note: an SW does not fire on its own. It adds to the capability the infantry unit already has.

Units are never required to fire. Combat is voluntary.

You may always fire at adjacent units (no LOS interference), but you cannot fire at enemy units if LOS is blocked, as described in the LOS section.

There are two types of targets:

  • Hard: any unit whose counter shows a vehicle silhouette and an armor factor. Note: some vehicles, such as trucks, have no armor factor and are therefore considered soft targets. A hard-target counter states an armor factor (a save number). Attackers use their armor-piercing (AP) firepower to attack hard targets.
  • Soft: (Infantry, ATGs and their transports, and mortars — any combat unit displaying a NATO symbol, or any combat unit without an armor factor). Soft targets have no armor factor and can only be attacked by other units using their high-explosive firepower.

5.1.1 Conducting a Ranged Attack

To attack an enemy unit, the attacker must have valid LOS (6.0) and be within range of the target unit.

Determine the target. Declare which of your units will attack and which enemy unit is the target. If there are two defending units in a hex, the attacker chooses which target to fire on. You cannot attack two separate units with one unit's attack.

Determine the range to the target by counting hexes between the attacker and the target. Do not count the attacker's own hex; count the target's hex.

If the number of hexes between the attacker and the target is less than or equal to the attacker's firepower (FP) range (the FP range is printed slightly above and to the left of the AP or HE FP printed on the counter), conduct a normal attack. If it exceeds the range, the attack is still possible (see Extended Range, 5.1.4). If the range is less than half the unit's range, it may qualify as a reduced-range attack (see 5.1.5).

Determine the number of dice required to conduct the attack by finding the appropriate FP printed on the counter (AP if attacking a hard target, HE if attacking a soft target).

Determine the result needed to hit the target. Find the To-Hit number printed just above and to the right of the FP number that will be used for the attack.

Determine any modifiers that will change the FP number or the To-Hit number (for example, Move-and-Fire modifiers, Leadership modifiers, Reduced Range, or Extended Range, etc.).

The attacker rolls a number of dice (d6) equal to the attacking unit's appropriate FP (AP when attacking a hard target, HE when attacking a soft target). Each die rolled equal to or greater than the attacker's To-Hit number scores a hit on the target.

If a hard target is hit, its owner rolls a number of dice (d6) equal to the target's Armor Factor plus the Defense Bonus of the terrain the target occupies (see TEC). For each die rolled equal to or greater than the target's Save Number, one of the attacker's hits is ignored.

Example: A platoon of British Crusaders attacks a platoon of German Pz IVGs. Because the Pz IVGs are hard targets, the Crusaders use their AP firepower of 3 and a To-Hit number of 5. The British player rolls 3d6: 6, 5, and 3, scoring two hits. The Pz IVGs are in a Palm hex and have an Armor Factor of 2 and a Save Number of 6, plus a unit Defense Bonus. So the German player rolls 3d6: getting a 2, 6, and 3. One hit is ignored, leaving one hit total on the Pz IVG platoon, which destroys the platoon.

If a soft target is hit, its owner rolls a number of dice (d6) equal to the Defense Bonus of the terrain. For each die equal to or greater than 5, one of the attacker's hits is ignored.

Example: A Soviet infantry platoon with a heavy machine gun (HMG) fires on a German infantry platoon 3 hexes away, in a Forest hex. The German infantry is 1 hex beyond the Soviet infantry's normal HE range of 2. However, the Soviet infantry platoon is equipped with an HMG, which adds 1 to the Soviet infantry's range. The Soviet infantry can now fire without penalty. In addition, the HMG adds 1 HE FP, raising it from 2 to 3. The Soviet player attacks and rolls 3, 5, 5, scoring 2 hits on the German infantry.

The German player rolls 1 die for defense of the Forest hex. He needs a 5 to ignore one hit, and rolls a 3, so he must accept 2 hits. One hit disrupts the infantry (place a Disrupted marker), and the second hit reduces the platoon to half strength. Flip the unit to its reduced side.

5.1.2 Defense Bonuses

The Defense Bonus for each terrain type is listed on the TEC. A unit's Defense Bonus can be affected by other factors as well.

5.1.2.1 Concealed

If an enemy target unit occupies a hex that can act as concealing terrain, it receives a Defense Bonus of plus one (+1) under the following conditions. The unit:

  • is NOT under an "Ops Complete" marker
  • did NOT move
  • is NOT adjacent to a Good Order enemy unit
  • is NOT within line of sight and within four hexes of a Good Order enemy Recon unit

Once a unit is determined to be concealed, place a Concealment token on top of the concealed unit. Choose the Concealment token matching the unit's color. Concealment tokens are included in the 2nd Edition of WSR. If you do not have Concealment tokens, simply note which units are concealed.

Example: An infantry unit normally gets its terrain Defense Bonus dice. If it is Concealed, its Defense Bonus is doubled — for example, a City hex Defense Bonus of one (page 14) becomes two dice.

5.1.2.2 Maximum Defense Bonus

Hard targets receive a maximum Defense Bonus of two dice, regardless of the terrain they occupy or their concealment status. There is no limit on the number of Defense dice a soft target may receive.

Example: A platoon of German Panthers is in a City hex (+1 Defense Bonus), is Concealed (+1 Defense Bonus), and the hex contains a wreck marker (+1 Defense Bonus). The Panther platoon only receives 2 of the 3 available Defense Bonuses, added to its Armor Factor. The Panther has an Armor Factor of 3, which increases to 5 with the Defense Bonus.

5.1.3 Combat Results

Disruption: the first hit against a unit disrupts the unit (exception: HQ). If a unit is already disrupted and takes a hit, it loses a step. If a Good Order unit takes two hits, the first hit is a Disruption and the second hit is a step loss (see Reduction).

Disrupted units cannot fire, but may move.

Disrupted units cannot advance toward (or become adjacent to) an enemy unit within their line of sight. If already adjacent, they may retreat from the enemy unit, provided doing so does not bring them closer to any enemy unit within their line of sight. They may unload armored infantry.

Disrupted units may counterattack in assault combat, but their to-hit number for the assault factor is increased to 6. Disrupted units may return to Good Order by passing a Morale Check at the start of their formation's pulse.

Reduction: each hit against a disrupted unit reduces it one step (it also remains disrupted). A full-strength unit is flipped to its reduced-strength side; a reduced unit that is reduced further is eliminated — remove it from the board. Full-strength units are represented by a colored bar behind the vehicle or helmet graphic, while reduced-strength units have a white bar behind the image.

If the destroyed unit is a hard target, remove it and replace it with a wreck marker.

Multiple losses against hard targets never produce more than one wreck marker per hex. Only one wreck token is allowed per hex.

A wreck in a hex hinders the movement of vehicles moving through the hex and provides cover. See the TEC.

Note: some small (single-step) units have a wreck marker on the back of the counter.

5.1.4 Extended Range

All weapons without an underlined range factor may fire at a distance up to twice that shown on the counter. A range beyond the printed range is considered extended. When firing at extended range, the unit's To-Hit number is increased by one. If the unmodified To-Hit number is already 6, reduce firepower (FP) by 1 instead.

If a unit's unmodified FP is 1 and its To-Hit number is 6, firing at extended range is not possible.

Example: Using its AP FP, a British Crusader has a To-Hit number of 5 and an AP FP range of 5. If the target is at a distance of 6–10 hexes, it fires at extended range, and the Crusader's To-Hit number increases from 5 to 6. If the target had been at a greater number of hexes, the British tank could not have fired.

5.1.5 Reduced Range

All weapons without an underlined range factor are more accurate when firing at reduced range. To represent this, these units' To-Hit number is reduced by one when firing at half their range (rounded down if not a whole number) or less.

Example: Using its AP FP, a German Pz IVG has a To-Hit number of 5 and a range of 6. When firing at a range of 3 hexes or less, its To-Hit number is reduced from 5 to 4.

5.1.5.1 Limited Range

Units with an underlined range factor cannot fire beyond the range listed, and cannot use the Reduced Range modifier.

5.1.6 Conducting a Mortar Attack

Mortars, capable of bombarding both soft and hard targets, function as follows.

Mortars fire at a hex, not a unit, and can hit both infantry and armor. Mortars may fire at a hex within line of sight (LOS): roll a number of dice (d6) equal to the mortar's FP (mortars have only HE FP); each die equal to or greater than the FP's To-Hit number scores a hit. The defender rolls a number of dice (d6) equal to the infantry Defense Bonus of the terrain (see TEC). For each die equal to or greater than 5, one of the mortar's hits is ignored. The target's owner rolls once for each hex affected, not for each unit in the hex. Mortar hits are distributed evenly.

Hard targets can only be destroyed by a mortar regardless of the number of hits received.

Mortars may also fire indirectly during the Fire Mission phase (but not on Opportunity Fire) at hexes NOT within their line of sight, provided an HQ or Recon unit in good order of the same formation has line of sight to the hex. Conduct such fire during the activated formation's Fire Mission phase when the mortar belongs to, or is attached to, the activated formation. This counts as one of the formation's assigned fire missions.

To fire a mortar during a Fire Mission, designate a hex within the line of sight of that formation's HQ or a Good Order Recon unit. Conduct the fire attack using the mortar's HE firepower factor.

When attacking this way, you do not fire using a target marker as with an artillery attack.

After firing, mark the mortar with an "Ops Complete" marker. The spotting unit may continue to perform operations normally.

Mortars affect only the target hex, not the six adjacent hexes, as artillery does. If at least one of the units in the hex is a hard target, the hex receives a +1 bonus to its terrain Defense Bonus. Roll one additional die (d6).

Example: A platoon of American 81mm mortars attacks a Clear hex 10 hexes away, containing a dismounted German Pz.Kpfw.IVG platoon and an armored infantry platoon. The mortar rolls and hits: 4, 6, scoring one hit. The defender rolls one defense die (1d6) because there is armor in the hex. If the hex had contained only two dismounted armored infantry platoons, they would receive no defense dice. The German (defending) player rolls a 4, which does not cancel the hit; that is one hit scored against the hex. The German player rolls 1d6, declaring: "either it hits the Arm Inf, or it hits the Pz IVG platoon." He rolls a 3, so the Pz IVG platoon takes the hit and becomes disrupted.

5.1.7 Augmented Abilities (+)

Some units may have one or more augmented abilities. An augmented ability may be HE firepower, AP firepower, a Save (armor) factor, and/or an Assault factor. Such units are marked with a "+" following any of these values.

Units with an augmented ability may reroll any single die rolled for that ability by the owning player.

Note: some units may have the "+" next to a value in a group rather than next to firepower, Save, or Assault factor. This difference is due to the placement of the "+."

Example: A platoon of American engineers is fighting in an assault and has an Assault rating of 3 and a To-Hit number of 4. The American player rolls three dice, needing a 4 or better on each 1d6 to score a hit. The American player rolls a 1, scoring no hit. Because the American unit's Assault factor carries the "+" symbol, the American player may reroll any missed dice, either of which could turn that miss into a hit.

5.1.8 Ranged Combat Summary

  • Choose an eligible unit to fire.
  • Choose an eligible target.
  • Determine LOS.
  • Determine whether the attack is AP or HE.
  • Determine the range.
  • Apply modifiers: Leadership. Augmented Firepower. Extended Range. Reduced Range.
  • The unit conducts the attack.
  • The defender makes any applicable defense rolls.
  • Determine whether the HQ survives (if an HQ is in the target hex).
  • Apply the resulting hits.
  • Mark the attacker "Ops Complete."

5.2 Acquisition

Units that fire on a stationary hard target and fail to hit the target, or fail to damage it, gain an increased chance of hitting the target the next time they fire, provided the target unit does not leave its position.

An activated unit that fires on an armored combat vehicle (a unit with an armor factor) and does NOT cause the target to be disrupted or reduced, places an Acquisition marker on the target and on the firing unit. Acquisition markers carry letter designations so you can tell which unit acquired which target. Units that move and fire may NOT acquire.

Once a unit has acquired the target, on its next shot it may reduce its To-Hit number by one.

Target acquisition does not stack, and can reduce the To-Hit number by a maximum of one. If a unit acquires while firing at extended range, that unit adds one for firing at extended range, but then reduces by one because it has acquired. Reduced range reduces the To-Hit number by 2 — one for the reduced-range bonus and one for acquisition.

If the attacking unit moves, fires, is disrupted, or engages in assault combat, it loses its acquisition of the target. If the acquiring unit moves or fires on a different unit, or if the target unit leaves its hex, becomes disrupted, or is reduced, remove its Acquisition marker along with the acquiring unit's Acquisition marker.

Acquired units cannot be Concealed. Units in a smoke hex cannot be acquired.

Aircraft attacks or indirect fire may not acquire.

Units cannot be acquired if they have been destroyed.

A target unit may be acquired by more than one attacker.

Example: An M4 Sherman fires on a German Panzer Mk IV in a City hex. The M4 hits, and the Mk IV rolls its Armor Factor save and negates both hits. No Disruption or Reduction of the German unit occurs. Place an Acquisition marker on the German Mk IV. Place an Acquisition marker on the Sherman whose letter matches the Mk IV's Acquisition marker.

The Sherman M4 may now reduce its To-Hit number against the Mk IV on its next turn, provided the Sherman does not move or fire at a different unit, and the Mk IV does not fire or move out of its hex.

5.3 Fire of Opportunity

Fire of Opportunity (OF) is a form of ranged combat that occurs during an enemy unit's movement. If an enemy unit enters a new hex within the LOS and range of a Good Order unit that is not marked with an "Ops Complete" marker, that unit may attack the moving unit after it enters the new hex, following the ranged combat rules (see 5.1).

Moving units can only be attacked once per hex they enter. Units that suffer a "Disruption" or "Reduction" result must stop moving and cease any further actions with that unit.

Mark units that have fired Opportunity Fire with an "Ops Complete" marker. You cannot use OF against enemy units entering a hex containing friendly units, such as during an assault or overrun attack.

Units conducting OF against stacked units moving together may target only one unit in the stack.

Units in two separate hexes cannot collectively conduct a combined Opportunity Fire action against moving enemy units. Opportunity Fire happens with one unit per hex moved.

5.3.1 Fire of Opportunity Summary

  • Choose an eligible unit to fire on the moving enemy unit.
  • Determine LOS.
  • Determine whether the attack is AP or HE.
  • Determine the range.
  • Apply modifiers: Leadership. Augmented Firepower. Extended Range. Reduced Range.
  • The unit conducts the attack.
  • The defender makes any applicable defense rolls.
  • Determine whether the HQ survives (if an HQ is in the target hex).
  • Apply the resulting hits.
  • Mark the attacker "Ops Complete."

5.4 Assault Combat

Units attack enemy units by moving into their hex, and Assault combat is resolved the moment the attacking unit(s) enters the defender's hex.

Infantry only: mounting an attack with 30 to 50 men requires some planning and additional time to launch the attack.

Every infantry unit that enters an enemy unit's hex to conduct an attack must pay +1 MF to enter the enemy hex.

A maximum of two stacked units may take part in an Assault. Units entering the hex are considered the attacking units; units occupying the hex are considered the defending units.

Each attacking unit rolls a number of dice (d6) equal to its Assault Factor. Each die rolled equal to or greater than the attacker's To-Hit number scores a hit on the target. Track the hits, but do not apply them yet.

The defender now counterattacks the attacking unit, rolling a number of dice (d6) equal to its Assault Factor. Each die rolled equal to or greater than the defender's To-Hit number scores a hit on the target.

If the defenders were disrupted before the attackers entered the hex, their To-Hit number for the counterattack Assault Factor is 6.

Calculate the hits scored against the attacker and the defender. All of a player's units in a hex must take one hit before any of them takes a second, and all must take two before any of them is destroyed. If a player's units received an odd number of hits (such as one or three), randomly determine which unit receives the extra hit. Otherwise, hits have the same effect as in ranged combat.

If the defender is destroyed, the attacker remains in the hex. If the defender takes more hits than the attacker, the defender retreats from the attacker a number of hexes equal to its Movement Factor.

If the defender is not destroyed and takes FEWER (or the same number of) hits than the attacker, the attacker must retreat to the hex it entered from. If either side has an HQ present, consider possible hits to the HQ as described in the HQ Combat section.

Example: If an HQ is stacked with units that take a hit, roll 1d6: on a 1, the HQ is reduced if not already reduced, or eliminated if it is already reduced.

If the defender is forced to retreat, it must attempt to retreat through one of the three hexes opposite the hex side the attacker entered from. The defender cannot retreat into:

  • (a) A hex occupied by the enemy.
  • (b) A hex adjacent to an enemy unit (other than the unit that just attacked the defender).
  • (c) A hex that would violate stacking limits.
  • (d) An impassable hex, such as a River.

If the defender cannot retreat, it is eliminated.

When assaulting units (attacker or defender) include an HQ, the HQ's leadership increases the Assault Factor of a single unit. The HQ itself does not attack.

Example: An Italian M13/40 platoon of the 7th Armored Regiment, stacked with a full-strength HQ, rolls three dice for its assault (1d6 for its own Assault Factor + 2d6 for the 7th Armored HQ's leadership).

Once the assault is resolved, both the attacker and the defender are marked "Ops Complete." Units whose Assault Factor To-Hit number carries an asterisk cannot initiate an assault (enter an enemy unit's hex), but may counterattack. Units with no Assault Factor cannot attack or counterattack in Assault combat; they take damage and, if they survive, retreat from the hex. If they take no hits in the assault, the attacker retreats.

5.4.1 Infantry vs. AFV Bonus

If infantry attacks a hex where all defending units are AFVs, or defends against an attack where ALL attacking units are AFVs, reduce the infantry's To-Hit number by one (for example, from 5 to 4). Disrupted infantry does not receive the "Infantry vs. AFV" bonus.

5.4.2 Infantry Bonus in Towns/Cities

Infantry attacking (or defending against) any number of AFVs in a Town/City hex increases its Assault Factor by one and reduces its To-Hit number for the Assault Factor by one. Disrupted infantry does not receive this bonus.

5.4.3 Assault Combat Summary

  • Choose eligible units with sufficient MP to reach the target hex.
  • Move the unit(s) into the target hex.
  • The unit conducts an assault attack against the defending unit(s).
  • The defender conducts a counterattack.
  • Apply the resulting hits simultaneously.
  • If the attacker loses, retreat the unit back to the hex the Assault was launched from. If the Defender loses, retreat it a number of hexes equal to its movement allowance.
  • Mark the attacker's operation complete.

5.5 Overrun Combat

An Overrun occurs when a Good Order AFV enters a hex containing enemy soft targets (such as infantry) while retaining enough movement points (MP) remaining that it can move into another hex after the Overrun. If the armored unit lacks enough MP to leave the enemy-occupied hex for a new one, this is an Assault instead (see 5.4).

AFVs may attempt to overrun soft targets on Clear or Clear Hill terrain while the AFV is moving. Overruns cannot be conducted in hexes containing wire, an improved position, or an anti-tank ditch marker. To do so, the player declares intent and moves the AFV through the hex, paying one additional MP in addition to the normal terrain MP cost.

Having paid for the Overrun, the AFV must retain enough MP to exit into an adjacent hex. That hex cannot contain enemy units.

Each overrunning AFV (or group of AFVs) triples its Assault Factor and rolls a number of dice (d6) equal to the tripled factor. Each die rolled equal to or greater than the attacker's Assault Factor To-Hit number scores a hit on the target. Do not apply hits yet.

Any defending Good Order units in the hex may now attack the overrunning AFV(s) using their Assault Factor, or a modified Assault Factor (as in the case of an HQ stacked with the unit). (There is no Infantry vs. AFV bonus during an Overrun.) Defending units that were disrupted BEFORE the overrunning AFVs entered the hex have their Assault Factor To-Hit number increased to 6.

Apply hits to both sides. All defending units in the Overrun hex must take one hit before any of them takes a second. Hits are applied the same way as in ranged combat.

If the attacking AFVs are not disrupted or reduced, they must move into their final hex. If they become Disrupted or Reduced, they may not leave the hex, and must retreat to the hex from which they entered the Overrun hex. A Good Order AFV may conduct as many Overruns as its MF allows.

5.5.1 Overrun Combat Summary

  • Choose an eligible AFV with sufficient MP to reach one hex beyond the target hex.
  • The AFV enters the target hex.
  • The AFV conducts an Overrun attack, tripling the AFV's Assault Factor.
  • The defender conducts a counterattack.
  • Apply the resulting hits.
  • Retreat the losing unit a number of hexes equal to its Movement Factor, or retreat the attacking unit back to the hex the Overrun was launched from.
  • Mark the attacking unit "Ops Complete."

6.0 Line of Sight

To attack a unit in ranged combat, the attacker must have line of sight (LOS) to the target unit. LOS is always mutual: if A can see B, B can see A.

LOS is blocked by terrain printed on the board and by smoke counters placed on the map.

An attacker can always attack an adjacent unit.

6.1 Determining LOS

Terrain in the Nations at War system occupies an entire hex. In other words, if a hex contains terrain, the whole hex is considered to contain that terrain.

To determine whether a hex blocks LOS, take a rubber band or a length of thick string and stretch it from the center of the attacker's hex to the center of the defender's hex. If the string passes through a blocking hex or hexes, LOS is blocked and the attacking unit cannot fire.

Remember that the string does NOT need to touch the blocking terrain — only the hex containing that terrain. If the string passes exactly along the side of a blocking hex, such as a Forest or Town/Village hex, fire is not blocked.

If the string passes along the shared side of two blocking hexes (for example, running between them), LOS is blocked.

6.1.1 Ground-Level LOS

If the attacker is at ground level, it cannot fire at an enemy unit if blocking terrain lies between the attacker and the target hex. Blocking terrain is any Forest or Town/Village hex, or a Ridgeline that is not adjacent to either the attacker or the target.

Level 1 Smoke and Level 2 Smoke block line of sight through the hex containing the smoke. Units on a hill cannot trace LOS to a unit if it crosses a hex containing smoke. Units on hills tracing LOS to a target on another hill hex, where the LOS crosses a smoke hex at ground level, are blocked.

Any LOS passing through two degrading-terrain hexes, or a combination of degrading-terrain hexes, is blocked. Terrain in the attacker's or defender's own hex never affects LOS. A single wreck marker does NOT block LOS.

6.1.2 Hill-Level LOS

If the attacker is on a hill, it cannot fire at an enemy unit if its line of sight crosses a Ridgeline, except when the target is also on a hill hex, or the attacker or target is adjacent to the Ridgeline.

Additionally, even if both the attacker and the target are on a hill, LOS is blocked if blocking terrain, such as a Forest hex, lies between the attacker and the target hex.

If the attacker is on a hill, it cannot fire at an enemy unit at ground level that is behind and adjacent to a hex that blocks the line of sight.

A target is considered to be behind LOS-blocking terrain if the LOS from attacker to defender crosses a hex of LOS-blocking terrain adjacent to the target before it reaches the target's hex.

If the attacker is on a hill, it cannot fire at an enemy unit at ground level if a hill hex lies between the attacker's hex and the target's hex.

7.0 Defensive Measures

In many Nations at War scenarios, a side will have defensive elements to protect its units and hinder the movement of enemy units. These include Improved Positions, Mines, Wire, and Anti-Tank Ditches.

7.1 Improved Positions

Improved Positions are assigned in the scenario. An Improved Position may be placed in any hex and negates the first hit of an attack, including an assault. Improved Positions remain on the map for the duration of the scenario.

Example: A British M3 Grant platoon scores two hits against an Italian platoon in a Palm hex with an Improved Position. The Improved Position negates the first hit, and then the infantry rolls 1d6, as shown for Palms, to negate the second hit.

In another example, an infantry platoon in an Improved Position is attacked by an enemy platoon. The enemy scores two hits. The first is negated by the Improved Position.

7.2 Mines

Players receive Mines as assigned in the scenario. For each quantity of Mines received, the player gets a Mine marker.

7.2.1 Placing Mines and the Mine Attack

A player assigned one or more Mine tokens may place a Mine marker in any previously unoccupied hex immediately after their opponent moves a unit into that hex.

Example: An American M3 halftrack enters a hex that was unoccupied until it moved into it. The German player places a Mine marker in the hex the M3 just moved through. The Mine attack is now permitted.

Mines attack with a rating of 2 dice / to-hit 5 ("2-5"): roll 2d6, and each die showing a 5 or 6 scores a hit. The target does not roll a defense die. Apply hits per the Combat Results section. If a "Mines" attack is triggered by more than one unit, all triggering units must take one hit before any of them takes two, and so on. If a hex with two units takes an odd number of hits, randomly determine which unit takes the odd hit. Although HQs CANNOT be directly attacked by Mines, if any other unit in the hex takes a hit, the HQ makes a reduction check.

Only one Mine marker may be placed per hex. Mines attack any additional units entering the hex. The Mine attack occurs before Fire of Opportunity. When infantry encounters mines, it takes some time to carefully pick its way through the minefield. Infantry units entering a Mine hex cannot leave that hex until the end of their formation's activation. AFVs may continue their movement if not otherwise hindered.

Mines do not attack units as they leave the hex. Mines cannot be placed in a water hex that does not contain a road or bridge.

7.2.2 Mine Placement and Attack Summary

  • Place the Mine marker after an enemy unit enters the hex.
  • The hex must not have been previously occupied or passed through by an enemy unit.
  • The Mines attack value is 2 dice / to-hit 5 ("2-5").
  • Apply hits to units (no defense roll). The Mine marker remains in the hex.

7.2.3 Mine Clearance

An infantry, infantry, or engineer/pioneer/sapper unit that begins a formation pulse in a hex adjacent to an already-placed Mine marker may clear the Mine marker. Mine clearance counts as movement.

Dismounted infantry and armored infantry may attempt to clear a Mine hex as their only action during their formation's activation. Roll 1d6. If the result is even, the mines are removed. Remove the Mine marker from play. The unit cannot perform any other action.

Engineer/pioneer/sapper units may automatically clear mines as their only action during their formation's activation.

Place an "Ops Complete" marker on any unit attempting to remove a Mine marker. Disrupted units may NOT remove mines.

A unit may conduct OF against a unit attempting to clear a hex of mines. The unit uses the Defense Bonus of the terrain it is on while attempting mine clearance. It cannot claim the Mine hex's own Defense Bonus.

7.2.4 Mine Clearance Summary

  • Assign an eligible unit adjacent to the Mine marker.
  • Non-engineer/sapper/pioneer infantry units roll 1d6. If the result is even, the Mine marker is removed.
  • Engineer/sapper/pioneer infantry units automatically remove Mine markers.
  • Place an "Ops Complete" marker on the unit.

7.3 Wire

Players receive Wire tokens as assigned in the scenario. For each quantity of Wire tokens received, the player gets a Wire marker.

Wire markers are placed on the map board subject to any restrictions given in the scenario and in the following paragraph. Wire may be placed in any Clear hex, Hill hex, or any terrain with a road. Wire may not be placed in a hex containing an Improved Position or Anti-Tank Ditch marker.

Soft units (any unit without an armor factor), such as infantry and trucks, must stop upon entering a hex containing a Wire marker. They cannot move further that pulse.

Hard units (any unit with an armor factor) pay an additional 2 MP to enter the hex; once the AFV leaves the hex, the Wire marker is automatically removed.

Example: An American M4A1 Sherman enters a Clear hex containing a Wire marker, paying 1 MP to enter the hex plus an additional 2 MP for the Wire marker. A German Panzer III decides to fire on the Sherman in the Wire hex. The Panzer III rolls and misses (if it had hit, the Sherman would have survived or been destroyed depending on the result). The Sherman has 1 MP remaining and exits the hex into another Clear hex. Once the Sherman leaves the hex, the Wire marker is removed.

An infantry unit wishing to remove a Wire marker from a hex must pay 3 MP to remove the Wire marker.

Trucks cannot clear a Wire hex.

ATGs cannot clear a Wire hex.

Anti-aircraft units, which have a NATO symbol instead of an armor factor, cannot clear a Wire hex.

Disrupted units cannot clear Wire from a hex.

Engineer/pioneer/sapper units must stop and cannot move further upon entering a Wire hex, but may then clear the Wire marker in the same pulse, provided they survive any OF that may target them. If they are damaged in the Wire hex, they may not remove the Wire marker from the hex.

7.4 Anti-Tank Ditches (AT Ditches)

Anti-tank ditches were constructed obstacles and/or ditches filled with rubble to stop the movement of armored units. They are assigned to a player in the scenario and are usually placed during scenario setup. AT Ditches can only be placed in Clear, Clear/Road, and Clear/Hill hexes, and cannot be placed in hexes containing Wire or Improved Position markers.

AT Ditches cost vehicles 3 MP plus the terrain cost to enter.

If a vehicle's MF is less than the MP cost to enter a hex with an AT Ditch marker, it must begin its move adjacent to the AT Ditch and spend its entire MF to enter the AT Ditch hex.

AT Ditches cost infantry units 1 MP plus the terrain cost to enter.

Infantry units may exit an AT Ditch hex into any adjacent hex, paying the MP cost for the new hex entered.

Vehicles may exit an AT Ditch into hexes on the same side of the AT Ditch from which they entered, paying the appropriate MP cost to enter the new hex. A vehicle platoon may exit an AT Ditch hex into one of the three hexes opposite the side it entered from, spending its entire activation to exit the anti-tank ditch.

Vehicles exiting an AT Ditch cannot conduct an Overrun, but may enter an Assault.

Units exiting an AT Ditch hex ARE subject to Fire of Opportunity. Overruns cannot occur in AT Ditch hexes, but Assaults can occur in AT Ditch hexes.

A vehicle may retreat into an AT Ditch hex.

7.5 Smoke Placed on the Field

Smoke was used to cover movement during combat. Smoke is assigned to units per the scenario.

Scenarios that do not provide smoke model the fact that some units lacked smoke capability, or that weather during the scenario was not conducive to smoke effectiveness (for example, strong wind).

7.5.1 Placing Smoke

A unit with smoke capability may place smoke by spending one MP to place a Level 1 Smoke marker in its own hex or an adjacent hex. Smoke cannot be placed in a water hex that has no road or bridge.

Units may place additional smoke or continue moving after placing smoke, provided they have movement points remaining.

Disrupted units cannot place smoke.

Smoke blocks line of sight through the hex, but not into it. A unit may fire at a unit in a Smoke hex, but the Smoke hex blocks LOS to other hexes beyond the Smoke hex (see the LOS rules).

A Smoke marker blocks terrain for that hex (see the LOS rules). To fire at units in smoke, add +1 to the To-Hit number of the firing unit when attacking unit(s) within the smoke hex.

This does not affect indirect fire against units in smoke. Units in a Smoke hex may fire out of that hex without any LOS obstruction, however they must increase their To-Hit number by 1. Units with a To-Hit number of 6 cannot be increased to 7 and therefore cannot fire from a Smoke hex.

Units firing out of a Smoke hex cannot be acquired. Units in Smoke hexes cannot be overrun by enemy units.

Smoke lasts one full turn and is removed during the following Marker Removal Phase.

7.5.2 Smoke Placement Summary

  • Assign an eligible unit that can place Smoke.
  • Spend 1 MP.
  • Choose the target hex.
  • Place a Level 1 Smoke marker in the target hex.

8.0 Battlefield Chaos

The battlefields of the Second World War were full of chaotic events that sometimes gave an advantage to one side or the other. Sometimes chaotic events affected both sides negatively. To bring some of these chaotic effects into the game, a Chaos marker may be placed together with the Formation and End of Turn markers in the draw cup.

If indicated by the scenario, a Chaos marker is added to the cup of counters. When the Chaos marker is drawn, roll 2d6 (it does not matter who rolls) and consult the Battlefield Chaos Table on the player aid card.

Some results are beneficial, others are not. Some apply to the Allies, others to the Axis.

Unless the scenario instructions say otherwise, remove the Chaos marker from the game after it has been drawn, rolled, and its effects applied.

In some cases, the effect befalls the player whose Formation marker is drawn next (if the turn ends before another Formation marker is drawn, ignore the effect and return the marker to the cup).

8.1 Battlefield Chaos Summary

  • Roll 2d6.
  • Consult the Battlefield Chaos Table.
  • Apply the results.

9.0 Fate Points

Despite the best efforts of generals, sergeants, riflemen, spreadsheets, tables, and game designers, battles are often won not by the side with the best weapons, the most men, or the best morale, but by the unforeseen acts of men and women and the inexplicable turns of fate in combat. Fate Points (FPts) in the Nations at War system represent these turns.

Fate Points are points that can be spent to influence the course of events and turn an unfavorable situation into a favorable one.

Fate Points are assigned to each side in every scenario and may be used at any time during the game. They cannot be carried over to other scenarios.

Fate Points can be thought of as a currency, spent to buy an event that can change the game. They may be used by the active player or their opponent at any time. The defending player ALWAYS has the last chance to use FPts to adjust a unit's result. Fate Points used to adjust die roll results may only be used on the player's own dice results.

You cannot adjust your enemy's die roll results. Only your own.

Use Fate Point markers to track how many FPts each side has on the Fate Points track on the player aid card. FPts may be spent as follows:

Fate Points Table

CostEffect
1 FPtReroll one of your own dice, at any time.
1 FPtMove one friendly unit one hex, ignoring terrain costs.
1 FPtIncrease or decrease the number showing on one of your dice by one.
1 FPtPlace any hex In Command; may be paid after an Out of Command result is received.
2 FPtsRemove an "Ops Complete" marker from a friendly unit.
2 FPtsReturn a just-drawn marker to the opaque cup before it is used.

Fate Points cannot be reused. Once spent, they are lost and no longer available for use in the game.

10.0 Additional Rules

These additional rules bring a number of new mechanics into the game and add a further level of detail.

10.1 Anti-Aircraft Units (AA Units)

Nations at War anti-aircraft units carry blue AA firepower in the upper left corner of the counter. The blue number denotes AA firepower and is used to hit attacking aircraft (see 10.3.2).

Blue FP can also attack hard targets at greater than normal range, or less (with no extended range), with a To-Hit number of 6. Keep in mind that AA units also have HE firepower and an Assault Factor, as printed on their counter.

10.2 Artillery

Artillery in the Second World War was highly destructive and is represented in the game as a fire mission. HQ and Recon units may call artillery or smoke missions during the Fire Mission phase.

Artillery fire missions are assigned in the scenario briefing in a format such as "1 x 4/5 HE Strike," where 1 is the number of fire missions per scenario, 4 is the fire mission's FP, and 5 is the fire mission's To-Hit number. There are two types of artillery missions: high-explosive (HE) and smoke.

Up to two fire missions may be declared as the FIRST actions of an HQ, sub-HQ, or Recon unit of the active formation, on any hex or hexes within its LOS.

To conduct a fire mission, designate a target hex and check for LOS.

Determine whether the artillery fire mission hits the target by rolling 1d6. On a result of 2–6, the fire mission hits the target hex. On a result of 1, the fire mission is ineffective and does not affect the board.

Artillery fire missions affect ALL units in the target hex and the six hexes adjacent to it. Roll individually for each hex, not for each unit. Resolution of fire missions depends on the type of fire mission (for example, 4/5).

HQs that call in artillery are not marked with an "Ops Complete" marker.

Artillery or mortar fire missions can only be conducted during the Fire Mission phase.

10.2.1 High-Explosive Fire Missions

To conduct a high-explosive fire mission, place a "Barrage" marker on the target hex, then roll for each hex hit by the mission; roll a number of dice (d6) equal to the mission's FP. Each die rolled equal to or greater than the mission's To-Hit number hits the target(s).

For each hex containing target(s), the target's owner rolls a number of dice (d6) equal to the terrain's infantry Defense Bonus (see TEC). If at least one of the units in the hex is a hard target, roll one additional die.

For each die equal to or greater than five (5), one of the attacker's hits is ignored. There are no modifiers for "Concealment" or "Smoke." The target's owner rolls once per hex hit, not once per unit.

Once the number of hits is calculated, apply the hits. If a hex with two units takes an odd number of hits, randomly determine which unit takes the odd hit. All target units must take one hit before any of them takes two, and so on.

Resolve damage to HQs the same way as in ranged combat. After resolving damage, remove the "Barrage" marker.

10.2.2 Smoke Fire Mission

To conduct a "Smoke Fire" mission, place a "Smoke 2" marker in the affected hex. This marker blocks LOS through the hex and the six adjacent hexes from any elevation, for all units. All Smoke 2 markers are flipped to Smoke 1 markers during the following Marker Removal Phase. Any Smoke 1 markers still on the board at the start of the Marker Removal Phase are removed.

10.2.3 Artillery Barrage Summary

  • Choose the target hex.
  • Determine whether the Barrage hits the target.
  • Conduct the artillery barrage.
  • The defender rolls to prevent damage.
  • Resolve the hits on the target.

10.3 Close Air Support

Close Air Support (CAS) in Nations at War is represented by air-strike counters showing a specific aircraft.

When a scenario calls for Close Air Support (CAS), the player chooses an appropriate air-strike counter from the counter set.

At the start of the turn indicated in the scenario, the owning player places the air-strike counter in an opaque cup. When an air strike is drawn by either player, it must be played by the owning player. If the air strike is not played by the end of the turn, it is returned to the cup.

10.3.1 Designating the Target

When an air strike is drawn by either player, it must be played by the owning player. The owning player places the aircraft in the target hex. The chosen target may be any enemy unit on the board. There is no LOS restriction on choosing the target.

10.3.2 Conducting Anti-Aircraft Fire

The opposing player may attack the aircraft with any eligible Good Order anti-aircraft (AA) unit that is not marked "Ops Complete." The AA unit uses its AA firepower (blue FP) following the ranged combat rules. AA units always have clear line of sight to attacking aircraft.

Every aircraft unit has an armor factor printed in the upper right corner of the counter, and may roll to negate any hits scored by AA units. One un-negated hit forces the aircraft to abort its mission.

If the aircraft aborts, the owning player rolls 1d6: on a result of 1–3, the aircraft returns to base (remove the air strike from the game); on a result of 4–6, it returns to the cup during that turn's Marker Removal Phase. If the aircraft takes two hits, the aircraft is destroyed. Remove the air-strike counter.

10.3.3 Attacking the Target

Once the anti-aircraft fire opportunity has been resolved, and if the aircraft is not aborted or destroyed, the attacker rolls 1d6 for accuracy.

On a result of 1, the target hex is missed, and the defending player chooses a location within one hex to be struck instead.

On a result of 2, the attack partially hits the target, and the Ground Attack rating (red FP) is reduced by one die.

On a result of 3–6, the strike hits the target hex with the red FP rating printed on the air-strike counter. Roll a number of dice (d6) equal to the air strike's FP. Each die rolled equal to or greater than the air strike's To-Hit number hits the target(s).

The target's owner rolls a number of dice (d6) equal to the terrain's infantry Defense Bonus (see TEC). Roll one additional die if the unit is Concealed.

For each die equal to or greater than five (5), one of the attacker's hits is ignored. Roll once per hex, not once per unit.

Apply the hits. If a hex with two units takes one hit, randomly determine which unit takes it. All target units must take one hit before any of them takes two, and so on.

Resolve damage to HQs the same way as in ranged combat.

Check the aircraft's status. The attacker now rolls 1d6 to determine the aircraft's status: if the result is greater than the number of hits scored (before the defender rolled its defense dice), its counter returns to the cup at the start of the next turn to attack again; if the result is less than or equal to the number of hits scored, it is removed from the game (out of ammunition).

10.3.4 Aircraft Combat Summary

  • Designate the target.
  • Conduct anti-aircraft fire.
  • Conduct the attack on the target.
  • The defender rolls to prevent damage.
  • Resolve the hits on the target.
  • Check the aircraft's return status.

10.4 Optional Support Weapon Placement

Use this rule instead of assigning support weapons (SW) as described in 2.7.1.

Some gamers feel that having SW visible from the start of the game skews the game's balance. Use this rule if you want SW to remain hidden until first used.

A support weapon is placed the first time it fires, and remains with the platoon for the rest of the scenario. However, if any friendly infantry or armored infantry platoon is destroyed BEFORE all SW have been placed, the owner of the destroyed unit rolls 1d6. If the result is a 1, the opposing player may eliminate any unplaced SW. Subtract 1 from this die roll for each additional (beyond the first) infantry or armored infantry platoon destroyed.

Example: The German player has one unplaced machine gun. The American player destroys a second German armored infantry platoon in the scenario. The German player rolls 1d6, subtracting 1 for the additional (beyond the first) destroyed armored infantry platoon. The German player rolls a 2, and the American player eliminates the unplaced German machine gun.

10.5 Leaders

Leaders in the Nations at War system are unique counters. They represent men and actions, men leading the way forward. Leaders appear as results in the Chaos Table or are assigned by the scenario.

The following rules model these leaders:

Leaders are assigned to, and remain with, one platoon.

Leaders add their leadership to all of that platoon's attack rolls, and the platoon uses the leader's morale to make morale checks.

A leader is always in command, as is the platoon to which they are assigned. If the platoon is destroyed, the Leader dies. If the platoon is reduced, roll 1d6: on a result of 1, the leader dies.

10.6 Engineers, Pioneers, and Sappers

Engineers, pioneers, and sappers are trained in various operations, such as clearing obstacles and demolishing buildings. Engineers, pioneers, and sappers are referred to simply as engineers for convenience. In addition to mine clearance, engineers may attempt to demolish bridges.

10.6.1 Bridge Demolition by Engineers

To demolish a Bridge, the Engineer must be in the Bridge hex (the one it intends to demolish) and pay 2 Movement Points.

Place 3 "Ops Complete" markers on top of the engineer attempting to demolish the Bridge. During each Marker Removal Phase, remove one "Ops Complete" marker from the engineer unit. (See 3.3 and 3.4.1.)

Continue removing 1 Ops Complete marker during each following Marker Removal Phase and/or formation activation (3.4.1). When the last marker has been removed, roll 1d6: on a result of 3+, the Bridge is destroyed.

If the Bridge is destroyed, place a "Bridge Out" marker on the Bridge hex. The engineer unit, and any other unit stacked with the engineers, is considered "Ops Complete" and must move to an adjacent hex it may legally enter after the Bridge Out marker is placed.

No unit may enter a Bridge hex containing a "Bridge Out" marker.

If the Bridge is not destroyed, the engineer unit is considered "Ops Complete." The Engineer may make another attempt using the same process on its formation's next activation.

Leaders (not HQs) attached to the engineer unit may add their leader bonus to the bridge demolition die roll.

If the engineer unit is disrupted for any reason during the demolition attempt, the demolition is interrupted and cannot continue. Remove all "Ops Complete" markers and place a "Disrupted" marker on the engineer unit. The demolition process must be restarted once the engineer is returned to Good Order.

10.6.1.1 Bridge Demolition Summary
  • The engineer unit must be in the Bridge hex.
  • The engineer unit must declare its intent to demolish the Bridge and spend 2 MP.
  • Place 3 "Ops Complete" markers on the engineer unit.
    • a. The Engineer may remove all "Ops Complete" markers to perform another action during its activation or during marker removal, but must then cancel the entire bridge demolition.
  • Remove one "Ops Complete" marker during each Marker Removal Phase or activation of the formation to which the engineer is attached.
  • After the last Ops Complete marker is removed, roll 1d6:
    • On a result of 3+, the Bridge is destroyed; place a "Bridge Out" marker on the destroyed bridge. After the Bridge is destroyed, move the Engineer, together with any stacked units, one hex.
      • Units may not enter an enemy hex.
      • If there is no legal hex to enter, units stacked with the Engineer, including the Engineer, are eliminated.
    • On a result of 1 or 2, the Bridge demolition fails.
  • Place an "Ops Complete" marker on the engineer.

10.7 National Special Abilities

Every nation that fought in the Second World War possessed unique abilities. These abilities came from their training or the doctrines developed by their armed forces. You can find a game's national special abilities in that game module's rulebook.

11.0 Overwatch

Armor and infantry can advance to meet the enemy cautiously, moving forward while preparing for surprise attacks at close range or for potential targets.

Units may perform an "Overwatch" action by spending 2 movement points if armor, and 1 movement point if infantry. It does not matter when during its activation the unit spends these movement points. Disrupted units cannot go into Overwatch.

Once a unit has paid for Overwatch and completed its activation, place an Overwatch marker on it. Overwatch closely resembles Fire of Opportunity, with the following difference: a unit in Overwatch may fire on the enemy only at normal or reduced range (no extended range), and units firing this way must increase their To-Hit number by one.

Example: A T-34 wants to go into Overwatch. It moves and spends 2 of its movement points on the Overwatch action, keeping the rest of its movement allowance in reserve. While in Overwatch, the T-34 may engage an enemy unit that moves within normal range and line of sight of the T-34. A Panzer IV performs a move and ends within normal range and line of sight of the T-34. The T-34 fires on the Panzer IV. The T-34's To-Hit number is increased from 5 to 6.

Units performing a "Move and Fire" action cannot perform an "Overwatch" action. Units that have been disrupted cannot be placed in Overwatch.

If a unit is disrupted while in Overwatch, it loses the ability to conduct Overwatch fire.

Units in a Smoke hex cannot be placed in Overwatch.

Once a unit in Overwatch fires at a target, replace the Overwatch marker with an "Ops Complete" marker.

12.0 Map Updates

The maps in White Star Rising and Desert Heat First Edition were updated in the Second Edition. We changed the map letters to numbers, and the fictional city names to the names of real locations found in the regions where the depicted battles were fought. The key below shows the changes for your convenience.

White Star Rising Map Key

Map (1st Edition letter → 2nd Edition number)Previous map name(s)Current map name(s)
A → 1Chateau, St. Jeanne, CellesBerismenil, Hubermont, Nadrine
B → 2Ville-sur-le-Fleuve, Bucolica, KleinestadtSt. Pierre-la-Rivière, Royville
C → 3Aldea Bota, Gervassen, KruispuntenBütgenbach, Wirtzfeld, Büllingen
D → 4Saarburg, Mersault-sur-le-MerArromanches, Crepon

Desert Heat Map Key

Map (1st Edition letter → 2nd Edition number)Previous map nameCurrent map name
A → 11Al HawariBlida
B → 12——
C → 13——
D → 14Al AdmTébessa

13.0 Scenario Details

In NaW, all scenarios are presented in the same format, with specific sections.

Keep in mind that module-specific rules always take precedence over the NaW core rules, and special scenario rules take precedence over any module-specific and/or core rules. The module and scenario booklet contains training scenarios that are best suited for new players.

13.1 Scenario Outline

  1. Title: The name or description of the battle depicted in the scenario.
  2. Background: A brief introduction to the upcoming battle, setting the stage for the combatants.
  3. Forces and Setup: Each scenario lists the formations and the units belonging to, or attached to, each formation. Unless stated otherwise, place a Formation marker for each listed formation into the opaque cup. Support resources are also listed; these resources may include HE fire missions, close air support, and even Fate Points.
  4. Map Layout: Explains which maps, and which areas of those maps, the battle takes place on.
  5. Turns and Markers Used: Explains how long the battle will last and how many End of Turn markers to use. Additional markers, such as Chaos markers, may also be specified.
  6. Victory Conditions: The objectives each player must achieve to win the battle. In some scenarios, victory is determined by control of a location or locations, or by victory points (VPs). To control a hex, a side must either be the only side with a unit in the hex, or be the last side to move a unit through a hex that is currently unoccupied. Other conditions may include units exiting off the edge of the map.
  7. Special Scenario Rules (SSR): Special rules that apply to the scenario being played. Players should read these rules carefully so as not to miss things like surprise, reinforcements, withdrawal, and so on.

13.2 General Scenario Rules

Hex Control: To control a hex, such as a town, a player must have a unit in the hex, or be the last player to move a unit through the hex.

13.3 Training Scenarios and Walkthroughs

The "Modules and Scenarios" booklet for each game in the series includes a training scenario with a step-by-step walkthrough.

14.0 Battle Generator

If you want to push the boundaries of your Nations At War games, you can design your own scenarios using the point system developed for every unit included in the game.

The following sections are guidelines that let players create scenarios for three different types of situations: a "Meeting Engagement" is designed so that two players fight head-to-head with forces of equal size; "Defender vs. Attacker" pits an attacking force against a defending force with the objective of capturing objectives; and in a "To the Next Line" scenario, two forces of equal size fight for objectives located on the enemy's side of the map.

14.1 Meeting Engagement

Designing an engagement against an opponent can be determined by assigning each opponent a set number of points, which they then use to acquire units from the available list. In a Meeting Engagement, each side has equal forces; refer to the table below matching the size of your force.

Points per SideMapsEnd of Turn Markers
250–30012
300–50022
500–75032
750–100043

Example: if your Meeting Engagement uses two maps, both sides need to agree on a force size of 300 to 500 points.

To play a Meeting Engagement, do the following:

  1. Determine the number of points each side has and the number of maps to be used, based on the total point value.
  2. Both players buy the units they wish to use in the game.
  3. Each player rolls 1d6 (reroll ties); the player with the higher result chooses the maps and their configuration, as well as the (opposite) edges from which both players' forces will enter.
  4. The player with the lower die roll result chooses one of their formations to go first and removes that formation's marker from the cup for the first turn; that formation activates first.
  5. Every game lasts a minimum of seven turns, plus two turns for every map used beyond the first.

Example: if two maps are used, the game lasts nine turns.

  1. Roll 1d6 to determine Chaos:
    • Both players roll 1d6.
    • Whoever rolls the lowest result places a Chaos marker on the number of the Turn Track equal to the lowest die roll result. On that turn, add a Chaos marker to the cup. After each time the Chaos marker is drawn, roll 1d6: on a result of 1–2, remove the Chaos marker for the rest of the game.
  2. To win the game, tally all destroyed units removed from the map and determine the point value of the destroyed units based on the assigned point cost list. The player who has destroyed the greater point value is the winner.

14.2 Defender vs. Attacker

In these scenarios, the attacker has three times as many points as the defender.

Example: if the attacker is playing with 300 points on one map, the defender has 100 points.

To play a Defender vs. Attacker battle, do the following:

  1. Determine the number of attacker points and the number of maps to be used, based on the total point value.
  2. Divide the attacker's points by three (rounding up) to determine the defending unit's point value.
  3. The defender chooses the map(s) and their configuration for the game.
  4. Every game lasts a minimum of seven turns, plus two turns for every map used beyond the first.

Example: if three maps are used, the game lasts eleven turns.

  1. Roll 1d6 to determine Chaos:
    • Both players roll 1d6.
    • Whoever rolls the lowest result places a Chaos marker on the number of the Turn Track equal to the lowest die roll result. On that turn, add the Chaos marker to the cup.
    • After each time the Chaos marker is drawn, roll 1d6: on a result of 1–2, remove the Chaos marker for the rest of the game.
  2. The number of Objectives is determined by the number of maps in play:
MapsObjectives
1 map1 objective
2 maps3 objectives
3 maps4 objectives
4 maps5 objectives
  1. The defender chooses the objective hexes the attacker must control to win the game.
  2. Objective hexes must be one of the following legal objective-hex types, and each map in play must have at least one objective hex:
    • Town/City hex
    • Bridge hex
    • Hill hex
    • Crossroads hex (where two road hexes cross)
  3. The attacker determines which map edge their units enter from, but all units must enter through the same map edge.
  4. The defender sets up first, in any hex on the map.
  5. The player with the greater combined objective points and unit points (for destroying a unit; there is no point value for reducing a unit) at the end of the game is the winner.
    • Objective points are scored differently for the attacker and the defender. Objectives held by the defender are worth 50 points. Objectives held by the attacker are worth 100 points.
    • Unit points are based on the Design-Your-Own (DYO) cost list.

14.3 To the Next Line

To play a "To the Next Line" battle, do the following:

  1. Determine the number of points each side has and the number of maps to be used, based on the total point value.
  2. Both players buy the units they wish to use in the game.
  3. Each player rolls 1d6 (reroll ties); the player with the higher result chooses the maps, their configuration, and the edges from which both players' forces will set up. Opponents must set up facing each other.
  4. Each player sets up their forces, beginning with the player with the lower die roll result. Each player alternates placing their forces on the board. A player may set up one, several, or all of their units, then yields to their opponent, who may do the same. Players alternate this way until all forces have been set up on the board. All units may only be set up within the two hexes closest to the edge of their map.

Example: Player A sets up 3 of his M4 Shermans in hexes within his deployment area, then yields to his opponent. His opponent sets all of his forces to one side of the board. He then yields. This continues until all units have been set up.

A player may designate units as reserves. To choose reserves, note which units will be held in reserve. These units enter under command (in subsequent turns, normal command range rules apply to these units).

At the start of the turn, roll to see whether the reserve units enter play. Roll 1d6 and add the turn number to the result. If the result is 6+, the reserve units may enter through any hex along that player's edge of the board.

  1. Every game lasts a minimum of seven turns, plus two turns for every map used beyond the first.

Example: if two maps are used, the game lasts nine turns.

To determine whether a Chaos marker is used in the game, both players roll 1d6. The player with the higher result decides whether a Chaos marker is added to the cup. After each time the Chaos marker is drawn, roll 1d6: on a result of 1–3, remove the Chaos marker for the rest of the game.

  1. Each player chooses one counter to represent their objective. Choose two objectives if more than two maps are used for the game.
  2. Each opponent places their objective within the last two rows of hexes on their opponent's side of the board.
  3. Each player may choose one formation from their forces to not go into the cup. When the game begins, whichever player finished setting up first activates their chosen formation and conducts operations. Then the second player activates their formation and conducts operations.
  4. After these initial activations are complete, continue the game as normal, drawing the next marker from the cup.
  5. The game continues for the remaining turns.

TO WIN: by the end of the last turn, capture more of your objectives than your opponent. Capture your objective and do not let your opponent capture theirs. If both sides capture their objective, determine the winner by the point value of units destroyed. Use the total point value spent to acquire units.

Series Resources

If you are interested in expanding your NaW gaming experience, these additional resources can help. Many NaW resources are available in the NaW online store, and are sold separately.

Lock 'n Load Publishing has produced a series of instructional videos covering core NaW concepts, an audiobook edition of the rulebook, and VASSAL modules for online play of every NaW title, all linked from the Resources section of the LNL Publishing forums. NaW Compendiums collect tactical articles, historical background, order-of-battle information, and scenario strategy, along with extra maps and additional scenarios for the NaW games. NaW Battle Gear is a line of optional gameplay accessories produced in partnership with Litko.

Formation Cards

Formation cards from the Nations At War series replace the Formation counters already included in the game series. These Formation cards are NOT required to play. Formation cards are for players who prefer to use playing-card-style formation cards rather than formation counters.

Formation cards show additional information displaying a formation HQ's game factors. The card has three hexagons: the green hexagon represents the HQ's morale, the yellow hexagon represents its command range, and the gray hexagon represents its leadership modifier. Some hexagons show a single number, while others show two numbers separated by a slash. The number to the left of the slash is the HQ's full-strength factor, and the number to the right of the slash is its half-strength (reduced) factor.

Glossary

AbbreviationMeaning
1d6Roll of one six-sided die.
2d6Roll of two six-sided dice.
3d6Roll of three six-sided dice.
AAAnti-Aircraft
AFAttack (Assault) Factor
AFVArmored Fighting Vehicle
APArmor-Piercing
ATGAnti-Tank Gun
ATRAnti-Tank Rifle
CAClose Assault
D6Six-sided die
DRMDie Roll Modifier
ETEnd of Turn
FPtsFate Points
FFEFire For Effect
FPFirepower
GAGround Attack
GOGood Order
HEHigh Explosive
HMGHeavy Machine Gun
HQHeadquarters
HTHard Target
IFPInherent Firepower; the FP printed on the counter.
LMLeadership Modifier
LOSLine of Sight
MCMorale Check
MFMovement Factor
MPMovement Points
OBAOff-board Artillery
OCOps Complete
OFOpportunity Fire
OOBOrder of Battle
OOCOut of Command
OPOperations Phase
PACPlayer Aid Card
PARAParatrooper
RECONReconnaissance
sHQSub-Headquarters
SSRSpecial Scenario Rule
ST
The number of d6 a unit rolls when attacking.
Augmented FactorA + (plus sign) on counters denotes an enhancement to a unit's abilities. See Augmented Abilities (5.1.7).
Attached UnitA unit with a + symbol at the top center (not on its combat or movement factor) is an attached unit. This unit is defined in the scenario. Attached units are under the command of the units to which they are assigned in the scenario.
Soft Target
SWSupport Weapon
TECTerrain Effects Chart
VPVictory Points
WSRWhite Star Rising