Next War: Iran
Next War: Iran Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Terrain
- 3.0 Units
- 4.0 Weather
- 5.0 Movement and Naval Affairs
- 6.0 Strategic Display
- 7.0 Combat
- 8.0 Reinforcements & Replacements
- 9.0 Subordination
- 10.0 Isolation
- 11.0 Supply
- 12.0 Detection
- 13.0 Airpower
- 14.0 Theater Warfare Assets
- 15.0 UN Resolution & Victory
- 16.0 Optional Rules
- 17.0 Scenarios
- 18.0 Orders of Battle Notes
- 19.0 Designer's Notes
- Iran Order of Battle
1.0 Introduction
These rules extend the Series Rules and add nuances applicable to the situation between the United States of America and its allies versus the Islamic Republic of Iran (IRI) and its allies. Unless otherwise specified, Game Specific Rules apply to both the Standard and Advanced Game and supersede any of those rules that they contradict.
1.0.1 Rules References
References structured like this [8.2] refer to the Series Rules. If the reference has "GSR," e.g., [GSR 1.3], it refers to these Game Specific Rules.
1.1 Components
Your copy of Next War: Iran should contain the following:
- Two 22 x 34" maps depicting the southern portion of Iran and the Strategic Display depicting the Persian Gulf area
- One 11 x 17" Air Superiority Display
- One Standard & Advanced Game Rules booklet
- One Game Specific Rules (GSR) booklet (this one)
- Four sheets of 9/16" Counters
- Eight 8½ x 11" Play-aids:
- 2 identical CRT & TEC cards
- 1 Standard & Advanced Game Player Aid card
- 1 Advanced Sequence of Play card
- 1 Standard Sequence of Play & Advanced ADF Resolution Chart
- 1 Strike Effects & Strategic Display Movement card
- 1 Reinforcement card
- 1 Unit Identification and Naval Movement card
- Two 11 x 17" Play-aids:
- 2 Advanced Game Player Aid cards
- Two 10-sided dice (0-9)
1.2 Nationality Colors
Different nationalities' counters are colored to distinguish factions:
Allied: Australia (AU), France (FR), Israel (IS), United Kingdom (UK), U.S. Army (USA), U.S. Air Force (USAF), U.S. Marine Corps (USMC), U.S. Navy (USN).
Non-Allied: Islamic Republic of Iran Ground Forces (IRIGF), Islamic Republic of Iran Navy (IRIN), Islamic Revolutionary Guard Corps (IRGC/IRGCN), The People's Republic of China (PRC), Russia (RU).
Gulf Allies: Oman (OM), Qatar (QA), Saudi Arabia (SA), United Arab Emirates (UAE).
1.2.1 Designations
For all purposes where the terms are referenced in rules and charts, the US, and nationalities intervening on its behalf, are "Allied," and the IRI, and nationalities intervening on its behalf, are "non-Allied." Saudi Arabia, Oman, Qatar, and the UAE begin Neutral and may enter the war during setup or play.
1.3 Game Play Guidance
For players, both old and new, here are some new concepts and mechanics introduced in Next War: Iran with which you should become familiar: Petroleum Facilities [GSR 2.7], the Iranian Patrol Boat Tracks [GSR 5.5.2], and A2/AD, i.e., Naval SSMs [GSR 5.5.3]. Players should familiarize themselves with these rules as they are fundamental to understand for both sides.
Some smaller nuances I would like to call your attention to are the island of Qeshm and its Crossing Arrow [GSR 2.6], Iranian Interservice Rivalry [GSR 3.1 & 7.2], the special rules around mining and clearing the Strait of Hormuz [GSR 5.5.5], and the USMC MEU HQs [GSR 3.4].
1.3.1 Advanced Air Defense SAM Changes
If you look closely you'll see that the Advanced Air Defense Fire SAM Table looks a little different. Based on current research and new empirical evidence, I have tweaked the table a bit by removing the "0–1" and "2" columns and collapsing them into a single, slightly more effective "0–4" column. This resolves a long-standing complaint concerning Local SAMs as well as speaks to the basic resiliency of IADS. As always, players should use this new Advanced Game Tables Player Aid Card in all Next War Series games.
2.0 Terrain
[8.3 Standard/Advanced]
2.1 Installations/Hardened Targets
In addition to those defined in the Series Rules, the following are Hardened Targets: Ballistic/Cruise Missile markers and Naval SSM [GSR 5.5.3] counters.
2.2 Friendly Map Edges
The friendly map edges on the Operational Map are:
- Allied: Any Allied Controlled Airbase Supply, Port, Supply Source, or Beachhead.
- Non-Allied: All northeast, north, and northwest edge hexes in Iran.
Play Note: Yes, I know the Allied "edges" are not actually edges.
2.3 Invasion Hexes and Beaches
Usable beaches [8.3.1.7] for Amphibious Assault are marked with a light blue coloring. All-Sea hexes that can be used for AMPHs conducting an Amphibious Assault are outlined in dark blue.
2.4 Clearing Operations
When conducting Clearing Operations in the IRI, apply an additional -1 DRM to the roll. This is noted on the Clearing Operations chart on the Standard & Advanced Game Tables Player Aid Card.
Design Note: The IRI has several paramilitary organizations throughout the country. This DRM above represents their general presence across Iran.
2.5 Bandar Abbas
This city in hexes 2507 and 2606 is not quite large enough to be Urban, but it does sprawl along the coast across two hexes that requires special movement cost handling. It costs ½ (half) a movement point to move between the hexes.
2.6 Qeshm
This island off the coast of Iran has several special rules/exceptions associated with it.
Design Note: It is an odd duck as it is, essentially, a hex-based Island Land Area on the Operational Map. Besides the Crossing Arrow below, there are special Supply [GSR 11.4] considerations as well.
Play Note: Don't confuse the island of Qeshm with the town of Qeshm on its eastern tip. Rules dealing with Qeshm refer to the island.
2.6.1 Crossing Arrow
The Crossing Arrow symbol (2208/2209) represents the ability to use ferries, small boats, and other engineer or amphibious assets to move from the mainland to Qeshm and vice versa. Only Leg and Marine units can attack across (at half strength), and only Light Infantry can Retreat across. See the Terrain Effects Chart for details.
2.7 Petroleum Facilities and Infrastructure
Several hexes and Island Land Areas have symbols representing some of Iran's Oil Refineries, Gas Processing Plants, and Tanker Terminals. These are Installations; however, they do not count as "additional" Installations for Combat or Clearing Operations purposes, nor is Strike damage ever Repaired on them, i.e., do not flip Strike 1 or Strike 2 markers. Supply Points cannot be spent to initiate Repair.
The non-Allied side gains 2 VPs per turn for each such non-Destroyed Installation it Controls during the Victory Determination Phase (there are 8 on the map). These VPs are added directly to the non-Allied VP Total (not to VPs This Turn). The Allied side gains a variable amount of VPs for Controlling these during the Victory Determination Phase. These VPs are added to the Allied VPs This Turn. See the Victory Point Table on the map, and use the markers provided to track the current amount of VPs for each side.
Play Note: Note the difference in VP accumulation. The non-Allied side just adds the points to their Total, but, for the Allies, it counts as VPs this Turn for Initiative.
For the purposes of Deliberate Damage [27.2.1], friendly and enemy units are considered in and/or adjacent to all Installations on Island Land Areas for DRM purposes.
Design Note: With the assumption that neither side wants to destroy this infrastructure and both sides want to retain control of them intact, if possible, these facilities are on the map to encourage the Allied player to fight for them and the non-Allied player to defend them.
2.8 All-Sea Hexes
As an exception to 8.3.1.11, hexes on the Operational Map that contain only grayed out portions of land or islands and water are considered all-sea hexes and can be entered by Naval Units.
2.9 Rivers and Weather
The rivers on the map are only present if the non-Allied player chooses the Wet Season [GSR 4.0]; otherwise, they are ignored.
3.0 Units
[2.0 Standard/Advanced]
3.1 Iranian Military
Iranian units are divided into three branches: Islamic Republic of Iran Ground Forces (IRIGF), Islamic Republic of Iran Navy (IRIN), and the Islamic Revolutionary Guard Corps (IRGC/IRGCN) (both ground and naval). This has ramifications for Combat [GSR 7.2] and subordination [GSR 9.2].
3.2 Israeli (IS) Mossad
Any time the Israeli Mossad SOF marker is eliminated, place it on the Game Information Display one turn ahead. It returns as a Reinforcement at the end of that GT, e.g., if it is eliminated in GT1, it returns as a reinforcement at the end of GT2.
Design Note: Why no other Israeli involvement? Presumably, they are dealing with other related activities close to home (like Hamas – current events notwithstanding – and Hezbollah) because of the conflict, and their forces would be engaged, if at all, further west than the map shows.
3.3 PRC SAG
If the non-Allied player chooses to have the PRC intervene, the PRC SAG sets up in any All-Sea hex, Inshore Box, or At Sea Box except the Indian Ocean. Once the SAG is eliminated, it is removed from the game. The PRC SAG cannot use Iranian Ports for repair [27.4].
3.4 USMC MEUs
As an exception to 30.3, USMC MEUs can remain on the map even when within LOC of the USMC MEF HQ.
3.5 Oman F-16 Limitations
The Oman F-16 can only fly Air Superiority, and, if in the Air Superiority Box, Interception missions. It cannot be used as an Escort.
4.0 Weather
[4.0 Standard/22.2 Advanced]
As an exception to Series Rule 4.0 and the SOP, before a scenario begins, the non-Allied player, i.e., non-Initiative, chooses whether it is the Dry or Wet season as well as the initial weather. The different seasons have effects on the Weather Die Roll [4.0].
Weather DRMs:
- Dry: –1
- Wet: +1
Play Note: On-Map Weather Table is Clear 0-5 / Overcast 6-7 / Storm 8-9. Players may, optionally, determine the season randomly in any mutually acceptable fashion.
4.1 Weather Choice Considerations
If the non-Allied player chooses Storm as the initial weather for a scenario, then he cannot place any of the Mine Markers that are allocated at setup for that scenario.
4.2 Storms and the Middle East
Storms in this area tend to be violent but short. With that in mind, if the last turn was Storm, and Storm is rolled again for the current turn, it becomes Overcast instead. In other words, you cannot have two Storm turns in a row.
5.0 Movement and Naval Affairs
[8.0 Standard/Advanced]
5.1 Multi-national Stacking
If units from different nations stack together then the Efficiency Rating of each unit is reduced by one, e.g., US stacked with Saudi Arabia.
For this rule, the US, FR, and CW are treated as a single nationality.
5.2 Transport Limitations
5.2.1 Air Transport
In any allowable Movement Segment, a side can use Air Transport as follows:
- Allied: four stacking points
- Non-Allied: two stacking points
The Allied side may have this increased via Reinforcements.
5.2.2 Sea Transport
In any allowable Movement Segment, a side can use Sea Transport as follows:
- Allied: four stacking points
- Non-Allied: two stacking points
The Allied side may have this increased via Reinforcements.
5.3 Airborne/Paradrop Movement Limitations
Unless modified by Scenario Special Rules, in any allowable Movement Segment, a side can use Airborne/Paradrop Movement as follows:
- US: four stacking points of airborne units
- RU/PRC: three stacking points of airborne units
- France/Saudi Arabia/Iran: one stacking point of airborne units
Play Note: See the Unit Identification Chart in the Series rules. Only units listed as Airborne units can use Airborne/Paradrop movement.
5.4 Airmobile Points
The US, Iran, Russia, and the PRC have their own Airmobile Points. US points can be utilized to move any airmobile capable unit on that side. The other nations' points can only be used to move their own airmobile capable units.
For the purposes of Airmobile Point replacements, the maximum number each nation is allowed is indicated on the Airmobile Point track by a national flag.
Play Note: Although the Iranian flag is also shown, they cannot replace losses [GSR 8.6].
5.5 Naval Affairs
5.5.1 Sea Control
Unless otherwise specified by scenario, the non-Allied player always starts with Control of the Persian Gulf At Sea and Inshore Boxes and the Gulf of Oman Inshore Box. The Gulf of Oman At Sea Box always starts Contested. The Indian Ocean is permanently Allied Controlled.
Once the Allies take Control of an At Sea Box, it remains Allied Controlled.
5.5.2 Iranian Patrol Boats
There are two Iranian Patrol Boat Tracks on the Strategic Display: one for the Gulf of Oman and one for the Persian Gulf. These tracks represent the plethora of Iranian small attack boats, USVs, and other naval assets.
5.5.2.1 Patrol Boat Effects: If a Track's marker is greater than zero, any Allied Naval Unit movement or Sea Transport into an associated Inshore Box or All-Sea hex is subject to a Contested Sea Movement [8.5.6.4.1] die roll. Apply a positive DRM equal to the Track's marker.
In addition, the marker's position on the Track affects Sea Control die rolls as a negative DRM to the associated Inshore Box. These markers do not count as Naval Units for Sea Control [7.2.2].
No Amphibious Assault can take place in a Beach hex associated with an Inshore Box in which the Patrol Boat marker is greater than zero.
5.5.2.2 Patrol Boat Sorties: The non-Allied player may conduct an attack against an Allied Naval Unit in an All-Sea hex or Inshore Box associated with the Track.
5.5.2.2.1 Standard Game Patrol Boat Sortie: At the end of any Combat Segment, roll a die; on a 0-5, the Naval Unit is "damaged." It must retreat to Diego Garcia.
5.5.2.2.2 Advanced Game Patrol Boat Sortie: At the beginning of any Naval Surface Combat Step, conduct Naval Surface Combat [17.3] against a Detected Allied Naval Unit with a Naval Strike value equal to the box its marker is in, i.e., Naval 1 or 2. Then any Allied or PRC Naval Unit present in that location can participate in Naval Surface Combat where the Patrol Boat Track can be targeted by the Allies.
Play Note: This is full Naval Surface Combat, so, yes, the enemy naval unit shoots back, too. The idea here is that the Patrol Boats get the first shot at attacking. The Allies can, if the Patrol Boats don't Sortie, attack them [GSR 5.5.2.3.2].
5.5.2.3 Attacking the Patrol Boat Track: Each Track can be attacked in multiple ways as follows. In each case, treat the Track as an Area Detected Naval Unit. Patrol Boat markers cannot be Targeted.
5.5.2.3.1 By Air Strike: Once in each Strike Phase by Air Strike.
5.5.2.3.2 By Naval Surface Combat: If Allied Naval Units are in an All-Sea hex on the Operational Map and the non-Allied player did not Sortie [GSR 5.5.2.2], then the Allied player can conduct Naval Surface Combat. Each Strike result – 1, 2, X – reduces the track by 1, 2, or 3, respectively. The Patrol Boat Track conducts the combat with the value shown by its marker before any results are applied, i.e., Naval 1 or 2.
5.5.2.3.3 By SOF Raid: As a Naval Unit target [20.1.3 #9] in Flat Terrain.
5.5.2.4 Patrol Boat Transfer: During the Reinforcement and Replacement Phase, in non-Storm turns, the IRI player may transfer Patrol Boats between tracks. If both Inshore Boxes are non-Allied Controlled, reduce one track by any number of boxes and increase the other by the same number of boxes. If either Inshore Box is Contested or Allied Controlled, this transfer is subject to a Contested Sea Movement die roll; any Abort result cancels the transfer, i.e., the non-Allied player must choose Abort and not a Strike result. A Patrol Boat Track cannot be increased or reduced beyond the boxes available.
Example: During the Reinforcement and Replacement Phase of GT2, the Persian Gulf Inshore Box is non-Allied Controlled and the Gulf of Oman Inshore Box is Contested, so the IRI player decides to reinforce the Gulf of Oman Patrol Boat Track that has been reduced through Allied action. The non-Allied player makes a Contested Sea Movement die roll, which is successful; the Persian Gulf Patrol Boat Track is reduced by one box, and the Gulf of Oman Patrol Boat Track is increased by one box.
5.5.2.5 Patrol Boat Reserve: In some scenarios, the Iranians will be allocated Patrol Boats in Reserve. Use the marker provided to record this on the Game Information Display. During the Reinforcement and Replacement Phase, the Iranian player can decrement this marker to increase a Patrol Boat marker on a Track. Each Track can receive one Reserve each Game Turn.
The Reserve Marker itself cannot be attacked, but it is decremented by one for every two Iranian Ports that are Destroyed.
5.5.2.6 Patrol Boat Mining: During the Reinforcement and Replacement Phase, the non-Allied player may reduce a Patrol Boat marker one box to place or increase a Mine Marker in any eligible location within that Patrol Boat Track's corresponding At Sea Box. Once per turn, either Patrol Boat Track can do so in the Strait of Hormuz.
5.5.3 IRI A2/AD (Anti-Access/Area Denial)
This capability is represented by the presence of Naval SSM counters on the map as well as a Naval SSM missile marker for the General Records Track. These missiles can only be launched from a Naval SSM marker.
The IRI player has 20 "Hidden SSM" counters. Ten of these are "Real" and ten are marked as "Dummy." The counters have two sides: Revealed and Unrevealed.
The counters are Hardened Targets and Installations; once Destroyed, they cannot be repaired or replaced (remove the marker from the map). Strike reductions are conducted normally during the Reorganization Phase.
These SSM markers affect Allied victory [GSR 15.2/3].
5.5.3.1 Placement: During Setup, the IRI player places all 20 counters on the map with the Unrevealed side up. Counters must be placed in any Highland or Mountain hex that contains a road and is within 5 hexes of a coastal (land and sea) hex. The marker must be able to trace a path of 5 hexes to the coastal hex that does not pass through another Mountain hex, e.g., 3810 is not a legal hex. The IRI player divides the counters into two sets of 10 (5 "Real" and 5 "Dummy"). One set must be placed on or east of hex column 36xx. The other set must be placed on or west of hex column 30xx.
5.5.3.2 Prestidigitation: The IRI player can modify the initial placement of Naval SSM counters by exchanging one "Real" SSM from one set for a "Dummy" from the other. In other words, one set could have 6 "Real" and 4 "Dummy" and the other will have 4 "Real" and 6 "Dummy" markers.
5.5.3.3 Revelation and Detection: A marker can be in one of three states: Unrevealed, Revealed, or Detected. A marker is Revealed if an Unrevealed marker is used by the Iranian player for A2/AD [GSR 5.5.3.5] or successfully Detected by the Allied player.
5.5.3.3.1 Standard Game Detection: The Allies can make three attempts to Detect SSM markers per turn. Add one attempt for each non-Gulf Ally that intervenes on the Allied Side. For each attempt, roll a die; on a 0-2 the marker is Revealed and Detected.
5.5.3.3.2 Advanced Game Detection:
Play Note: As explained below there is a slight difference between Revealed and Detected. Electronic Detection can Reveal a marker but cannot Detect it.
The Allies can Reveal these SSM markers using Electronic Detection [12.3]. If Revealed by Iranian player use [5.5.3.3] or Electronic Detection, flip the marker to its Revealed side but not place a Detection marker.
A marker (Revealed or Unrevealed) is Detected if it is successfully Detected by the Allied player using SOF Recon (as if it were an HQ/SAM) or by having a combat unit [2.2] in the hex. Apply a -1 DRM to the Recon attempt if the marker is Revealed.
5.5.3.3.3 Detection Results: When Detected by SOF or combat unit, the marker is also Revealed, i.e., flip the counter to its Revealed side if it isn't already. If it is a "Dummy," remove it. If it is "Real," mark it as Detected. Once a Naval SSM marker is Detected it remains Detected; do not remove the Detection marker in the Reorganization Phase.
To be attacked, a marker must first be Detected.
5.5.3.4 Site-busting and Destruction: The Allied player cannot target the Naval SSM Missile Points marker on the General Records Track. However, once Detected, real Naval SSM markers can be attacked. Since these attacks target the installation (Naval SSM marker on the map) and not the Naval SSM Missile Points marker on the General Records Track, DRMs for Theater Weapon Busting Strikes do not apply.
5.5.3.4.1 Standard Game: The Allied player can attack each Detected SSM marker with Strike Air Points [GSR 13.2.2].
5.5.3.4.2 Advanced Game: SSM markers can be Targeted and/or Raided by SOF (as if it were an Installation). All Strikes can attack them. In addition, ground units can use a Clearing Operation to remove the marker.
5.5.3.4.3 Destruction: Each time a marker is Destroyed, decrement the Naval SSM Missile marker on the Game Information Track by one if there are fewer Naval SSM markers (Real or Dummy) on the Operational Map than remaining SSM Missile Points.
5.5.3.5 SSM Usage: While a "Real" marker is on the map, regardless of any damage, the IRI player can use it for Anti-Access/Area Denial as detailed below. Each time the IRI player uses one of the following capabilities, the player spends one Naval SSM Missile Point. There must be at least as many "Real" markers Revealed as Missile points used. Each marker can be used once per Phase.
A Naval SSM marker can only be used to affect Sea Control/Naval Movement or conduct a Strike against a Naval Unit in its associated At Sea Box (or the Inshore Box or All-Sea hexes associated it) as follows:
- West of and including the Strait of Hormuz: Persian Gulf
- East of and including the Strait of Hormuz: Gulf of Oman
5.5.3.5.1 Affecting Sea Control: The IRI player can use SSMs to affect Sea Control DRMs (both At Sea and associated Inshore Boxes). See the Sea Control Chart for the DRMs applying to specific locations.
5.5.3.5.2 Affecting Naval Movement: When the Allied player attempts to move Naval Units or use Sea Transport, the IRI player can expend an SSM to affect the roll. This has two effects: (1) if not already one, the move attempt is resolved as Contested Sea Movement, and (2) the Allied player incurs an additional +1 DRM to the Contested Sea Movement die roll.
5.5.3.5.3 Naval Strikes: Each Real Naval SSM counter can make a single Strike against any detected Naval Unit within range during a Strike Phase. The Strike is conducted as a Cruise Missile Strike using the Naval 2, as marked on the counter, column for resolution.
5.5.3.6 SSM Reinforcements: During the Reinforcement and Replacement Phase, the non-Allied Player rolls a die.
| Die Roll | Result |
|---|---|
| 0 and at least one Real Naval SSM marker remains | +2 Naval SSM Points |
| >0 and ≤ current Real Naval SSM Markers | +1 Naval SSM Point |
| > current Real Naval SSM Markers | No Effect |
These additional points can never cause the marker to exceed the number of Real Naval SSM Markers on the Operational Map.
5.5.4 Submarine Sortie
Once per turn, if the Submarine Threat Level is greater than zero, the non-Allied player can, during any one Naval Surface Combat step, reduce the Submarine Threat Level by one and conduct an attack on any detected Naval Unit in the Persian Gulf At Sea or Inshore Boxes or Gulf of Oman Inshore Box or associated all-sea hexes.
5.5.4.1 Standard Game Submarine Sortie: Roll a die; on a 0-5, the Naval Unit is "damaged." It must retreat to Diego Garcia, and it cannot move for the rest of the turn.
5.5.4.2 Advanced Game Submarine Sortie: The Naval Unit must be Detected. Conduct a Naval Strike 2. There is no Naval AAA defense in this case.
5.5.5 Mining
Only the non-Allied player can place Mines.
5.5.5.1 Strait of Hormuz: The Strait of Hormuz is marked on the Strategic Display and contains two Mine Marker holding boxes. Some scenarios will indicate how many of the boxes start mined and with which Mine Density marker. Any Naval Unit movement or Sea Transport from the Gulf of Oman to the Persian Gulf, or vice versa, while there is any Mine Marker present constitutes a Contested Sea Movement. In addition, the values of the Mine Markers are added together when determining the DRM for any such roll. Naval Units in both Inshore Boxes apply their DRM(s) if movement was traced across it.
5.5.5.2 Mine Clearance: To clear Mine Markers in the Strait of Hormuz, either the Gulf of Oman or Persian Gulf Inshore Box must be Allied Controlled. If the Allied player has a friendly Naval Unit adjacent to the Strait two rolls can be made, otherwise, only one roll is made regardless of the number of Mine Markers in boxes in the Strait. A Naval Unit must be adjacent to the Strait to qualify for the Mine Clearing DRM.
5.5.5.3 Mining Restrictions: The Iranian player cannot conduct Aerial or Patrol Boat Mining missions [23.6, GSR 5.5.2.6] in the Strait if an Allied Naval unit is in an All-Sea hex on the Operational Map within 10 hexes of the Strait or the Allied player has Air Supremacy. The Strait is not considered to be along a friendly coastline for either player.
Design Note: Flying a helicopter or other low-level mission or using boats along your own coastline is one thing; trying to do it across the Strait is quite another.
5.5.6 Restricted Waters
[17.1.4]
The Persian Gulf At Sea and Inshore Boxes and associated All-Sea hexes are Restricted Waters.
6.0 Strategic Display
6.1 Strategic Display
The Strategic Display contains a representation of a portion of the Persian Gulf and the Gulf of Oman. This Display contains four types of locations: Holding Boxes, Island Land Areas, At Sea Boxes, and Inshore Boxes. Holding Boxes represent abstract home country areas of the major participants. At Sea Boxes are represented as areas or zones, and they contain Inshore Boxes and/or Island Land Areas. Inshore Boxes represent the littorals of specific portions of the At Sea Box.
Airmobile Movement and Attack Helicopters can trace movement on the Strategic Display following the arrows from one location to another connected by one arrow; only one arrow can be transited per movement/combat segment. Note the dotted line on the Operational Map in hex column 27xx and on the Strategic Map; Airmobile Movement to/from the Island Land Areas can originate/land in Airbases/Airfields/AMPHs/hexes on or west of that line.
6.1.1 Island Land Areas
The Persian Gulf At Sea Boxes also contains two Island Land Areas depicted as single large dual-colored hexes: Lavan and Siri. Both can be moved to/from via Sea Transport if friendly-controlled (consider each to contain a Port for this purpose). Island Land Areas can be entered via Amphibious Assault from the associated Inshore Box.
See 6.1 for Airmobile Movement and Attack Helicopters.
Airborne Movement/Paradrop is allowed, but it is restricted to one Stacking Point per Movement Segment.
Design Note: Why the limitation on Airborne movement? Because the islands are very small, and to avoid issues with a mass airborne drop, the drop zones would need to be limited.
6.1.1.1 Island Land Area Stacking and ZOCs: Both sides can stack together in the same Land Area. The Stacking Limit, per side, is three Stacking Points. Units cannot over-stack (including Divisional over-stacking) in Island Land Areas.
Units project ZOCs in an Island Land Area.
6.1.1.2 Island Land Area Combat: When opposing sides occupy a Land Area, combat may be conducted normally in each appropriate Combat Segment, except that Retreat results are ignored. Treat the terrain as Flat. Opposing units can co-exist in the Land Area until one side is eliminated or leaves. Naval units in an associated Inshore Box can provide Combat Support.
6.1.1.3 Air Defense Fire: ADF rules are applied normally; however, Naval Air Defense Umbrella may apply [17.1.5 #1].
6.1.1.4 Island Land Area Control: To control an Island Land Area, the non-controlling player must conduct a successful Clearing Operation [8.4.1]. A Clearing Marker is randomly drawn and placed when the player's forces are the sole occupiers of the Island Land Area. If the enemy subsequently places units in the Island Land Area, the Clearing Marker is removed.
6.2 Holding Boxes and Off Map Zones
There are multiple Holding Boxes for Next War: Iran: Diego Garcia, Indian Ocean, Oman, Saudi Arabia, Qatar, and UAE. The Iranian Off Map Zones (OMZ) are a special type of Holding Box.
6.2.1 Usage
The Holding Boxes can be used to receive and hold reinforcements [GSR 8.0]. Only ground units, attack helicopters, and Naval Units of the appropriate side can enter that side's Holding Boxes.
Holding Boxes and Off Map Zones may contain printed Ports, Airbases/Airfields, and other Installations that are treated normally (and can be attacked [GSR 6.2.6]).
Attack Helicopters and TWD capable HQs [18.2.3.1] in a Gulf Ally Holding Box must be placed in one of the printed Airbases/Airfields. Attack Helicopters are subject to Collateral Damage when appropriate. HQs affect Strikes against themselves and the Airbase/Airfield. If all Airbases/Airfields in a Holding Box are Destroyed or unusable, the Attack Helicopter can Rebase using the nominal Airbase (see below).
Holding Boxes, but not Off-Map Zones, are assumed to have a nominal undamaged Airbase and Port enabling the use of Airmobile Movement, Air Transport, Airborne Movement, Attack Helicopter Rebasing, or Sea Transport regardless of Strike or Destroyed markers present on Airbases, Airfields, or Ports printed in a Holding/Basing Box.
6.2.2 Ground Unit Movement
6.2.2.1 Iranian Off Map Zones (OMZs): The Iranian Off Map Zones (OMZ1-5) are used to facilitate the setup and movement of Iranian forces that do not start on the Operational Map. Units designated as setting up in an OMZ are placed in that Zone. They can enter any associated map edge hex with a road leading off the map into the OMZ using all their MA. Such units can also utilize Air, Airmobile, or Airborne Transport as applicable if at least one Airbase/Airfield in the OMZ is operational.
Units in an OMZ during a Reinforcement and Replacement Phase can be picked up and placed into any adjacent OMZ.
6.2.2.2 Gulf Ally Holding Boxes: US, CW, and FR units can move from one Gulf Ally Holding Box, or printed Airbase in a Gulf Ally Holding Box (for HQs), to another using their entire Movement Allowance.
6.2.3 Airmobile Movement, Attack Helicopters, and the Operational Map
Helicopter movement is traced from a Holding Box to the Operational Map and vice versa by expending MP as indicated below (and marked on the map). Such movement can only be traced as follows:
6.2.3.1 IRI OMZ Box: To/from the Operational Map between any associated map edge hex by expending 7 MP.
6.2.3.2 Qatar Holding Box: To/from the Operational Map in hex 0212 by expending 13MP.
6.2.3.3 Oman Holding Box: To/from the Operational Map in hex 3819 by expending 19MP.
6.2.3.4 Saudi Arabia Holding Box: To/from the Operational Map in either hex 0614 or 1914 by expending 16MP.
6.2.3.5 UAE Holding Box: To/from the Operational Map in hex 2614 by expending 9MP.
6.2.3.6 Gulf of Oman Inshore Box: To/from the Operational Map on the south edge in the Gulf of Oman by expending 7MP.
6.2.3.7 Persian Gulf Inshore Box: To/from the Operational Map in any All-Sea hex in the Persian Gulf by expending 5MP.
6.2.3.8 Diego Garcia Holding Box: Not possible from Diego Garcia. Attack Helicopters must be Sea Transported [6.5.6] to another Port or Beachhead. Other units must use an applicable type of transport/movement.
6.2.3.9 Attack Helicopter Basing: Attack Helicopters can base in any Airbase/Airfield in the Holding Box [GSR 6.2.1].
Attack Helicopters can Rebase between any Holding Box (except Diego Garcia [GSR 6.2.7.1]) and any friendly Airbase/Airfield/City/Urban Hex on the Operational Map.
6.2.4 Air Transport & Airborne Movement
Players can utilize Air Transport to/from a Holding Box to/from any friendly Airbase/Airfield on the Operational Map. Airborne Movement/Paradrop can be conducted to any eligible location from a Holding Box.
6.2.5 Sea Transport
The Allied player can utilize Sea Transport to/from a Gulf Ally or Diego Garcia Holding Box to another Gulf Ally Holding Box or any eligible hex on the Operational Map (Contested Sea Movement may apply).
If both Inshore Boxes are non-Allied Controlled, the non-Allied player can use Sea Transport to move freely between Ports in the Persian Gulf and/or Gulf of Oman Sea Zones. This ability is negated if the Allied player has a Naval Unit in any All-Sea hex in either the origination or destination Sea Zone.
6.2.6 Strikes/SOF Raids Against Installations in Holding or OMZ Boxes
[Advanced]
Installations and Airfields in a Holding Box can be the target of Strikes and SOF Missions. They can receive Strike and Destroyed markers. These Installations are:
- if in an OMZ, within two hexes of an HQ unit for Detection and Air Defense Fire.
- if in a Gulf Ally Holding Box, protected only by HQs actually in the Airbase [GSR 6.2.1].
- for SOF Raids they are "occupied, but by less than a brigade" which generates a +1 Raid DRM.
For terrain (for all purposes) see the Holding Box.
Nominal Installations cannot be attacked by any means.
6.2.7 Indian Ocean Strategic Display At Sea Box
Although the PRC SAG can enter the Indian Ocean, the At Sea Box is always permanently Allied (as marked on the map).
Allied Naval unit reinforcements generally arrive here.
6.2.7.1 Diego Garcia Holding Box
This Holding Box is contained within the Indian Ocean At Sea Box. Allied forces can use this Holding Box for non-Naval Reinforcements [GSR 8.2.1.1/8.3], and they must do so if no Gulf Ally has intervened [GSR 17.4.1]. There are special Airmobile/Attack Helicopter considerations [GSR 6.2.3.8]. It is a Supply Source [GSR 11.1.3]. The Port in the Diego Garcia Holding Box is the only Port available for Allied Naval Units to use.
Non-Allied SOF cannot operate in this Holding Box. If Russia or the PRC intervenes on the non-Allied side, Russian/PRC Cruise Missiles can attack Diego Garcia subject to Range Restrictions [GSR 14.1.1].
If the Port in the Holding Box is Destroyed or has a Strike 2 marker on it, no Allied ground unit or Attack Helicopter reinforcements can arrive there unless loaded on an AMPH nor can the Port be used to Repair damaged Naval Units until it is fully repaired.
6.3 Gulf Ally Sovereignty
No Gulf Ally ground units can ever enter another Gulf Ally's Holding Box.
6.4 UAE Missile Defense
The UAE has the THAAD system, so all Ballistic and Cruise Missile strikes against targets in the UAE incur an additional +1 DRM.
7.0 Combat
[9.0 Standard/Advanced]
7.1 Mixed Allied Nationalities in Combat
When Gulf Ally units participate in an attack with other Allied units, that attack incurs a +2 DRM, e.g., if the US and Qatar attack together, there is a +2 DRM. This is in addition to any multiple Formation DRMs. The applicable DRMs are listed on the Combat Results Table.
For this rule, the US, FR, and CW are treated as a single nationality.
Play Note: It deserves mention that while the three Western powers are one nationality for this DRM, including the French in an attack with the US and/or CW would incur the normal +1 DRM for multiple formations.
7.2 Iranian Interservice Rivalry
When units of different Iranian branches (IRIGF, IRGC, IRIN) attack together, they incur a +1 DRM for each additional branch.
7.3 IRIGF Corps Independent Units
There are a few IRIGF units within corps with "Ind" in their Unit ID (Independent). (38 Ind/SE, 72 Ind/SW, 37 Ind/SW). They are independent [18.1] in their Corps. For Multi-formation attack DRM purposes, they are not another formation when attacking with non-Independent units of their Corps. They can receive HQ Support from any HQ in their Corps. The 71 Ind Mechanized Infantry Brigade is truly independent.
8.0 Reinforcements & Replacements
[10.0 Standard/Advanced]
8.1 Reinforcements
During the Reinforcement Phase, players may receive reinforcements according to the scenario's Reinforcement Schedule for that side. Some scenarios will describe the location or method of entry for units, otherwise, use the rules here.
In the Advanced Game, if the Intervention Level increases during the game, see [17.3.2.6] for handling set up and reinforcements.
8.2 Ground Unit Reinforcements
In general, ground unit and Attack Helicopter reinforcements not specified as arriving on the Operational Map must be placed into a friendly Holding Box.
If enemy ground units occupy all a unit's possible arrival hexes, that reinforcement unit may either be placed in the appropriate Holding Box or the nearest hex along the map edge that contains a road leading off the map.
If placed in a Holding Box, it can subsequently enter either the Operational Map or Strategic Display per movement rules governing such actions.
Units specified as arriving on the Operational Map by Airmobile Movement or Air Transport can only do so if that side had some level of Air Superiority for the turn; otherwise, place them in an appropriate Holding Box.
8.2.1 Ground Unit Reinforcements
In general, unless otherwise specified, units being placed as reinforcements prior to the start of or during the game are placed as outlined below.
8.2.1.1 Motorized and Mechanized: These units arrive in any friendly Port hex on the Operational Map not in an enemy ZOC subject to Port Capacity [8.3.1.9]. The associated At Sea and Inshore Boxes must be friendly-controlled to use such a Port.
If no such Ports are available, units must arrive in a friendly Holding Box with a Port. Allied units can use:
a. the Port in Oman (if at full intervention) and the Gulf of Oman At Sea Box is friendly-controlled b. any friendly-controlled Port (usable by intervention level), if all At Sea and Inshore Boxes are friendly-controlled c. in Diego Garcia
Arriving in a Holding Box is not subject to Port Capacity.
8.2.1.2 Leg and Airborne Reinforcements: All Leg/Airborne units arrive in a friendly Airbase by Air Transport. They are placed in any friendly Airbase (not Airfield) that is not Destroyed, does not have a Strike 2 marker, and is not in an enemy ZOC. If no Airbases are available, such reinforcements arrive in a friendly Holding Box. Russian units enter in either configuration [2.8.5] as if they are Leg units. PRC Mechanized units arriving as reinforcements do so as if they are Leg units.
8.2.1.3 Attack Helicopter Reinforcements: In any non-Storm turn, Attack Helicopters can arrive at any friendly Airbase/Airfield that is not Destroyed, does not have a Strike 2 marker, and is not in an enemy ZOC. Otherwise, they arrive in an Airbase in a friendly Holding Box.
8.3 Allied Naval and Marines
Allied Naval Unit reinforcements arrive in the Indian Ocean Box [GSR 8.3.1] (see Strategic Display).
Naval Units that are being placed during setup of the Persian Incursion, Tactical Surprise, or Extended Buildup scenarios may be placed in either the Gulf of Oman or Indian Ocean At Sea Boxes.
Marine units may arrive:
a. embarked on an AMPH, as part of setup or if one is arriving as part of the same reinforcement group b. in the Diego Garcia Holding Box c. or in an Allied Holding Box of a nation that has intervened d. in any friendly Port so long as all At Sea/Inshore Boxes leading to it from Diego Garcia are Allied Controlled.
If arriving in the Diego Garcia Holding Box without an AMPH, they must use Sea Transport to move out, or an AMPH can come pick them up.
8.4 Air Units
[Advanced]
Both sides' air units are placed in the appropriate Ready Boxes in the Strategic Display.
8.4.1 USAF/CW/FR
The Allied player must place Unlimited Range USAF units in the USA/Diego Garcia Basing Box and they cannot Rebase; all other USAF/CW/FR units can be placed in an available Gulf Ally's Basing Box. If none are available, or if the Allied player wishes, they can be placed in the USA/Diego Garcia Basing Box.
Play Note: Remember, though, that only Unlimited and Long Range air units can fly missions from the USA/Diego Garcia Basing Box.
8.4.2 USMC
Place in the same manner as USAF units, except that USMC F-35Bs may optionally base in a US AMPH box (when AMPH present) [GSR 16.9].
8.4.3 USN Carrier Air Wings
Place in the appropriately numbered Carrier Basing Box.
8.4.4 Allied Carrier Air Wings
Place in the appropriate Carrier Basing Box.
8.4.5 RU/PRC
The non-Allied player must place Unlimited Range RU units in the Russia/PRC Basing Box and they cannot Rebase; all others may set up or arrive as reinforcements in either Russia/PRC or Iran.
8.5 Supply Points, Supply Depots, Missiles, Special Forces Counters, etc.
All such reinforcements for either side are added to the Game Information Display using the appropriate marker.
8.6 Air Unit and Helicopter Replacement
[27.9.3.1]
The US can only use this process for the following air unit types: A-10, F-15 (any), F-16, F/A-18 (any except WW), F-35 (any type), AH-64, and Airmobile Points. [See also GSR 16.6]
CW and FR can only use this process for the following air unit types: F-35 (any), Rafale (but not Rafale-M), and Typhoon.
RU can only use this process on the following unit types: MiG-29, Su-24, Su-25, Su-27, Tu-22, Mi-24, and Airmobile Points.
PRC can only use this process on the following unit types: H-6, J-10, J-11, Zhi-10, and Airmobile Points.
US units based in the USA/Diego Garcia Basing Box and Russian or PRC units based in the Russia/PRC Basing Box do not have to spend Supply Points to use this process, i.e., there is an unlimited pool of Supply Points for this purpose. In addition, US/RU/PRC can spend points to reconstitute appropriate air units in the USA/RU/PRC Basing Box.
Example: A PRC J-11 based in Iran is eliminated. During Step 3 of the Reinforcement and Replacement Phase, the non-Allied player places it, reduced side up, in the Flown box of the PRC Basing Box. Technically, two Supply Points are spent from the unlimited pool, but the air unit will have to Rebase to the Iran Basing Box during the next turn's Reorganization Phase to fly from there, or it can remain in the PRC Basing Box and be flipped to its full side in the following Reinforcement and Replacement Phase.
No other nationality can use this process.
8.7 Replacements
The IRI, RU, PRC, US, and CW receive their own Replacement Points. The FR and Gulf Allies do not receive Replacement Points.
8.8 Reconstitution
For this purpose, consider friendly Holding Boxes to have an Urban hex.
8.8.1 RU/PRC "Holding Boxes"
Use the appropriate Basing Box as a "Holding Box" for RU or the PRC. Ground units and attack helicopters can be reconstituted in these Holding Boxes. No Supply Points need be expended, but Replacement Points are expended normally. Such units can be moved to any OMZ in any friendly Movement Segment after being Reconstituted.
9.0 Subordination
[18.0 Advanced]
9.1 Supreme HQs
Neither side has a Supreme HQ.
9.2 Other Subordination
In addition to normal Subordination [18.1]:
- Iranian units are only subordinate within their own service (IRIGF, IRIN, IRGC/IRGCN).
- US Marine units are subordinate to any US Marine HQ.
- All US Army units are subordinate to any US Army divisional HQ.
- CW units [GSR 16.13.1] are subordinate to any US or CW HQ.
- FR units [GSR 16.13.2] are subordinate to any US or CW HQ.
10.0 Isolation
[19.7 Advanced]
10.1 Operational Map Isolation
In addition to Series Rule 19.7.1, non-Allied units can avoid Isolation if they can trace a path of contiguous land hexes (of any length) free of enemy units or their ZOCs to a friendly map edge [GSR 2.2] hex that leaves the map along a Primary Road. Ignore enemy ZOCs in hexes that contain friendly ground units.
Allied units can avoid Isolation by tracing such a path using roads to a friendly controlled Port or Supply Source if the associated Inshore Box is friendly-controlled or Contested. An Allied unit can trace to an adjacent hex to reach the road. Only Allied Airborne and Airmobile units can avoid Isolation if they can trace such a path to an Airbase/Airfield Supply marker [19.1.2]. Allied Airmobile and Airborne units can avoid Isolation regardless of location if the Allies have Air Supremacy.
10.1 Isolation on Qeshm
Units on the island of Qeshm are Isolated if the Persian Gulf Inshore Box is enemy-controlled unless they can trace to a Supply Source on the island.
10.2 Strategic Display Isolation
Non-Allied units in Island Land Areas are Isolated if the Persian Gulf Inshore Box is Allied Controlled. Allied units in Island Land Areas are Isolated if the Persian Gulf Inshore is non-Allied Controlled and the Allies do not have Air Supremacy.
11.0 Supply
[19.0 Advanced]
11.1 Additional Supply Sources
11.1.1 Map Edge & Cities
Iranian units, only, can use any friendly map-edge hex [GSR 2.2] with a Primary Road leading off that edge, or a friendly controlled City, as a Supply Source with a range of 6 MPs.
11.1.2 Ports
Chābahār (6218)/Konarak (6018): If the Port is friendly-controlled, not Destroyed, not in an EZOC, and the Gulf of Oman Inshore Box is Allied Controlled or Contested, the Allied player can use as a Supply Source with a range of 6 MPs.
Jask (3918): If the Port is friendly-controlled, not Destroyed, not in an EZOC, and the Gulf of Oman Inshore Box is Allied controlled, the Allied player can use as a Supply Source with a range of 6 MPs.
Play Note: Notice the slight difference for the Allies. Jask has a higher threshold since the entire Gulf of Oman must be Controlled not just Contested.
Persian Gulf Ports (Bandar Kong and Bandar Abbas [2]): If the Port is friendly-controlled, not Destroyed, not in an EZOC, the Allied player has Air Supremacy, and the Persian Gulf Inshore Box is Allied Controlled, the Allied player can use the Port as a Supply Source with a range of 6 MPs.
Design Note: These Ports have slightly more stringent requirements because of the Restricted Waters nature of the area.
11.1.2.1 Mines: Mines have no effect on the Supply Status of a Port.
Design Note: By the time the Allies seize a Port, they control the At Sea and Inshore Boxes. Consequently, there is no rush to get the ships through, and they can be escorted by minesweepers.
11.1.3 Gulf Ally Holding Boxes & Diego Garcia
These Holding Boxes are Supply Sources for Allied units.
11.2 Sharing of Supply Points, MSUs, and Supply Depots
CW and FR units use US MSUs and Supply Depots. US Supply Points can be spent on them. Iran, Russia, and the PRC do not share Supply points, but Russian/PRC units can use Iranian MSUs, Supply Depots, and Supply Sources.
11.2.1 Russian/PRC Supply Points
The Supply Points allocated to Russia or the PRC can be used to repair air units based in Iran and Recover/Reconstitute Russian/PRC HQs. In addition, if the Russians/PRC intervene at Level 1 or higher, they do NOT automatically provide Supply Points to Iran [GSR 17.3.2.2]. Instead, the Russians/PRC can transfer any of their allocated Supply Points (including those received as reinforcements) to Iran during any Reinforcement and Replacement Phase.
11.3 Holding Boxes
Units in Holding Boxes are always in supply and never Isolated [19.7].
11.4 Island Land Areas and Qeshm
During non-Storm turns, units in Island Land Areas and Qeshm (island on the Operational Map) are in supply if the associated Inshore Box is friendly-controlled or Contested. Units can also trace to an alternate Supply Source, e.g., Supply Depot or Beachhead.
11.5 Mobile Supply Units (MSU)
11.5.1 US Army MSU
A US Army MSU can be placed during any Supply Phase in an Allied Controlled Port eligible to be used as a Supply Source [GSR 11.1.2] by spending two Supply Points.
11.5.2 USMC MSU
This MSU can be placed into a Beachhead hex whenever the USMC conducts an Amphibious Assault, or it can be placed as per a US Army MSU [GSR 11.5.1]. It can only provide supply to USMC units. If on the Operational Map, it must trace to an Allied Controlled Port eligible to be used as a Supply Source [GSR 11.1.2].
11.5.3 Extended LOC
As an exception to 19.2.3, Allied supply can use multiple US MSUs in a Line of Communication, i.e., they are not limited to one MSU in a chain.
11.5.4 Iranian MSUs
The non-Allied player can create MSUs in OMZs as if they are Urban hexes [19.4.1].
12.0 Detection
[21.0 Advanced]
12.1 Electronic Detection
The IRI receives three attempts plus one if Russia or the PRC intervenes at level one or higher. The Allies receive six attempts regardless of the number of nations intervening. Storm weather affects this normally.
12.2 Ground Units & Air Reconnaissance
The non-Allied player can only use Aerial Recon against Allied units on the Operational Map or in Island Land Areas.
13.0 Airpower
[6.0 Standard/22.0 Advanced]
13.1 Weather Capabilities
[Standard]
When rolling for Air Points in the Standard Game in Overcast or Storm weather, the non-Allied side has Limited All-Weather Capability and the Allied side is not restricted. [4.1.2/4.1.3]
13.2 Standard Game Air Superiority and Strikes
[Standard]
Strike Points are used to destroy Naval SSM markers and/or reduce the Patrol Boat Track.
After rolling for and calculating Air Points, the Allied player may allocate any number of those Air Points to be "Strike Points." In any Standard Game scenario where the number of Strike Points is given, do not calculate them per the rules below [GSR 13.2.2]. However, the Allied player can convert Air Points to Strike Points on a 2:1 basis (i.e., 2 Air Points = 1 Strike Point). Adjust the Air Superiority Level as appropriate.
13.2.1 Air Superiority
Calculate Air Superiority for the turn using the modified number of Air Points, i.e., subtract those allocated to "Strike Points" from the total.
13.2.2 Strike Points
To the number allocated above, add 3 points per turn plus one point for each CV BG, CVN BG, or SAG in an All-Sea hex.
Design Note: This represents Cruise Missiles and having Naval Units in range to conduct TLAM and Naval Bombardment at a very abstract level.
13.2.3 Strike Point Usage and Effects
Strike Points can be used to conduct Strikes against SSM Markers and the Patrol Boat Track as follows:
- Assign 1-6 Strike Points to the Strike.
- The non-Allied player conducts ADF.
- Allied player rolls a die; if the result is <= the number of Strike Points assigned, the target is damaged.
- If the unmodified die roll is < half the number of Strike Points assigned, inflict two damage results on the target, i.e., destroy an SSM marker or move the marker 2 to the right.
| Target | Result |
|---|---|
| Undamaged SSM | Damaged (mark with Strike 1) |
| Damaged SSM | SSM Destroyed |
| Patrol Boat Track | Move marker 1 to right |
Naval SSMs are destroyed if they are damaged twice. Each damage result moves the marker 1 to the right on a Patrol Boat Track.
13.3 Air Unit Ranges
[Advanced]
The range of each air unit (the letter in the upper left corner of the counter – S = Short, M = Medium, L = Long, U = Unlimited) determines how far an air unit can fly missions from its Basing Box. Air units can fly any mission they are eligible to fly under Series Rule 22.2/3.
Play Note: Long story short, the only range restrictions are flying from USA/Diego Garcia/Guam, Russia, the PRC, or the Indian Ocean [GSR 13.3.1].
Air unit range limitations are listed on the Air Superiority Display. See 24.1 and GSR 13.8 for range requirements for attacking ADF tracks.
Design Note: Unlimited range units are using all available tanker support assets.
13.3.1 Indian Ocean Carrier Air Range Limitations
Only Long Range Carrier-based air units can fly Air Superiority, Combat Support, or Strike Missions without penalty while their carrier is in the Indian Ocean At Sea Box. Medium range air units based on a carrier in the Indian Ocean can fly all missions. When doing so, halve their Air-to-Air, Combat Support, and Strike ratings. EA-18G Wild Weasel missions against the Air Defense Track flown from the Indian Ocean incur an additional +2 DRM.
13.4 Air Mission Coordination
[Advanced]
Only US, CW, and FR air units can coordinate, i.e., fly Strike or Combat Support missions together.
13.5 Combat Support Missions
[Advanced]
Air and Attack Helicopter units providing Combat Support for a stack of ground units that does not include at least one unit of their nationality, halve their Combat Support value (rounded down). All NATO units are considered one nationality for this purpose.
13.6 Air Basing Limitations
[Advanced]
Unless otherwise specified, units can base only in their own country. Air units are restricted as to which Basing Boxes they can use as follows:
- US Air Force/CW/FR: US/Diego Garcia, Gulf Ally*
- US Navy: U.S. Carrier boxes
- US Marines: US/Diego Garcia, Gulf Ally*, or US Carrier/AMPH boxes (only optional F-35C/F-35B respectively)
- RU: RU or Iran [GSR 8.4.5]
- PRC: PRC or Iran [GSR 8.4.5]
* If available [GSR 17.4].
13.6.1 SOP Designated Bases
[Advanced]
For the purposes of Steps 1a and 1b of the Air/Naval Phase of the Advanced Sequence of Play, designated bases are those in Iran and any Holding/Basing Box with Strike or Destroyed markers.
13.6.2 Collateral Damage and Airmobile Points
[Advanced]
US Airmobile Points can only be destroyed if the Collateral Damage is against an Airbase/Airfield in a Gulf Ally Holding Box that has Fully Intervened [GSR 17.4]. All non-Allied Airmobile Points are vulnerable to Collateral Damage from Strikes in Iran.
13.7 Lack of Runways
If all a nation's Airbases/Airfields on the Operational Map and in its Holding Boxes, are marked with either a Strike 2, Destroyed, or Under Repair marker during the Check for Holding Box Airbase Destruction Effects Step of the Reorganization Phase, the player must move one-half of all air units in that Basing Box to the Flown Box.
Design Note: Some airbases represent the significant off-map military infrastructure. While in theory all a nation's airbases can be "destroyed" in the game, we assume that air operations can continue at backup sites and at reduced levels at the major bases.
While this condition is in effect for a Basing Box, ignore sub-steps "a," "b," & "c" of the Air Superiority Step in the Air/Naval Phase of the Advanced Sequence of Play as they pertain to the appropriate Basing Box.
13.8 Allied Air Defense Values
The Allied ADF values represent the mobile SAM and AAA batteries inherent to the units. To model that, the Allied ADF Track cannot be attacked with SOF Raids or Strikes until an Allied HQ is in a land hex in Iran, an Island Land Area, or a Gulf Ally grants Airbase Usage Rights.
13.9 Non-Allied AWACS Limitations
Unless the Russians or PRC intervene on the non-Allied side at Level 2 or higher, the non-Allied AWACs Advantage can never be more than two.
Design Note: The Iranians only have two old Boeing 707 AWACs planes plus some other early warning and GCI radar. They have plans to acquire more, but this rule assumes they have not fully finalized those acquisitions.
14.0 Theater Warfare Assets
[26.0 Advanced]
The following rules address Cruise and Ballistic missiles and nuclear weapons. For non-Allied Naval SSMs, see GSR 5.5.3.
The US, RU, and PRC are assigned Cruise Missile points at the beginning of a scenario and/or receive such points as reinforcements. All methods for launching Cruise Missile attacks have range restrictions [GSR 14.1.1]. Neither player's Cruise Missile markers can be attacked.
If available, each Tu-95, H-6, B-52, B-1, and B-2 unit in the Ready Box can use one Cruise Missile point to conduct one Cruise Missile Strike. Move the unit immediately to the Recovery Box of its Basing Box, no Interception or ADF is allowed.
Each US CVN BG, SAG, AMPH or PRC SAG unit not in Port has the capacity to use one Cruise Missile point to launch one Cruise Missile Strike per Strike Phase.
14.1.1 Range Restrictions
When using an air unit, the Cruise Missile Strike can be made anywhere on the Operational or Strategic Map (including Diego Garcia).
When using an appropriate naval unit [GSR 14.1] to launch a Cruise Missile Strike, the Strike can be made on the Operational or Strategic Map (excluding Diego Garcia – see below) from any location in either the Persian Gulf or Gulf of Oman. A naval unit in the Indian Ocean At Sea Box can launch a Cruise Missile Strike at an opposing naval unit in the Indian Ocean At Sea Box. A PRC naval unit in the Indian Ocean can conduct a Cruise Missile Strike on Diego Garcia.
14.2 SCUDs/Ballistic Missiles
[Advanced]
Each Advanced Game scenario may assign each side SCUD/Ballistic Missile points to conduct SCUD/Ballistic Missile Strikes. Each side can use up to 5 ballistic missiles per Strike Phase if available.
Design Note: The Allied capability represents the presence of HIMARS and ATACMS as well as other actual SSMs.
14.2.1 Site-Busting
The Allied player can target the non-Allied player's Missile marker with appropriate Strikes and SOF Raids. It is a Hardened Target. The non-Allied player cannot attack the Allied player's Missile marker.
14.2.2 Range Restrictions
Non-Allied ballistic missiles can only be used against targets on the Operational Map, any Island Land Area, and the Gulf Ally Holding Boxes. Allied range is restricted by whether ground units are on the Operational Map and/or which Gulf Allies are at Full Intervention (see below).
| Location | Range |
|---|---|
| Operational Map/Island Land Area | Any Island Land Area or hex on the Operational Map |
| Oman | Hexes within 5 hexes of a coastal hex southeast of the Strait of Hormuz |
| UAE | Any Island Land Area or hexes within 5 hexes of a coastal hex |
| Saudi Arabia/Qatar | Any Island Land Area or hexes within 5 hexes of a coastal hex northwest of the Strait of Hormuz |
Design Note: The above table hand waves some ranges for simplicity. For example, missiles fired from the UAE cannot reach hex 2302 (14 hexes from the UAE Operational Map entry hex) but can reach Chāh Bahār (38 hexes from the UAE Operational map entry hex).
14.3 Tactical Nuclear Weapons
[Advanced]
14.3.1 Nuclear Weapon Release
In Next War: Iran only the Allied player has nuclear weapons unless the non-Allied player chooses to use the option in GSR 16.11.
Design Note: Yes, the Russians and/or Chinese can intervene on behalf of Iran; however, it is highly unlikely they'd unleash nuclear weapons when doing so.
The Allied player is automatically granted nuclear weapon release in the same Strike Phase that the non-Allied player first uses Chemical Weapons [GSR 16.8] or successfully, i.e., full yield, resolves a Nuclear Attack [GSR 14.3.3.2].
Once the Allied player has nuclear weapon release, they can be used by the Allied player in any Strike Phase.
14.3.2 Nuclear Weapon Points
Each player starts with a specified number of Nuclear Weapon Points (NWP), as given by the scenario allocations or optional rule [GSR 16.11]. These points are never replenished.
Design Note: While the US, Russia, and, to a lesser extent, the PRC are estimated to have hundreds if not thousands of individual nuclear warheads, this rule assumes that many of these weapons will be held in "strategic reserve." This rule also assumes that the Allies will wish to avoid a large-scale nuclear holocaust and use the weapons very sparingly. Plus, see GSR 14.3.10.
14.3.3 Nuclear Weapon Attacks
14.3.3.1 Placing a Nuclear Attack Marker: In either Strike Phase, prior to all other Strikes, both players (non-Allied first), alternate placing and resolving Nuclear Attack markers.
The Allied player can place as many Nuclear Attack markers per turn as they wish. The non-Allied player can only place one marker per turn. Decrement the player's Nuclear Weapons Points marker by one for each Nuclear Attack marker placed.
A Nuclear Attack marker can be placed in any hex on the Operational Map containing Detected [21.0] enemy units, an enemy-controlled Installation/Airfield in Iran (including OMZs), an Island Land Area, a Point Detected Naval Unit in an All-Sea hex or At Sea/Inshore Box, or an Installation in a Gulf Ally Holding Box on the Strategic Display. The latter three are only available to the non-Allied player via GSR 16.12. The Allied player cannot place such a marker in City hexes.
14.3.3.2 Resolving a Nuclear Attack: Once all markers are allocated to target hexes resolve each Nuclear Attack marker by rolling one die:
The attack result is "full yield" for the Allied player on a 0-8 and for the non-Allied player on a 0-2.
If the roll fails, it is a "malfunction" for the non-Allied player. For the Allied player, roll another die. If the roll is even (0, 2, 4, 6, 8), treat it as "full yield." If the roll is odd (1, 3, 5, 7, 9) the attack result is "malfunction." If there is a "malfunction," remove the Nuclear Attack marker; there is no effect.
14.3.4 Full Yield Results
Hex or Island Land Area: Each enemy unit, Supply Depot, or MSU in the target hex or Island Land Area loses one step (one step units are eliminated). Remove any Beachheads [8.5.8.2]. Any surviving units receive a Strike 2 marker. All Fortifications, Installations, and Airfields in the hex are destroyed (Collateral Damage is conducted at the end of the Strike Phase as normal [GSR 14.3.7]). All bridge hexsides are destroyed. No Repair is possible for Installation, Airfield, or Bridge.
Naval Unit: An attacked naval unit is destroyed. VPs and Collateral Damage are assessed normally.
Holding Box Installation: Half of any Airborne/Airmobile units in the Holding Box lose one step (one step units are eliminated). All other units receive a Strike 2 marker. The Installation is destroyed (and cannot be Repaired). Conduct Collateral Damage normally [GSR 14.3.7].
14.3.5 Nuclear Weapon Attack Markers
Once successfully resolved, i.e., "full yield," a Nuclear Attack marker is never removed. It has the following effects:
14.3.5.1 Efficiency Rating Penalty: The ER of a unit is affected by proximity to the hex as follows:
14.3.5.1.1 Ground Zero: Any non-Allied unit in a hex or Island Land Area with a Nuclear Attack marker has its efficiency reduced by 4 while in the hex. All other units have their efficiency reduced by 3. This effect does not apply to non-Island Land Areas.
14.3.5.1.2 Fallout: Any unit in a hex adjacent to the Nuclear Attack marker has its efficiency reduced by 2. This effect does not apply to Island Land Areas.
14.3.5.2 Movement Penalty: Leg or light infantry class units can only enter such a hex using Ground Movement by spending their entire movement allowance. Motorized or mechanized class units spend an additional +4 MPs to enter such a hex. This does not apply to Island Land Areas.
14.3.5.3 Supply Path Effects: No Line of Communication [19.2] can be traced into/through a hex containing a Nuclear Attack marker for determining supply. Units in a hex with a Nuclear Attack marker can still trace out of the hex to a potential supply source. This does not apply to Island Land Areas.
14.3.5.4 At Sea/Inshore: There is no lingering effect in At Sea/Inshore Boxes.
14.3.6 Nuclear Weapon Facilities and Markers
Destroying Nuclear Weapon Facilities has no effect on the number of Nuclear Weapon Points for a side. Destroyed Facilities do count for Victory Points. The non-Allied Nuclear Points marker is a valid SOF Target [20.1.3].
14.3.7 Collateral Damage DRM
If a Nuclear Attack is successfully resolved [GSR 14.3.3.2] in a hex with, or against a Holding Box, enemy Airbase or Airfield, the Collateral Damage [27.7.4] roll incurs a –2 DRM.
14.3.8 Nuclear Weapon Attack VPs
Successful resolution [GSR 14.3.3.2] of a Nuclear Attack awards the opposing player 10 VPs. This is added directly to their VP Total and not to the "VPs This Turn." In addition, all VPs that result from a Nuclear Attack (eliminated enemy units, Installations, Collateral Damage, etc.) are added directly to VP Totals and not "VPs This Turn." Treat any of its own Installations/Airfields Destroyed by Iran as Deliberate Damage; no VPs are earned for this Destruction.
An additional 15 VPs are awarded to the Allied player for any Nuclear Attack marker, regardless of resolution, placed by the non-Allied player in a Gulf Ally Holding Box.
In addition, any nation whose Holding Box has a Nuclear Attack marker placed in it automatically intervenes fully.
14.3.9 Withdrawal Check
Use of nuclear weapons may cause an intervening nation to Withdraw.
At the end of the first Strike Phase in which a Nuclear Attack is successfully resolved by a player, roll a die for each intervening nation (including Air Base Usage rights). If any of a nation's units/Installations were affected by the attack, add the number of Nuclear Attack markers placed in that Strike Phase as a DRM to that die roll. On a roll of 8 or more, that intervening nation withdraws from the conflict. Otherwise, any nation that does not Withdraw increases its Intervention Level to 4 or Full Intervention (for Gulf Allies).
When the forces of a nation withdraw, that nation's ground units, air units, naval units, and SOF mission markers are removed from the game as follows in the rules below, and future reinforcements for that nation do not arrive.
For all purposes, for that nation, the intervention level for the nation is set to Level 0 or No Intervention (for Gulf Allies).
Exception: Any VPs awarded at the start of the game to the opposing player under the intervention level selection rules [GSR 17.3.2] are retained.
The rules below outline what certain types of the withdrawing nation's units can do for the remainder of the turn during which a Withdrawal is triggered:
14.3.9.1 Ground Units: They cannot conduct any attacks and defend normally.
14.3.9.2 Air Units: They cannot conduct any Air [23.4.1] or Cruise Missile [26.0] Strikes. They can conduct Combat Support missions [23.5], but only in support of defending friendly ground units of the same nationality. If in the Air Superiority box, they can conduct Interceptions [24.4].
14.3.9.3 Attack Helicopters: They cannot conduct any Helicopter Strikes [23.4.2]. They can conduct Combat Support missions [23.5], but only in support of defending friendly ground units of the same nationality.
14.3.9.4 Naval Units: They cannot conduct Cruise Missile Strikes or Naval Surface Combat. They can conduct Combat Support missions, but only in support of defending friendly ground units of the same nationality.
14.3.9.5 Game Information Display: A nation's markers (including SOF Mission Markers and Supply), if any, remain on the display but cannot be used.
14.3.9.6 Disposition of Units: At the end of the Victory Determination Phase of the turn when the withdrawal is triggered, remove all units of that nation.
14.3.9.7 Effects of Gulf Ally Withdrawal on Allied Usage: Allied Air units in a withdrawing Gulf Ally Basing Box must Rebase to a valid location during Step 5 of the Reorganization Phase. At the end of the Victory Determination Phase of the withdrawal turn, ground units and Attack Helicopters in a withdrawing Gulf Ally Holding Box are placed in a valid Holding Box (pick them up and move them there).
14.3.10 Global Thermonuclear War
(aka Lighter Fluid Rule, aka, Would You Like to Play a Game? aka Game Over, Man, Game Over) If the Russians/PRC have intervened on the non-Allied side at Level 2 or higher, and the resolution of a marker damages or destroys any Russian/PRC unit, then follow the procedure outlined below.
After resolving a Nuclear Attack marker [14.3.3.2], that player rolls a die. If the die roll is less than or equal to the number of Nuclear Attack markers currently on the map, the game immediately ends in Global Thermonuclear War.
If it was an Allied attack and the attack did not affect a RU/PRC unit, roll the die anyway. On a 0, the RU/PRC mistake the launch for a pre-emptive strike, and it is game over.
Technically, the player placing the last marker loses the game. Obviously, since the Allied player placed the marker, that means the Allies lose.
Design Note: You Grognards out there should recognize this rule.
15.0 UN Resolution & Victory
15.1 UN Resolutions
These rules are not used in this game.
15.2 Automatic Victory
Only the Allied player can roll for Automatic Victory and only based on VP differential per scenario instructions.
The Allied player cannot roll for Automatic Victory if there are any Naval SSM markers remaining on the map.
Play Note: The Automatic Victory table is on the Advanced Game Tables Player Aid Card.
15.3 End Game
At the end of the game, add 10 VPs to the non-Allied Total for each Petroleum facility it still controls and for each Naval SSM not Destroyed or marked with a Strike Marker.
16.0 Optional Rules
16.1 USN Options
16.1.1 USN F-35Cs
[Advanced; +5 to +15 VPs non-Allied]
The Allied player may replace any one F/A-18E or F/A-18F per Carrier Air Wing [30.1] with one of the optional F-35Cs (there are more CAWs than USN F-35Cs). The non-Allied player gets +5 VPs for each optional aircraft added.
16.1.2 USMC F-35C
[Advanced, +5 VPs non-Allied]
On occasion a Marine squadron will replace a Navy squadron on a US carrier during a deployment. There is a single optional USMC F-35C in Next War: Iran that may also be used to replace a USN F/A-18 (allowing the replacement of 4 total).
16.1.3 Allied Interoperability
[Advanced; +5 VPs non-Allied]
If an F/A-18 is replaced by either option above and the French intervene at Level 2 or higher [GSR 17.3.2.3], the Allied player may choose to operate that F/A-18 off the French CVN BG. The F/A-18 arrives when the CVN BG does.
16.2 Allied Combat Support Restrictions Lifted
[Advanced; +10 VPs non-Allied]
The Allied player may choose to remove the Combat Support restrictions. Allied air units conducting Combat Support missions do not have to include at least one ground unit of its nationality to use its full Combat Support value. [GSR 13.5]
16.3 US Readiness
[Advanced; +12 VPs Allied]
"The end of the Cold War and the conduct of a ten-year campaign in Afghanistan understandably led to the optimization of Alliance armies for the prosecution of counter-insurgency operations, not for inter-state, high-intensity conflict against a symmetrical opponent." — John W. Nicholson, "NATO's Land Forces: Strength and Speed Matter"
The Allied player reduces US combat unit Efficiency Ratings by one for the duration of the scenario except when conducting Clearing Operations.
Design Note: This represents NATO forces having concentrated on COIN (Counterinsurgency) operations to the detriment of force readiness training, or, alternatively, it represents the massive recruitment shortfall resulting in reforms and/or hollow formations lacking the required base of knowledge to perform warfighting functions efficiently. I highly recommend playing this optional rule.
16.4 Additional US Wild Weasels
[Advanced; +5 VPs non-Allied]
US F-22 and F-35 units use the "Wild Weasel" column when conducting Strikes against the Non-Allied Air Defense Track. These Strikes cannot be Stand-Off Strikes, nor are they "Wild Weasel" Missions.
16.5 AH-1Z Wild Weasels
[Advanced; +3 VPs Non-Allied]
USMC AH-1Zs can carry ARMs (Anti-Radiation Missiles). The Allied player may use this option to allow AH-1Zs to conduct a "Wild Weasel" Strike mission against the Air Defense Tracks using the Wild Weasel column if based on the Operational Map, Gulf Ally Holding Box, or in any Inshore Box.
16.6 F-22 Air Unit Replacement
[Advanced; +10 VPs Non-Allied]
In addition to the unit types listed in GSR 8.6, the Allied player may also replace F-22 air units. The cost to replace F-22s is three Supply Points per step instead of two.
16.7 Ready Escorts
[Advanced; +0 VPs]
If both players agree, Escorts can be flown from the Ready Box, i.e., they do not have to be in the Air Superiority Box.
Design Note: This option changes the air game a bit. I recommend not using it until you are comfortable with the game rules as written. This rule should be considered experimental.
16.8 Chemical Weapons
[Standard/Advanced; variable VPs]
The IRI can use Chemical Weapons only in the Standard Game Campaign and all Advanced Game scenarios. An IRI HQ may place a Chemical Weapons marker to support a combat. Each use of a marker provides the Allied player with 5 VPs. Any earned VPs are added directly to the VP Total and not to the "VPs This Turn."
To determine how many CW Points Iran has, roll two dice, and take the highest number.
Design Note: There is uncertainty as to the presence or extent of a chemical weapons program in Iran.
16.9 USMC F-35B AMPH Basing
[Advanced; +0 VP]
At the Allied player's option, one USMC F-35B may base on a USN AMPH. Use the US AMPH Basing Box with the appropriate number for the AMPH.
Alternatively, the USMC F-35B may base on the UK CV.
16.11 Iran's Nuclear Program
[Advanced; +40 Allied VPs]
If this optional rule is chosen by the non-Allied player, it represents Iran's successful completion of its nuclear weapons program. In this case the non-Allied player starts with 3 Nuclear Weapons Points. The non-Allied player can only place Nuclear Attack Markers in land hexes on the Operational Map. The non-Allied player is limited to one attempt per Strike Phase.
Iran's Nuclear Point marker can be Raided by Allied SOF.
16.12 Aerial Delivery
[Advanced; +20 Allied VPs]
Without this option, non-Allied delivery of a nuclear device is assumed to be ground-based. Using this option, the non-Allied player is assumed to have operationalized delivery via airplane or missile, and it allows the non-Allied player to place Nuclear Attack markers in All-sea hexes on the Operational Map, Island Land Areas, Inshore Boxes, or Gulf Ally Holding Boxes.
16.13 Coalition of the Willing/Putin Strikes South
Unless the optional rules below are implemented, the CW, FR, PRC, and RU start the game at Intervention Level 0. The non-Allied player can choose either Russia or the PRC but not both.
16.13.1 Commonwealth Intervenes
[Standard: +20 VPs non-Allied/Advanced: Variable]
The Allied player may choose to have the Commonwealth intervene.
Commonwealth units arrive per the Reinforcement Schedule chart in the scenario. If the scenario does not list the Commonwealth, the Commonwealth cannot intervene in that scenario.
In the Standard Game, all Commonwealth (UK, AU) ground units are available, and the Allied player receives an additional 8 Air Points each turn.
In the Advanced Game, see GSR 17.2.1.
If the Commonwealth intervenes, apply a -2 DRM for Oman when determining its intervention [GSR 17.4.1].
16.13.2 France Intervenes
[Standard +10 VPs non-Allied/Advanced: Variable]
The Allied player may choose to have France intervene.
French units arrive per the Reinforcement Schedule chart in the scenario. If the scenario does not list the French, the French cannot intervene in that scenario.
In the Standard Game, all French ground units are available, and the Allied player receives an additional 2 Air Points each turn.
In the Advanced Game, see GSR 17.2.1.
16.13.3 Russia Intervenes
[Standard +25 VPs Allied/Advanced: Variable]
The non-Allied player may choose to have Russia intervene.
Russian units arrive per the Reinforcement Schedule chart in the scenario. If the scenario does not list the Russians, the Russians cannot intervene in that scenario.
In the Standard Game, all Russian units are available, and the non-Allied player receives an additional 12 Air Points each turn.
In the Advanced Game, see GSR 17.2.1.
16.13.3.1 Russian Efficiency
[Standard/Advanced +10 VPs non-Allied]
Given the Russian army's uneven performance in recent days, there is some question about their actual capabilities. In some respects, there is also a difference between current capabilities and future capabilities. For players who want to reflect this, here are two methods (choose one).
- Reduce all Russian ERs by one on the front side of the counter.
- Every time a Russian unit engages in combat, roll a die, halve it, and round up. That is the ER (0 = 1) for that combat.
16.13.4 PRC Intervenes
[Standard +20 VPs Allied/Advanced: Variable]
The non-Allied player may choose to have the PRC intervene.
PRC units arrive per the Reinforcement Schedule chart in the scenario. If the scenario does not list the PRC, the PRC cannot intervene in that scenario.
In the Standard Game, all PRC units, except the SAG, are available, and the non-Allied player receives an additional 12 Air Points each turn.
In the Advanced Game, see GSR 17.2.1.
16.13.4.1 PRC Optional Air Units
[Advanced: +6 VPs Allied]
The PRC J-20 and J-31 are only available if the PRC intervenes, and the non-Allied player chooses this option. The units begin all scenarios in either the Iran or PRC Ready Box.
16.14 USMC Armor
[Standard/Advanced +5 VPs non-Allied]
As noted in Supplement #3, the USMC announced they cut their tank battalions out of their OOB. Allied players who wish to keep that armor may make use of this optional rule to include the USMC 1 Arm BN in the game. The battalion arrives with the 3rd Marine Regiment (1/3, 2/3, 3/3).
16.15 THAAD
[Advanced; +0 VP]
If using the THAAD rules from the Supplements, the Allied player can place a THAAD in any Gulf Ally Holding Box that has allowed Airbase Usage Rights. The area of effect is either Saudi Arabia, Qatar, and UAE if placed in any of those Gulf Ally Holding Boxes or Oman, only, if placed there.
16.16 Strait of Hormuz Movement
[Advanced; +0 VP]
For a little more fidelity at the cost of a bit more complexity, use this rule for movement through the Strait of Hormuz.
As an exception to normal naval movement [8.5.6], to pass through the Strait of Hormuz any Naval Movement and/or Sea Transport must move through the All-Sea hexes adjacent to it to do so. This means such a move originating in a non All-Sea hex must pass through all appropriate locations.
Example: This describes one complete movement in each allowable Movement Segment. An Allied AMPH in the Gulf of Oman wants to move through the Strait of Hormuz. It enters the following locations:
- Gulf of Oman Inshore Box
- Any All-Sea hex associated with the Gulf of Oman
- Across the Strait into any All-Sea hex in the Persian Gulf
- Optionally, it may then enter the Persian Gulf Inshore Box and/or At Sea Box or remain in an All-Sea hex.
Design Note: This prevents the Allied player from circumventing a potentially troublesome Contested Sea Movement from Patrol Boats by simply moving between At Sea Boxes.
16.16.1 Patrol Boat Sortie
When using the rule above, the non-Allied player can conduct a Sortie at any point during the Allied player's naval movement, i.e., think of it as Opportunity Fire.
16.17 Refugees (Internally Displaced Persons)
[Standard/Advanced; +10 VPs Allied]
If both players agree that this rule is in effect, the road net in Iran is clogged with people fleeing the embattled forces in and around any landing site(s). The GTs listed are in reference to the turn Allied combat units [2.2] first enter a hex on the Operational Map. The effects are as follows:
| GT | Invader | Defender |
|---|---|---|
| 1 & 2 | Non-road movement point costs are x1½. Primary Roads are treated as Secondary Roads. Highways are treated as Primary Roads | Non-road movement point costs are doubled. Primary Roads cost 1½ MPs. Highways are treated as Secondary Roads |
| 3 & 4 | All costs normal | Non-road movement point costs are x1½. Primary Roads are treated as Secondary Roads. Highways are treated as Primary Roads |
| 5 | All costs normal | All costs normal |
16.18 Storm Clearing
[Standard/Advanced; +5 VPs non-Allied]
If the Allied player chooses this option make a Mine Clearing die roll for each Mine Density 2 Marker on the map. This occurs only during Storm turns in step 9 of the Air Naval Phase.
16.19 Houthi "Special Forces"
[Advanced; +5 VPs Allied]
The non-Allied player may choose this option to represent Houthi irregular forces operating in the area. The Houthi SOF marker is restricted to Raiding only, and only in Saudi Arabia or Oman. Like the Israeli SOF marker, any time it is eliminated place it on the Game Information Display one turn ahead as a reinforcement.
16.20 Low Frequency Radar
[Advanced; +10 VPs Allied]
The non-Allied player can choose this option if Russia or the PRC intervenes at Level 2 or higher. If chosen, then the DRM for detecting a mission composed solely of "Stealth" units becomes +3 (instead of +5).
Design Note: Russia, China, and the US have spent quite a lot of time and effort in creating low frequency radars specifically designed to detect stealth planes. Although they can't help with targeting, they can at least let you know they are there. And, yes, the non-Allied player pays for the optional rule even though the US player gets some benefit from it as well.
17.0 Scenarios
"Scenario Development is the artistic and quasi-scientific process of producing succinct and persuasive stories about trends in an unreal state of future conflict to enable analysis." — Alec Barker, "Fight the Scenario," CASL Lectures on Strategic Gaming
Scenarios are divided into two types: Standard and Advanced. Standard scenarios generally examine smaller actions within only a portion of the map, use fewer playing pieces, and are shorter, although there is also a full map, full game scenario. They are intended to be played with only the Standard Game Rules. Advanced Scenarios involve the entire map, use all the pieces (potentially), and will take longer to play.
17.1 Standard Scenarios
Standard Scenarios are played using the Standard Rules except as noted in the Scenario Special Rules (SSRs).
17.1.1 Qeshm If You Can
After Iran closes the Strait of Hormuz, Allied planners attempt to establish a foothold on the island of Qeshm as a springboard for future operations.
Game Length: 4 Turns. The scenario begins with Step 6 of the Initiative/Air/Naval Phase.
Play Area: Operational Map and any one Gulf Ally Holding Box (Allied player's choice)
Exception: Helicopter units can base in any friendly Airbase/Airfield on the map. Units that setup/arrive in areas not in play can enter the play area via any allowable movement method.
Initial Setup: The non-Allied player sets up first.
Non-Allied Scenario Specifications:
- Allocations: 4 Airmobile Points, 2 x 1 Density Mine Markers in Strait of Hormuz
- Submarine Threat Level: 2
- Persian Gulf Patrol Boats: 1B
- Gulf of Oman Patrol Boats: 0 box
- Patrol Boat Reserves: 0
- Replacement Points: 3 per turn on GT2 and GT3
IRI Setup:
| Units | Location |
|---|---|
| 1/1 IH, 2/1 IH, 3/1 IH Marine | 2507 or 2606 |
| 2 x AH-1; 14IS/MoM, 33aM/MoM, 2IS/MoM, 19 Fajr/MoM, 1/92 Arm, 2/92 Arm, 72 Ind/SW | Anywhere in Iran (but not Qeshm) |
| 23 Cdo [2 units], 44 QBH/SoS, 8 Najaf/SoS | Qeshm (the island) |
IRI Reinforcement Schedule:
| GT | Units | Location |
|---|---|---|
| 1 | 18aG/SoS, 14IH/SoS | Any Airbase/Airfield in Iran (except Qeshm) |
| 2 | 25 Cdo, 35 Cdo, 37 Ind/SW | Any Airbase/Airfield in Iran (except Qeshm) |
Allied Scenario Specifications:
- Allocations: 4 Airmobile Points.
- ASW Level: N/A
- Replacement Points: US: 1 on GT3
US Setup:
| Units | Location |
|---|---|
| 173 Abn, 82 Abn Div [4 units]; +2 Air Transport Limit | Gulf Ally Holding Box |
| 2 x CVN BG, 1 x SAG, 1 x AMPH w/ 1/7, 2/7, 3/7, 1/4, 3-LAR, 1 x AH-1Z | Gulf of Oman At Sea Box |
US Reinforcement Schedule:
| GT | Units | Location |
|---|---|---|
| 2 | 1/101; 1 x CVN BG, 1 x AMPH w/ 1/1, 2/1, 3/1, 2/4, 1 x AH-1Z | [GSR 8.2.1/8.3] |
| 3 | 2/101, 3/101, AH-64/101; 1 x CVN BG, 1 x AMPH w/ 1/1, 2/1, 3/1, 3/4, 1-LAR; +2 Air Transport Limit | [GSR 8.2.1/8.3] |
Scenario Special Rules:
- Initiative: The Allied player has the initiative for GT1 and GT2. GT3 is Contested. Whichever side scores the most VPs in GT3 has the Initiative for GT4.
- Automatic Victory VPs: N/A
- Weather: Automatically Clear on GT1. Season is Wet. Roll normally for GTs 2-4 but treat all Storm results as Overcast.
- Air Points (Air Superiority is in []):
| GT | Non-Allied | Allied |
|---|---|---|
| 1 | 4 | 8 [Superiority] |
| 2 | 3 | 10 [Superiority] |
| 3 | 2 | 12 [Superiority] |
| 4 | 1 | 14 [Superiority] |
- Air Point Loss: Air Points lost to ADF are not tracked as permanent losses.
- Strike Points: The Allied player has 7 Strike Points [GSR 13.2.2] each turn.
- Victory Conditions: The Allied player wins if he Controls all Towns, Airfields, and Petroleum Facilities on Qeshm at the end of the scenario; otherwise, the non-Allied player wins.
17.1.2 Any Old Port in a Storm
Realizing that any attempt to secure the Strait will require a secure source of supply, Allied planners concoct two plans for capturing a functioning port along the Iranian coast.
Game Length: 4 Turns. The scenario begins with Step 6 of the Initiative/Air/Naval Phase.
Play Area: Operational Map 33xx to 63xx. Any one Gulf Ally Holding Box (Allied player's choice).
Exception: Helicopter units can base in any friendly Airbase/Airfield on the map. Units that setup/arrive in areas not in play can enter the play area via any allowable movement method.
Initial Setup: The non-Allied player sets up first.
Non-Allied Scenario Specifications:
- Allocations: 4 Airmobile Points, 1 x 1-Density Mine Marker
- Submarine Threat Level: 2
- Patrol Boats: Both in 1B
- Patrol Boat Reserves: 0
- Replacement Points: 3 per turn on GT2 and GT3
IRI Setup:
| Units | Location |
|---|---|
| 1/2, 2/2, 3/2 Marine | 3918 |
| 88 Arm [3 units] | 3918 and/or 6218 |
| 1/HSS, 2/HSS, 3/HSS Marine | 6018 |
| 3 AH Marine | 6218 |
IRI Reinforcement Schedule:
| GT | Units | Location |
|---|---|---|
| 1 | 58 Cdo [3 units], 41 Sar/Quds | OMZ4 |
| 2 | 45 Cdo, 38 Ind/SE, 3/30, 2/77, 3/77 | OMZ4 |
Allied Scenario Specifications:
- Allocations: 4 Airmobile Points.
- ASW Level: N/A
- Replacement Points: 1 on GT3
US Setup:
| Units | Location |
|---|---|
| 173 Abn, 82 Abn Div [4 units]; +2 Air Transport Limit | Gulf Ally Holding Box |
| 2 x CVN BG, 1 x SAG, 1 x AMPH w/ 1/7, 2/7, 3/7, 1/4, 3-LAR, 1 x AH-1Z; Allied Control Marker | Gulf of Oman At Sea Box |
US Reinforcement Schedule:
| GT | Units | Location |
|---|---|---|
| 2 | 1/101; 1 x CVN BG, 1 x AMPH w/ 1/1, 2/1, 3/1, 2/4, 1 x AH-1Z | [GSR 8.2.1/8.3] |
| 3 | 2/101, 3/101, AH-64/101; 1 x CVN BG, 1 x AMPH w/ 1/1, 2/1, 3/1, 3/4, 1-LAR; +2 Air Transport Limit | [GSR 8.2.1/8.3] |
Scenario Special Rules:
- Target: Before the scenario begins, the Allied player must secretly choose his target Port.
- Initiative: The Allied player has the initiative for GT1 and GT2. GT3 is Contested. Whichever side scores the most VPs in GT3 has the Initiative for GT4.
- Automatic Victory VPs: N/A
- Weather: Automatically Clear on GT1. Season is Wet. Roll normally for GTs 2-4 but treat all Storm results as Overcast.
- Air Points (Air Superiority is in []):
| GT | Non-Allied | Allied |
|---|---|---|
| 1 | 4 | 8 [Superiority] |
| 2 | 3 | 10 [Superiority] |
| 3 | 2 | 12 [Superiority] |
| 4 | 1 | 14 [Superiority] |
- Air Point Loss: Air Points lost to ADF are not tracked as permanent losses.
- Strike Points: The Allied player has 7 Strike Points [GSR 13.2.2] each turn.
- Victory Conditions: The Allied player wins if he Controls his chosen Port [SSR #1] at the end of the scenario; otherwise, the non-Allied player wins.
17.1.3 Persian Incursion
Iran captures a US Navy unmanned sea vessel and refuses to release it. The Iranian navy continually harasses Western shipping and seizes oil tankers as they transit the Strait of Hormuz. Finally, as the G7 places a cap on the price of Russian oil, the Iranians decide now is the time to blackmail the West, and they close the strait to traffic.
This is the Standard Campaign Game.
Game Length: 16 Turns.
Play Area: The entire map.
Initial Setup: The non-Allied player sets up first.
Allied Scenario Specifications:
- Allocations: 4 Airmobile Points
- ASW Level: 1
- Replacement Points: US: 1 per turn GT3-6, 2 per turn GT7+; CW (Level 3 or 4): 1 per turn GT5+; FR (Level 3 or 4): 1 per turn GT5+
US Setup:
| Units | Location |
|---|---|
| 173 Abn, 82 Abn Div [4 units] | [GSR 8.2.1] |
| 2 x CVN BG, 1 x SAG, 1 x AMPH w/ 1/7, 2/7, 3/7, 1/4, 3-LAR, 1 x AH-1Z | [GSR 8.3] |
| +2 Air Transport Limit |
US Reinforcement Schedule:
| GT | Units | Location |
|---|---|---|
| 2 | 1/101; 1 x AMPH w/ 1/1, 2/1, 3/1, 2/4, 1 x AH-1Z | [GSR 8.2.1/8.3] |
| 3 | 2/101, 3/101, AH-64/101; 1 x CVN BG, 1 x AMPH w/ 1/1, 2/1, 3/1, 3/4, 1-LAR; +1 Air Transport Limit | [GSR 8.2.1/8.3] |
| 5 | 3/25, 4/25, AH-64/25; 1 x Airmobile Point | [GSR 8.2.1] |
| 6 | 1/25, 2/25; 1 x CVN BG; +2 Sea Transport Limit | [GSR 8.2.1/8.3] |
| 7 | 1 x AMPH w/ 1/5, 2/5, 3/5, 4-LAR, 1x AH-1Z | [GSR 8.3] |
| 8 | 1/10; +2 Sea Transport Limit | [GSR 8.2.1] |
| 9 | 2/10, 3/10, AH-64/10; +1 Sea Transport | [GSR 8.2.1] |
| 10 | +1 Air Transport Limit |
France and Commonwealth Setup:
France
| Units | Location |
|---|---|
| 2 RIPMa, 2e REP; +1 Naval SSM detection attempt per turn; +2 Air Points per turn | [GSR 8.2.1/8.3] |
Commonwealth
| Units | Location |
|---|---|
| 2 Gurka, 2 RAR; +1 Naval SSM detection attempt per turn; +8 Air Points per turn | [GSR 8.3] |
France and Commonwealth Reinforcement Schedule:
France
| GT | Units | Location |
|---|---|---|
| 2 | 1 RCP, 3 RPIMa | [GSR 8.2.1/8.3] |
| 4 | 8 RPIMa, 13 Demi | [GSR 8.2.1/8.3] |
| 5 | 1 x CVN BG | [GSR 8.3] |
Commonwealth
| GT | Units | Location |
|---|---|---|
| 2 | 1/1 AUS, Tiger/1 AUS | [GSR 8.2.1] |
| 3 | 16 UK, AH-64/16 UK | [GSR 8.2.1] |
| 6 | 3 Cdo [3 units]; 1 x CV BG, 1 x AMPH, 1 x SAG | [GSR 8.3] |
| 8 | 1 Aus [2 units] | [GSR 8.2.1] |
| 10 | 9 (AU) | [GSR 8.2.1] |
Non-Allied Scenario Specifications:
- Allocations: 4 Airmobile Points; 2 Supply Depot [19.4]; 2 x 1 Density Mine Markers in the Strait of Hormuz; 20 Naval SSM Markers (10 Real, 10 Dummy)
- Submarine Threat Level: 4
- Patrol Boats: Both in 1B
- Patrol Boat Reserves: 0
- Replacement Points: IRI: 3 per turn on GT2+; RU/PRC (Level 3 or 4): 1 per turn GT2+
IRI Setup:
| Units | Location |
|---|---|
| 1/1 IH, 2/1 IH, 3/1 IH Marine | 2507 or 2606 |
| 1/2, 2/2, 3/2 Marine | 3918 |
| 88 Arm [3 units] | 3918 and/or 6218 |
| 1/HSS, 2/HSS, 3/HSS Marine | 6018 |
| 3 AH Marine | 6218 |
| 3 x AH-1; 23 Cdo [2 units], 25 Cdo, 35 Cdo | Anywhere in Iran* |
| MoM [4 units], 1/92 Arm, 2/92 Arm, 72 Ind/SW, 8 Najaf/SoS, 44QBH/SoS | In Iran*, west of 27xx |
*Only Leg units can set up in Qeshm or an Island Land Area.
IRI Reinforcement Schedule:
| GT | Units | Location |
|---|---|---|
| 1 | 3/92 Arm, 37 Ind/SW, 7 Valiasr/Kar, 15IHM/Kar | OMZ1 |
| 1 | 18aG/SoS, 14IH/SoS | OMZ2 |
| 1 | 71 Ind, 45 Cdo | OMZ3 |
| 1 | 110SF/Quds, 38ZoI/Quds, 58 Cdo/NE [3 units] | OMZ4 |
| 1 | 38 Ind/SE | OMZ5 |
| 2 | 48FI/Kar, 3HM/Kar | OMZ1 |
| 2 | 2SoZ/Quds, 1SaS/Quds, 1/30, 2/30, 1/77 | OMZ4 |
| 3 | 1HH/Kar, 57AF/Kar | OMZ1 |
RU Setup:
| Units | Location |
|---|---|
| 11 Gds, 56 Gds, Mi-28; +8 Air Points per turn; 2 x Airmobile Points | Anywhere in Iran |
RU Reinforcement Schedule:
| GT | Units | Location |
|---|---|---|
| 2 | 83 Gds | [GSR 8.2.1] |
| 4 | 7 Gds AA [2 units]; 2 x Airmobile Points | [GSR 8.2.1] |
| 5 | 76 Gds [2 units] | [GSR 8.2.1] |
| 7 | 98 Gds [2 units] | [GSR 8.2.1] |
| 8 | 106 Gds [2 units] | [GSR 8.2.1] |
PRC Setup:
| Units | Location |
|---|---|
| 127/Abn, 128/Abn, Zhi-10/Abn; +8 Air Points per turn; 2 x Airmobile Points | Anywhere in Iran |
PRC Reinforcement Schedule:
| GT | Units | Location |
|---|---|---|
| 2 | 130/Abn, 131/Abn | [GSR 8.2.1] |
| 4 | 133/Abn, 134/Abn; 2 x Airmobile Points | [GSR 8.2.1] |
Scenario Special Rules:
- Initiative: The Allied player has the Initiative automatically on GT1.
- Initiative VPs: 12
- Automatic Victory VPs: Allied: 90+, Non-Allied: N/A
- Weather: Non-Allied Player chooses the weather for pre-game Movement and GT1. Apply Weather effects immediately [4.1, 22.2, GSR 2.9, GSR 4.1].
- Pre-Game Movement: After setup, but before the start of GT1, the IRI player may move any non-free setup ground units up to their ground movement capability or using Air Transport. Units moved cannot build bridges or use Airmobile/Airborne Movement. Minimum moves [8.5.1.2] are allowed. Attack Helicopter's may Rebase.
Victory Levels:
| Level | VP Range |
|---|---|
| Overwhelming | 110+ |
| Decisive | 90–109 |
| Substantive | 60–89 |
| Marginal | 41–59 |
| Draw | 0–40 |
If no player has won an automatic victory by the end of GT16, the game ends and the difference in final VPs determines the winner in accordance with the Victory Levels chart. Alternatively, players can continue to play until a clear winner, in their mutual judgement, emerges.
17.2 Advanced Scenarios
Advanced Scenarios are played with the Advanced Rules. To set up an Advanced Game scenario, players perform these steps in this order:
- Choose a scenario.
- Determine Intervention Level for the Commonwealth, France, Russia, and PRC. [GSR 17.2.1].
- Determine Gulf Allies status. [GSR 17.4].
- Agree on or choose Optional Rules [GSR 16.0] and adjust VPs by adding to the VP Total accordingly.
- Set up all available units in the order listed, Allied first.
- Follow any pre-game Special Scenario Rules.
- Begin play with the Initiative Phase (weather is chosen during step 7).
Unless otherwise specified, all Advanced Game scenarios use the entire map and are 16 turns in length.
17.2.1 Intervention Level Determination
Use the following rules to determine the intervention level for the Commonwealth (CW), France (FR), Russia (RU), and China (PRC) and adjust play balance through VP awards.
17.2.1.1 Intervention Level Selection: Before starting an advanced scenario, the Allied player secretly chooses the Intervention Level for the CW and FR and the non-Allied player secretly chooses the intervention level for RU or PRC.
17.2.1.2 Intervention Level VP Awards: After selecting the intervention level for the CW, FR, RU and/or PRC, the players reveal their choices.
Commonwealth:
| Level | VP Award |
|---|---|
| Level 0 | +0 VP to non-Allied |
| Level 1 | +7 VPs to non-Allied |
| Level 2 | +35 VPs to non-Allied |
| Level 3 | +48 VPs to non-Allied |
| Level 4 | +57 VPs to non-Allied |
France:
| Level | VP Award |
|---|---|
| Level 0 | +0 VP to non-Allied |
| Level 1 | +5 VPs to non-Allied |
| Level 2 | +19 VPs to non-Allied |
| Level 3 | +29 VPs to non-Allied |
| Level 4 | +31 VPs to non-Allied |
Russia:
| Level | VP Award |
|---|---|
| Level 0 | +0 VP to non-Allied |
| Level 1 | +9 VPs to non-Allied |
| Level 2 | +34 VPs to non-Allied |
| Level 3 | +40 VPs to non-Allied* |
| Level 4 | +68 VPs to non-Allied* |
PRC:
| Level | VP Award |
|---|---|
| Level 0 | +0 VP to non-Allied |
| Level 1 | +9 VPs to non-Allied |
| Level 2 | +47 VPs to non-Allied |
| Level 3 | +56 VPs to non-Allied* |
| Level 4 | +60 VPs to non-Allied* |
The non-Allied player may choose either Russia or the PRC to intervene, but not both.
* See Level 3 and Level 4 descriptions [GSR 17.3.2.4/17.3.2.5] for RU/PRC ground troop availability differences.
The players add the VPs above directly to their VP Total before the scenario begins. They are not counted for "VPs This Turn" for GT1.
17.2.3 Intervention Level UN Mod
There are no UN resolution DRMs as UN Resolutions are not used in this game.
17.3.2 Intervention Levels
The various levels of intervention correspond to the amount of force each nation is willing to risk in the conflict as determined by their posture and their surprise (i.e., the scenario). Each level comprises its own items plus those in lower levels. Intervention levels are nationality specific, e.g., if FR intervenes at Level 2 and the CW at Level 3, only the non-FR portions of Level 3 apply to the CW.
17.3.2.1 Level 0 - No Intervention: The nationality in question is not involved in the conflict in any fashion.
17.3.2.2 Level 1 - Supplies, Intel, Special Operations Forces: Unless otherwise stated, the nation provides one Supply Point per turn [GSR 11.2.1]. In addition, the side can make use of the intervening nation's Electronic Detection attempts [GSR 12.1]. The intervening nation's SOF markers are available at setup and as reinforcements. RU or PRC supplies Iran with two Ballistic Missile Points per turn [GSR 14.2].
17.3.2.3 Level 2 - Naval & Air: Naval and some Air Units can be used. CW, FR, and PRC Naval Units and CW, FR, PRC, and RU Air Units are available at setup and as reinforcements [GSR 8.3 & 8.4]. AMPHs may enter on their SAG side if desired but cannot later be converted back to AMPHs.
17.3.2.4 Level 3 - Marines and Airmobile: All CW and FR marine and airmobile units (including Attack Helicopters that are part of an airborne Formation, e.g., 16 UK Brigade) are available at setup and as reinforcements. RU Independent airborne units are available at setup and as reinforcements. PRC HQ and Leg Airborne combat units are at setup and as reinforcements i.e., not Mechanized brigades.
17.3.2.5 Level 4 - Full Intervention: All of a nation's forces, markers, etc. are available for use as indicated in the rules and any Scenario Special Rules. This generally means additional ground units not identified in Level 3 are available, e.g., more RU/PRC Airborne Formations are available.
Design Note: The RU and PRC Airborne Formations are a Strategic Reserve. The non-Allied player has to give up a lot of VPs to get them into the battle.
17.3.2.6 Intervention Level Increases: Should a nation's Intervention Level increase during the game, in the next Reinforcement Phase place any of that new Level's at start forces as reinforcements. The turn of intervention increase becomes turn one for the purposes of reinforcement schedules for the new Level.
Play Note: Intervention increases are difficult to write specific rules to enact in those cases, so use these as common-sense guidelines.
17.4 Gulf Allies
The Gulf Allies: Oman, Qatar, Saudi Arabia, and the UAE have special rules for intervention that are assessed both during setup and play.
17.4.1 All Gulf Allies
The Allied player may pressure each Gulf Ally to allow the US (and, if they intervene, CW/FR) to use its airbases (Airbase Usage Rights) and, additionally, intervene with air and ground forces (Intervention). Effectively, if a Gulf Ally intervenes, it is always at Level 4.
For each Gulf Ally, the Allied player rolls a die twice: once for Airbase Usage Rights and once for Intervention. The Allied player cannot roll for Intervention unless a Gulf Ally allows Airbase Usage Rights. If the Allied player rolls a 0 or less, that Gulf Ally allows usage and/or intervenes as indicated. For each VP the Allied player awards the non-Allied player before rolling (to at start VPs), modify that die roll by -1.
Airbase Usage Rights:
| Gulf Ally | No Intervention | Russian/Chinese Intervention |
|---|---|---|
| Oman | –2 | 0 |
| Saudi Arabia | –3 | –1 |
| Qatar | –2 | –2 |
| UAE | 0 | +3 |
Additional DRM: –2 for Oman if CW intervenes at Level 2 or higher.
Full Intervention:
| Gulf Ally | No Intervention | Russian/Chinese Intervention |
|---|---|---|
| Oman | 0 | 0 |
| Saudi Arabia | +1 | +3 |
| Qatar | +2 | +2 |
| UAE | 0 | +3 |
Additional DRM: –2 for Oman if CW intervenes at Level 2 or higher.
Examples: The Allied player chooses to guarantee Saudi Airbase Usage Rights approval (RU Intervention) with a -6 DRM (+ the listed -3 DRM) (9-9=0). The non-Allied player adds 6 VPs to his total. Then, the Allied player decides to chance Saudi Full Intervention, but only gives up 5 VPs. With the listed DRM (+1) and VP DRM (-5), the net DRM is -4; the Allied player rolls a 5 and just misses.
17.4.1.1 Airbase Usage Rights: This allows the Allied player to use the Gulf Ally's Basing Box for Allied Air Units (only).
17.4.1.2 Full Intervention: This allows the Allied player to use the Gulf Ally's Holding Box for all purposes. In addition, the Allied player can use the Gulf Ally's units.
17.4.2 During Play
If any Gulf Ally granted Airbase Usage Rights, and those Airbases/Airfields are subsequently attacked by an Air Strike or Cruise/Ballistic Missile Strike (but not SOF Raid) it enters the war. That nation intervenes with all its starting forces placed appropriately [GSR 17.5] during the current turn's Reinforcement Phase at no additional VP cost.
Design Note: Why not SOF Raids? Those are being conducted by deniable assets or representing attacks encouraged by Iranian proxies (the so-called "Axis of Resistance") such as the Houthis.
17.4.3 Supplies and Intel
Gulf Allies never provide Supply Points or Electronic Detection attempts for the Allied side.
17.5 Intervention Orders of Battle
17.5.1 Saudi Arabia
2 x F-15E, 1 x Torn, 1 x Typh; 1 x Abn brigade (1 Abn); 1 x SOF marker.
17.5.2 Qatar
1 x Mirage, 1 x Rafale, 1 x Typh; 4 x mechanized infantry battalions (1, 2, 3, 4), 1 x armor brigade (1); 1 x SOF marker.
17.5.3 UAE
1 x F-16, 1 x Mirage, 1 x Typh; 2 x infantry brigades (1, 2); 1 x SOF marker.
17.5.4 Oman
1 x F-16
Design Note: Yes, this F-16 has no CS or Strike values. It will be used to defend Oman's airspace, i.e., Air Superiority, but not to support Allied ground troops or attack targets in Iran.
17.5.5 Russia
1 x MiG-31, 1 x Su-24, 1 x Su-25, 2 x Su-27, 1 x Su-30, 1 x Su-34, 1 x Su-35, 2 x Tu-22, 2 x Tu-95, 1 x Tu-160; 4 x Abn HQs (7 Gds AA, 76 Gds, 98 Gds, 106 Gds), 12 x Abn brigades (108/7 Gds, 247/7 Gds, 104/76 Gds, 234/76 Gds, 217/98 Gds, 331/98 Gds, 51/106 Gds, 137/106 Gds, 11 Gds, 56 Gds, 83 Gds); 1 x Mi-28; 4 x SOF markers
17.5.6 PRC
2 x H-6, 4 x J-10, 4 x J-11, 2 x J-16, 1 x Su-30MMk2, 1 x Su-35; 1 x Abn HQ, 5 x Abn brigades (127/Abn, 128/Abn, 130/Abn, 131/Abn, 133/Abn, 134/Abn); 1 x Zhi-10/Abn; 1 x SAG; 4 x SOF markers.
Optional: 1 x J-20, 1 x J-31
17.5.7 Commonwealth
1 x EA-18G (AU), 2 x F-35A (AU), 3 x F-35B, 2 x Typh; 1 x HQ (1 AUS), 1 x Marine HQ (3 Cdo), 1 x infantry brigade (1/1 Aus), 3 x mechanized infantry brigade (3/1 Aus, 7/1 Aus, 9), 1 x AA brigade (16 UK), 5 x Marine battalions (2 Gurka, 2 RAR, 40 Cdo/3 Cdo, 42 Cdo/3 Cdo, 45 Cdo/3 Cdo); 1 x AH-64/16 UK, 1 x Tiger/1 Aus; 1 x CV BG, 1 x SAG, 1 x AMPH; 3 x SOF markers
17.5.8 French
2 x Rafale, 1 x Rafale M; 2 x Abn battalions (1 RCP, 2e REP), 2 x Abn Marine battalions (3 RPIMa, 8 RPIMa), 1 x Marine battalion (2e RPIMa), 1 x motorized infantry battalions (13 Demi); 1 x CVN BG, 2 x SOF markers
17.6 Strategic Surprise — Marker in the Sand
A Liberian-flagged oil tanker operated by the Singapore-based Eastern Pacific Shipping and linked to an Israeli billionaire is struck by a drone in the Gulf of Oman. The US Fifth Fleet releases sensor data on social media purportedly showing the drone's flight path as originating from Iran. US Central Command and Israel both confirm the intelligence and blame Iran. The Iranian government denies the allegations and decries it as a false flag operation. They immediately declare the Strait of Hormuz closed to all traffic subject to boarding and inspection by the IRIN (Islamic Republic of Iran Navy). The US pushes back and rams an authorization to use force through the UN Security Council (which Russia and the PRC have vacated after claiming the UN an irrelevant vestige of Western colonialism) to re-open the Strait. The build-up begins as missiles and air strikes pummel Iran.
Allied Scenario Specifications:
- Allocations: 10 Nuclear Weapons Points; 18 Supply Points; 2 US and 1 Israeli SOF markers; 4 Cruise Missile points.
- Air Defenses: Detection – 6; SAMs – 6; AAA – 1 [GSR 13.8]
- ASW Level: 0
- Replacement Points: US: 1 per turn GT5-8, 2 per turn GT9+; CW (Level 3 or 4): 1 per turn GT8+; FR (Level 3 or 4): 1 per turn GT8+
US Setup:
| Units | Location |
|---|---|
| 1 x B-1B, 1 x B-2A, 1 x B-52H | USA/Diego Garcia: Ready Box |
| 1 x B-1B, 1 x B-52H | USA/Diego Garcia: Flown Box |
| 1 x B-2A, 1 x B-52H | USA/Diego Garcia: Recovery Box |
| 1 x CVN BG + CAW | Roll a die: 0–2 Persian Gulf At Sea Box; 3+: Gulf of Oman At Sea Box |
France and Commonwealth Setup:
France
| Level | Units |
|---|---|
| 1–4 | None |
Commonwealth
| Level | Units |
|---|---|
| 1–4 | None |
Non-Allied Scenario Specifications:
- Allocations: 30 Supply Points; 4 Airmobile Points; 5 SOF markers; 1 Supply Depot [19.4]; 35 Ballistic Missile Points; 20 Naval SSM Missile Points; 1 x 1 Density Mine Marker in the Strait of Hormuz; 20 Naval SSM Markers (10 Real, 10 Dummy)
- Air Defenses: Detection – 6; SAMs – 7; AAA – 2; AWACS Advantage: 2
- Submarine Threat Level: 4
- Patrol Boats: Both in 1B
- Patrol Boat Reserves: 4
- Replacement Points: IRI: 3 per turn on GT3-7; 4 per turn GT8+; RU/PRC (Level 3 or 4): 1 per turn GT3+
IRI Setup:
| Units | Location |
|---|---|
| MoM HQ, IRIN Marine HQ, 1/1 IH, 2/1 IH, 3/1 IH Marine | 2507 or 2606 |
| 1/2, 2/2, 3/2 Marine | 3918 |
| 88 Arm [4 units] | 3918 and/or 6218 |
| 1/HSS, 2/HSS, 3/HSS Marine | 6018 |
| 3 AH Marine | 6218 |
| 14IS/MoM | OMZ1 |
| 3 x AH-1; 33aM/MoM, 2IS/MoM, 19 Fajr/MoM | OMZ2 |
| 23 Cdo HQ [3 units] | OMZ3 |
| All the Iranian air units | IRI Ready Box |
RU Setup:
| Level | Units |
|---|---|
| 1 | 8 RU Supply Points; 1 x SOF |
| 2 | 1 x Su-27, 1 x Su-34, 2 x Tu-22, 2 x Tu-95, 1 x Tu-160; 4 x Cruise Missile Points |
| 3 | 11 Gds, Mi-28; 2 x Airmobile Points |
| 4 | None |
PRC Setup:
| Level | Units |
|---|---|
| 1 | 8 PRC Supply Points; 1 x SOF |
| 2 | 1 x J-10, 1 x J-11, 1 x J-16; 1 x SAG [GSR 3.3]; 4 x Cruise Missile Points |
| 3 | 127/Abn, 128/Abn, Zhi-10/Abn; 1 x Airmobile Points |
| 4 | None |
Scenario Special Rules:
- Initiative: The Allied player has the Initiative automatically on GTs 1 & 2.
- Initiative VPs: 10
- Automatic Victory VPs: Allied: 110+, Non-Allied: N/A
- Weather: Non-Allied Player chooses the weather for pre-game Strikes and GT1. Apply Weather effects immediately [4.1, 22.2, GSR 2.9, GSR 4.1].
- Naval Detection: Prior to the beginning of play, roll for Naval Detection.
- Pre-Game Movement: After setup, but before the start of GT1, the IRI player may move ground units up to their ground movement capability or using Sea, Air, or Airmobile Transport (must be within respective capacity, use does not count against GT1 capacity). Units moved cannot build bridges or use Airborne Movement. Minimum moves [8.5.1.2] are allowed. Attack Helicopter's may Rebase.
- IRI Cruise Missile/SSM Missile/Missile Strikes: Prior to the beginning of play, the IRI may conduct 5 Missile attacks on any eligible targets. RU Air units used to air launch Cruise Missiles begin GT1 in the RU Recovery Box. Damage to Airbases/Airfields counts for Steps a. and b. of the Air Superiority Sortie Step of the Advanced Sequence of Play for GT1 and Collateral Damage and Lack of Runways [GSR 13.7] is resolved immediately. Add VPs scored during these attacks directly to the VP Total, not to VPs This Turn.
Victory Levels:
| Level | VP Range |
|---|---|
| Overwhelming | 130+ |
| Decisive | 110–129 |
| Substantive | 70–109 |
| Marginal | 26–69 |
| Draw | 0–25 |
If no player has won an automatic victory by the end of GT16, the game ends and the difference in final VPs determines the winner in accordance with the Victory Levels chart. Alternatively, players can continue to play until a clear winner, in their mutual judgement, emerges.
17.7 Tactical Surprise — Enter Sandman
To enable better information sharing between Israel, the US, and other friendly Middle Eastern Allies, the US elevated Israel's status to a full-fledged military partner in 2022. In the following year, several Middle Eastern nations, the US, and Israel announced the creation of MEATO as an organization, following the foundational principles of NATO and hoping it will contribute to the overall stability of the region. Iran, wishing to disrupt this new status quo before it might actually work, actively begins "gray area" operations and deniable terrorist activities against its neighbors. Declaring an emergency, Iran demands the right to stop and inspect all vessels transiting the Strait of Hormuz. Attempting to deny passage and board the USS O'Kane, the Iranians fire on her. Despite putting up a good fight, the O'Kane is sunk with the fate of the survivors unknown. Congress declares that a state of war exists between the US and Iran, and the Pentagon begins moving forces into the region to avenge the O'Kane and re-open the Strait.*
* Not a real thing…
Allied Scenario Specifications:
- Allocations: 10 Nuclear Weapons Points; 26 Supply Points; 4 US and 1 Israeli SOF markers; 16 Cruise Missile points; 2 Ballistic Missile Points; 5 Airmobile Points
- Air Defenses: Detection – 7; SAMs – 6; AAA – 1 [GSR 13.8]
- ASW Level: 1
- Replacement Points: US: 1 per turn GT3-6, 2 per turn GT7+; CW (Level 3 or 4): 1 per turn GT5+; FR (Level 3 or 4): 1 per turn GT5+
US Setup:
| Units | Location |
|---|---|
| 173 Abn, 82 Abn Div [5 units] | [GSR 8.2.1] |
| USAF: 1 x A-10C, 2 x F-15C, 2 x F-15E, 2 x F-16, 1 x F-16CJ, 1 x F-22, 2 x F-35A | [GSR 8.4] |
| USMC: 1 x F/A-18, 1 x F-35C | |
| 2 x CVN BG + CAW, 1 x SAG, 1 x AMPH w/ 11 MEU HQ, 1/7, 2/7, 3/7, 1/4, 3-LAR, 1 x AH-1Z | [GSR 8.3] |
| 1 x B-1B, 2 x B-2A, 1 x B-52H | USA/Diego Garcia: Ready Box |
| 1 x B-1B, 1 x B-52H | USA/Diego Garcia: Flown Box |
| 1 x B-52H | USA/Diego Garcia: Recovery Box |
| +2 Air Transport Limit |
France and Commonwealth Setup:
France
| Level | Units |
|---|---|
| 1 | 1 x SOF marker |
| 2 | 1 x Rafale |
| 3 | 2e RIPMa, 2e REP |
| 4 | None |
Commonwealth
| Level | Units |
|---|---|
| 1 | 1 x SOF marker |
| 2 | 1 x EA-18G (AU), 1 x F-35A (AU), 1 x F-35B, 1 x Typh |
| 3 | 2 Gurkha, 2 RAR |
| 4 | None |
Non-Allied Scenario Specifications:
- Allocations: 40 Supply Points; 4 Airmobile Points; 5 SOF markers; 2 Supply Depot [19.4]; 35 Ballistic Missile Points; 20 Naval SSM Missile Points; 2 x 1 Density Mine Markers in the Strait of Hormuz; 20 Naval SSM Markers (10 Real, 10 Dummy)
- Air Defenses: Detection – 6; SAMs – 8; AAA – 2
- AWACS Advantage: 2
- Submarine Threat Level: 4
- Patrol Boats: Both in 2A
- Patrol Boat Reserves: 3
- Replacement Points: IRI: 3 per turn on GT2+; RU/PRC (Level 3 or 4): 1 per turn on GT2+
IRI Setup:
| Units | Location |
|---|---|
| MoM HQ, IRIN Marine HQ, 1/1 IH, 2/1 IH, 3/1 IH Marine | 2507 or 2606 |
| 1/2, 2/2, 3/2 Marine | 3918 |
| 88 Arm [4 units] | 3918 and/or 6218 |
| 1/HSS, 2/HSS, 3/HSS Marine | 6018 |
| 3 AH Marine | 6218 |
| 3 x AH-1; 23 Cdo [3 units], 25 Cdo, 35 Cdo | Anywhere in Iran* |
| 14IS/MoM, 33aM/MoM, 2IS/MoM, 19 Fajr/MoM, 92 Arm/SW HQ, 1/92 Arm, 2/92 Arm, 72 Ind/SW, 8 Najaf/SoS, 44QBH/SoS | West of 27xx |
| All the Iranian air units | IRI Ready Box |
*Only Leg units can set up in Qeshm or an Island Land Area.
RU Setup:
| Level | Units |
|---|---|
| 1 | 12 RU Supply Points; 2 x SOF |
| 2 | 2 x Su-27, 1 x Su-34, 1 x Su-35, 2 x Tu-22, 2 x Tu-95, 1 x Tu-160; 6 x Cruise Missile Points |
| 3 | 11 Gds, 56 Gds, Mi-28; 2 x Airmobile Points |
| 4 | None |
PRC Setup:
| Level | Units |
|---|---|
| 1 | 8 PRC Supply Points; 2 x SOF |
| 2 | 1 x H-6, 2 x J-10, 2 x J-11, 2 x J-16, 1 x Su-30MMk2, 1 x Su-35; 1 x SAG (GSR 3.3); 6 x Cruise Missile Points |
| 3 | 127/Abn, 128/Abn, Zhi-10/Abn; 2 x Airmobile Points |
| 4 | HQ/Abn |
Scenario Special Rules:
- Initiative: The Allied player has the Initiative automatically on GT1.
- Initiative VPs: 12
- Automatic Victory VPs: Allied: 90+, Non-Allied: N/A
- Weather: Non-Allied Player chooses the weather for pre-game Movement, Strikes, and GT1. Apply Weather effects immediately [4.1, 22.2, GSR 2.9, GSR 4.1].
- Naval Detection: Prior to the beginning of play, roll for Naval Detection.
- Pre-Game Movement: After setup, but before the start of GT1, the IRI player may move ground units up to their ground movement capability or using Sea, Air, or Airmobile Transport (must be within respective capacity, use does not count against GT1 capacity). Units moved cannot build bridges or use Airborne Movement. Minimum moves [8.5.1.2] are allowed. Attack Helicopter's may Rebase.
- IRI Cruise Missile/SSM Missile/Missile Strikes: Prior to the beginning of play, the IRI may conduct 5 Missile attacks on any eligible targets. RU/PRC Air units used to air launch Cruise Missiles begin GT1 in the RU/PRC Recovery Box. Damage to Airbases/Airfields counts for Steps a. and b. of the Air Superiority Sortie Step of the Advanced Sequence of Play for GT1 and Collateral Damage and Lack of Runways [GSR 13.8] is resolved immediately. Add VPs scored during these attacks directly to the VP Total, not to VPs This Turn.
Victory Levels:
| Level | VP Range |
|---|---|
| Overwhelming | 110+ |
| Decisive | 90–109 |
| Substantive | 60–89 |
| Marginal | 31–59 |
| Draw | 0–30 |
If no player has won an automatic victory by the end of GT16, the game ends and the difference in final VPs determines the winner in accordance with the Victory Levels chart. Alternatively, players can continue to play until a clear winner, in their mutual judgment, emerges.
17.8 Extended Buildup — Castles Made of Sand
The United States offers to deploy contingents of Marines on commercial vessels transiting the Strait of Hormuz. As the Iranians attempt to seize yet another tanker in the Persian Gulf claiming it was trying to flee after ramming an Iranian fishing vessel, their boarders are repelled by embarked US Marines. The USS Mahan, responding to the distress call from the Marines, is fired upon by Iranian patrol boats. After sinking both Iranian boats, the tanker and Mahan proceeded towards the Strait. Shortly thereafter, both are sunk by Iranian Naval SSMs overwhelming the Mahan's defensive systems, and Iran declares the Strait of Hormuz closed to all traffic. The UN quickly passes a use of force authorization, and Congress declares that a state of war exists between the US and Iran. The Pentagon, having moved forces into the region for months, begins active operations against Iran to avenge the Mahan and re-open the Strait.
Allied Scenario Specifications:
- Allocations: 10 Nuclear Weapons Points; 32 Supply Points; 6 US and 1 Israeli SOF markers; 28 Cruise Missile points; 4 Ballistic Missile Points; 5 Airmobile Points
- Air Defenses: Detection – 7; SAMs – 7; AAA – 2 [GSR 13.8]
- ASW Level: 3
- Replacement Points: US: 1 per turn GT1-3, 3 per turn GT4+; CW (Level 3 or 4): 1 per turn GT2+; FR (Level 3 or 4): 1 per turn GT2+
US Setup:
| Units | Location |
|---|---|
| 173 Abn, 82 Abn Div [5 units], 101 Div [5 units] | [GSR 8.2.1] |
| USAF: 5 x A-10C, 3 x F-15C, 3 x F-15E, 6 x F-16, 3 x F-16CJ, 2 x F-22, 3 x F-35A | [GSR 8.4] |
| USMC: 1 x F/A-18, 1 x F-35C | |
| 3 x CVN BG + CAW, 1 x SAG, 1 x AMPH w/ 11 MEU HQ, 1/7, 2/7, 3/7, 1/4, 3-LAR, 1 x AH-1Z, 1 x AMPH w/ 13 MEU HQ, 1/3, 2/3, 3/3, 2/4, 1 x AH-1Z, 1 x AMPH w/ III MEF HQ, 1/1, 2/1, 3/1, 3/4, 1-LAR | [GSR 8.3] |
| 2 x B-1B, 2 x B-2A, 3 x B-52H | USA/Diego Garcia: Ready Box |
| +3 Air Transport Limit |
France and Commonwealth Setup:
France
| Level | Units |
|---|---|
| 1 | 1 x SOF marker |
| 2 | 2 x Rafale |
| 3 | 2e RIPMa, 2e REP, 1 RCP, 3 RPIMa |
| 4 | None |
Commonwealth
| Level | Units |
|---|---|
| 1 | 1 x SOF marker |
| 2 | 1 x EA-18G (AU), 1 x F-35A (AU), 2 x F-35B, 2 x Typh; 1 x CV BG + CAW, 1 x SAG, 1 x AMPH |
| 3 | 3 Cdo [4 units], 2 Gurka, 16 UK, AH-64/16 UK, 2 RAR, 1/1 AUS, Tiger/1 AUS |
| 4 | None |
Non-Allied Scenario Specifications:
- Allocations: 50 Supply Points; 4 Airmobile Points; 5 SOF markers; 2 Supply Depot [19.4]; 35 Ballistic Missile Points; 20 Naval SSM Missile Points; 2 x 1 Density Mine Markers in the Strait of Hormuz; 20 Naval SSM Markers (10 Real, 10 Dummy)
- Air Defenses: Detection – 6; SAMs – 8; AAA – 2
- AWACS Advantage: 2
- Submarine Threat Level: 4
- Patrol Boats: Both in 2B
- Patrol Boat Reserves: 2
- Replacement Points: IRI: 3 per turn on GT1+; RU/PRC (Level 3 or 4): 1 per turn on GT1+
IRI Setup:
| Units | Location |
|---|---|
| MoM HQ, IRIN Marine HQ, 1/1 IH, 2/1 IH, 3/1 IH Marine | 2507 or 2606 |
| 1/2, 2/2, 3/2 Marine | 3918 |
| 88 Arm [4 units] | 3918 and/or 6218 |
| 1/HSS, 2/HSS, 3/HSS Marine | 6018 |
| 3 AH Marine | 6218 |
| 3 x AH-1; All remaining Iranian ground units EXCEPT 3/30, NE HQ, 77/NE HQ, 2/77, 3/77, 41 Sar/Quds, SoA HQ, 21IR/SoA, 5 Nasr/SoA, 3AR/SoA, 2JA/SoA, 40SZ/SoA | Anywhere in Iran* |
| All the Iranian air units | IRI Ready Box |
*Only Leg units can set up in Qeshm or an Island Land Area.
RU Setup:
Allocations: 16 RU Supply Points
| Level | Units |
|---|---|
| 1 | 3 x SOF |
| 2 | 2 x Su-27, 1 x Su-34, 1 x Su-35, 2 x Tu-22, 2 x Tu-95, 1 x Tu-160; 8 x Cruise Missile Points |
| 3 | 11 Gds, 56 Gds, 83 Gds, Mi-28; 2 x Airmobile Points |
| 4 | None |
PRC Setup:
Allocations: 8 PRC Supply Points
| Level | Units |
|---|---|
| 1 | 3 x SOF |
| 2 | 2 x H-6, 3 x J-10, 3 x J-11, 2 x J-16, 1 x Su-30MMk2, 1 x Su-35; 1 x SAG (GSR 3.3); 6 x Cruise Missile Points |
| 3 | 127/Abn, 128/Abn, 130/Abn, 131/Abn, Zhi-10/Abn; 2 x Airmobile Points |
| 4 | HQ/Abn, 133 Abn, 134/Abn |
Scenario Special Rules:
- Initiative: The Allied player has the Initiative automatically on GT1.
- Initiative VPs: 20
- Automatic Victory VPs: Allied: 101+, Non-Allied: N/A
- Weather: Non-Allied Player chooses the weather for pre-game Movement, Strikes, and GT1. Apply Weather effects immediately [4.1, 22.2, GSR 2.9, GSR 4.1].
- Naval Detection: Prior to the beginning of play, roll for Naval Detection.
- Pre-Game Movement: After setup, but before the start of GT1, the IRI player may move ground units up to their ground movement capability or using Sea, Air, or Airmobile Transport (must be within respective capacity, use does not count against GT1 capacity). Units moved cannot build bridges or use Airborne Movement. Minimum moves [8.5.1.2] are allowed. Attack Helicopter's may Rebase.
- IRI Cruise Missile/SSM Missile/Missile Strikes: Prior to the beginning of play, the IRI may conduct 5 Missile attacks on any eligible targets. RU/PRC Air units used to air launch Cruise Missiles begin GT1 in the RU/PRC Recovery Box. Damage to Airbases/Airfields counts for Steps a. and b. of the Air Superiority Sortie Step of the Advanced Sequence of Play for GT1 and Collateral Damage and Lack of Runways [GSR 13.8] is resolved immediately. Add VPs scored during these attacks directly to the VP Total, not to VPs This Turn.
Victory Levels:
| Level | VP Range |
|---|---|
| Overwhelming | 130+ |
| Decisive | 101–129 |
| Substantive | 81–100 |
| Marginal | 51–80 |
| Draw | 0–50 |
If no player has won an automatic victory by the end of GT16, the game ends and the difference in final VPs determines the winner in accordance with the Victory Levels chart. Alternatively, players can continue to play until a clear winner, in their mutual judgment, emerges.
17.9 Opportunity in Distraction — Velcro Fly
This scenario represents a Chinese supported Iranian effort which China then takes advantage of to invade Taiwan. The US is drawn into the Taiwanese conflict which means less support is sent to the Persian Gulf.
Set up any Advanced Game scenario, however, the non-Allied player must choose to have the PRC intervene, at Level 2 or higher, at normal cost.
Scenario Special Rules:
- US Intervention: For each US CVN BG, SAG, or AMPH that sets up or arrives as a reinforcement, the Allied player makes a die roll. On an odd result, it sets up or arrives as normal; on an even result, it is diverted to Taiwan and never arrives. The Allied player can never have more than two US CVN BGs in play.
- US Long Range Bombers: Prior to each First Strike Phase, the Allied player rolls a die for each B-1, B-2, and B-52 in the USA/Guam Ready Box. On an even roll, move the unit to the Recovery Box; it is unavailable for the turn as it is committed to Taiwan.
18.0 Orders of Battle Notes
18.1 Ground Forces
This section provides details on any divergent but intentional changes in ground units or their values or other relevant information. Several units start at ER 4 do not drop to ER 3 on their reverse side. This is intentional.
18.1.1 Islamic Revolutionary Guard Corps
Quds
- 110 SF – 110 Salman Farsi
- 41 Sar – 41 Sarallah
- 1 SaS – 1 Seyyed ol Shohada
- 2 SoZ – 2 Sahed ol Zalman
- 38 Zol – 38 Zolfaghar
MoM – Madinah ol Munawarah
- 33 aM – 33 al Mahdi
- 2IS – 2 Imam Sajjad
- 14IS – 14 Imam Sadegh
SoS – Seyyed ol Shohada
- 14IH – 14 Imam Hussein
- 44QBH – 44 Qamar Bani Hashem
- 18aG – 18 Al Ghadir
Kar – Karbala
- 1HH – 1 Hazrat-e Hojjat
- 3HM – 3 Hazrat-e Medhi
- 15IHM – 15 Imam Hassan Mojtaba
- 48FI – 48 Fath Independent
- 57AF – 57 Abol Fazl
SoA – Samen ol Aemah
- 2JA – 2 Javad ol Aemeh
- 3AR – 3 Ansar ol Reza
- 21IR – 21 Imam Reza
- 40SZ – 40 Saheb al-Zaman
18.1.2 Islamic Republic of Iran Navy
- IH – Imam Hussein
- HSS – Hamza Seyyed al-Shohada
18.2 Advanced Game Air OOB
The following details the Air Unit Orders of Battle available for each side. The mix of Pilot Skills, if there is variation, is listed in parentheses.
18.2.1 United States of America (US)
US Air Force (USAF): 6 x A-10 (1x-2, 3x-1, 2x0), 2 x B-1B, 2 x B-2A, 3x B-52H, 4 x F-15C (2x-1, 2x0), 4 x F-15E (2x-2, 1x-1, 1x0), 6 x F-16 (2x-2, 2x-1, 2x0), 4 x F-16CJ (2x-2, 2x-1), 2 x F-22, 2 x F-35A (1x-2, 1x-1)
US Navy (USN): 4 x EA-18G (2x-2, 1x-1, 1x0), 8 x F/A-18F (3x-2, 3x-1, 2x0), 4 x F/A-18E (2x-2, 2x-1)
US Marine Corps (USMC): 3 x F/A-18 (2x-2, 1x-1), 1 x F-35B (1x-2), 2 x F-35C (1x-2, 1x-1)
18.2.1.1 Optional
USN: 3 x F-35C (2x-2, 1x-1)
USMC: 1 x F-35C
18.2.3 Gulf Allies, CW, FR, PRC, RU
See GSR 17.5 for these.
19.0 Designer's Notes
I know what you are thinking: he said he would never do a game covering Iran because there was no game to play. Well, after talking to some knowledgeable people about how something might happen in the region that might "require" US (and potentially international coalition intervention), you now have in your hands the result of me walking that statement back.
As always in the Series, I like to make sure that each game offers some interesting or unique nuances to offset any potential cookie-cutter feel, i.e., oh, it is another game in the system that plays just like those other games in the system just with new units and a different map. In Next War: Iran, there are several interesting new things. This will be the first time that the Allies are, technically, the "aggressor" in the sense that they start as the Initiative player. There is one slight twist, of course, in that, in this case, the non-Initiative player is setting the timing of the conflict. Admittedly, it is a small thing, but it provides players a chance to see what happens when the Allies start out on the offensive.
Of course, that leads to another interesting point about the game is that the Allies are equipment heavy and boots light for the most part. In other words, there are not a ton of ground forces, but they eventually bring an impressive array of missiles and aircraft to bear on the problem. The Allies' primary goal will be to figure out how to dispose of the A2AD threat of the Iranian Naval SSMs most efficiently while preparing the battlefield for the eventual air, airmobile, and amphibious landings to get what boots they do have on the ground to seize strategically vital territory.
Also, since the Allied side, other than in the Extended Buildup scenario, does not start with a lot of ground forces, this experience will be the reverse of most games in that it will move quickly in the beginning turns as there are fewer moving parts.
Advanced Game Scenario Notes
As in most of the scenarios, Strategic Surprise represents a level that pre-supposes a quick road to war for both sides. In this case, though, as a twist, it is the nominal attacker, the Allied side, who is most unprepared. This scenario will be a tough go for the US and any allies it brings into the fight as it must struggle with having few assets starting in hand against a steep VP climb to make any headway. The Allied player will need to be parsimonious in spending pre-game VPs.
The Tactical Surprise scenario is the most clearly balanced of the scenarios with the Allied player starting with a few more toys and able to make immediate gains. The Extended Buildup scenario is an Allied playground.
In all scenarios, the non-Allied player must conduct the war knowing that his adversary outclasses, and, in the air, will eventually out-muscle him. He will have to make judicious use of the few assets he does have at his disposal, including a deadly rain of ballistic missiles as well as a much larger ground force. The latter becomes important as the scenarios pre-suppose that the Allies must have boots on the ground to effect any kind of victory.
Next War: Iran aims to provide a stimulating standalone experience although it can also be combined with other games in the Series. With the introduction of some new things like Naval SSM counters and Patrol Boat Tracks along with a small Allied ground contingent and several paths to victory, I hope to allow players to exercise some "Next War" muscles in new and exciting ways. I sincerely hope you enjoy it!
Iran Order of Battle
Islamic Republic of Iran Army Ground Forces (IRIGF)
| SE | NE | SW | Independent |
|---|---|---|---|
| 38 Ind/SE | 77/NE | 37 Ind/SW | 71 Ind |
| 88 Arm/SE | 1/77 | 72 Ind/SW | |
| 1/88 Arm | 2/77 | 92 Arm/SW | |
| 2/88 Arm | 3/77 | 1/92 Arm | |
| 3/88 Arm | 30/NE | 2/92 Arm | |
| 1/30 | 3/92 Arm | ||
| 2/30 |
23 Cdo: 1/23 Cdo, 2/23 Cdo
Independent: 25 Cdo, 35 Cdo, 45 Cdo
Islamic Revolutionary Guard Corps (IRGC/IRGCN)
| Kar | MoM | Quds | SoA | SoS |
|---|---|---|---|---|
| 7 Valiasr/Kar | 33 aM/MoM | 38 ZoI/Quds | 21IR/SoA | 8 Najaf/SoS |
| 15IHM/Kar | 2IS/MoM | 110 SF/Quds | 5 Nasr/SoA | 14IH/SoS |
| 1HH/Kar | 14IS/MoM | 1 SaS/Quds | 2JA/SoA | 44QBH/SoS |
| 3HM/Kar | 19 Fajr/MoM | 2 SoZ/Quds | 3AR/SoA | 18aG/SoS |
| 48FI/Kar | 41 Sar/Quds | 40SZ/SoA |
Independent: 3 AH
Islamic Republic of Iran Navy (IRIN)
HQ, IRIN Marines: 1/1 IH, 2/1 IH, 3/1 IH, 1/2, 2/2, 3/2, 1/HSS, 2/HSS, 3/HSS