You are on page 1of 11

Next War: Poland - Expanded Advanced Sequence of Play SETUP:

– includes: Alternative Advanced Air, Submarine, Electronic Warfare, 25% less Supply Points. Place Cyber Warfare Counters in
SOF box. Add Russian K-300-P. Submarine markers (Sup
PPE, Patriots/S-300/400, random events, K-300P
2): 1xUS random scenario in North Sea, 1x Russian
WEATHER PHASE nuclear in North Sea, 2x Russian diesel in Baltic Sea.
Russian receive 1x S400. US 1x Patriot. Russian 1x K-
300-P in Kaliningrad, 1x reinforcement. Allies control
Bornholm. Place THAAD on Operational map on airbase.

INITIATIVE PHASE

ELECTRONIC DETECTION PHASE

SPECIAL OPERATIONS FORCES PHASE (First - Initiative Turn Only)

Raid :

SECOND SPECIAL OPERATIONS FORCES PHASE


*At Sea Box is contested, do not roll for the Inshore Box
Player controls the At Sea Box and also controls the Inshore Box, do not roll for the Inshore Box
Player controls the At Sea Box and the Inshore Box is contested, roll for the Inshore Box
Player controls the At Sea Box and the Inshore Box is controlled by the other player, roll for the Inshore Box

Not retreat: choose not to retreat and mark with a Strike 1


AIR/NAVAL PHASE
AIR/NAVAL PHASE
Hardened targets: Supreme HQ, Supply Depots,
STRIKE PHASE Both players may conduct Strikes Beachheads, Naval units, Ballistic and Cruise
missile markers, PPE, Patriot, S-400 SAM, K-300-P

1 2 2

3
STRIKE PHASE

Movement Between: Strategic and Operational Map:

Location Ground Unit Airmobile or Helicopter Combat Support


SECOND STRIKE PHASE To Southern Baltic: begin within 7 MPs/range of
No unit may northern map edge
(Initiative Turn Only) Poland
enter From Southern Baltic: enter northern map edge with
7 MPs/range of
Same as First Strike Phase, except
To Operational Map: enter western map edge having
that only ground-based air units
Germany All MPs used 7 MPs/range
can perform air Strikes
To Germany: Must have 7 MPs remaining
Kaliningrad, Ground Unit
To Operational Map: enter corresponding map edge
Lithuania 1MP (stop if
having used 7 MPs/range
(Suduva), & entering
To Land Area: Must have 7 MPs remaining
Belarus: Land Area)
SUPPLY PHASE (Not on Game Turn 1)

Islands: trace through friendly


controlled At Sea, Inshore and Land
Areas

Tallinn, Riga and Vilnius:


Land Areas are Allied supply sources if
friendly Controlled

SECOND SUPPLY PHASE (Initiative Turn Only)

Check: Lines of Communication


Remove: Out of Supply markers from units not out of supply
Check for unsupplied units
Emergency Resupply: Both sides may expend Supply
Points to attempt to resupply unsupplied units or HQs. Up to
3 SP may be expended: one for each unit or all three for an
HQ. Roll on emergency Resupply Table. Place Emergency
Resupply counter if successful
Convert Supply Depots 2SP each and/or MSUs 1SP each
MOVEMENT AND COMBAT PHASE Airmobile
Movement Segment:
The Initiative/First Player moves any
of his combat units Yellow MA units
MA 24 units do not use Airmobile Points.
Other Yellow MA units use Airmobile Points;
Land Movement
(Operational Map) 1 Airmobile Point can transport 1 SP
Move up to 24 hexes; count from an
Airfield/Airbase to unit to target hex. Not
Stacking Limit 4 SP enemy controlled Urban/City/Installation
If hex at stacking limit: roads may Strategic Map: can enter Enemy-controlled or
not be used by additional units Neutral Land Area;
move through hex
If taking off from EZOC take additional ADF
Overstacking: ER -1 for each SP
If landing hex is EZOC unit may move no
in excess. Only 4 SP may
further, otherwise may move into adjacent
attack/defend – all units suffer
Urban/City/Installation under clearing
retreat results
AMPH has intrinsic 1 Airmobile Point. May
Russian and Belarus units
transport Airmobile Marine unit; Move up to 24
stacked together have ER -1
hexes. Once per Movement Segment (even if
AMPH moved). Count from AMPH to unit to
No limit if all units from same
landing hex
‘Division XX’ formation
(U.S. Army: 1, 1C, 2, 3, 10 Mtn, Strategic Map: Saaremaa (Estonia): can
25, 82, 101. USMC: Any number of enter
USMC units may stack when they
are not in their TF configuration.
Russian: 96 Gds, 103 Gds)
ADF: Use Standard Game ADF / DRMs.
If within 2 hexes of HQ -1 DRM
Landing in home/friendly country +3 DRM
Escort with a PM. ½ ADE rounded up (upper
ZOC & Movement: right number) as DRM on ADF roll (max 2)
Hex with at least 2SP of units
Air Trans: move up to ½ MF (round up)
No ZOC into Urban, across rivers,
all-water hexside, Clearing units Airmobile: If landing hex is EZOC unit may
+1 MP to enter EZOC with no move no further, otherwise may move into
friendly unit present adjacent Urban/City/Installation under clearing
+1 to leave EZOC if no friendly unit
left in hex Amphibious Assault
Resolve assault in Combat Step
Move from EZOC to EZOC all MP
Although there are no retreats in
End movement when entering Only Marine and only to Beach hexes that are Land Areas, if the assaulting units
EZOC (exc. LI) adjacent to all sea hexes or Strategic Land inflict an "R" result or eliminate the
Area enemy units, then the enemy units
Light Infantry: Yellow MA.
Ignore EZOCs in Urban/City/ AMPH/Marines begin in a friendly/contested In- are considered to have retreated
Rough/Rough Woods (but not when Shore Box with no enemy Naval units present off the beaches and the assaulting
beginning or ending airmobile units may remain in the Land Area
Move the AMPH/Marines from the In-Shore Box Otherwise, they take the step loss
trans.). May not use road to an all-sea hex adjacent to Beach
movement when ignoring EZOC. and retreat to their AMPHs
May use Infiltration No stacking limit in the At Sea or In-Shore Boxes

Bypass: move through empty hex Multiple AMPH units adjacent to the same Beach Marines in a Port/Beachhead
containing an Installation or City: hex can Assault together may re-embark to an AMPH in
use terrain cost of hex. Must be Strategic Map: Saaremaa (Estonia): can be adjacent all-sea hex. May place
able to exit hex. Does not change assaulted USMC MSU when landing
control of the bypassed hex
Clearing Hex: Enter Installation, LI Infiltration: start move adjacent to enemy unit. Designate a vacant hex adjacent to enemy unit
Urban or city in enemy territory. All (no: City, Urban, Enemy Installation or across an all-water hexside). ER Check – use modifiers on
MP to leave – not into EZOC Light Infantry Infiltration Table – whatever result no more movement this segment. If check passed:
place unit in new hex. Failed by 1, place Strike 1 marker. Failed by 2+ place Strike 2
MOVEMENT AND COMBAT PHASE
Naval
Movement Segment: Sea Transport
The Initiative/First Player moves any Move from location to location following the
of his combat units order: At Sea - Inshore box - All Sea hex or Port
Port to Port or Sea Landing: - Holding box (not Submarines)

Airborne/Paradrop Allied 3, non-Allied 4 SP


May increase with reinforcements Detection:
No more than 2SP land at Port or after moving a Naval unit (not Submarine) roll
Airborne units at Airfield/Airbase not Beachhead per Game Turn for detection on the Naval Detection Table
in EZOC or in a Holding Box can use:
Contested Movement Roll Remove/replace previous detection marker
(GSR 3.1 lists units)
required if enemy present in sea
Allied 6, non-Allied 3 SP areas travelled through
May increase with reinforcements
Submarine: revealed in an At Sea Contested movement (need to make
Move any distance; Drop hex may not (or associated Inshore, All Sea Contested Movement Roll)
contain an enemy unit, Urban, City or hex) makes movement Contested • From enemy controlled At Sea/Sea Box
Installation in an enemy county or Inshore Box
Strategic Map: • To/from/through location with an Enemy
any Enemy-controlled or Neutral Land Port to Port: Naval unit
Area. Can trace through one Ground unit in undamaged Port • Moving between Port & All-Sea hex if
intervening Land Area or At Sea Box and not in EZOC or Helicopter Inshore Box enemy controlled
(counts as ½ SP) • Moving from All-Sea hex to All-Sea Hex
May place Airborne Supply marker in Move to another friendly when Inshore enemy controlled
that area when unit placed – acts as undamaged Port not in EZOC • To/from/through area with a Mine
Supply Source Marker - Submarine: revealed can use
Saaremaa (Estonia): can be Transported unit may spend half -/+2 DRM (may reveal in response to
paradropped into (rounded up) of its MA if both Ports movement). Takes an ASW check.
were located in the same Sea
Zone Contested Sea Movement roll: if Aborted,
unit remains where it began the Movement
ADF: Use Standard Game ADF / Strategic Map: can be to/from Segment - Use difference between ASW
DRMs. Ports on either map. Can land at and Submarine Threat Level as DRM. If
If within 2 hexes of HQ -1 DRM Saaremaa (Estonia) if friendly or ASW is higher DRM to Allied otherwise DRM
contested to non-Allied
Landing hex in home or friendly
country +3 DRM
Roll on Paradrop table Sea Landing: Storms: naval units must remain in or return to
Escort with a PM. ½ ADE rounded up Marine or units with MA ≤5: from a friendly At Sea Box or port of the
(upper right number) as DRM on ADF any Port or Beachhead (or vice- corresponding Sea Zone
roll (max 2) versa) in same Sea Zone
After landing at a Port, if no EZOC, Mine laying: in All Sea, coastal, Port, or Beach
If landing hex is EZOC unit may move may move ½ MA (round up) hex. Naval unit instead of moving may place a
no further, otherwise may move into
single Density 2 marker in own or adjacent
adjacent Urban/City/Installation under
hex. Laying unit may exit Mine’s Area of Effect
clearing
Bridge without a Contested Movement roll

Helicopters North Sea to Germany: NATO SAG and


destruction/repair/construction
(bridges are fully functional until USMC ground/helicopter units on AMPH (but
May rebase 2x range destroyed) not AMPH itself) may move between North Sea
Must have performed no other action and Germany Land Area
and may not do anything else this turn Repair: within 4 motorized MP to
(rotate 1800) HQ: 1 Supply Point: no enemy unit
adjacent to bridge. Repaired HQ Bridge: HQ not in EZOC. 1SP. Within support
Enemy enters hex then automatically HQ range – remain until:
rebases regardless of status bridge is back to full functioning
removed voluntarily at the end of any movement phase
HQ moves beyond support range (both above –
Damage: non-MSU unit adjacent available next movement phase)
Beachheads to bridge; only one attempt per Enemy occupy hex at bridge hexside and no friendly
bridge. N/A if under Clearing unit is adjacent to the bridge hexside (remove
marker. Destroyed 6 or less; +1 permanently)
may be voluntarily removed, place the
DRM if enemy unit adjacent to Destroyed by regular Bridge Damage method (Inc.
Beachhead marker on the General Strikes) or Nuclear Strike (remove permanently)
bridge
Records Track in the next GT
MOVEMENT AND COMBAT PHASE
1

Retreat:
2 hexes for Flat/Flat Woods, or
Urban, Other terrain 1 hex
1
Naval Surface Combat: both sides conduct naval combat
3 Naval units in same At Sea/Inshore Box as a detected enemy naval unit or within 10 hexes MOVEMENT AND COMBAT PHASE
of a detected enemy naval unit in an All Sea hex – path may not cross a land hex

Conduct Strike against enemy ship Submarine Attack


Baltic Sea: -2 DRM against Naval Unrevealed Submarine may attack
Simultaneous unless firing ship was units in At Sea or Inshore Boxes Detected enemy in same Sea Box (or
previously undetected
associated Inshore or All-Sea hex)
Strike acts as a Cruise missile, A naval unit conducting surface combat
is marked with a Point Detection Strike using ½ Submarine value (round
defending naval unit rolls for AAA on
down). Temporarily reveal counter when
Advanced Air Defense Table
attacking

ASW Survival Check:


2 Elite Reaction Movement Segment: Roll less than modified Survival Number
3 The non-Initiative player may move 6, 7, or 8 ER units that on counter to avoid detection:
do not have a Strike or Out of Supply marker and are not in EZOC • +1 each enemy SAG in same At
Sea (associated Inshore/All Sea
No: Air, Airborne, Airmobile, Sea Movement and Transport hex)
Bridge destruction/repair/construction
• +1 submarine was already revealed
before its action was taken
• +2 each CVN in same At Sea
3 Exploitation Movement Segment: (associated Inshore/All Sea hex)
3 Initiative player may move any ground units that • +1enemy has Air Supremacy
do not have a Strike or Out of Supply marker and are not in an EZOC • +2 enemy has a Submarine in
same At Sea Box
Yes: Air, Airmobile, Sea Movement and Transport are allowed • +2 if nuclear submarine in North
Bridge destruction/repair/construction Sea
• +/- enemy Detection modifier for
Sea Box
4 Exploitation Combat Segment:
3Initiative player performs combat with any units (whether they moved
or not) ASW Result:
Two-column shift left on the CRT Roll equal to modified Survival
number = Strike 1

5 Greater but less than x2 = Strike 2.


Reaction Movement Segment:
If Strike received may remove
non-Initiative/Second player may move any units Submarine marker to its nationality
Yes: Air, Airmobile, Sea Movement and Transport are allowed Holding Box
Bridge destruction/repair/construction Greater than x2 = Destroyed (place on
turn chart 5 turns ahead).
Destroyed Submarine worth 3VP
6 Reaction Combat Segment:
non-Initiative/Second player performs Combat. All units are eligible
whether they moved or not

ISOLATION/SURRENDER PHASE

Isolation Operational map: unit can’t trace Isolation Strategic map: unit in non-Island Land Area can’t trace
to: Supply source, Supreme HQ, or road through friendly, contested or empty Land Area to Supply Source.
leaving map into a friendly controlled Land Unit is Island area can’t trace through friendly or Contested At Sea
Area free of enemy units or EZOC and Inshore areas to Supply Source. Airborne/Airmobile units not
isolated if they have any level of air superiority
Remove “Isolated” markers from units that are no longer Isolated
Surrender: ER check for isolated units. If fail remove from game, may not be reconstituted. Worth 2xVP
Place “Isolated” markers on any units that are isolated
REORGANIZATION PHASE

REINFORCEMENT AND REPLACEMENT PHASE


VICTORY DETERMINATION PHASE

GAME RECORD PHASE


Advance the Game Turn Marker and begin the next turn

OTHER INFORMATION

Polish Border Guards Helicopter


CWC attack
Turn 1, 1st Movement Segment: cost basing: 3x Airbase. 1x Airfield or
place CWC marker face-down,
+2MP to enter border hexes in Poland, Urban/City without Airbase/Airfield.
opponent may place in response:
may not use a road hex to enter May perform 2 missions
Attack Value (1st number) – Defense
Value - if opponent played a marker in
response (2nd number) = DRM
K-300-P Gotland & Sweden
One in Kaliningrad other may be Air Result: less or equal to target number
non-Allied first controls Gotland,
Transported to Bornholm, Gotland on results chart = success
Sweden joins Allies. Allies first
or any non-Allied controlled coastal control Gotland +20 VP to non-Allied Survivability: DR (3rd number): Less =
Land Area place in used box. Equal = place 1
game turn ahead on turn chart. Greater
= eliminated
Bornholm
Begins under Allied Control. If non-
Allied control then Allies may not
move from North Sea to Bornholm
S400, THAAD & Patriots
Each player receives one unit. Must
remain with HQ unit or Airbase,
Holding Box, Beachhead. HQ may
detach unit to Airbase, Holding Box,
Beachhead but once detached may
not reattach.
• S-400 values; detect 7: SAM 7
• S-400 in Kaliningrad and Island
means all Strategic Map covered
• S-400 on Operational Map
covers any Land Area adjacent
to the Southern Baltic and/or
Kaliningrad

You might also like