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Nation at War Core Rules v30
Nation at War Core Rules v30
Nation at War Core Rules v30
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NATIONS AT WAR CORE RULES v3.0
5.1.4 Extended Range............................27
8.0 Battlefield Chaos.........39
5.1.5 Reduced Range..............................27 8.1 Battlefield Chaos Summary........ 39
5.1.5.1 Limited Range................................27
9.0 Fate Points....................39
5.1.6 Conducting an Attack with
Mortars.....................................................28 Fate Point Table.....................40
5.1.7 Augmented Ability (+)..................29 10.0 Additional Rules.........41
5.1.8 Ranged Combat Summary...........29 10.1 Anti-Aircraft Units
(AA Units)............................................. 41
5.2 Acquisition.................................... 29
10.2 Artillery....................................... 41
5.3 Opportunity Fire........................... 30
10.2.1 High-Explosive Fire Missions.... 41
5.3.1 Opportunity Fire Combat
Summary.................................................. 31 10.2.2 Smoke Fire Mission....................42
5.4 Assault Combat..............................31 10.2.3 Artillery Barrage Summary......42
5.4.1 Infantry Bonuses against AFVs..32 10.3 Close Air Support....................... 42
5.4.2 Infantry Bonuses in 10.3.1 Designate a Target......................42
Cities/Towns.............................................32 10.3.2 Perform Anti-Aircraft Fire........42
5.4.3 Assault Combat Summary...........32 10.3.3 Attacking the Target..................43
5.5 Overrun Combat........................... 33 10.3.4 Aircraft Combat Summary........43
5.5.1 Overrun Combat Summary.........33 10.4 Optional Support Weapon
6.0 Line of Sight..................34 Placement............................................. 43
6.1 LOS Determination....................... 34 10.5 Leaders........................................ 44
6.1.1 Ground-Level LOS.........................34 10.6 Engineers, Pioneers and
6.1.2 Hill-Level LOS................................34 Sappers................................................. 44
10.6.1 Bridge Demolition by
7.0 Defensive Measures......35
Engineers..................................................44
7.1 Improved Positions....................... 35
10.6.1.1 Bridge Demolition
7.2 Mines.............................................. 35 Summary .....................................................45
7.2.1 Mine Placement and Attack.........35 10.7 Nationality Special Abilities...... 44
7.2.2 Mine Placement and Attack
Summary..................................................36
11.0 Overwatch...................46
7.2.3 Mine Removal................................36 12.0 Map Updates.................47
7.2.4 Mines Removal Summary............36 13.0 Scenarios details........48
7.3 Wire ................................................ 36 14.0 Battle Generator............50
7.4 Anti-Tank Ditches
Series Resources....................54
(AT Ditches)......................................... 37
7.5 Unit-Placed Smoke........................ 38 Charts and tables..................56
7.5.1 Placing Smoke................................38 Glossary..................................64
7.5.2 Placing Smoke from a Unit Index.......................................65
Summary..................................................38
CREDITS....................................81
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NATIONS AT WAR CORE RULES v3.0
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Notes
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1.0 Introduction 1.1 Support
If you have any game questions or if
Nations at War is a game system based you are just looking for other gamers to
on conflicts between the brave soldiers chat with you can post comments on our
that fought in World War 2. The pieces in forums at: http://forums.lnlpublishing.
the game represent platoons. Platoons com.
are made up of groups of infantry, tanks
and gun teams (approximately 40-60 If any parts of this game are damaged or
men, 3 to 5 tanks and 3-5 gun teams). you have any other support needs please
Scenarios depict a historical battle or open a support ticket on our Support
part of a battle. Each scenario briefly Tickets section at: http://support.
describes the situation and leaves it lnlpublishing.com.
up to the players to fight the battle and
determine the victor. You can also find additional game
resources such as scenarios, counters,
When you play Nations at War you special rules and other community
will command several platoons (units) design resources in our Resource
on a map board to achieve victory section: http://forums.lnlpublishing.
conditions (objectives) stated within com/resources.
the parameters of each scenario. Each
map board is divided into hexagons Keep in mind that module-specific and
(hexes) to regulate distance, with scenario rules always supersede the
each hex representing approximately core rules.
150 meters in width. Scenarios have a
1.2 How to use this manual
finite amount of game turns in which to
achieve your objectives. Each turn in a This is the second edition of the Nations
game represents approximately 5 to 15 at War Series. As such we have added
minutes of real time. rules and clarifications not included in
the original manual but that have been
Each scenario provides the player with created between that release and this
a list of units that take part in the battle one.
and a list of victory conditions that must
be achieved in order to win the scenario. Any rules that have been added or
updated are highlighted in Blue Font.
You can play any of the scenarios within
Nations at War in any order unless • Notable content changes from the
otherwise specified, such as a campaign v2.0 rules are presented in BLUE text.
scenario. • New section or subsection headers
Nations at War, at its core, is a are also in Blue text, Existing rules
game, and in no way is it an accurate content that has been re-organized
simulation of platoon warfare. The game remains in BLACK text.
is centered on fun but provides enough
depth to model combat between the Examples, new ones or those from
forces of World War 2. previous editions, are in Green Boxes
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NATIONS AT WAR CORE RULES v3.0
2.0 General Concepts Unit counters represent the combat
platoons of men and equipment that
2.1 Dice fight the battles. Examples shown are
tank, infantry, and aircraft counters.
Each Nations at War series game
includes several six-sided dice (d6)
used to determine the results of the
events that take place within a game
scenario. The dice are used to determine
everything from combat to random
events. Administrative counters represent
conditions or the status of units or areas
2.2 NATO Symbols on the Board and pulled from within the
NATO symbols are graphical designs cup (3.1). Examples are Ops Complete,
that designate the types of military Formation, and Disrupted counters.
units. In Nations at War, NATO symbols
are printed on the upper right hand
corner of counters that are soft targets.
See (2.5).
Each game includes a chart on a Player-
Aid Card to help you match the type of
unit to the symbol on a counter located
on the upper right hand side of the
counter.
Armored units, however, do not use
NATO symbols. Units without a NATO
symbol located on the upper right hand
corner are classified as hard targets.
Instead of the NATO symbols, an armor
factor is in its place.
2.3 Counters
The pieces in the game are known
as counters and/or markers and are
described as such throughout these
rules. For those folks who are new to
wargaming, the term counter is widely
used to describe the pieces in games of
this nature.
There are two types of counters in
Nations at War: unit counters and
administrative counters.
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2.4 Unit Nomenclature To-Hit You must roll equal to or
Definitions higher than this number to
hit your target.
Full Full-strength counters are
Strength at their full capacity of men
and equipment. They are
indicated by a horizontal Range The normal range of the
colored band behind the weapon in hexes. Most
unit Icon. weapons can fire up to
twice this distance, as
Extended Range, but at
Reduced Reduced-strength counters a cost in effectiveness
Strength have a reduced amount (5.1.4).
of men and equipment.
They are indicated by a Units that have an
horizontal white band underlined range
behind the unit icon. cannot fire farther than
the underlined range
and do not have range
AP Armor-Piercing Firepower: adjustments.
Firepower this represents the number Armor The Armor Factor of a
of d6 the unit rolls when Factor hard target. This is the
attacking hard (armored number of d6 rolled when
vehicles) targets. determining how many of
the attacker’s hits can be
ignored.
HE High-Explosive Firepower:
Firepower this represents the number Save You must roll equal to or
of d6 the unit rolls when Number higher than this number to
attacking soft targets ignore a single hit.
(infantry and guns).
GA Ground-Attack Firepower:
Firepower this red number represents Morale Morale determines the
the number of d6 an mental confidence and
aircraft rolls when enthusiasm of a group of
attacking ground targets soldiers in the throws of
(hard or soft). combat.
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Command A command range 2.5 Unit Types
Range represents the distance in Within Nations at War you will read
hexes that a headquarters references to three different target
can control the actions of
types. They are:
platoons.
Soft Target: Units and transports that
display a NATO symbol on the upper
Movement The number of Movement right hand corner of their counter and
Factor/Type Points the unit possesses. do not contain an Armor Factor.
A circled Movement Factor
Hard Target: Units that contain a
indicates that the unit can
transport Infantry units vehicle picture and an Armor Factor on
and Support Weapons. their counter.
Aircraft: Units that have a picture of an
Assault This represents the number aircraft on their counter.
Factor of d6 the unit rolls when
Assaulting. Note: A target’s status is determined by
the side of its counter that is currently
displayed. For example, a dismounted
Panzer Grenadier platoon is a soft target
(it displays the NATO Armored Infantry
Augmented + (Plus sign) on counters symbol on the upper right hand corner
Factor are enhancements to of the unit.), but the same platoon when
the units ability. See mounted (displaying a SdKfz 251 half-
augmented ability (5.1.7) track) is a hard target.
2.5.2 Infantry
Infantry are the troops who rode
transports (trucks) or walked to battle
and fought with rifles, sub-machine-
guns, machine guns, and light anti-tank
weapons. They are represented with
a graphic of a helmet and by a NATO
symbol on their counter.
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Infantry and Armored Infantry units 2.5.5.1 Firing Mortars
are the only units that can operate
Support Weapons. Mortars can fire (including Opportunity
Fire) at units in their Line of Sight
2.5.3 Armored Infantry (LOS).
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If they are all misses, the attack is Units outside of the Command Range can
unsuccessful. operate but must perform a Command
Status Check to see if it can operate as if
To fire smoke indirectly an eligible HQ or it was In Command.
Recon unit may spot for a mortar that
is part of the activated formation (see HQs cannot be directly targeted by an
5.1.6). A mortar unit must have range opponent.
and uses the HE firepower to conduct
the smoke round. 2.5.6.1 Sub Headquarters
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Example: The 11th Panzer’s HQ has a If a Wreck marker is not present in the
Leadership Modifier of 2 (2 pips on the hex, replace a destroyed vehicle HQ
die icon). It is stacked with two Pz IV (an HQ with a vehicle silhouette) with a
tank platoons. The stack of Pz IVs fires Wreck marker.
at a platoon of T-34s that is five hexes
away. The HQ can add its Leadership HQs cannot be Disrupted.
Modifier to only one of the attacking Pz 2.5.6.3 HQ Replacement
IV tank platoons. This elevates an attack
from one of the Pz IV platoons from an Replace eliminated HQs, Reduced-side
AP of 35 attack to an AP 55 attack. It up, during the subsequent Marker
fires first at the T-34 achieving 3 hits of Removal Phase, in any hex that contains
a 5, 5 and 6. The T-34 saves 1 of the hits, a friendly unit(s) of the HQ’s type and
thus disrupting it and reducing it. The Formation. If no units of the HQ’s type
remaining Pz IV then fires its normal remain, the HQ cannot be replaced. In
salvo of AP 35 in an attempt to finish it that case, each unit in the eliminated
off. HQ’s Formation will subsequently need
to roll for activation during the Check
Headquarters (HQ) may not be directly Command Status Phase (see 3.4.2).
targeted by an attack. However a HQ
can be affected by an attack on a unit Example: If the CCB HQ is eliminated,
in which it is stacked with. If an attack it is replaced, Reduced-side up, in the
is made on a unit and a HQ exists in subsequent Marker Removal Phase,
the hex and the result is a disruption in any hex containing a M3 Lee CCB
or reduction to the unit, a check is platoon. If no M3 Lee platoons are in
conducted to see if the HQ is impacted. play, the CCB HQ cannot be replaced.
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2.6 Hard Targets »» Observant: Enemy units within both
Hard targets are targets that have an the LOS and four hexes of a Good
Armor Factor and are attacked with Order Recon unit are NOT concealed.
AP Firepower. Hard Targets may not be 2.7 Support Weapons (SWs)
attacked by a unit using HE Firepower.
They include Armored Fighting Vehicles Heavy Machine Guns and Bazookas/
(AFVs). Piats/Anti-Tank Rifles are considered
Support Weapons (SWs). Support
Hard targets have a picture of a vehicle Weapons provide additional capabilities
on their counter. A unit that has both to Infantry and Armored Infantry
a NATO symbol and a picture—a Truck platoons. Support Weapons display a
platoon, for example—is a soft target. graphic of the weapon and the “Support
Weapon” is written on the counter.
2.6.1 Armored Fighting Vehicles
(AFVs) 2.7.1 Support Weapons Assignment
Armored Fighting Vehicles are engine- Support Weapons are assigned to an
propelled armored machines that ride Infantry or Armored Infantry platoon
on tracks or wheels. Any counter with a before a scenario begins and placed
picture of a vehicle on it and an Armor underneath the owning platoon’s
Factor on its upper-right corner is counter. Support Weapons cannot
considered an armored vehicle. AFVs change possession during a scenario.
are considered hard targets.
2.7.2 Support Weapons Destruction
2.6.2 Reconnaissance Units
Support Weapons cannot be
Reconnaissance (Recon) units targeted in combat. If the
are special AFVs marked with owning platoon is eliminated,
an “R” next to the vehicle remove the SW from the
image. They have three Board with the platoon.
special characteristics that separate Infantry platoons fire their
them from other units: SW when they use their
inherent Firepower (the FP
»» Independent: Recon platoons listed on their counter).
are trained to act independently.
Accordingly, Recon units are Note: Support Weapons do not represent
considered In Command at up to an actual SW, but rather an additional
twice their HQ’s printed Command capability of that unit.
Range.
»» Highly Trained: Good Order Recon Example: A HMG crew or skilled
platoons that are In Command can Bazooka team.
call Artillery or Mortar fire from
units within the same Formation as
if they were a HQ. Mortars must be
within range of target.
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2.7.3 Support Weapons in Combat All units of a Formation activate when
its Formation marker/chit is drawn.
Add the Firepower and range of the This includes units attached in the
SW to the platoon that possesses it scenario’s Order of Battle (OOB).
when the platoon fires. For example, a
platoon adds 1 to both its range and HE 2.11 Morale
Firepower when it possesses a Heavy
Morale is a measure of a unit’s
Machine Gun (HMG).
psychological state and training. A
Both the Bazooka and Piat only have Formation’s Morale is printed on its HQ
a “+” in lieu of Firepower and range unit. The Formation’s Morale remains
enhancements such as those found on the same even if the HQ is eliminated
the HMG or ATR counters. As described from the game.
in the rules for Augmented Firepower
2.11.1 Good Order
(5.1.7), this “+” allows the possessing
unit to roll an extra die when making an A unit may either be in Good Order or
attack with its AP (red) Firepower but Disrupted. Good Order units are ready to
only counting a number of hits equal to fight. Disrupted units are disorganized
the firepower of the unit. (See 5.1.7) by enemy fire, and their ability to wage
war is severely restricted.
2.8 Unit Color
Each country’s units have a distinct 2.11.2 Morale Check Procedure
color that is unique to them. See the When the game calls for a Morale Check
module notes for further details on unit (MC), roll 2d6: if the result is equal to
color. or less than the Formation’s Morale, the
unit passes the MC.
2.9 Stacking
Up to two combat units can stack in a Example: All units of the British 14th
hex. Stacking limitations are in play Infantry have a Morale Factor of 7. Each
and apply at all times during the turns. unit will need to roll a 7 or less on 2d6 to
Markers, Wrecks, Support Weapons and pass their MC.
HQ units do not count against stacking.
Only one Wreck marker is allowed per
hex.
2.12 Marker Types
Example: Two Infantry platoons are There are five types of markers:
stacked on a Road hex. As you move Formation, End Turn, Administrative
your tank platoon forward, it must go off Defensive Measures, Chaos and Fate.
Road to go around the stack. It cannot
go through the two units as this would 2.12.1 Formation Markers
violate the stacking rule. Formation markers are
placed in an opaque container
2.10 Formations as per scenario instructions.
Each Formation consists of its HQ and A coffee cup works well.
its attached units. All units of the same When a player draws a
Formation have the same title and Formation’s marker, he MUST activate
colored stripe. the Formation.
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2.12.2 End Turn Markers
These are placed in the same
opaque container as the
Formation markers as per
scenario instructions. When
the second and / or third End
Turn marker is drawn, the turn ends.
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3.0 Setting up the If an End Turn (ET) marker is pulled
from the cup, place it aside. If the last
Game ET marker is pulled from the cup, or if
there are only ET markers left in the
To play Nations at War, you and your cup, the Operations Phase ends and the
opponent will pick a scenario, from Marker Removal Phase begins.
the scenario section of your game, and
determine which side each of you will Note: Some scenarios may call for three
play. End Turn markers.
Each scenario will describe the
situation, list each side’s order of battle, When a player’s Formation is pulled
show the map (or maps) used, and state from the cup, he MUST activate the
the victory conditions and any special Formation for movement and combat.
scenario rules for the battle. This activation is called the Formation’s
impulse, and the Formation is called the
Consult the scenario and set aside the active Formation.
forces allocated. Set them up according
to the scenario guidelines. Drop the A player can choose not to perform any
Formation and End Turn markers actions with the units of that Formation,
(and in some scenarios Chaos and Dust but the Formation is considered
markers) into an opaque container as activated until the player has completed
directed by the scenario guidelines. all operations with that Formation or he
Additionally you can use the Design declares that the Formation’s activation
Your Own scenario rules to initiate a is finished.
game located in the module rule book. 3.3 Marker Removal Phase
3.1 Beginning the Game Remove all Ops Complete markers
To begin a game, draw a marker from from the Board and adjust any Smoke
the opaque container (let’s say cup) markers, replace any eliminated HQ
and the marker pulled determines what units and return all Formation and End
action is to be performed. Markers Turn markers to the cup, except as
pulled from the cup may be a Formation noted in 3.3.1.
marker or an Administration marker, 3.3.1 If a Formation Doesn’t
such as Chaos or End Turn markers. Activate
The drawn markers remain out of the If a Formation doesn’t activate during
cup until all of them are drawn or all a turn, its owner keeps all but one End
End Turn markers have been drawn. Turn (ET) marker in his possession
When the turn is over, all markers are when the Formation and ET markers
placed back into the cup to begin a new are returned to the cup. He returns any
turn (see Marker Removal rule section) ET markers he possesses to the cup on
the following turn immediately after
3.2 Operations Phase the Formation is activated. This means
Players alternate pulling a marker from that if you have two, or even three,
the opaque container. It doesn’t matter Formations that didn’t activate, you
who pulls out a marker first. hold the ET marker(s) until all three
have activated.
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NATIONS AT WAR CORE RULES v3.0
If both sides have Formations that didn’t within the Command Range of their
activate, both sides will hold ET markers Formation’s HQ or sHQ are considered
out of the cup on the following turn. In Command. Units not In Command
(this includes units whose HQ has been
Example: The Italian player has the permanently eliminated) must take a
2nd Bersaglieri and the 7th Armored; normal Morale Check (follow Morale
the British player has the 14th Infantry; Check procedure, 2.11.2).
there are two End Turn (ET) markers in
the scenario. Check Morale for each hex,
not for individual units in the
hex. If the Morale Check
On Turn 4 the 14th Infantry activates,
(MC) is passed (see 2.11.2)
and then two ET markers are pulled.
all units in the hex are In
On Turn 5, the Italian player keeps one
Command. If the MC is failed, the hex is
ET marker in his possession until both
considered Out of Command and marked
the 7th Armored and 2nd Bersaglieri
with an Out of Command (OOC) marker.
have activated, then he returns the ET
OOC units cannot move or fire during the
marker to the cup.
Formation’s impulse, but can
Opportunity Fire during an enemy
3.4 Formation Impulse Formation’s impulse.
When a Formation is activated the
following phases are completed in order. All units of a Formation entering from
They are: off-board are considered In Command in
their first activation.
»» Unit Formation Marker Removal
»» Check Command Status Example: A (dismounted) Armored-
Infantry platoon and a M3 Lee platoon
»» Perform Rallies from CCB are in the same hex. The
»» Perform Fire Missions player rolls an 8 and fails the Morale
»» Perform Operations Check; he then places an OOC marker on
the stack.
3.4.1 Unit Formation Marker
Removal
Remove all Ops Complete and Out of
Command markers from the units of the
activated Formation.
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3.4.2.1 Check Command Status 3.4.3.1 Perform-Rally Summary
Summary
»» Select eligible unit to be rallied.
»» Identify any units that are outside »» Determine Morale number located on
of the activated Formation HQ’s HQ.
Command Range.
»» Determine any modifiers (3.4.3).
»» Conduct a Morale Check (MC) and
compare to the HQ’s Morale. »» Roll 2d6, applying any modifiers.
»» The result affects all units (of same »» If result is < or = to Morale number
formation) in the hex. the unit rallies.
»» If the MC is passed, unit(s) can »» Any other result and the unit fails its
conduct actions normally. MC and stays Disrupted.
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4.0 Movement Alternatively, a unit can fire first and
then move, but cannot spend more than
A unit’s Movement Factor (MF) is a half of its MF to do so.
representation of its speed, and depicts
the number of Movement Points (MPs) Example: A Tiger 1 platoon wishes to
a unit can spend per activation. In each move and fire. The Tiger 1 has a MF of
Formation impulse, units can move up 3. It first divides its MF in half, which
to, but not exceed, their MF. Movement equals 1.5, and rounds down to 1. The
is voluntary. Once a unit has moved unit is allowed to move one hex. The unit
mark that unit with an Ops Complete cannot enter a hex that would cost that
marker. unit more than one MP.
Units move to adjacent hexes, paying the Units must complete their move-and-
MP cost to enter the hex as shown on fire action in the same activation. You
the Terrain Effects Chart (TEC). Units cannot move or fire in one part of the
can enter an enemy-occupied hex (a hex activation and then decide to move
with enemy units in it), but in doing so or fire at a later time after another
they initiate Assault or Overrun combat. platoon’s actions.
Moving units might trigger Opportunity
Fire. A unit that Opportunity Fires on a unit
that is performing a move-and-fire can
4.0.1 Movement Summary do so in the following way. The Op-Firing
unit attacks the moving unit after it
»» Select eligible unit to move.
enters a new hex. Ranged Combat by
»» Unit may move an amount of hexes the Op-Firing unit occurs before the unit
equal to its MF. Observe TEC costs performing a move-and-fire action can
per hex. fire.
»» When unit finishes moving mark it
Ops Complete. Example: A Sherman M4A4
Opportunity Fires on a Panzer III that
4.1 Move and Fire has moved within range and LOS of the
Units in Nations at War with a MF Sherman. The Panzer III has moved one
greater than 1 have the ability to move hex when the Sherman Op Fires on it
and fire, or fire and move, within their with a Ranged attack. If the Panzer III is
activation. not Disrupted by the attack it can finish
its activation by completing its move
A unit can only perform a move-and-fire
and then firing.
action within its Formation’s activation.
Units in transports that unload or units Units that are Disrupted by Op Fire
with a MF of 1 cannot perform a move- while performing a move-and-fire action
and-fire action. cannot fire or move any further.
A unit that wishes to move and fire Units preforming a move and shoot or
can move up to half of its MF (rounded shoot and move action MAY NOT enter
down) and then fire, observing into an enemy occupied hex.
reductions in effectiveness stated below.
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A unit that performs a move and shoot Resolve each attack before firing the
action that moves first may move up next. If they are to fire first then move,
to half (round down) of its MF before simply reverse the procedure.
shooting and then to fire, reduces its AP
or HE Firepower by one and increases Units conducting OF on stacked units
its To-Hit number by one. moving and firing together may only
target one unit in the stack per hex
For a unit that plans to perform a move moved.
and shoot action where it wishes to
shoot before moving must declare this 4.1.1 Move-and-Fire Summary
before the action takes place. While »» Select eligible unit to move and fire or
firing, reduce its AP or HE Firepower by fire and move. (If firing first reverse
one and increase its To-Hit number by steps 2 and 3 in the summary.)
one, resolve the attack, and then move
the unit up to half of its MF. »» Unit can move up to half its MF
(round down).
Place an Ops Complete marker on a unit »» Unit can conduct a modified Ranged
that has moved and fired or fired and Combat attack.
then moved.
»» Decrease AP or HE Firepower by 1.
Example: A Soviet T-34 platoon moves »» Increase To-Hit number by 1.
2 hexes (half its MF of 5, rounded down) »» Defender conducts a Defensive Roll, if
and fires its AP Firepower at a Panzer eligible.
IV platoon. The T-34’s AP Firepower is 3
and its To-Hit is 5, but its FP is reduced »» Apply appropriate hits.
to 2 and its To-Hit is increased to 6 »» Mark moving-and-firing unit with an
because it has moved. Ops Complete marker; or:
»» Move just-fired unit up to half its MF
Example: A Panzer IV platoon wishes (rounded down) and then mark it
to fire and move. It has an AP Firepower with an Ops Complete marker.
of 3 and a To-Hit number of 5, but its FP 4.2 Stacked Units
is reduced to 2 and its To-Hit number
Units that begin a Formation’s impulse
is increased to 6. The attack is resolved
stacked together can move together or
and then the unit can move up to 2
split off units (both units moving into
hexes (half its MF of 4).
different hexes) at any time.
Mortars may not perform a move and Stacked units can enter an enemy-
shoot action of any type. Units that are occupied hex together to initiate an
stacked together may move and shoot Assault or Overrun attack.
as a stack following the same procedure
as if it was a single unit. When moving Opportunity Fire (OF) conducted against
stacked units they may move up to half stacked units cannot target both stacked
of their printed value (MP) on their units. The unit conducting the OF must
counter. Once movement is complete, pick one of the stacked units to target.
each unit conducts one attack at a
time applying the appropriate firing
penalties.
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4.3 Transporting Units Note: When mounting or dismounted,
Armored-Infantry units and the 3 MPs are subtracted from the
Anti-Tank Gun (ATG) unit’s final state. In other words, if a
batteries can be in one of two unit mounts its transport, 3 MPs are
modes: mounted in (or towed subtracted from the transport side of
behind) their vehicles or the counter. If there are MPs left over
dismounted. after subtracting the 3 MPs, it can move
up to the remaining number of MPs.
Units are shown as mounted
when the vehicle side of their Example: If an American Arm-Inf
counter is face up and shown platoon mounts, 3 MPs are subtracted
as dismounted when the from the M3 Halftrack which is on the
NATO symbol is displayed. reverse side of the Arm-Inf counter,
Transported units, either loaded or leaving it with 2 MPs that can be used
unloaded, that are destroyed, are to move. If the same M3 Halftrack
replaced with a Wreck marker. dismounts its Arm-Inf platoon, 3 MPs
are subtracted from the dismounted
4.3.1 Loading
platoon, leaving it with no MPs.
To mount an Arm-Inf platoon
into its transport, announce 4.3.3 Special Loading and
its intention and flip the Unloading Units.
counter to its side with the
vehicle art, paying 3 MPs. If Units with an *(asterisks) by
such units are carrying a SW it remains their movement factor
with the unit. Movement Points are indicates that the unit may
subtracted from the side of the counter dismount or mount their
to which the unit flips. Disrupted vehicles using only 1 MP for
Armored Infantry and ATG batteries the action. This represents the ease to
cannot load into their transport. mount vehicles such as motorcycles or
bicycles. This mount/dismount
4.3.2 Unloading capability is only relevant for the side of
the counter in which the unit pays the
To dismount an Arm-Inf unit movement cost.
or ATG battery from its
transport, announce its Example: A German Motorcycle has a
intention and flip its counter movement of 6* on the mounted side.
to the side with the helmet If the unmounted motorcycle infantry
art, paying 3 MPs. mounts their vehicle, flip the counter
Movement Points are subtracted from over to the mounted side, spend 1 MP
the side of the counter to which the unit to mount and then the unit may move
flips. up to 5 more MPs. If that same unit is
mounted and it decides to dismount the
Disrupted Armored Infantry and AA, unit may move its full MPs but when it
ATG batteries CAN unload. dismounts the unmounted infantry pays
the 3 MPs if there is not an * next to
AT Guns may unload for free but that their Movement factor.
must be their only action.
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NATIONS AT WAR CORE RULES v3.0
5.0 Combat Units are never required to fire. Combat
is voluntary.
There are five types of combat in
Nations at War: Ranged, Opportunity You can always fire at adjacent units
Fire (a form of Ranged combat), Assault, (no LOS hindrance), but cannot fire at
Overrun and Overwatch (see 11.0). enemy units if the LOS is blocked as
described in the LOS section.
5.1 Ranged Combat There are two target types:
During the activated Formation’s
impulse, all Good Order units that are »» Hard: Any unit whose counter
not marked with an Ops Complete displaying both a vehicle silhouette
marker, that have a Line of Sight (LOS) and an armor factor.
to an enemy unit, and that are within
Note: Some vehicles, like trucks, do
range of the targeted enemy unit can
not have an armor factor and thus are
individually attack it (except as noted in
considered soft targets.
rules below).
During an enemy Formation’s impulse, Hard targets have an Armor Factor
hostile units that move within the LOS (Saving Number) printed on their
and range of a Good Order friendly counter. Attackers use their Armor-
unit that is NOT marked with an Ops Piercing (AP) Firepower to attack
Complete marker can be fired on by hard targets.
the unit; this is called Opportunity »» Soft: (Infantry, ATGs and their
Fire, which is covered in detail in the transports, and Mortars—any unit
Opportunity Fire section. that displays a NATO symbol or any
unit lacking an Armor Factor).
Units can only attack once per
Formation impulse with either their AP Soft targets do not have an Armor
Firepower vs. hard targets or their HE Factor and can only be attacked
Firepower vs. soft targets, but an enemy by other units that use their High-
unit can be attacked by different units Explosive (HE) Firepower.
any number of times. 5.1.1 Conducting a Ranged Attack
Once a unit’s combat has been completed To attack an enemy unit, the attacker
mark that unit making a Ranged attack must have a valid LOS (6.0) and be
with an Ops Complete marker. within range of the target unit.
Units attack individually with the Determine the target. Announce which
exception of Support Weapons (SWs). of your units will attack and which
Support Weapons stacked with enemy unit will be the target. If there
(possessed by) a unit factor their are two defending units in a hex, the
capability into the Infantry platoon’s attacker chooses which target will
attack thus creating a single attack. be fired on. You may not attack two
separate units with one unit’s attack.
Note: A SW does not fire by itself. It adds
its ability to the Infantry unit possessing Determine the range to the target
it. by counting the hexes between the
attacker and the target. Do not count the
attacker’s hex; do count the target’s hex.
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NATIONS AT WAR CORE RULES v3.0
If the amount of hexes between the Example: A British Crusader platoon
attacker and target is less than or equal attacks a platoon of German PzIVGs.
to the attacker’s Firepower (FP) range Since the PzIVGs are hard targets,
(FP range is located slightly above and the Crusaders use their AP Firepower,
to the left of the AP or HE FP printed which is 3, and their To-Hit number,
on the counter), then conduct a normal which is 5. The British player rolls 3d6
attack. If it exceeds the range, an attack and gets a 6, 5, and 3, or two hits.
might still be possible (see extended
range 5.1.4). If the range is less than The PzIVGs are in a Palms hex, which
half of the unit’s range then it may count has a Defensive Bonus of one die, and
as a reduced attack (see 5.1.5) the PzIVGs have an Armor Factor of 2
Determine the number of dice needed and a Save Number of 6. So the German
to conduct the attack by locating the player rolls 3d6.
appropriate FP printed on the counter
(AP if attacking a hard target, HE if He rolls 3, 2, and 6. Hence, one of the
attacking a soft target). British hits is ignored, giving the British
Crusader platoon a total of one hit on
Determine the result needed to score the PzIVG platoon, which Disrupts the
a hit on the target. Locate the To-Hit platoon.
number printed slightly above and to the
right of the FP number that is to be used If a soft target is hit, its owner rolls
for the attack. a number of dice (d6) equal to the
Defensive Bonus of the terrain. For each
Determine any modifiers that will
die that is equal to or greater than 5, one
change the FP or To-Hit number (e.g.,
of the attacker’s hits is ignored.
Move-and-Fire modifiers, Leadership
modifiers, Reduced Range or Extended
Example: A Soviet Infantry platoon
Range, etc.).
with a Heavy Machine Gun (HMG) SW
The attacker rolls the number of dice fires at a German Infantry platoon that
(d6) equal to the appropriate FP (AP if is 3 hexes away, in a Woods hex.
attacking a hard target, HE if attacking
a soft target) of the attacking unit. Each The German Infantry is 1 hex outside of
die rolled that is equal to or greater than the Soviet Infantry’s normal HE range,
the attacker’s To-Hit number hits the which is 2. However, the Soviet Infantry
target. platoon is equipped with an HMG and
this adds a + to the range, which adds 1
If a hard target is hit, its owner rolls a
to the Soviet Infantry’s range.
number of dice (d6) equal to the target’s
Armor Factor plus the Defensive Bonus
of the terrain the target occupies (see The Soviet Infantry can now fire without
the TEC). For each die rolled that is penalty. Additionally the HMG adds
equal to or greater than the target’s 1 to the HE FP, raising it from 2 to 3.
Save Number, one of the attacker’s hits The Soviet player attacks and rolls a
is ignored. 3, 5, 5, scoring 2 hits on to the German
Infantry.
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NATIONS AT WAR CORE RULES v3.0
The German player rolls 1 defensive
die for occupying Woods. He needs a 5
to ignore a hit. The German player rolls
a 3, and thus must take the 2 hits. The
first hit Disrupts the Infantry (place
a Disrupted marker on the platoon) Example: An Infantry unit in a City hex
and the second hit Reduces it to a half- normally receives a Defensive Bonus
strength platoon. Flip the unit over to of two dice. If the unit is Concealed its
reveal its reduced side, or, if it has a Defensive Bonus is three (p.14) dice.
transport, replace the unit with its half-
strength counter. 5.1.2.2 Maximum Defensive Bonus
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NATIONS AT WAR CORE RULES v3.0
Disrupted units cannot move closer 5.1.4 Extended Range
to (or adjacent to) an enemy unit in
their LOS. If already adjacent, they can All weapons without an underlined
retreat from an enemy unit as long as it range factor can fire up to two times
does not bring them closer to an enemy the range printed on their counter. Any
unit in their LOS. They can unload range greater than the printed range
Armored Infantry. is considered Extended Range. When
firing at Extended Range the unit’s To-
Disrupted units can counterattack in Hit number is increased by one. If the
Assault Combat, but have their Assault unmodified To-Hit number is 6, reduce
Factor To-Hit number increased to 6. the Firepower (FP) by 1 instead.
Disrupted units can return to Good
Order by passing a Morale Check at the If the unit’s unmodified FP is 1 and
beginning of their Formation’s impulse. To-Hit is 6, no Extended-Range fire is
possible.
Reduction: Each hit on a
Disrupted unit Reduces the Example: When using its AP FP, a
unit one step (it also remains British Crusader has a To-Hit number
Disrupted). A Full-strength of 5 and a range of 5. When firing AP FP
unit is flipped to its Reduced- at a target located 6–10 hexes distant, it
strength side; a Reduced unit that is fires at Extended Range. The Crusader’s
further reduced is eliminated; remove it To-Hit number rises from a 5 to 6. If the
from the Board. Full strength units are target was 11 or more hexes away, the
represented with a colored band behind British tank would not be able to fire.
the units graphic picture of vehicle or
helmet and a reduced strength unit has 5.1.5 Reduced Range
a white band behind its graphic.
All weapons without an underlined
If the eliminated unit is a range factor are more accurate when
hard target remove the unit firing at Reduced Range. To indicate
and replace with a Wreck this, these units’ To-Hit number is
marker. reduced by one when firing at half range
(round down if not a whole number) or
Multiple hard-target losses never yield less.
more than one Wreck marker per hex.
There can only be one Wreck counter per Example: When using its AP FP, a
hex. Wrecks in a hex impede movement German PzIVG has a To-Hit number of
for vehicles moving through the hex and 5 and a range of 6. Its To-Hit number is
provides concealment. See the TEC. reduced from 5 to 4 when firing at 3 or
fewer hexes.
Note: Some small (one-step) units have
a Wreck marker on the back of their 5.1.5.1 Limited Range
counter.
Units with an underlined range factor
cannot fire at greater than their listed
range may not use any reduced range
modifiers.
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NATIONS AT WAR CORE RULES v3.0
5.1.6 Conducting an Attack with You do not range in the attack with a
Mortars barrage marker as in an artillery attack.
Mortars, with their ability to After firing, mark the Mortar with an
bombard soft as well as hard Ops Complete marker. The calling unit
targets, operate in the can continue to perform operations
following manner. normally.
Mortars fire at a HEX, not a unit and can Mortars only affect the target hex and
affect both infantry and armor. Mortars not the six adjacent hexes, as Artillery
can fire at hexes in their Line of Sight does. If at least one of the units in a
(LOS): hex is a hard target, the Hex gains a
+1 Defensive Terrain bonus. Roll one
Roll the number of dice (d6) equal to the additional die (d6).
Mortar’s FP (Mortar’s only have an HE
FP); each die equal to or greater than Example: An American 81mm Mortar
the FP To-Hit number hits. The defender platoon attacks a Clear hex, 10 hexes
rolls a number of dice (d6) equal to the distant, containing a German PzIVG and
Infantry Defensive Bonus of the terrain a dismounted Arm-Inf platoon.
(see TEC).
For each die that is ≥ 5, one of the The Mortar rolls a 4 and a 6, scoring one
Mortar’s hits is ignored. The target’s hit.
owner rolls once per impacted hex, not
per unit in the hex. Mortar hits are The defender rolls one defensive die
evenly distributed. (1d6) because there is armor in the hex.
If there had been only two dismounted
Hard Targets can only be Disrupted by a
Armored Infantry platoons in the
Mortar, regardless of the number of hits
hex, they would not have received any
received.
defensive dice.
Mortars may also fire indirectly
during the Fire Mission phase (but not The German (defending) player rolls a 4,
Opportunity Fire) at hexes NOT within which doesn’t negate a hit, so one hit is
their LOS as long as a HQ or Good Order randomly assessed against the hex.
Recon unit of the same Formation has a
LOS to the hex. Conduct such fire during The German player rolls 1d6, claiming:
the activated unit’s fire mission phase “even hits the Arm Inf; odd hits the
where the mortar belongs or is attached PzIVG platoon.” He rolls a 3, thus the
to the activated unit. This will count PzIVG platoon receives the hit, and is
as one of the formation’s alloted fire Disrupted.
missions using the Mortar’s FP.
To fire a mortar during a fire mission,
designate a hex that is in the LOS of that
formation’s HQ or Good Order Recon
unit. Conduct a fire attack using the HE
fire factor on the mortar.
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NATIONS AT WAR CORE RULES v3.0
5.1.7 Augmented Ability (+) 5.1.8 Ranged Combat Summary
Some units can have one or »» Select eligible unit to fire.
more Augmented Abilities. »» Select eligible target.
An Augmented Ability can be
a unit’s HE Firepower, AP »» Determine LOS.
Firepower, Armor Save »» Determine if attack is AP or HE.
Factor, and/or Assault Factor. »» Determine range.
Such units are designated by
»» Apply modifiers:
a “+” following any of those
abilities. Units with an • Leadership.
Augmented Ability may • Augmented Fire.
re-roll any one die rolled as a
• Extended Range.
result of the owning player
using that ability. • Reduced Range.
»» Unit conducts attack.
»» Defender performs any defensive
NOTE: Some units may have
rolls.
the “+” next to the To-Hit
Value in a group rather than »» Determine if HQ survives (if HQ is
the Firepower or Armor stacked in target hex).
Save, Assault Factor. There »» Apply appropriate hits.
is no difference due to the
»» Mark attacker as Ops Complete.
placement of the + symbol.
5.2 Acquisition
Example: An American Units that fire on stationary hard targets
Engineer platoon is conducting a and fail to achieve a hit, or fails to cause
Assault combat and the unit has a 3 damage to its target have an increased
Assault Rating and a 4 to Hit rating. chance of hitting their target the next
The American player rolls three 1d6, time they fire providing the target unit
the American player needs to roll 4 or does not leave their position.
higher with each 1d6 to cause a hit.
The American player rolls 1, 3, and a An activated unit which fires at an
4 causing one hit. Since the American Armored Fighting Vehicle (Unit with
Engineer has a + symbol with the units an Armor Factor) and does NOT cause
Assault Factor, the American player can a disruption or reduction to the target,
re-roll any one of the missed 1d6 rolls place an acquisition counter on the
attempting to convert that miss into a target and on the firing unit. The
hit. acquisition markers are keyed (with
letters) so as to distinguish which unit
has acquired which target. Units that
Move and Fire may NOT acquire.
Once a unit has acquired the target, the
next time it fires it may reduce the “to-
hit” number by one.
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NATIONS AT WAR CORE RULES v3.0
Target acquisition is not cumulative and The Sherman M4 on its next turn may
may only reduce the to-hit number by now reduce its to-hit number at the
a maximum of one. If a unit acquires MkIV for the next turn providing the
at extended range that unit would add Sherman does not move does not fire at
one for firing at extended range but another unit or the Mk IV unit does not
then reduce by one because the unit is move out of the hex.
acquired. Reduced range would reduce
the to-hit by 2. One for the reduced 5.3 Opportunity Fire
range bonus and one for the acquisition. Opportunity Fire (OF) is a form of
If the acquiring unit moves, fires, is Ranged combat occurring during an
disrupted or becomes engaged in close enemy unit’s movement. If an enemy
assault it loses its acquisition of its unit enters a new hex within the LOS
intended target. If the acquiring unit and range of a Good Order unit that
moves or fires at a different unit or if is not marked with an Ops Complete
the target unit moves out of its hex or marker, that unit can attack the moving
becomes disrupted or reduced remove unit after it enters the new hex by
its acquisition marker along with the following the rules for Ranged-fire
acquiring unit’s acquisition marker. combat (see 5.1).
Units that are acquired may not become The moving unit(s) may only be
concealed. Units in a smoke hex may not attacked once per hex that it enters.
be acquired. Units receiving a Disrupted or Reduced
Attacks from Aircraft or Indirect fire result must stop moving and end any
may not acquire. further action with that unit.
Units may not be acquired if they are Mark units that OF with an Ops
disrupted. Complete marker. You cannot use OF
against enemy units entering a hex
A Target Unit may be acquired by more containing friendly units such as in an
than one attacker. Assault or an Overrun.
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NATIONS AT WAR CORE RULES v3.0
5.3.1 Opportunity Fire Combat Each die rolled that is equal to or
Summary greater than the attacker’s Assault To-
Hit number hits the target. Keep track of
»» Select eligible unit to fire at moving the hits but do not apply the hits yet.
enemy unit.
The defender now counterattacks the
»» Determine LOS.
Assaulting unit(s) by rolling the number
»» Determine if attack is AP or HE. of dice (d6) equal to their Assault
»» Determine range. Factor. Each die rolled that is equal to or
»» Apply modifiers: greater than the defender’s Assault To-
Hit number hits the target.
• Leadership.
• Augmented Fire. If the defenders are Disrupted prior to
when the attackers entered the hex,
• Extended Range. their Assault To-Hit number for the
• Reduced Range. counterattack is 6.
»» Unit conducts attack. Resolve the hits incurred by the
»» Defender performs any defensive attacker and defender.
rolls.
All of a player’s units in the hex must
»» Determine if HQ survives (if HQ is receive one hit before any receive two,
stacked in target hex). and all must receive two before any are
»» Apply appropriate hits. eliminated. If a player’s units receive an
»» Mark attacker as Ops Complete. odd number of hits (for example, one or
three), randomly determine which unit
5.4 Assault Combat takes the extra hit. Otherwise, hits have
Units Assault enemy units by moving the same effect as if scored in Ranged
into their hex and the Assault combat Combat.
is resolved the instant the attacking
If the defender is eliminated, the
unit(s) enters the defender’s hex.
attacker remains in the hex. If the
Infantry Only: Planning an assault with defender receives more hits than the
30 to 50 men takes some planning and attacker, the defender retreats a number
extra time to launch an assault. of hexes equal to its movement factor
away from the attacker.
Each infantry that enters an enemy
unit’s hex to perform an assault must If the defender is not eliminated, and
pay +1 MF to enter the enemy’s hex. receives LESS (or the same number
of) hits than the attacker, the attacker
A maximum of two stacked units can must retreat to the hex from which he
enter an Assault. The units entering entered. If either side includes an HQ,
the hex are considered the attacking resolve possible HQ hits as described in
units; the units occupying the hex are HQ Combat.
considered the defending units.
The attacking units each roll a number
of dice (d6) equal to their Assault
Factor.
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NATIONS AT WAR CORE RULES v3.0
Example: If an HQ is stacked with a unit 5.4.1 Infantry Bonuses against
that receives a hit, roll 1d6: on a result AFVs
of 1 the HQ is Reduced, or, if already
Reduced, it is eliminated. If Infantry (or Arm Inf) are attacking a
hex where all defending units are AFVs
If forced to retreat, the defender must or defending against an Assault where
attempt to retreat through one of ALL attacking units are AFVs, reduce
the three hexes opposite the hexside the Infantry’s Assault To-Hit number by
from which the attacker entered the one (for example, from 5 to 4).
defender’s hex. The defender cannot
Disrupted Infantry do not receive the
retreat into:
Infantry vs. AFV bonus.
»» (a) An enemy-occupied hex.
5.4.2 Infantry Bonuses in Cities/
»» (b) A hex adjacent to an enemy Towns
unit (other than the stack that just
Assaulted the defender). Infantry Assaulting (or defending
»» (c) A hex that violates stacking against) any amount of AFVs in a City/
limitations. Town hex increases their Assault Factor
by one and decrease their Assault Factor
»» (d) An impassible hex, e.g., a River. To-Hit number by one.
If a defender cannot retreat, it is
eliminated. Disrupted Infantry do not receive the
bonus.
When Assaulting units (whether
attacking or defending) include a HQ, 5.4.3 Assault Combat Summary
the HQ’s Leadership increases a single
unit’s Assault Factor. The HQ itself does »» Select eligible units with enough MPs
not attack. to reach the target hex.
»» Move unit(s) into target hex.
Example: An Italian M13/40 platoon »» Unit conducts an Assault attack
from 7th Armor with a Full-strength 7th against the defending unit(s).
Armor M13/40 HQ would roll three die
(1d6 for its Assault Factor + 2d6 for 7th »» Defender conducts their Assault
Armor HQ Leadership) in an Assault. (counter-)attack.
»» Apply appropriate hits
Once the Assault is resolved, both the simultaneously.
attacker and defender are marked Ops »» If the Attacker loses, retreat unit
Complete. Units whose Assault Factor back to hex from which the Assault
To-Hit number is followed by an asterisk was launched. If Defender loses,
cannot initiate Assault (enter an enemy retreat a number of hexes equal to its
unit’s hex) but can counterattack. Units movement allowance.
without an Assault Factor cannot attack
or counterattack during Assault combat; »» Mark attacker Ops Complete.
they receive damage and, if they
survive, retreat from the hex. If they
receive no Assault hits, the attacker
retreats.
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NATIONS AT WAR CORE RULES v3.0
5.5 Overrun Combat Apply hits to both sides. All defending
An Overrun occurs when a Good Order units in the Overrun hex must receive
AFV enters a hex containing enemy one hit before any receive two. Hits are
soft targets (e.g., Infantry) with enough applied in the same manner as they
Movement Points (MPs) leftover for were under Ranged Combat.
it to move into another hex after the If the attacking AFVs are not Disrupted
Overrun. If the armored unit does not or Reduced they must move into their
have enough MPs to exit the enemy final hex. Should they become Disrupted
occupied hex into a new hex then it is an or Reduced they are not allowed to exit
Assault (see 5.4) the hex and must retreat into the hex
AFVs can attempt to Overrun soft from which they entered the Overrun
targets in Clear or Clear-Hill terrain hex. A Good Order AFV can conduct as
during the AFV’s movement. Overruns many Overruns as its MF allows.
may not be conducted in hexes that 5.5.1 Overrun Combat Summary
contain a wire, improved position, or
Anti Tank ditch marker. To do so, the »» Select eligible AFV with enough MPs
player declares his intentions and to reach one hex beyond the target
moves his AFV through the hex, paying hex.
one extra MP—in addition to the normal »» AFV enters target hex.
MP cost of the terrain. After paying for
»» AFV conducts an Overrun attack,
an Overrun, an AFV must retain enough
tripling the AFV’s Assault Factor.
MPs to exit into an adjacent hex. This
hex cannot contain any enemy units. »» Defender conducts an Assault
Combat roll
Each Overrunning AFV (or stack of
»» Apply appropriate hits.
AFVs) triples its Assault Factor and
rolls the number of dice (d6) equal to »» Retreat the losing unit a number of
the trebled factor. Each die rolled that is hexes equal to its movement number
equal to or greater than the attacker’s or attacking unit back to hex from
Assault Factor To-Hit number hits the which Overrun was launched.
target. Do not apply the hits yet. »» Mark attacking unit as Ops Complete.
Any defending Good Order units in the
hex can now attack the Overrunning
AFVs with their Assault Factor or
modified Assault Factor (as in the case
of a HQ stacked with the unit). (No AFV
Bonus for Infantry during an Overrun.)
Defending units that were Disrupted
BEFORE the Overrunning AFVs entered
the hex have their Assault Factor To-Hit
number increased to 6.
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NATIONS AT WAR CORE RULES v3.0
6.0 Line of Sight Level 1 Smoke and Level 2 Smoke block
LOS through the hex containing the
To attack a unit in Ranged Combat the smoke. Units on a hill may not trace a
attacker must have a clear Line of Sight LOS to a unit if it were to cross a hex
(LOS) to the target unit. LOS is always containing smoke. Units on hills that are
reciprocal: If A can see B, B can see A. tracing a LOS to a target located on a
different hill hex which crosses a smoke
LOS is blocked by terrain printed on the hex on ground level is blocked.
Board and smoke counters in place on
the map. Any LOS traced through two degrading
terrain hexes or combination of
An attacker can always attack an degrading terrain hexes blocks LOS.
adjacent unit. Terrain in the attacker or defender’s
6.1 LOS Determination hex never affects LOS. A single Wreck
marker DOES NOT block LOS.
Terrain in the Nations at War system is
whole hex. In other words, if a hex has 6.1.2 Hill-Level LOS
terrain in it, the entire hex is considered
to contain that terrain. If the attacker is on Hill Level, it cannot
fire at an enemy unit if its LOS crosses
To determine if a hex blocks LOS obtain a Crest Line unless the target is also on
a rubber band or thick strand of thread a Hill hex or either the attacker or the
and stretch it from the center of the target is adjacent to the Crest Line.
attacker’s hex to the center of the
defender’s hex. If the thread passes Additionally, even if both the attacker
through a blocking hex or hexes, the and target are on a Hill, LOS is blocked
LOS is blocked and the attacking unit if blocking terrain such as a Woods hex
cannot fire. is between the attacker and the target’s
hex.
Remember that the thread does NOT
need to touch the blocking terrain, only If the attacker is on Hill Level, it cannot
the hex in which the terrain is located. fire at a Ground-Level enemy unit that is
If the thread passes exactly down the behind and adjacent to a hex that blocks
hexside of a blocking hex, such as a LOS.
Woods or City/Town hex, the fire is not The target is considered behind LOS
blocked. blocking terrain if the LOS from the
If the thread passes down the hexside of attacker to the defender crosses a LOS
two blocking hexes (e.g., splitting them), blocking-terrain hex adjacent to the
the LOS is blocked. target before it reaches the target’s hex.
If the attacker is on a Hill Level, it
6.1.1 Ground-Level LOS
cannot fire at an enemy unit on Ground
If the attacker is on Ground Level, it Level if a Hill hex is between the
cannot fire at an enemy unit if blocking attacker’s hex and target’s hex.
terrain is between the attacker and the
target’s hex. Blocking terrain is any
Woods or City/Town hex or a Crest Line
to which neither the attacker nor the
target is adjacent.
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NATIONS AT WAR CORE RULES v3.0
7.0 Defensive Example: An American M3 Half-
track enters a clear hex that up until
Measures this point has not been entered by
any of forces of his side. The German
In many Nations at War scenarios, player interrupts the M3 Half-track’s
a side will have defensive elements movement by placing a mines counter
to protect their units and hinder the on to the hex where the M3 just moved
movement of enemy units. These include into. The attack is now resolved
Improved Positions, Mines, Wire and
Anti-Tank Ditches. The Mines attack with 2d6 and hit on
five or greater (25). The target does not
7.1 Improved Positions
roll defensive dice.
Improved Positions are
assigned in the scenario. An Apply hits in accordance with the
Improved Position can be Combat Results section. If more than
placed in any hex and one unit triggered the Mines attack,
nullifies the first hit of any all triggering units must receive one
attack, including an Assault. Improved hit before any receive two, and so on.
Positions remain on the map for the If a hex with two units receives an odd
duration of the scenario. number of hits, randomly determine
which unit takes the odd hit. Although
Example: A British M3 Grant platoon HQs CANNOT be directly attacked by
rolls two hits against an Italian Infantry Mines, if any other unit in the hex
platoon in an Improved Position in receives a hit, the HQ rolls for reduction.
a Palms hex. The Improved Position
No more than one Mines marker can
negates the first hit and then the
be placed in a hex. Mines attack any
Infantry rolls 1d6 as delineated on the
additional units that enter the hex. A
TEC for Palms to negate the second hit.
Mines’ attack occurs before Opportunity
In another example, an Infantry platoon
Fire. When infantry encountered mines
in an Improved Position is Assaulted by
it took sometime for them to cautiously
an enemy platoon. The enemy rolls two
navigate a mine field. Infantry units
hits. The first is negated.
that enter a mine hex may not exit
that hex during the remainder of their
7.2 Mines formation’s activation. AFVs may
Players receive Mines as continue on with their movement if they
assigned in the scenario. For are not disrupted.
each number of Mines
received, a player receives a Mines do not attack units when they
Mines marker. exit a hex. Mines may not be placed in a
water hex that does not contain a road
7.2.1 Mine Placement and Attack or bridge within it.
An opponent who has been assigned
a number of Mines markers can place
a Mines marker in any previously
unoccupied hex immediately after his
opponent moves a unit into the hex.
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NATIONS AT WAR CORE RULES v3.0
7.2.2 Mine Placement and Attack 7.2.4 Mines Removal Summary
Summary
»» Designate an eligible unit adjacent to
»» Place a Mines marker after an enemy a Mines marker.
unit enters a hex. »» Non-engineer/sapper/pioneer
»» Hex must not have been previously Infantry units roll 1d6. If the result
occupied or previously moved is even the Mines marker is removed.
through by an enemy unit. »» Engineer/sapper/pioneer Infantry
»» Attack units with the Mines attack units remove Mines markers
value (25). automatically.
»» Apply hits to unit(s) (no defensive »» Place an Ops Complete on the unit.
roll).The Mines marker remains in 7.3 Wire
the hex.
Players receive Wire markers as
7.2.3 Mine Removal assigned in the scenario. For each
An Infantry, Arm Inf or Engineer/ number of Wire markers received, the
Pioneer/Sapper unit that begins a player receives a Wire marker.
Formation impulse in a hex adjacent to Wire markers are placed on
an already-emplaced Mines marker may to the map board following
clear the Mines marker. Clearing mines any restrictions noted in the
counts as movement scenario and in the following
Dismounted Infantry and Armored paragraph. Wire may be placed in any
Infantry may attempt to clear the Clear hex, Hill Hex, or any terrain
mine hex as its sole action during its containing a road.
formation’s activation. Roll 1d6. If the Wire cannot be placed in a hex
result is an even number the mines containing an Improved Position or Anti-
have been removed. Remove the mines Tank Ditch marker.
marker from the game. The unit cannot
perform any other action. Soft units (any unit without an
Armor Factor) such as Infantry and
Engineer/Pioneer/Sapper units may Trucks must stop upon entering a hex
clear mines automatically as its sole containing a Wire marker. They cannot
action during its units formation move any farther that impulse.
activation.
Hard units (any unit with an Armor
Place an Ops Complete marker on any Factor) pay an additional 2 MPs to enter
unit attempting to remove a Mines the hex; Once the AFV leaves the hex the
marker. Units that are disrupted may wire marker is automatically removed.
NOT remove mines.
A unit can perform OF against a unit
attempting to clear Mines from a hex.
The unit uses the Defensive Bonus in
which it is situated when attempting
to clear the Mines. It cannot claim the
Defensive Bonus of the Mines hex.
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NATIONS AT WAR CORE RULES v3.0
Example: An American M4A1 Sherman They are assigned to a player within a
enters a hex containing a Wire marker. scenario and are usually placed during
It pays 1 MP to enter the Clear hex and the scenario setup. AT-Ditches can
an additional 2 MPs for the Wire marker. only be placed in Clear, Clear/Road, and
A German Panzer III decides to perform Clear/Hill hexes, and cannot be placed
Opportunity Fire against the Sherman in a hex containing a Wire or Improved
in the Wire hex. The Panzer III rolls to Position marker.
hit and misses. (Had the Sherman not
survived or become Disrupted the Wire AT Ditches cost vehicles 3 MPs plus the
marker would remain.) cost of terrain to enter.
If the vehicle’s MF is less than the MP
It has 1 MP left and moves out of the hex cost to enter the hex with the AT-Ditch
with the Wire and into another Clear marker, it must start adjacent to the AT
hex. Once the Sherman exits the hex the Ditch and spend its entire MF to enter
Wire marker is removed. the AT-Ditch hex.
An Infantry unit wishing to remove a AT Ditches cost Infantry units 1 MP plus
Wire marker from a hex must pay 3 MPs the cost of terrain to enter.
to remove the Wire marker.
Infantry units can move out of an AT-
Trucks may not clear a wire hex. Ditch hex into any adjacent hex by
AT Guns may not clear a wire hex. paying the MP cost of the new hex
entered.
AA units that have a NATO symbol
instead of an armor factor may not clear Vehicles can exit the AT Ditch into
a wire hex. hexes on the same side of the AT Ditch
from which they entered by paying the
Disrupted Units may not clear wire from appropriate MP cost to enter the new
a hex. hex. A vehicle platoon can exit an AT-
Ditch hex into one of the three hexes
Engineer/Pioneer/Sapper units must
opposite the entry hexside by spending
stop and can move no farther upon
its entire activation to exit the AT Ditch.
entering a Wire hex, but can then clear
the Wire marker in the same impulse Vehicles exiting an AT-Ditch cannot
provided they survive any OF that may perform an Overrun but can enter an
target them. If they are disrupted in the Assault.
wire hex they may not clear the wire
marker from the hex. Units that exit an AT-Ditch hex ARE
subject to Opportunity Fire. Overruns
7.4 Anti-Tank Ditches (AT cannot occur in AT-Ditch hexes, but
Ditches) Assaults can occur in an AT-Ditch hex.
Anti Tank ditches were A Vehicle can retreat into an AT-Ditch
constructed obstacles and or hex.
ditches filled with debris to
halt the movement of an
armored unit.
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NATIONS AT WAR CORE RULES v3.0
7.5 Unit-Placed Smoke Units firing from within a smoke hex
Smoke was used to help cover may not acquire. Units in smoke hexes
movement during battle. Smoke is may not be acquired by enemy units.
assigned to units by scenario. The Smoke lasts for one full turn and
is removed during the next Marker
Scenarios that do not provide Smoke, Removal Phase.
model the fact that some units did not
have Smoke capabilities or the weather 7.5.2 Placing Smoke from a Unit
during the scenario was not conducive Summary
to Smoke being effective (e.g., strong »» Designate an eligible unit that can
winds). place Smoke.
7.5.1 Placing Smoke »» Spend 1 MP.
A unit with Smoke capabilities can place »» Select the target hex.
Smoke by spending one MP to place a »» Place a Smoke 1 marker in the target
Smoke level 1 marker in its own hex hex.
or an adjacent hex. Smoke may not be
placed into a water hex that does not
contain a road or bridge.
Units may place additional smoke
or continue to move after smoke
placement, providing they have
remaining movement points.
Disrupted units may not place smoke.
Smoke blocks LOS through the hex but
not into it. A unit can fire at a unit in a
Smoke hex but the Smoke hex blocks
LOS to other hexes through the Smoke
hex (see LOS rules).
The Smoke marker acts like blocking
terrain for that hex (see LOS rules).
To shoot at units in smoke, add a +1 to
the firing unit’s to-hit number when
conducting an attack on unit(s) within
the smoke hex.
Indirect fire on to units in smoke is not
affected. Units in a hex with smoke may
fire out of that hex with no hindrance
to LOS, however they must raise their
“to-Hit” number by 1. Units with a to hit
number of 6 cannot be raised to a 7 and
therefore may not fire out of a smoke
hex.
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NATIONS AT WAR CORE RULES v3.0
8.0 Battlefield Chaos 9.0 Fate Points
World War 2 battlefields were Despite generals, sergeants,
full of chaotic events that riflemen, spreadsheets,
sometimes gave one side or tables, and game designer’s
the other an edge. Sometimes best efforts, battles are often
chaotic events negatively won not by the side with the
affected both sides. To bring some of best weapons, most men, or better
these chaotic effects to the game, a morale, but by the unforeseen actions of
Chaos marker may be placed with the men and women and inexplicable twists
Formation and End Turn markers in the of fate. Fate Points (FPts) in the Nations
chit-draw cup, to be drawn. at War system represent those twists.
When specified in a scenario, a Chaos Fate Points are points that can be used
marker is added to the chit-draw cup. to sway the turn of events and change
When a Chaos marker is drawn, roll 2d6 an unfavorable situation into a favorable
(doesn’t matter who tosses the dice) and one.
consult the Battlefield Chaos Table on
the Players-Aid Card. Fate Points are assigned within each
scenario to a side and can be used
Some results are beneficial, while others anytime within the game. They cannot
are not. Some apply to the allies, while be carried over to other scenarios.
other apply to the Axis. Unless directed
otherwise in the scenario instructions, Fate Points can be thought of as
remove the Chaos marker from play currency and can be used to purchase
after it has been drawn, rolled for, and an event that can change the game. They
the effects implemented. can be used by the active player or their
opponent at anytime. The defending
In some cases, the effect will befall player ALWAYS has the last chance to
the player whose Formation marker use FPts to adjust a unit’s outcome. Fate
is drawn next (if the turn ends before points that are used to adjust die results
another Formation marker is drawn, may only be used on that players own
ignore the effect and return the marker die results.
to the cup).
You may not adjust your enemy’s die
8.1 Battlefield Chaos Summary results. Just your own.
Use Fate Point markers to track the
»» Roll 2d6.
number of FPts each side has on the
»» Reference the Battlefield Chaos Fate-Point Track on the Player-Aid Card.
Table. FPts can be spent as follows:
»» Apply the results.
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NATIONS AT WAR CORE RULES v3.0
Fate Point Table
FPts Abilities
1 FPt to re-roll one of your own dice any time.
40
NATIONS AT WAR CORE RULES v3.0
10.0 Additional Rules target hex and check for LOS.
These additional rules bring a number of Determine if the Artillery fire mission
new mechanics into the game and add a is on target by rolling a 1d6. On a roll
greater level of detail. of 2–6, the fire mission hits the target
hex. On a roll of 1, the fire mission is
10.1 Anti-Aircraft Units (AA ineffective and does not impact the
Units) Board.
Nations at War Anti-Aircraft Artillery fire missions affect ALL units
(AA) units have a Blue AA in the hex and the six hexes adjacent to
Firepower located in the the hex. Roll individually for each hex,
upper-left corner of the not unit. Resolution of the fire missions
counter. The blue number is depends on the fire-mission type (e.g.,
the AA Firepower, and it’s 45).
used to target attacking
aircraft (see 10.3.2). HQs that call Artillery are not marked
with an Ops Complete marker.
The blue FP can also attack
hard targets at or less than normal Artillery fire missions for Artillery or
range (no extended range) with a To-Hit Mortars can only be performed during
number of 6. Keep in mind that AA units the Perform Fire Mission Phase.
also have HE Firepower and an Assault 10.2.1 High-Explosive Fire
Factor, as indicated by their counter.
Missions
10.2 Artillery To resolve an HE fire mission,
Artillery in World War 2 was quite place the Barrage marker on
devastating and is represented in the the targeted hex and then
game as a fire mission. HQ and Recon roll for each hex struck by
units can call in Artillery or Smoke the mission; roll the number
fire missions during the Perform Fire of dice (d6) equal to the fire mission’s
Mission Phase. FP. Each die rolled that is equal to or
greater than the fire mission’s To-Hit
Artillery fire missions are assigned in number hits the target(s).
the scenario briefing in the form of “1 x
45 HE Strike” where 1 is the number of For each hex that contains a target(s),
fire missions per scenario, 4 is the fire the target’s owner rolls a number of dice
mission’s FP, and 5 is the fire mission’s (d6) equal to the Infantry Defensive
To-Hit number. There are two types Bonus of the terrain (see TEC). If at
of Artillery: High Explosive (HE) and least one of the units in a hex is a hard
Smoke. target, roll one additional die.
Up to two fire missions can be called For each die that is equal to or greater
as the FIRST action of the HQ, sHQ or than five (5), one of the attacker’s hits
Recon unit of the active Formation on is ignored. There is no modifier for
any hex or hexes within its LOS. Concealment or Smoke. The target’s
owner rolls once per impacted hex, not
To conduct a fire mission designate the once per unit.
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NATIONS AT WAR CORE RULES v3.0
Once the number of hits has been At the beginning of a turn designated in
calculated apply the hits. If a hex with the scenario, the owning player places
two units receives an odd number of the airstrike counter in the opaque cup.
hits, randomly determine which unit When the airstrike is pulled by either
takes the odd hit. All target units must player it must be played by the owning
receive one hit before any receive two, player. If the airstrike is not pulled
and so on. before the end of the turn, it is returned
to the cup.
Resolve damage against HQs as you
would a Ranged attack. After damage 10.3.1 Designate a Target
has been resolved remove the Barrage
marker. When the airstrike is pulled by either
player it must be played by the owning
10.2.2 Smoke Fire Mission player. The owning player places the
aircraft in the target hex. The selected
To resolve a Smoke fire target can be any enemy unit on the
mission, place a Smoke 2 Board. There are no LOS restrictions
marker in the impact hex. when selecting a target.
This marker blocks LOS
through the hex, and the six 10.3.2 Perform Anti-Aircraft Fire
adjacent hexes, from any elevation, for
all units. All Smoke 2 markers are The opposing player can attack an
flipped to their Smoke 1 marker in the aircraft with any eligible Good Order
subsequent Marker Removal Phase. Any Anti-Aircraft (AA) that is not Ops
Smoke 1 markers that are on the Board Complete.
at the beginning of the Marker Removal The AA unit uses its AA Firepower (blue
Phase are removed. FP) as per the rules for Ranged combat.
10.2.3 Artillery Barrage Summary AA units always have a clear LOS to
attacking aircraft.
»» Select a target hex.
Each air unit has an Armor Factor in the
»» Determine if the Barrage is on target. upper right corner of the counter and
»» Conduct the Artillery Barrage attack. can roll to negate any hits the AA units
»» Defender rolls to prevent damage. achieve. One non-negated hit Disrupts
the aircraft, forcing it to abort.
»» Resolve hits to the target.
If an aircraft aborts, the owning player
10.3 Close Air Support
rolls 1d6: if the result is 1–3, the plane
Close Air Support (CAS) in Nations at returns to base (remove the air strike
War is represented by airstrike counters from play); if the result is 4–6, it goes
with art depicting a specific aircraft. back in the cup during the Marker
Removal Phase of this turn. If the
When a scenario calls for
aircraft receives two hits, the aircraft
Close Air Support (CAS) the
is destroyed. Remove the air-strike
player selects the
counter.
appropriate airstrike counter
from the counter mix.
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NATIONS AT WAR CORE RULES v3.0
10.3.3 Attacking the Target it is removed from play (out of ammo).
43
NATIONS AT WAR CORE RULES v3.0
10.5 Leaders Place 3 Ops Complete markers on top
Leaders in the Nations at of the engineer attempting to destroy
War system are unique the Bridge. During each Marker
counters. They represent Removal Phase, remove one Ops
men of action, men who lead Complete marker from the Engineer
from the front. Leaders unit. (See 3.3 and 3.4.1.) Continue to
appear through results on the chaos remove 1 Ops Complete marker during
table or assigned through a scenario. each forthcoming Marker Removal
The following rules simulate these Phase and/or Formation activation
Leaders: (3.4.1). When the last marker has been
removed, roll 1d6: On a result of 3+, the
Leaders are assigned to, and remain Bridge is destroyed.
with, one platoon.
If the Bridge is destroyed, place a
Leaders add their Leadership to all Bridge Out marker on the Bridge
attack rolls by that platoon and the hex. The Engineer unit and any other
platoon uses the Leader’s Morale to unit stacked with the Engineers are
resolve Morale Checks. Ops Complete and must move into an
adjacent hex that they can legally enter
A Leader is always In Command, as is once the Bridge Out marker is placed.
the platoon to which he is assigned. If No unit can enter a Bridge hex that
the platoon is eliminated, the Leader contains a Bridge Out marker.
dies. If the platoon is Reduced, roll 1d6:
if the result is a 1, the Leader dies. If the Bridge was not destroyed,
the Engineer unit is Ops Complete.
10.6 Engineers, Pioneers and The Engineer can make another
Sappers attempt using the same process on its
Engineers, Pioneers, and Formation’s next activation.
Sappers are trained in Leaders (not HQs) stacked with the
various operations such as Engineer unit can add their Leader
clearing obstacles and Bonus to the Bridge demolition die-roll.
demolition actions. For the
sake of simplicity Engineers, Pioneers If the Engineer unit is Disrupted for
and Sappers are all referred to as any reason during the demolition of the
engineers. Aside from clearing Mines Bridge, the demolition is interrupted
and Wire, Engineers can attempt to and cannot continue. Remove all Ops
destroy bridges. Complete markers and place a Disrupted
marker on the Engineer unit. The
10.6.1 Bridge Demolition by demolition process must be restarted
Engineers when the Engineer is returned to Good
Order.
To destroy a Bridge an
Engineer must be in a Bridge
hex (the one they intend to
destroy) and pay 2
Movement Points.
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NATIONS AT WAR CORE RULES v3.0
10.6.1.1 Bridge Demolition Summary 10.7 Nationality Special
»» An Engineer unit must be in a Bridge Abilities
hex. Each country that fought in World War
»» The Engineer unit must declare their 2 had unique abilities. These abilities
intent to destroy the Bridge and are derived through their training
spend 2 MPs. or through doctrines developed by
their military. You can find the game’s
»» Place 3 Ops Complete Markers on the National Special Abilities in the game’s
Engineer unit. Module Rules booklet.
»» a. An Engineer may opt to remove all
Ops Complete markers to conduct a
different action during its activation
or during marker removal but must
cancel all bridge demolition
»» Remove one Ops Complete marker
during each Marker Removal Phase
or Formation Activation in which the
Engineer is attached.
»» Once the last Ops Complete marker
on the Engineer is removed, roll 1d6:
»» On a Result of a 3+, the Bridge is
destroyed; place a Bridge Out marker
on the destroyed Bridge.
◊ After the Bridge is destroyed,
move the Engineer along with any
stacked units one hex.
• Units cannot enter an enemy
hex.
• If there are no legal hexes to
enter, all units stacked with
the Engineer, including the
Engineer, are destroyed.
»» On a result of a 1 or 2, the Bridge
demolition fails.
◊ Place an Ops Complete marker on
the Engineer.
45
NATIONS AT WAR CORE RULES v3.0
11.0 Overwatch If a unit is disrupted while in overwatch
it loses the ability to conduct an
Armor and infantry can overwatch.
advance towards the enemy
by cautiously moving up Units in a smoke hex may not be in
towards the enemy and overwatch.
preparing for unexpected close assaults Once a unit in Overwatch fires at a
or targets of opportunity. target, replace the Overwatch marker
Units may execute an Overwatch action with an Ops Complete Marker.
by expending 2 movement points
if Armor and 1 Movement Point for
Infantry. It does not matter when the
unit spends these movement points
within its activation. Disrupted units
may not go into Overwatch.
Once a unit has paid for the Overwatch
and has completed its activation
place an Overwatch marker on the
unit. Overwatch is very similar to
Opportunity Fire with the following
difference. A unit that is in Overwatch
may Opportunity fire at an enemy
in normal or reduced range only (no
extended range) and the Units that fire
must increase their to hit number by
one.
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NATIONS AT WAR CORE RULES v3.0
12.0 Map Updates
The maps in White Star Rising and Desert Heat First Edition have been updated
in the Second Edition. We have changed the map lettering to numbers and the
town names to names of actual towns found in the regions in which the battles were
fought. The enclosed key below show the changes for your convenience.
47
NATIONS AT WAR CORE RULES v3.0
13.0 Scenarios Keep in mind that module-specific
rules always super-cede the NaW core
details rules and Special Scenario Rules super-
cede any module-specific and or Core
In NaW all scenarios are laid out in a Rules. The module and scenario booklet
similar format, with specific sections. contain tutorial scenarios which are best
suited to new players.
1 The Bridge at Berezovyy Logg 13.1 Scenario Layout
July 11th, 1943
3
impending battle that sets the stage
Germans
for the combatants.
Soviets
Enter on Turn 1 via hexes A1 Set up first between hexrows
and A11, inclusive, on Map 8. K1 - K 11 and T1 - T11 on
Map 8.
Victory Conditions
6 The Germans must control the Bridge hex and control at least two Road hexes on the southern
49
NATIONS AT WAR CORE RULES v3.0
14.0 Battle 14.1 Meeting Engagement
Designing a battle with an opponent can
Generator be determined by assigning a number
If you would like to expand the limits of of points to each opponent, who then
your Nations At War Series games you purchase units from the available list.
can design your own scenarios using a In a Meeting Engagement, each side has
point system that has been developed an equal force; please consider the chart
for each unit included in the game. below for your force size.
50
NATIONS AT WAR CORE RULES v3.0
to go first and removes that 14.2 Defender vs. Attacker
Formation’s chit from the cup for Engagement
Turn 1; that Formation activates
In these scenarios the attacker
first.
possesses three times as many points as
5. Each game is a minimum of seven the defender.
turns plus two turns for each Map
more than one used. Example: If the attacker is playing with
300 points on one Map, the defender has
Example: If two Maps are used, the 100 points.
game is nine turns in duration.
To play a Defender vs. Attacker
6. Roll 1d6 to determine Chaos: Engagement, do the following:
• Both players roll 1d6. 1. Decide the attacker’s number of
• Whomever has the lowest roll, points and the number of Maps to be
place the Chaos marker on a used in accordance with the point
number on the Turn Track equal totals.
to the lowest d6 roll. On that turn, 2. Divide the attacker’s points by three
add the Chaos marker into the (rounding up) to determine the
cup. After each draw of the Chaos defender’s number of unit points.
marker, roll 1d6: if the result is 3. The defender chooses the Map(s) and
1-2, remove the Chaos marker for their configuration for the game.
the rest of the game.
4. Each game is a minimum of seven
7. To win the game, total each destroyed turns plus two turns for each Map
unit that has been removed from the more than one used.
Map and determine the number of
destroyed-unit points based on the Example: If three Maps are used, the
given point totals. The player who game is eleven turns in duration.
has destroyed more points is the
winner. 5. Roll 1d6 to determine Chaos:
• Both players roll 1d6.
• Whomever has the lowest roll,
place the Chaos marker on a
number on the Turn Track equal
to the lowest d6 roll. On that turn,
add the Chaos marker into the
cup.
• After each draw of the Chaos
marker, roll 1d6: if the result is
1-2, remove the Chaos marker for
the rest of the game.
51
NATIONS AT WAR CORE RULES v3.0
6. The number of Objectives are 14.3 To the Next Line
determined by the number of Maps in To play a To the Next Line Engagement,
play: do the following:
1 Map 1 Objective 1. Decide the number of points both
2 Maps 3 Objectives sides have and the number of Maps
3 Maps 4 Objectives to be used in accordance with the
4 Maps 5 Objectives point totals.
7. The defender chooses the Objective 2. Both players purchase the units they
hexes that the attacker needs control want to use for the game.
to win the game.
3. Each player rolls 1d6 (re-roll
8. The Objective hexes must be of the ties); the player with the greater
following types to be a legal Objective result picks the Maps and their
hex, and each Map in play must have configuration and the sides from
at least one Objective hex. which both players’ forces will be set
up. Opponents must set up opposite
»» City hex from each other.
»» Bridge hex
4. Each Player sets up their forces
»» Hill hex starting with the player with
»» Crossroads hex (where two Road the lowest die-roll. Each player
hexes intersect) alternates setting up their forces on
9. The attacker determines from which the board. A player can set up one,
edge of the Map his units enter, but some, or all of his units. The player’s
all units must enter via one edge of opponent can do the same. The
the Map(s). players alternate in this way until all
of the troops are set up on the board.
10. The defender sets up first, in any hex All units can only set up within the
on the Map. two hexrows closest to their Map
edge.
11. The player who holds more objective
points and unit points (via unit Example: Player A sets up 3 of his M4
destruction; no points for reducing Shermans in hexes within his set-up
a unit) at the end of the game is the area. He then yields to his opponent.
winner. His Opponent decides to set up all of his
»» Objective points are scored Beck formation on his side of the board.
differently for the attacker and He now yields. This back and forth
the defender. Objectives held by continues till all of the units are set up
the defender are worth 50 points. or staged as reserves).
Objectives held by the attacker are
worth 100 points. A player can chose to designate units
as reserve units. To choose reserves,
»» Unit points are based upon the DYO designate which unit(s) to be in
Cost list. reserve.
52
NATIONS AT WAR CORE RULES v3.0
These units enter In Command. (In 9. After these initial activations have
subsequent turns these units are been completed, continue the game
subject to normal Command Range as normal, drawing the next chit
rules). form the cup.
At the beginning of a Turn, roll to 10. The game continues for the
see if reserve units enter the game. remaining turns.
Roll 1d6 and add to the roll the turn
number. If the result is a 6+, the TO WIN: Capture more of your
reserve units can enter via any hex Objectives than your opponent by
along that player’s board edge. the end of the last turn. Capture your
Objective and keep your opponent from
5. Each game is a minimum of seven capturing their Objective. If each side
turns plus two turns for each Map captures their Objective, determine the
more than one used. winner by the number of unit points
destroyed. Use the point totals used to
Example: If two Maps are used, the purchase the units.
game is nine turns in duration.
53
NATIONS AT WAR CORE RULES v3.0
Series Resources https://forums.lnlpublishing.com/
resources/
If you are interested in expanding
your NaW gaming experience these Or at http://www.vassalengine.org/
additional resources might to the trick. Through Vassal, you can play both sides
Many of our NaW Resources can be or you can network through our forums
found on our NaW online store at http:// or other social-media outlets to find an
store.lnlpublishing.com and are sold opponent to play against. Set up any
separately. scenario from any NaW complete game
or expansion module, or use the Battle
Video Bootcamp Generations.
We have created a series of videos
designed to enhance the learning of the Vassal supplies the Maps and counters
core concepts of NaW. These are not and even rolls the dice! Players still
substitute for reading this rule book, but need to own the core rules, player-aid
should be consider a video player aid for cards and the module specific rules and
the manual. You can view these videos scenarios booklet.
at the links below.
54
NATIONS AT WAR CORE RULES v3.0
Formation Cards
The formation cards for the Nations At
War series are substitutes for the for-
mation counters included already in the
game series. These formation cards are
NOT required to play this game. The for-
mation cards are for players who would
prefer using the formation playing cards
over the formation counters.
The formation cards have additional
information showing the formation HQ
game factors. There are three hexagons
on the card. The green hexagon rep-
resents the HQ morale rating, the yellow
hexagon command radius, and the grey
hexagon represents leadership modifier.
Some hexagons have one number and
some with two to the left and right of the
slash.
The numbers to the left of the slash are
the HQ full strength factors and to the
right of the slash are the half strength.
55
turn reCorD traCk
1 2 3 4 5 6 7 8
9 10 11 12 13 14 15 16
CaSualtieS
ALLIES AXIS
Clear None 1 No
+1d6 if attacked
+1 if entered from ground
Hill1 from ground No
level
level
+1d6, +2d6 if
Wooded 1 for ST, 2 for HT, +1 if
attacked from Yes
Hill1 entered from ground level
ground level
Yes for ST
Cultivated +1d6 for ST 1 for ST, 2 for HT
only
Lake /
None Impassible No
River
Bridge None 1 No
Blocking Terrain: Hill, Woods, Wooded Hill, City, Town, Crest Line (6.1.1/6.1.2)
Degrading Terrain: Wreck, Rough
Note: Any LOS traced through any combination of two or more degrading terrain hexes
blocks Line of Sight. Terrain in the attacker or defender’s hex never affects LOS. A single
Wreck marker DOES NOT block LOS.
1. Hill bonus is not applicable if attacking unit is a Mortar or Artillery
ST = Soft Target HT =Hard Target
1 if attacked
+1 if entered from Ground
Hill from Ground No
Level, otherwise 1
Level
1, 2 if attacked 1 for ST, 2 for HT. +1 if
Hammada
from Ground entered from Ground Yes
Hill1
Level Level
Clear None 1 No
+1d6 if attacked
+1 if entered from ground
Hill1
from ground No
level
level
+1d6, +2d6 if
Wooded 1 for ST, 2 for HT, +1 if
attacked from Yes
Hill1 entered from ground level
ground level
Yes for ST
Cultivated +1d6 for ST 1 for ST, 2 for HT
only
Lake /
None Impassible No
River
Bridge None 1 No
Blocking Terrain: Hill, Woods, Wooded Hill, City, Town, Crest Line (6.1.1/6.1.2)
Degrading Terrain: Wreck, Rough
Note: Any LOS traced through any combination of two or more degrading terrain
hexes blocks Line of Sight. Terrain in the attacker or defender’s hex never affects
LOS. A single Wreck marker DOES NOT block LOS.
1. Hill bonus is not applicable if attacking unit is a Mortar or Artillery
ST = Soft Target HT =Hard Target
Copyright © 2018 Lock ’n Load Publishing, LLC. All Rights Reserved.
Counter TEC
Terrain Def.Bonus Movement Cost Concealment Example
Wrecks
+1d6 +1 of HT Yes
(5.1.3)
Mines
None None No
(7.2)
6.1 LOS Determination Any LOS traced through two degrading terrain hexes or
combination of degrading terrain hexes blocks LOS. Terrain
Terrain in the Nations at War system is whole hex. In other in the attacker or defender’s hex never affects LOS. A single
words, if a hex has terrain in it, the entire hex is considered Wreck marker DOES NOT block LOS. Only one Wrecked
to contain that terrain. marker is allowed in a hex.
Remember that the LOS does NOT need to touch the 6.1.2 Hill-Level LOS
blocking terrain, only the hex in which the terrain is
located. If the LOS passes exactly down the hexside of a If the attacker is on Hill Level, it cannot fire at an enemy
blocking hex, such as a Woods or City/Town hex, the fire is unit if its LOS crosses a Crest Line unless the target is also
not blocked. on a Hill hex or either the attacker or the target is adjacent
to the Crest Line.
If the LOS passes down the hexside of two blocking hexes
(e.g., splitting them), the LOS is blocked. Additionally, even if both the attacker and target are on a
Hill, LOS is blocked if blocking terrain such as a Woods hex
6.1.1 Ground-Level LOS is between the attacker and the target’s hex.
If the attacker is on Ground Level, it cannot fire at an enemy If the attacker is on Hill Level, it cannot fire at a Ground-
unit if blocking terrain is between the attacker and the Level enemy unit that is behind and adjacent to a hex that
target’s hex. Blocking terrain is any Woods or City/Town blocks LOS.
hex or a Crest Line to which neither the attacker nor the
target is adjacent. The target is considered behind LOS blocking terrain if
the LOS from the attacker to the defender crosses a LOS
Level 1 Smoke and Level 2 Smoke block LOS through the blocking-terrain hex adjacent to the target before it reaches
hex containing the smoke. Units on a hill may not trace a the target’s hex.
LOS to a unit if it were to cross a hex containing smoke.
Units on hills that are tracing a LOS to a target located on If the attacker is on a Hill Level, it cannot fire at an enemy
a different hill hex which crosses a smoke hex on ground unit on Ground Level if a Hill hex is between the attacker’s
level is blocked. hex and target’s hex.
61
Ranged Combat Summary (5.1.8) »» Mark attacker as Ops Complete.
»» Select eligible unit to fire. Assault Combat Summary (5.4.3)
»» Select eligible target. »» Select eligible units with enough MPs
»» Determine LOS. to reach the target hex.
»» Determine if attack is AP or HE. »» Move unit(s) into target hex.
»» Determine range. »» Unit conducts an Assault attack
»» Apply modifiers: against the defending unit(s).
»» Leadership. »» Defender conducts their Assault
(counter-)attack.
»» Augmented Fire.
»» Apply appropriate hits
»» Extended Range. simultaneously.
»» Reduced Range. »» Retreat the losing unit one hex or
»» Unit conducts attack. attacking unit back to hex from
»» Defender performs any defensive which the Assault was launched.
rolls. »» Mark attacker Ops Complete
»» Determine if HQ survives (if HQ is Overrun Combat Summary (5.5.1)
stacked in target hex).
»» Apply appropriate hits. »» Select eligible AFV with enough MPs
to reach one hex beyond the target
»» Mark attacker as Ops Complete. hex.
Opportunity Fire Combat Summary »» AFV enters target hex.
(5.3.1) »» AFV conducts an Overrun attack,
»» Select eligible unit to fire at moving tripling the AFV’s Assault Factor.
enemy unit. »» Defender conducts an Assault
»» Determine LOS. Combat roll
»» Determine if attack is AP or HE. »» Apply appropriate hits.
»» Determine range. »» Retreat the losing unit a number of
hexes equal to its movement number
»» Apply modifiers:
or attacking unit back to hex from
»» Leadership. which Overrun was launched.
»» Augmented Fire. »» Mark attacking unit as Ops Complete.
»» Extended Range.
Mine Placement and Attack Summary
»» Reduced Range. (7.2.2)
»» Unit conducts attack.
»» Place a Mines marker after an enemy
»» Defender performs any defensive unit enters a hex.
rolls. »» Hex must not have been previously
»» Determine if HQ survives (if HQ is occupied or previously moved
stacked in target hex). through by an enemy unit.
»» Attack units with the Mines attack
»» Apply appropriate hits.
value (25).
62
»» Apply hits to unit(s) (no defensive »» Defender rolls to prevent damage.
roll).The Mines marker remains in »» Resolve hits to the target.
the hex.
»» Check for return status of the
Mines Removal Summary (7.2.4) aircraft.
»» Designate an eligible unit adjacent to Bridge Demolition Summary
a Mines marker. (10.6.1.1)
»» Non-engineer/sapper/pioneer
Infantry units roll 1d6. If the result »» An Engineer unit must be in a Bridge
is even the Mines marker is removed. hex.
»» Engineer/sapper/pioneer Infantry »» The Engineer unit must declare their
units remove Mines markers intent to destroy the Bridge and
automatically. spend 2 MPs.
»» Place an Ops Complete on the unit. »» Place 3 Ops Complete Markers on the
Engineer unit.
Placing Smoke from a Unit Summary
(7.5.2) »» a. An Engineer may opt to remove all
Ops Complete markers to conduct a
»» Designate an eligible unit that can different action during its activation
place Smoke. or during marker removal but must
»» Spend 1 MP. cancel all bridge demolition
»» Select the target hex. »» Remove one Ops Complete marker
during each Marker Removal Phase
»» Place a Smoke 1 marker in the target or Formation Activation in which the
hex. Engineer is attached.
Battlefield Chaos Summary (8.1) »» Once the last Ops Complete marker
on the Engineer is removed, roll 1d6:
»» Roll 2d6.
»» On a Result of a 3+, the Bridge is
»» Reference the Battlefield Chaos
destroyed; place a Bridge Out marker
Table.
on the destroyed Bridge.
»» Apply the results.
◊ After the Bridge is destroyed,
Artillery Barrage Summary (10.2.3) move the Engineer along with any
stacked units one hex.
»» Select a target hex.
• Units cannot enter an enemy
»» Determine if the Barrage is on target. hex.
»» Conduct the Artillery Barrage attack. • If there are no legal hexes to
»» Defender rolls to prevent damage. enter, all units stacked with
»» Resolve hits to the target. the Engineer, including the
Engineer, are destroyed.
Aircraft Combat Summary (10.3.4) »» On a result of a 1 or 2, the Bridge
»» Designate a target. demolition fails.
»» Perform Anti Aircraft fire. ◊ Place an Ops Complete marker on
the Engineer.
»» Perform attacks against the target.
63
Glossary
1d6: Roll of one six-sided die MC: Morale Check
2d6: Roll of two six-sided dice MF: Movement Factor
3d6: Roll of three six-sided dice MP: Movement Point(s)
AA: Anti-Aircraft OBA: Off-board Artillery
AF: Assault Factor OC: Operations (Ops) Complete
AFV: Armored Fighting Vehicle OF: Opportunity Fire
AP: Armor Piercing OOB: Order of Battle
ATG: Anti-Tank Gun OOC: Out of Command
ATR: Anti-Tank Rifle OP: Operations Phase
CA: Close Assault PAC: Player-Aid Card
D6: Six-Sided Die PARA: Paratrooper
DRM: Die-Roll Modification RECON: Reconnaissance
ET: End Turn SHQ: Sub Headquarters
FPts: Fate Points SSR: Special Scenario Rule
FFE: Fire For Effect ST: Soft Target
FP: Firepower SW: Support Weapon
GA: Ground Attack TEC: Terrain Effects Chart
GO: Good Order VP(s): Victory Point(s)
HE: High Explosive WSR: White Star Rising
HMG: Heavy Machine Gun
HQ: Head Quarters
HT: Hard Target
IFP: Inherent Firepower; the FP
printed on a counter.
LM: Leadership Modifier
LOS: Line of Sight
64
Index
A. Ops Complete[10.3.2], pg 42
65
Assault Combat[5.4], pg 31 Setting up the Game[3.0], pg 18
Augmented Firepower[5.1.7], pg Close Assaults
29
Unexpected[11.0], pg 46
Close Assault[5.2], pg30
Combat[5.0], pg 24
Counterattack[5.1.3], pg 27, 31
Aircraft[10.3.3], pg 43
Disrupted[5.1.3], pg 27
Anti-Aircraft[10.3.2], pg 42
HQ[5.4], pg 32
Assault[5.4], pg 31, 32
Improved Positions[7.1], pg 35
Disrupted[5.1.3], pg 27
Infantry Bonus[5.4.1/5.4.2], pg
32 H.Qs[2.5.6], pg 13, 31
66
Rally[3.4.3], pg 20 Mortar[5.1.6], pg 28
Range[2.4], pg 11, 13, 15 Per Module TEC
Reconnaissance Units[2.6.2], pg Disruption.
15
Acquisition[5.2], pg 29
Removal[3.4.1], pg 19
Combat Results[5.1.3], pg 26
Sub H.Q.[2.5.6.1], pg 13
Counterattack[5.1.3], pg 27
Concealment[5.1.2.1], pg 26
H.Q. reduction check[2.5.6.2], pg
LOS[5.1.3], pg 27 13
Matching color[5.1.2.1], pg 26 H.Q. stacked with unit(s)[2.5.6.2],
pg 13
Maximum Defense
Bonus[5.1.2.2], pg 26
E.
Modifier[10.2.1], pg 41
Engineer[10.6], pg 44
Wrecks[5.1.3], pg 27
Bridge Demolition[10.6.1], pg 44
Counters[2.3], pg 9
Disruption[10.6.1], pg 44
Administrative[2.3], pg 9
Leader2[10.6.1], pg 44
Concealment[5.1.2.1], pg 26
Mine Removal[7.2.3], pg 36
leaders[10.5], pg 44
Sole Action[7.2.3], pg 36
Nomenclature[2.4], pg 10
Wire[7.3], pg 37
Reduced[2.5.3], pg 12
Extended Range[5.1.4], pg 27
Smoke[6.0], pg 34
F.
Support Weapons[2.7.3], pg 16
Fate Points[9.0], pg 39
Unit[2.3], pg 9
Assigned[9.0], pg 39
D. Change events[9.0], pg 39
Defensive Bonus[5.1.2], pg 26
Fate Point table, pg 40
Concealing Terrain[5.1.2.1], pg 26
Lost, pg 40
Fire Missions[10.2.1], pg 41
Fire Missions[3.4.4], pg 20
Maximum Defensive
High-Explosive Fire
Bonus[5.1.2.2], pg 26
Missions[10.2.1], pg 41
Mines Removal[7.2.3], pg 36
Perform Fire Missions[3.4.4], pg
20
67
Set up[13.1], pg 48 Soft Targets[2.5.1], pg 11
Smoke Fire Missions[10.2.2], pg Transporting Units[4.3], pg 23
42
Wire[7.3], pg 37
Firepower
Anti-Aircraft Units(AA Units)
H
[10.1], pg 41, 42 Headquarters(HQ)[2.5.6], pg 13
AP[2.6], pg 15, 16 Attacking[2.5.6[, pg 13
Augmented[5.1.7], pg 29, 16 Combat[2.5.6.2], pg 13
Bazooka[2.7.3], pg 16 Indirect-firing[2.5.5.1], pg 12
Counter location[2.4], pg 10 Modifier[2.5.6.5], pg 14
Extended range[5.1.4], pg 27 Mortars[2.5.5.1], pg 12
Formation Impulse[5.1], pg 24 Movement[2.5.6], pg 13
HE[2.5.1], pg 11, 14, 15, 41 Replacement[2.5.6.3][2.5.6.4], pg
14
HQs attacking[2.5.6.2], pg 14
Sub Headquarters[2.5.6.1], pg 13
Move and Fire[4.1], pg 22
Targeted[2.5.6.2], pg 14
Piat[2.7.3], pg 16
Ranged Combat[5.1], pg 24, 25 I
Soft Targets[5.1], pg 24 Infantry[2.5.2], pg 11
Formations[2.10], pg 16 Armored[2.5.3], pg 12
Activation Chit[2.10], pg 16 Armored Inf HQ
Replacement[2.5.6.4], pg 14
End Turn markers[3.3.1], pg 18
Assault Combat[5.4], pg 31
Non-activated[3.3.1], pg 18
Anti-Tank Ditches(AT Ditches)
Set-up[13.1], pg 48 [7.4], pg 37
G Bonus vs AFVs[5.4.1], pg 32
68
Mines[7.2], pg 35, 36 Determination[6.1], pg 34
Mortar Attack[5.1.6], pg 28 Disrupted[5.1.3], pg 27
Movement Factor[2.4], pg 11 Hex side blocks[6.0], pg 34
NATO Symbols[2.2], pg 9 Hills[6.1.2], pg 34
Overrun Combat[5.5], pg 33 Mortars[2.5.5.1], pg 12, 28
Overwatch[11.0], pg 46 Opportunity Fire[5.1], pg 24, 30
Ranged Combat[5.1], pg 24 Ranged Attack[5.1.1], pg 24, 34
Soft Target[2.5.1], pg 11, 24 Ranged Combat[5.1], pg 24
Support Weapons[2.5.2], pg 12, Recon Units[2.6.2], pg 15
[2.7], pg 15 [10.4], pg 43
Smoke[2.5.5.2], pg 12, 34, 38, 42
Transporting Units[4.3], pg 23
Wreck/Rough[6.1.1], pg 34
Wire[7.3], pg 36, 37
M
L Mines[7.2], pg 35
Leadership:
Defensive Measures[7.0], pg 35
AP/HE Attacks[2.5.6.2], pg 14
Defensive Measure
Assaulting[5.4], pg 32 Markers[2.12.4], pg 17
HQ Leadership Modifiers[2.5.6.5], Disrupted[7.2.3], pg 36
pg 14
Engineer/Pioneer/Sapper[7.2.3],
Leaders[10.5], pg 44 pg 36
Modifiers[2.5.6.5], pg 14 Exit Hex[7.2.1], pg 35
Move-and-Fire[5.1.1], pg 25 Mine Placement and
Attack[7.3.1], pg 35
Nomenclature[2.4], pg 10
Multiple Attacks [7.2.1], pg 35
Rally[3.4.3], pg 20
Ops Complete[7.2.3], pg 36
LOS(Line of sight)[6.0], pg 34
Removal[7.2.3], pg 36
Anti-Aircraft Fire[10.3.2], pg 42
Sequence of Attacks[7.2.1], pg 35
Air strike[10.3.1], pg 42
Water[7.2.1], pg 35
Artillery[10.2], pg 41
Morale[2.11], pg 16
Crest lines[6.1.2], pg 34
Checks[2.1.1.2], pg 16
Concealed[5.1.2.1] pg 26
69
Checks Command Status[3.4.1], Mines[7.2], pg 35
pg 19
Mine Removal[7.2.3], pg 36
Combat Results[5.1.3], pg 27
Movement Points[2.4], pg 11
Hex Check[3.4.2], pg 19
Movement Factor[4.0], pg 21
HQ eliminated[2.11], pg 16
Opportunity Fire[5.3], pg 30
Infantry Effects[7.2.1], pg 35
Overrun Combat[5.5], pg 33
Leaders[10.5], pg 44
Overwatch[11.0], pg 46
Nomenclature[2.4], pg 10
Retreat[5.4], pg 31
Rally[3.4.3], pg 20
Smoke[7.5], pg 38
sHQ[2.5.6.1], pg 13
Unloading[4.3.2], pg 23
Mortars[2.5.5], pg 12
Voluntary[4.0], pg 21
Artillery[10.2], pg 41
Wreck[5.1.3], pg 27
Attacks[5.1.6], pg 28
Direct Fire [2.5.5.1], pg 12
N.
NATO Symbols[2.2], pg 8
Fire Missions[3.4.4], pg 20, 41
Armored Infantry[25.3], pg 12
Indirect fire[2.5.5.1]pg 12,
[5.1.6], pg 28 Armored Units[2.2], pg 9
Move and Fire[4.1], pg 22 Hard targets[2.2], pg 9, [2.6], pg
15
Recon unit[2.6.2], pg 15
Infantry[2.5.2], pg 11
Smoke[2.5.5.2], pg 12, 13
Mortars[2.5.5], pg 12
Soft Target[2.5.1], pg 11
Soft Target[2.5] [2.5.1], pg 11,
Movement[4.0], pg 21
[5.1], pg 24
“*” Special Loading and Unloading
Transporting Units[4.3], pg 23
Units[4.3.3], pg 23
Activate[3.2], pg 18 O.
Anti-Tank Ditches(AT Ditches) Ops Complete
[7.4], pg 37
AA Fire, pg 42
Bridge Demolition by
Engineers[10.6.1], pg 44 Artillery[10.2], pg 41
70
Engineers[10.6.1], pg 44 Smoke[11.0], pg 46
Concealed[5.1.2.1], pg 26
P.
Administrative Markers[2.12.2],
pg 17 Q.
Fate Point Table, pg 40
R.
Fired[4.1], pg 22
Rally
Marker Removal Phase[3.3], pg
Command[3.4.3], pg 20
18[3.4.1], pg 19
HQ Leadership Modifiers[2.5.6.5],
Mine Removal[7.2.3], pg 36
pg 14
Mortars[5.1.6], pg 28
Disrupted[2.5.6.5], pg 14
Movement[4.0], pg 21, 22
Perform rallies[3.4.3], pg 20
Opportunity Fire[5.3], pg 30
Random(ly)
Out of Command[3.4.2.1], pg 20
Aircraft Attacks[10.3.3], pg 43
Overwatch[11.0], pg 46
Assault Combat[5.4], pg 31
Ranged Combat[5.1], pg 24
Chaos and Fate Markers[2.12.5],
Overrun[5.5], pg 33 pg 17
71
Determine[5.1.1], pg 24, 25 Assigned[7.5], pg 38
Extended [5.1.4], pg 27, [2.4], pg Affected hex [2.5.5.2], pg 13
10, [5.1.1], pg 25, [10.1], pg 41
Block(ed)(ing)(s) [6.0], pg 34, 38
HQ[2.5.6], pg 13, [10.2.1], pg 42
Disrupted Unit [7.5.1], pg 38
Limited [5.1.5.1], pg 27
DRM [7.5.1] pg 38
LOS[5.1], pg 24, [5.1.1], pg 24,
[5.3], pg 30, [6.0], pg 34 Eligible unit [2.5.5.2], pg 13
Smoke[2.5.5.2], pg 13 Summary pg 53
72
Wire[7.3], pg 36 T.
Summaries Target(s)
Aircraft[10.3.4], pg 43 AA Firepower[2.4], pg 10
Artillery Barrage[10.2.3], pg 42 AA Units[10.1], pg 41
Assault Combat[5.4.3] pg 32, 52 Acquisition[5.2], pg 29
Battlefield Chaos [8.1], pg 39 AP Firepower[2.4], pg 10
Bridge Demolition [10.6.1.1], pg Armored Infantry[2.5.3], pg 12
45
Armored Factor[5.1], pg 24
Command Status[3.4.2.1], pg 20
Defense Bonus(Hard)[5.1.2.2], pg
Mine Placement and Attack 26
[7.2.2], pg 36
Disrupted(Hard)[5.1.6], pg 28
Mine Removal [7.2.4], pg 36
GA(Ground-Attack)
Move-Fire[4.4.1], pg 22, 51 firepower[2.4], pg 10
Movement[4.0.1], pg 21 Hard[2.6], pg 15, [2.6.1], pg 15
Opportunity Fire[5.3.1], pg 31, 52 HE Firepower[2.4], pg 10, [2.5.1],
Overrun[5.5.1], pg 33, 52 pg 11
73
Assault Combat[5.4], pg 31 Loading[4.3.1], pg 23
Attached[2.4], pg 11 Mine Placement and
Attack[7.2.1], pg 35
Augmented Firepower[5.1.7], pg
29 Morale[2.11], pg 16, [2.11.2], pg
16
Bridge Demolition by
Engineers[10.6.10, pg 44 Movement[4.0], pg 21
Color[2.8], pg 16 NATO Symbol[2.2], pg 9
Combat[5.0], pg 24 Operations Phase[3.2], pg 18
Command Range[2.5.6], pg 13 Opportunity Fire[5.3], pg 30
Command Status[3.4.2], pg 19 Overrun Combat[5.5], pg 33
Concealed[5.1.2.1], pg 26 Overwatch[11.0], pg 46
Counterattack[5.1.3], pg 27 Out of Command[3.4.2], pg 19
Counters[2.3], pg 9 Rally[3.4.3], pg 20
Disrupted[2.11.1], pg 16, [5.1.3], Ranged Combat[5.1], pg 24,
pg 26 [5.1.1], pg 24
Defensive Bonuses[5.1.2], pg 26, Reconnaissance Units[2.6.2], pg
[5.1.6], pg 28 15
Engineers, Pioneers and Reduced Range[5.1.5], pg 27
Sappers[10.6], pg 44
Reduction[5.1.3], pg 27
Extended Range[5.1.4], pg 27,
[5.2], pg 30 sHQ[2.5.6.1], pg 13
Fate[9.0], pg 39 Single-step[2.5.6.1], pg 13
74
Unit Nomenclature
Definitions[2.4], pg 10
Unit Types[2.5], pg 11
V.
W.
Wire[7.3], pg 36
Anti-Tank Ditches(AT Ditches)
[7.4], pg 37
AT/AA Guns[7.3], pg 37
Defensive Measures
Marker[2.12.4], pg 17
Disrupted[7.3], pg 37
Engineer/Pioneer/Sapper[7.3], pg
37
Hard Units[7.3], pg 36
Movement[7.3], pg 36
Overruns[5.5], pg 33
Placement[7.3], pg 36
Removal[7.3], pg 37
Soft units[7.3], pg 36
Trucks[7.3], pg 37
Wreck(s)
Armored Infantry[2.5.3], pg 12
Ground-Level LOS[6.1.1], pg 34
Hard Target[5.1.3], pg 27
HQ unit[2.5.6.2], pg 14
Movement[5.1.3], pg 27
Stacking[2.9], pg 16
Transporting Units[4.3], pg 23
75
Starter Kit Scenario 1:
Cats in the Mist
July 5th, 1943
After an intense
bombardment and relentless
pounding by German
Luftwaffe forces, it was time
to move in and do the heavy
lifting of taking ground.
Spearheading this attack
are crack German Heavy
Tank platoons- Tigers! –
Sean Druelinger
Note: This Starter kit scenario uses maps and pieces from Nations at War Stalin’s
Triumph.
Soviets Germans
276th Tank: Enter Turn 1 on Map 7 along hex 505th Hvy Pz: Setup on Map 7 between hex
row U rows B and H.
»» 1 x HQ »» 1 x HQ
»» 6 x T-34 »» 3 x Tiger
»» 1 x 276th Formation Marker »» 1 x 505th Hvy Pz Formation Marker
2nd Guards Tank: Enter Turn 3 on Map 7 11th Panzer: Enter Turn 3 on map 7 along
between hex row M1-Q1 or M11-Q11 (players hex row A
choice) »» 1 x HQ
»» 1 x HQ »» 2 x Pz-IV
»» 5 x Churchill »» 2 x Pz-IIIL
»» 1 x 2nd Gds Tank Formation Marker »» 1 x 11th Panzer Formation Marker
Support: Support:
»» None »» None
Length
Eight Turns. Use two end of turn chits in the cup.
Victory Conditions
The Germans win by taking and holding 4 contiguous railroad hexes by the end of
turn 9.
76
Starter Kit Scenario 1:
Cats in the Mist
Scenario Special Rules
1. It is a breezy day and no smoke is available to any unit.
2. The German player may choose to allow the 505th Hvy Pz to go first. Take out the
505th Hvy Pz formation counter and on turn one only, the German player may
play their formation counter as if it was just drawn. If the player does not decide
to have their formation go first place the 505th formation marker in the cup
along with the other formations.
77
Nations at War Starter Kit Counters Sheet 01/01 Front
Vass al Module
Trent Garner
Why We Do What We Do
We love playing games, as well as designing and developing them. We give praise
and thanks to God for blessing us so we can follow our dreams and passions. We
also thank you our fans, friends and family for making this possible for us.
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