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WORLD AT WAR 85: CORE RULES v2.

1
WORLD AT WAR 85: CORE RULES v2.0
Counter Reference........................................6 2.0 Sequence of Play...........................30
2.1 Initiative Phase (Turn 1 only) .................30
Introduction................................................12 2.2 Operations Phase........................................30
Community, Support & Resources...................12
2.2.1 Formation Card...................................30
How to use this manual.....................................12
2.2.2 Designated Formation or Scratch
Force Card........................................................30
1.0 General Concepts...........................15 2.2.3 End Operations Card...........................30
1.1 Unit Scale.....................................................15
2.2.4 Close Air Support Card......................30
1.2 Time Scale....................................................15
2.2.5 Electronic Warfare Card.....................31
1.3 Map Scale.....................................................15
2.2.6 Battlefield Event/Friction Card.........31
1.4 Scenarios......................................................15
2.3 Marker Removal Phase..............................31
1.5 Game Play....................................................15
2.3.1 Ops Complete & Out of Command
1.6 Components.................................................15 Markers...........................................................31
1.6.1 Dice........................................................15 2.3.2 Smoke Markers...................................31
1.6.2 Game Board(s).....................................15 2.3.3 EW Markers.........................................31
1.6.3 Player Aids & Tracks..........................15 2.3.4 Fire Markers........................................31
1.6.4 Units......................................................16 2.3.4.1 Fire Burn Out...............................31
1.6.5 Color bands and Attachments............16 2.3.4.2 Bridge Collapse............................31
1.6.6 Unit types.............................................18 2.3.4.3 Minefield Depletion from Fire ��31
1.7 Markers........................................................18 2.3.4.4 Spreading Fire.............................31
1.7.1 Unit and Map Markers........................18 2.3.5 Unsuppress HQs...................................32
1.7.2 Game Turn & Weather 2.3.6 INF Support Weapon Transfer...........32
Track Markers:................................................20
2.3.7 Rebuild the Formation Deck..............32
1.7.3 Artillery Strike/Strength....................21
2.3.8 Squall marker......................................32
1.8 Cards.............................................................21
2.3.9 Chemical Strike Markers...................32
1.9 UNIT and CARD VALUES...........................23
2.4 Victory Determination Phase...................32
1.9.1 AP Firepower (AP FP dice).................23
1.9.2 HE Firepower (HE FP dice)................24
3.0 End Operations card......................33
1.9.3 To-Hit number (To-Hit).......................24
1.9.4 Range Value..........................................24 4.0 Close Air Support card...................33
1.9.5 Armor Value and Save Value for 4.1 Interception.................................................34
Heavy Armor...................................................25 4.2 Anti-Aircraft Fire........................................34
1.9.6 Armor Value and Save Value for Light 4.3 Close Air Support Attack...........................34
Armor...............................................................25
4.4 Ordnance Expenditure...............................34
1.9.7 Soft Targets – Vehicles and Troops 25
1.9.8 Movement Points (MP).......................26
5.0 Electronic Warfare card.................35
1.9.9 Assault Firepower 5.1 EW Markers.................................................35
(Assault FP dice).............................................27 5.2 EW Effects....................................................35
1.9.10 Assault To-Hit Value:.........................27 5.3 Removing EW Effects.................................35
1.9.11 Headquarters (aka HQs)..................27
1.9.12 Special Ability Triangles..................28
1.9.13 Leaders...............................................29

2
WORLD AT WAR 85: CORE RULES v2.0
9.8.3 Unloading into an Assault..................50
6.0 Battlefield Event/Friction card �����36
6.1 Battlefield Event or 9.8.4 Loading, Unloading and Opportunity
Battlefield Friction?...........................................36 Fire....................................................................51
6.2 Applying Events or Friction......................36 9.8.5 Helicopter Transport units................51
9.9 Combat Lift-Off............................................52
7.0 Formation Card...............................37
7.1 Refresh Step.................................................38 10.0 Direct Fire Action.........................53
7.2 COMMAND STEP.........................................38 10.1 AP and HE Firepower –
Which to use?......................................................53
7.2.1 Transferring Leaders..........................38
10.2 Line of Sight (LOS)...................................54
7.2.2 Deploying Headquarters to the
Map...................................................................38 10.2.1 Terrain Height ..................................54
7.2.3 Check if Units are Out of Command 39 10.2.2 Blocking and Obscuring Terrain ����55
7.2.4 Command Range and Determining 10.2.3 Blocking Terrain obstacle Height
Command status.............................................40 & Blind Spots ..................................................55
7.2.5 Units Always in Command..................41 10.3 Range..........................................................57
7.3 MISSILE RELOAD STEP.............................42 10.3.1 Point Blank Range ............................58
7.4 DISRUPTION REMOVAL STEP...................42 10.3.2 Effective Range..................................58
7.5 OFF-BOARD ARTILLERY STEP..................42 10.3.3 Long Range.........................................58
7.6 Action STEP.................................................42 10.3.4 Maximum Range...............................58
10.3.5 Minimum Range Requirement........58
8.0 Actions......................................... 43 10.4 Combat.......................................................58
8.1 Movement Action & Movement................43 10.5 Support Weapons, Modifiers &
8.2 Direct Fire Action.......................................43 Restrictions.........................................................59
8.3 Move & Direct Fire Action.........................43 10.6 Direct Fire Restrictions
and Modifiers......................................................60
8.4 Assault Action.............................................43
10.6.1 Anti-Aircraft Fire..............................60
8.5 Indirect Fire Action....................................43
10.6.2 HQ or Leader Command Bonus.......61
10.6.3 ATGM Minimum Range....................61
9.0 Movement Action & Movement ���� 44
9.1 Terrain.........................................................44 10.6.4 Point Blank Range Fire.....................61
9.2 Stacking.......................................................45 10.6.5 Long Range Fire................................61
9.3 Unit Categories and Movement.................45 10.6.6 Firing into an adjacent
Smoke hex........................................................61
9.4 Road or Trail Movement............................45
10.6.7 Firing out of a Smoke filled hex
9.5 Ground & Amphibious Movement............46
into an adjacent hex.......................................61
9.6 Towed Units.................................................46
10.6.8 Terrain................................................61
9.7 Helicopter Movement & Modes............... 46
10.6.9 Composite/Reactive Armor..............61
9.7.1 Flying.....................................................47
10.6.10 Volley Fire........................................61
9.7.2 Nap-of-Earth.........................................47
10.6.11 Target is a Landed Helicopter........61
9.7.3 Hovering...............................................48
10.6.12 ATGM Direct Fire at a Target
9.7.4 Landed...................................................48 in Blocking Terrain.........................................61
9.8 Transport units and Passengers...............49 10.6.13 Concealment....................................61
9.8.1 Loading.................................................49 10.6.14 Maximum Defensive Bonus...........62
9.8.2 Unloading.............................................50 10.6.15 Maximum To-Hit penalty...............62

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WORLD AT WAR 85: CORE RULES v2.0
10.6.16 Minimum FP dice penalty..............62 14.7.1 Off-Board versus
10.6.17 All-water Hex restriction................62 On-Board FP dice.............................................75

10.7 Combat Results & Post-combat 14.7.2 Strike Procedure................................76


Missile Ammo Check..........................................62 14.8 SMOKE.......................................................77
10.7.1 Results versus Ground units............62 14.9 MLRS
10.7.2 Results versus HQs and Leaders ����63 (Multi-Launch Rocket Systems)......................77

10.7.3 Results versus Transport units 14.9.1 MLRS Strike Reduction Check........78
and Passengers................................................63 14.10 ADM (Artillery Delivered Mines).........78
10.7.4 Results versus Close Air Support ���64 14.11 DPICM (Dual-Purpose Improved
10.8 Wrecks and Disruption............................64 Conventional Munitions)..................................78

10.8.1 Wrecks................................................64 14.11.1 DPICM Strike Reduction Check ����79

10.8.2 Disruption Effects.............................64 14.12 CHEMICAL...............................................79

10.9 Rubble, Clearing Rubble & Fires.............65


10.9.1 Clearing Rubble Hexes......................65 15.0 Designated Formation card..........79
10.10 Missile Ammo Check..............................66
16.0 Other Series Rules...................... 80
10.11 Opportunity Fire ....................................66 16.1 Improved Positions...................................80
16.2 Minefields...................................................80
11.0 Move & Fire Action.......................68 16.2.1 Hidden Minefields.............................80
16.2.2 Minefield Depletion...........................81
12.0 On-Board Indirect Fire Action �����69 16.3 Engineering...............................................81

13.0 Assault Action..............................70 16.3.1 Breaching Minefields........................81


13.1 Assault Modifiers......................................71 16.3.2 Clearing Rubble Hexes......................81
13.1.1 HQ Bonus............................................71 16.3.3 Bridge-laying Units............................82
13.1.2 Infantry Assault Bonuses 16.4 Bridge and Ford markers.........................83
versus Vehicles................................................71 16.5 Weather......................................................83
13.1.3 Cross-Bridge or Cross-River 16.5.1 Weather Changes...............................83
Assault..............................................................71
16.5.2 Squalls................................................84
13.1.4 Night Assault.....................................71
16.5.3 Mud.....................................................84
13.1.5 Vehicle Assault bonus.......................71
16.6 Night Rules................................................84
13.2 Resolving an Assault................................71
16.6.1 Night Targeting Checks and LOS
13.2.1 Applying Hits in an Assault.............72 at Night.............................................................84
13.2.2 Retreating from an Assault.............72 16.6.2 Assaults at Night...............................85
13.2.3 Ending the Assault............................72 16.6.3 Weather Effects
and Night..........................................................85
14.0 Indirect Fire ................................73 16.7 Parachute Drops.......................................85
14.1 On-Board Artillery Fire............................73
16.7.1 Designate Drop Zones and
14.2 Off-Board Artillery Fire............................73 Landing Hexes.................................................85
14.3 Spotters...................................................... 74 16.7.2 Check for Drift....................................86
14.4 Indirect Fire Range................................... 74 16.7.3 Anti-Aircraft Fire from Ground
14.5 FFE marker & Scatter Check.................. 74 Units..................................................................86

14.6 Strike Types...............................................75 16.7.4 Landing: Check for Disruption.........87

14.7 HE (High Explosive).................................75

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WORLD AT WAR 85: CORE RULES v2.0
17.0 Battle Generator ......................... 88
17.1 Choose a scenario size..............................88
17.2 Choose the specific map or maps.............89
17.3 Create Objectives.......................................89
17.4 Choose your Victory Conditions..............89
17.4.1 Objectives minus Casualties.............89
17.4.2 Objectives only...................................90
17.4.3 Turn Length and Objectives.............90
17.4.3.1 Objectives....................................90
17.4.3.2 Game Length.............................. 91
17.4.3.3 Defender Bonus.......................... 91
17.4.3.4 Entering Defender Bonus
units............................................................. 91
17.4.4 Casualties only................................... 91
17.5 OPTIONAL: EW advantage........................92
17.6 Purchase your units..................................92
17.7 Setup the scenario.....................................94
17.8 Game Record Log Sheet............................94

18.0 Setting Up A Scenario..................95


19.0 Series Resources...............................98
Glossary....................................................100
Acknowledgments.....................................102
Design & Development Notes....................102
Index.........................................................105
Starter Kit.................................................122
Credits......................................................140

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WORLD AT WAR 85: CORE RULES v2.0
Counter Reference
Unit name
AP (Armor-Piercing): HE (High Explosive):
Range - Firepower - To Hit Range - Firepower - To Hit

Full strength
side (solid for-
mation
color-band)

Assault:
Firepower - To-HIt

Armor:
Armor - Save Movement Points (MPs)

If a ground unit has a vehicle picture NATO-style


It is a VEHICLE Target Symbol

HEAVY Armor LIGHT Armor Vehicular Troops


TARGET TARGET SOFT TARGET SOFT TARGET

Morale-Training
Value

Command
Bonus
Leader Amphibious
Wounded In Action Movement
(WIA) Side Up Two-step unit
reduced strength
(split color)

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WORLD AT WAR 85: CORE RULES v2.0
Counter Reference

Helicopter
Flying mode Helicopter
Nap of Earth
(NOE) mode

Helicopter Helicopter
Hovering mode Landed
Helicopter mode
Transport

Amphibious Green AP
Ground Transport Firepower
Anti-tank
Guided
Missile

Non-Amphibious Orange AP
Ground Transport and/or
HE Firepower
Enhanced
Move & Fire
Action

Towed Unit Blue AP or


HE Firepower +
WHITE Range
Anti-aircraft
GUN
Close Air Support
Unit (CAS)
AP (Armor Blue AP
-Piercing): Firepower +
Firepower - To BLUE Range
Hit Anti-aircraft
HE (High MISSILE
Explosive):
Firepower - To
Hit

7
WORLD AT WAR 85: CORE RULES v2.0
Counter Reference
FORMATION CARD
2.8, 6.2 & 7.0

Formation Nationality

Formation Name &


color-band

Morale - Training
Value

Full Strength
HQ Command Infantry Alternate
Range Support Weapon Armament
Support
Weapon
Reduced Strength HQ
Command Range

Orange Triangle
Composite or
Reactive Armor
Red Triangle

Recon
(Reconnaissance)
Unit
Black Triangle

Minimum Range of
3 for ATGM fire
Gray Triangle
Indirect Fire
Capable Unit Yellow Triangle

Elite Unit with


Special abilities
assigned by Module

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WORLD AT WAR 85: CORE RULES v2.0
Counter Reference

Out of Command Electronic


7.2.3 Warfare
5.0

Electronic
Ops Complete
Warfare
7.6
Reducing
5.0

Wrecks Smoke Screen


10.8.1 14.8

Fire for Effect Smoke Screen-


14.5 Thinning
14.8

Disrupted LOW
10.8.2 Missile Ammo
7.3 and 10.10

Objective A
(through E) NO
17.4 and Missile Ammo
Module rules 7.3 and 10.10

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WORLD AT WAR 85: CORE RULES v2.0
Counter Reference

RELOADING Ford
Missiles 10.9 and 16.4
7.3 and 10.10

Helicopter
Nap-of-Earth Improved
Flying mode Positions
9.7.1 16.1

Helicopter
Random
LANDED
Minefield
Mode
14.10 and 16.2
9.7.4

Placed
Bridge
Minefield
Destroyed
16.2
10.9 and 16.4

Bridge Scenario North


10.9 and 16.4 18.1

Cleared Squall
10.9.1 and 16.3.2 2.3.8 and 16.5.2

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WORLD AT WAR 85: CORE RULES v2.0
Counter Reference

Mud
16.5.3 Fire
2.3.4 and 10.9

Weather Level Rubble


16.5 2.3.4.1 and 10.9

In Tunnel
Number of Arty (See Module
Strikes Rules if present)
14.7.1

Arty Strike FP In Tunnel


Dice Strength (See Module
14.7.1 Rules if present)

Burnt Out
2.3.4.1 and 10.9

11
WORLD AT WAR 85: CORE RULES v2.0
Introduction How to use this manual
The World At War 85 series of games These styles of text are used to indicate
(WaW85) are fast-paced, platoon-level useful information throughout these
simulations of combat during the Third Core Rules:
World War. The series’ Action begins in Game concepts that are completely new
1985, and brings to life the troops, tanks, and smaller sub-sections or concepts
artillery and aircraft of that time period, which are new or which have been signifi-
as conflict erupts around the globe. cantly rewritten will be in BLUE.
These Core Rules are designed to be used
with every game in the series, and so, IMPORTANT NOTES, exceptions, clari-
once learned, you will be able to play any fications, etc., will always have this yel-
game in the series. Individual game Vol- low-orange background, and, most im-
umes (also called Modules, but each is in portantly, will have the full force of the
fact a complete standalone game) may rules.
add rules for use in that module, and in-
dividual scenarios may introduce rules EXAMPLES of play will be in a gray box
that apply only to that scenario. But the with white text.
Core Rules remain the same.
Design Notes will be italicized and in a
When in doubt, Module Rules override light-gray box. Design Notes are NOT
the Core Series Rules and Scenario Rules rules of the game, but are inserted to en-
(SRs) override both the Core Series and hance your understanding of why things
Module rules. are the way they are in the game.

Community, Support & Resources The first 30 pages or so of the rules are
simply for familiarizing yourself with the
If you have any game questions, or if you playing pieces, game markers, and game
are just looking for other gamers to chat cards: nothing that needs to be memo-
with, you can find quick replies on our fo- rized.
rums at http://forums.lnlpublishing.com.
That information is also repeated in a
If any parts of this game are damaged, more compact format on the Player Aid
or if you have any other support needs, Card PAC02 Unit and Card Values, Mark-
please open a support ticket on our Sup- er Reference, some of which refer back to
port Desk at http://support.lnlpublish- specific rules which govern their use.
ing.com.
For those familiar with the system, jump
You can also find additional game re- right in at Section 2, Sequence of Play.
sources such as scenarios, counters, spe-
cial rules and other community-design Your Player Aid Card PAC02 Sequence of
materials in our Resource section at: Play can come in handy while familiariz-
ing your self with these rules. It has rules
http://forums.lnlpublishing.com/re-
references that take you directly to the
sources.
section needed for each card, phase, step
and/or Action in the turn, if you need.

12
WORLD AT WAR 85: CORE RULES v2.0
A great way to learn the game (if you do indicated on the card drawn becomes
not have the luxury of being taught by a “active” - again, either yours or your op-
fellow gamer) is simply to set up a small ponent’s - and executes a Formation Im-
scenario and follow the Player Aid Card pulse. Within that Impulse, along with
PAC02 Sequence of Play, referring to the maintenance and artillery functions for
rules as you need them. the Formation, Active units may execute
discrete Actions relating to movement,
As just a few turns go by we hope you will combat, or a combination thereof, until
find a minimum of referencing is neces- all Active units complete Actions or the
sary. player wishes to finish the Formation Im-
Your playing pieces represent groups of pulse before that happens.
tanks, troops, and guns, and are inter- The detailed rules for the five Actions
changeably called units, counters or unit that units can perform in a Formation
counters hereafter in these rules. Impulse complete the major rules sec-
Yet the heart of the System - i.e. what tions.
drives each game Turn of a game In the The rules for the Movement Action con-
WaW85 Series - is the drawing of cards tain topics such as Movement Points
from a custom deck of cards, called the printed on your units, Terrain, Roads
Formation Deck. Each card represents and Trails, Helicopter Modes and move-
either a group of units - yours, or your ment, Amphibious Movement, Transport
opponent’s, in either case referred to as a units and Passengers.
Formation card - and so makes that For-
mation “active” to move or fight; or trig- The Direct Fire Action section introduc-
gers various Game Functions or Events. es combat concepts needed to fire at en-
emy units to disrupt or eliminate them.
The seven types of cards are detailed in These include the firepower, range, to-hit
section 1.8. and save values printed on your units, as
well as Range, Line of Sight, Direct Fire
Taking a look at the Table of Contents
restrictions and modifiers, and combat
of this manual, you will see the major
results against the different target types
rules sections 3.0 through 15.0 are or-
in the game. Opportunity Fire and An-
ganized mainly on the lines of what each
ti-Aircraft Fire are both forms of Direct
card does when it is drawn. Rules for the
Fire, and so are also included here.
Game Function or Event cards tend to be
short, a page or less, and with explanato- The Move & Direct Fire Action combines
ry graphics. Some of these cards repre- limited movement with possibly modified
sent unforeseeable battlefield events or Direct Fire rules. The differences - and
the availability of comparatively unpre- there are not many - between this com-
dictable or scarce assets (such as Close bined Move & Direct Fire Action and reg-
Air Support and electronic counter-mea- ular Movement Action and Direct Fire
sures). Actions are noted.
But the major section of rules comes into
play when you draw a Formation Card.
When this occurs, a group of units with
the same nationality and color-band as

13
WORLD AT WAR 85: CORE RULES v2.0
On-Board Indirect Fire Action shares Design Note: Be undaunted by the num-
procedures with Off-Board Indirect Fire, ber of pages you may see in these rules.
including Spotting units, Strike Scat- This is a moderate complexity game, no
ter Checks, and executing one of the six more, with simple concepts that have
types of Indirect Fire Strikes available in been streamlined for playability. But first
the WaW85 Series. and foremost it can take more to explain
a rule on paper than in person. The best
The On- and Off-Board procedures occur way to learn any game is to have it taught
at different times in the Formation Im- to you. But the rules stand as a refer-
pulse (one is a step and one is an Action), ence, and we have tried to make them as
but both will refer to a common section easy to digest as possible. Should you not
on Indirect Fire, again with the differenc- have the option of being taught, we have
es noted. chosen to make the physical fonts and
And finally the Assault Action details el- graphics found in this book as large as
ements of this combined Movement with we could, as well as adding many explan-
Assault combat when entering an ene- atory graphics and text examples to key
my unit’s hex. Rules are introduced for rules sections. These choices of course
resolving the assaults, what happens to added pages to the book, but they are not
unsupported Armor in such situations, text-dense pages, they are graphic heavy
Bridge Assaults, etc. with larger fonts, so we hope you find,
as we do, that they read very quickly.
Again: If an Action requires a rule that The Player Aid Cards that accompany
is subsequently required by another Ac- the game are similarly designed, to have
tion - as an example, Line of Sight, used large, easy to read graphics, with simple
for both Direct and Indirect Fire pur- tables to clearly present game-relevant
poses - one, the other, or both will refer information, all presented with specif-
to the detail section. You do not have to ic rules references in case you need to
read it twice. Slight differences (such as quickly locate details to refresh your
between On-Board and Off-Board Indirect memory of a specific rule.
Fire) will be shown in the detail itself so
you do not have to look elsewhere for it.

Next there are a number of short sections


that detail some flavor rules that can be
found throughout the WaW85 Series,
things like Night Combat and parachute
Drops. Finally, an extensive - but total-
ly optional! - Battle Generator section
is available for those who wish to design
their own scenarios.

14
WORLD AT WAR 85: CORE RULES v2.0
Support, and battlefield events. When
1.0 General Concepts drawn, these cards are resolved by their
own rules.
1.1 Unit Scale
End Operation cards may end the Opera-
Counters represent infantry platoons tions pPhase when drawn. If operations
(40-60 men), armored fighting vehicle tdo end, and after cleaning up logistical
(AFV) platoons (3-5 tanks), artillery markers, all cards are then gathered and
batteries (3-4 gun tubes or launchers), shuffled, and the next turn begins.
Helicopter sections (1 to 2 Helicopters),
Close Air Support flights (1 to 2 aircraft), IMPORTANT! And one thing above all
and other roughly platoon-sized military others in all games in the series: if the
units. Smaller units may be sections (1-3 rules do not state that your units CAN do
vehicles or gun tubes). You will be com- something, they may NOT do it.
manding multiple platoons and/or sec-
tions organized into larger groups called 1.6 Components
Formations.
1.6.1 Dice
1.2 Time Scale The game includes eight (8) six-sided
dice (d6). If you see xd6 in the rules, it
Each turn represents five to fifteen min-
means roll x number of six-sided dice.
utes.
1.6.2 Game Board(s)
1.3 Map Scale
The game contains a number of geomor-
Each hex is approximately 150 meters phic map boards that can be put together
wide. A Hill level can vary between 10 according to the scenario you are play-
and 25 meters in height. ing, or arranged to create your own game
map.
1.4 Scenarios Because the maps are geomorphic and
Each Volume comes with a set of starting especially when creating your own map
game situations called scenarios. You can configurations, as long as you match one
play the scenarios within World At War short edge to another short edge, or one
85 products in whatever order you de- long edge to another long edge, the roads
sire. and rivers will line up and join properly.

1.6.3 Player Aids & Tracks


1.5 Game Play
Various Player Aids and Game Tracks
Players have a deck of Formation cards, are included to make things easier to ref-
representing a group of counters on the erence and track during play. More than
map. Players will draw the top Formation one informational reference or table may
card from the deck, and activate that be on one card, and some contain tracks
Formation’s counters, to move and initi- for use during play. You may find the
ate combat. Player Aids more convenient than con-
The deck also contains special cards, sulting the rules, yet they are configured
such as electronic warfare, Close Air to allow for easy reference to the rules if
you need. These include:

15
WORLD AT WAR 85: CORE RULES v2.0
• PAC02 Unit and Card Values, »» Off-Board Artillery Tracks War-
Marker Reference saw PACT/PACT-allied

• PAC02 Sequence of Play • PAC07 Holding Boxes

• PAC03 Terrain Effects Chart • PAC08 A Line of Sight reference


(TEC) with examples

• PAC04 Battlefield Event & Battle- • PAC09 A reference that includes


field Friction Tables Every Die Roll in the Series

• PAC05 Miscellaneous Tables, in- • PAC10 Direct Fire Modifiers


cluding
• PAC11 A master list of the cards
»» Weather Change Table in your Game set (Volume specif-
ic)
»» Missile Ammo Usage
Summary • PAC12 Battle Generator Tables,
including
»» Special Ability Triangle Chart
»» Turn Length, Objectives and
»» Move & Fire Summary Point values per side

»» Indirect Fire Abbreviations »» Degree of Victory

»» Indirect Fire Summary • NAT-(nation name) - National Unit


Tables, one for each nationality in
• PAC06-1 Game Marker Tracks 1, your game (Volume specific)
including:
1.6.4 Units
»» Turn Record Track
Your playing pieces, known as units,
»» Weather Track counters or unit counters, are ¾” card-
board rounded-corner squares, repre-
»» Squall Box senting headquarters (HQs), vehicles
(depicted on the counter), and other
»» Mud Box types of units (depicted by their NATO
symbol).
»» Off-Board Artillery Tracks
NATO/NATO-allied 1.6.5 Color bands and Attachments

• PAC06-2 Game Marker Tracks 2, The face of each counter has a solid hori-
including: zontal band whose color matches the col-
or on its Headquarters, every other unit
»» Formation Deck and discard in its Formation, and also the color on its
boxes corresponding Formation card:

16
WORLD AT WAR 85: CORE RULES v2.0

Unit counter
The reverse of a Leader counter rep-
resents the individual in a wounded state
(Wounded In Action, or WIA):
Headquarters (HQ)

Support Weapons, are indicated by the


red diamond on the bottom center of the
counter, and add capabilities to infantry,
armor and some towed units:

Formation card
Note: Support Weapons have the SAME
The face of a ground unit or Headquar-
image on the front and back of the count-
ters (HQ) represents it at full-strength:
er for ease of locating them.

Close Air Support Counters attack units


on the map when their corresponding
Formation card is drawn (see the next
section):
Attached units, representing military
assets supporting a Formation, are dis-
tinguished by a gray band. Each scenar-
io will indicate to which Formation an
attached unit is attached, and any units
so attached should be treated as if they
Note: Close Air Support Counters have
have the color-band of the Formation to
the SAME image on the front and back of
which they are attached for the duration
the counter for ease of locating them.
of any scenario:
Units possess one or two steps. The re-
verse of a ground unit or HQ has an ad-
ditional white band and reduced values,
indicating the unit has suffered a reduc-
tion in combat strength or leadership po-
The face of a Leader counter represents tential:
the individual in good health:

17
WORLD AT WAR 85: CORE RULES v2.0
Note: Not all unit types are present in all
games in the World At War 85 Series.
>>>>

1.7 Markers
Markers are ¾” pieces that are placed on
>>>> or beside units to denote their status; or
on tracks to designate weather, artillery
supply and effects, and/or the current
A one step unit has a reminder of that on game turn; or placed in a hex to modify
the back; it is eliminated if flipped: its terrain.
Design Note: Except for EW, Smoke and
Bridge markers, game markers have
>>>> the SAME image on the front and back
of the counter for ease of locating them
if they are mixed together. You will not
However, the face of a Helicopter unit rep- have to flip counters to find the one you
resents its Flying mode, marked with and need.
“F”. The reverse of a Helicopter unit rep-
resents it in its Hovering mode, marked 1.7.1 Unit and Map Markers
with an “H:” and is NOT a second step:

>>>>
Ops Complete
Placed on a unit when it has completed
Unless otherwise indicated in a scenar- an Action.
io’s Order of Battle section, all units begin
the game front side up.
Note: If you are unsure at any time if
a unit has one or two steps, look on the Out of Command
National Unit Table for the nationali-
ty of the unit in question, and check the Placed on a unit when it fails a Command
“Steps” column for that specific unit, or Check.
check the back of the unit for the “1-step
unit” indicator as above.

1.6.6 Unit types Disrupted


Consult the National Unit Tables for The first combat effect against ground
each nationality included as Player Aid units, removed by a successful Removal
Cards in the Volume of the game you are Check.
using for the specific unit types in your
Volume.

18
WORLD AT WAR 85: CORE RULES v2.0
initially on an affected HQ unit to rep-
resent the jamming effects of electronic
warfare being aimed against it. The count-
Reloading Missiles er must be flipped - reflecting a reduction
in the effect - before it is removed.

Indicates a unit may not use its ATGM


or SAM system until it passes a Reload
Check. Minefield – Random
Represents scattered mines (e.g. Artil-
lery Delivered Mines), affecting both
friendly and enemy units who enter the
Low Missile Ammo hex.
Indicates a unit only has one more ATGM
or SAM attack.

Minefield – Placed
Represents deliberately placed mines
No Missile Ammo with corridors allowing friendly units
to traverse the hex. Enemy units are at-
Indicates a unit may not use its ATGM or
tacked if they enter the hex.
SAM system until its munitions are re-
plenished by a battlefield event.

Improved Positions
Helicopter Landed Represents reinforced fighting positions,
like foxholes, pillboxes, hedgehogs, or
A Helicopter unit on the ground.
other strengthened buildings.

>>>
Helicopter NoE
A Helicopter unit flying nap-of-earth.
Smoke Screen & Smoke Thinning
Double-sided counter representing a
>>> smokescreen placed by artillery or mor-
tars on one side, and the thinning status
of that smoke on the other.

EW & EW Reducing
Double-sided counter placed EW side up

19
WORLD AT WAR 85: CORE RULES v2.0
>>>
Burnt Out
Bridge & Bridge Destroyed Placed when a Fire marker is removed.
Double-sided counter indicating a Bridge
on a River hex side on one side, or a Bridge
that has been destroyed on the other. The
red arrow points at the affected hex side. North
Helps to orientate the map for deploy-
ment and reinforcement for a specific
scenario.
Ford
Indicates a Ford on a River hex side. The
red arrow points at the affected hex side.
Objectives
Placed to indicate scenario Objectives, or
entry/exit points.
Rubble
Placed on a hex representing terrain
with a Defensive Bonus. It also indicates
that the roads through the hex are ob- Fire for Effect (FFE)
structed and unusable as a consequence
of combat. Indicates the intended target hex for an
artillery Strike.

Cleared
Wrecks
Indicates rubble removed by engineers or
engineering vehicles, making the roads Replaces a vehicle unit that has taken
in a Rubble hex usable again. enough hits to be eliminated and so re-
moved from play.

1.7.2 Game Turn & Weather Track Markers:


These markers are placed on the tracks
Fire to be found on Player Aid Card PAC07
Indicates an intensive fire ignites in a Tracks, including the Game Turn /
City, Town, Woods or Jungle hex; or any Weather / Artillery Tracks, as needed
Module or Scenario-permitted terrain in a scenario.
type that has caught fire as a conse-
quence of combat.

20
WORLD AT WAR 85: CORE RULES v2.0
(Strength)

HE: High Explosive


Game Turn Strike

Placed on the Game Turn Track to indi-


cate the current turn.
MLRS: Multiple Launcher Rocket
System Strike

Weather Level

Placed on the Weather Level Track to in-


dicate the current weather conditions. ADM: Artillery Delivered Mines
Strike

(Strength)
Squall DPICM: Dual-Pur-
pose Improved
Placed in its box to indicate a squall is oc- Conventional Muni-
curring for the remainder of the current tions Strike
turn.

CHEMICAL Strike

Mud

Placed in its box to indicate muddy condi-


tions until the end of the scenario.
SMOKE Strike
1.7.3 Artillery Strike/Strength
Placed on the Artillery Track to indi-
cate the number of Strikes available (the 1.8 Cards
black marker), and their strength (the
orange marker). Not all Strikes need a Cards are chosen to make up the Forma-
strength marker as they are always the tion Deck for each scenario. Unless oth-
same as indicated on the track (MLRS), erwise indicated in a Module or Scenar-
or not used directly for attacking enemy io, this Formation Deck will have 2 End
units. Operations cards, and a minimum of one
Formation card per Formation in play. A
single Battlefield Event/Friction card is
always optional upon agreement of both
players before the scenario is begun.

21
WORLD AT WAR 85: CORE RULES v2.0
Scenarios will typically call for a second • End Operations
Formation card for many Formations - Cards are used to
generally NATO, NATO-allied, Airborne/ determine when the
Airmobile/Parachute and Helicopter - in- Operations Phase of
stead of one. a game turn ends:
Formation Cards make up the majority of
the deck. They include helpful informa-
tion such as the nationality, color-band,
Morale-Training value, and both full- and • The Battlefield
reduced- strength HQ Command ranges. Event/Friction
Card allows for
certain events to
transpire out of the
players’ control as
commander of the
battlefield.

• The Electronic
Optional cards can include a Battlefield Warfare Card allows
Event/Friction (as stated above), addi- a player to attempt
tional End Operations, Designated For- to impede an enemy
mation, Scratch Force, Close Air Support, Formation’s effec-
and Electronic Warfare. Here is a quick tiveness when it
look at the possible additional cards. activates, represent-
ing electronic jam-
• Designated Forma- ming of communications in the
tion Card is treated battlefield area.
as a Formation card
above, but instead of • Close Air Support Cards activate
specifying a Forma- a corresponding unit counter that
tion to activate, the can be used to attack enemy units
specific Formation is on the map.
indicated by Module
or Scenario rules.

• Scratch Force For-


mation Cards are
also treated as For-
mation cards above.
They represent ad
hoc Formations not
composed of a single
color band (plus the
usual attachments). They even
may contain multiple nationali-
ties.

22
WORLD AT WAR 85: CORE RULES v2.0
1.9 UNIT and CARD VALUES nap-of-earth Helicopters, or Close
Air Support Counters. This weap-
These are the values used to characterize on uses missiles and so is subject
the combat units and cards in WaW85. to Missile Ammunition Deple-
Units will have at least one of these val- tion Checks (aka Missile Ammo
ues, but most will have all of them. The Checks). See Missile Ammuni-
rules will specifically define units and tion Depletion 10.10.
markers that do not have all of these val-
ues. Exception: NOE Helicopters are usually
treated as a ground vehicle, but not for
Note: If you need to locate any of these this purpose.
values they are summarized on PAC02 -
Unit and Card Values Player Aid Card, • Orange: If executing a Move &
Fire Action, this unit suffers less
1.9.1 AP Firepower (AP FP dice) or no penalty to its Direct Fire
AP FP Dice number is shown below in the yel- Attack, depending on how far it
low circle: moves. (See Move & Fire Action,
11.0).

• Blue - and its Range IS ALSO


Blue (See 1.9.4 for Range): The
unit may not fire its AP Firepower
against non-Aircraft targets. The
units’ AP Firepower can be used at
full-strength and range versus He-
This number indicates the number of d6
licopters and Close Air Support.
your unit may choose to roll when attack-
ing any vehicle, ship or aircraft, but NOT
Note: If the Range value of a unit with a
non-vehicular Soft Targets.
blue AP Firepower is also blue, the unit’s
Non-vehicular Soft Targets have a NATO AP Firepower weapon uses missiles and
symbol, not a Vehicle symbol. See your so is subject to checking for Missile Am-
National Unit Table Player Aid Cards. munition Depletion Checks (aka Missile
Ammo Checks). See Missile Ammunition
If the color of this number is: Depletion 10.10.

• Black: The unit may fire normally Blue - and its Range is NOT Blue (See
against non-Aircraft targets, but 1.9.4 for Range): The unit MAY fire its
against Aircraft targets, this value AP Firepower at full-strength and range
is reduced (see Anti-Aircraft Fire, versus non-Aircraft targets, as well as
10.6.1). Helicopters and Close Air Support.

• Green: The unit’s AP Firepower


may only be used against vehi-
cles (yes, including vehicular Soft
Targets), or landed Helicopters. It
may not be used against non-ve-
hicular Soft Targets, flying or

23
WORLD AT WAR 85: CORE RULES v2.0
1.9.2 HE Firepower (HE FP dice) 1.9.3 To-Hit number (To-Hit)
HE FP Dice number is shown below The AP To-Hit number is in the left-hand yel-
in the yellow circle: low circle below and the HE To-Hit number is
in the right-hand yellow circle:

This number indicates the number of d6


the unit may choose to roll when attack- When a unit attacks and rolls the number
ing Light Armor vehicles, Aircraft or Soft of dice indicated by one of the Firepower
Targets. If the color of this number is: types above (AP or HE), then for each
die roll result that is equal to or greater
• Black: The unit may fire normally than this number, a hit is scored on the
against non-Aircraft targets, but defender/target.
against Aircraft targets, this value
is reduced (See Anti-Aircraft Fire, 1.9.4 Range Value
10.6.1).
The AP FP Range is in the left-hand yellow
circle below and the HE FP Range is in the
• Orange: If executing a Move & right-hand yellow circle:
Fire Action, this unit suffers less
or no penalty to its Direct Fire
Attack, depending on how far it
moves. (See Move & Fire Action,
11.0).

• Blue - and its Range IS ALSO


Blue (See 1.9.4 for Range): The The effective range of that Firepower
unit MAY fire its HE Firepower for the unit, in hexes. If the color of this
at full-strength and range versus number is:
non-Aircraft, non-Heavy Armor
targets, as well as Helicopters and • WHITE: The unit receives a bo-
Close Air Support units. It may nus to its To-Hit number for either
also fire at Heavy Armor targets AP or HE FP dice using the rules
but only if specified by Module or for Point Blank Fire if they are at
Scenario rules. half effective range or less from
the target unit (See Point Blank
Note: If the Range value of a unit with a Range Fire, 10.6.4). The unit can
blue HE Firepower is also blue, the unit’s fire up to twice its’ effective range
HE Firepower weapon uses missiles and using the rules for Long Range
so is subject to checking for Missile Am- Fire, but at a cost penalty to its
munition Depletion Checks (aka Missile To-Hit number (See Long Range
Ammo Checks). See Missile Ammunition Fire, 10.6.5).
Depletion 10.10.

24
WORLD AT WAR 85: CORE RULES v2.0
• Blue: The unit is a missile-armed
Anti-Aircraft unit and is subject
to Missile Ammunition Deple-
tion Checks (aka Missile Ammo
Checks). See Missile Ammunition
Depletion 10.10.
The gold background circle with a num-
1.9.5 Armor Value and Save Value for Heavy Armor ber in it (typically 5 or 6) indicates that
Each Heavy Armor target type has an Armor Light Armor targets always roll only one
value. The Armor value is in the d6 when determining how many of the
yellow circle below: attacker’s hits can be ignored. Its Save
value is the number in the circle.
If its Armor value die result is greater
than or equal to the Save value, the unit
may ignore one hit by its attacker.

1.9.7 Soft Targets – Vehicles and Troops


Each Heavy Armor target type has an Save
Soft Targets are indicated by an S in a gold
value. The Save value is in the
circle (see below inside the yellow circle) and
yellow circle below:
are further designated as Troops or Vehicles.

Soft Target - Troops have a NATO-style


symbol on them; see the yellow rectan-
gle:

For a Heavy Armor target, the Armor


value is the number of d6 rolled when
determining how many of the attacker’s
hits can be ignored.
Soft Target - Vehicles have a vehicle picture on
For each Armor value die result greater them; see the yellow rectangle:
than or equal to the Save value, the unit
may ignore one hit by its attacker.

1.9.6 Armor Value and Save Value for Light Armor


Each Light Armor target type has a 5 or 6 on a
gold circle, the gold circle indicating it always
has an Armor value of 1. But the 5 or 6 is its
Save value. This value is in the yellow circle
below: The gold background circle with an ‘S’
indicates that the unit is a Soft Target,
whether a vehicle or other unit. Vehicu-
lar Soft Target units have a vehicle im-
age on the counter. Non-vehicular Soft

25
WORLD AT WAR 85: CORE RULES v2.0
Targets have a NATO symbol and are also without using a Bridge or Ford hex side,
called Troops. though at a penalty in MPs. See below in
the yellow circles:
Soft Targets do not have an Armor die
value but use the Defensive Bonus dice as
determined by the terrain they occupy
(check the TEC for the number of dice).
Note: The Save value for Soft Targets is
always 5.

For each Defensive Bonus die result A green circle behind the MP value in-
greater than or equal to the Save value, dicates a non-amphibious unit that can
the unit may ignore one hit by its attack- only move into non-water hexes, and
er. may only cross a River using a Bridge or
Ford hex side, unless otherwise dictated
There are various modifiers that can af- in Module or Scenario rules:
fect a unit’s Armor dice, Defensive Bonus
dice, or Save value. These will be detailed
later in these rules (See Direct Fire Re-
strictions and Modifiers, 10.6).

1.9.8 Movement Points (MP)


A unit’s Movement Points are indicated as
shown in the yellow circle below: A green or half-blue/half-green circle
behind the MP value indicates that the
unit is a Transport unit, and can load
and Transport unit one Infantry unit and
its Support Weapon and HQ, or tow one
Towed unit (“T” Movement Points, see
below) and its Support Weapon and its
HQ:
This number represents the maximum
number of Movement Points (MPs) the
unit may spend to enter new hexes on
the map during a Movement Action.
Movement can be further restricted by
water obstacles unless a unit is designat-
ed as amphibious. Also a unit may be a
A “T” as the MP value indicates a unit
Transport unit. These added movement
that must be towed by any Transport
capabilities are indicated by the back-
unit to move to another hex. It may not
ground color of a unit’s Movement Points.
otherwise move:
A blue or half-blue/half-green circle be-
hind the MP value indicates an amphib-
ious unit that can move into all water
and non-water hexes; and cross Rivers

26
WORLD AT WAR 85: CORE RULES v2.0
1.9.9 Assault Firepower
(Assault FP dice)
Assault FP Dice number is shown below
in the yellow circle:

An “F” as the MP value indicates a Flying


Helicopter. See 9.7 Helicopter Movement
& Modes:

This value is the number of d6 the unit


may choose to roll when Assaulting an
enemy-occupied hex.

1.9.10 Assault To-Hit Value:


An “H” as the MP value indicates a Hover-
Assault To-Hit value is shown below
ing Helicopter. See 9.7 Helicopter Move- in the yellow circle:
ment & Modes:

When a unit Assaults it rolls the number


A “B” as the MP value indicates a of dice indicated by its Assault Firepower,
Bridge-laying unit which has deployed a and for each die roll result that is equal to
Bridge marker. See 16.3.3, Bridge-laying or greater than this To-Hit number, a hit
Units: is scored on the target.

1.9.11 Headquarters (aka HQs)


An HQs Command Bonus is indicated in the
yellow circle:

Command Bonus

27
WORLD AT WAR 85: CORE RULES v2.0
Design Note: A Headquarters, or HQs, The Command Bonus also modifies Mo-
represents not just the command vehi- rale/Training Checks of any kind and at-
cles and troops, but also resources avail- tempted by the unit to which they are de-
able on the company and/or battalion ployed by subtracting the HQs Command
level that may not be represented by unit Bonus from the 2d6 Morale/Training
counters. These resources are incorpo- Check dice roll.
rated into the HQ rules. HQs can be de-
ployed to (stacked with) a unit of their 1.9.12 Special Ability Triangles
Formation and redeployed as needed; Note: The Special Abilities Triangle Chart
this makes HQs somewhat of a hybrid on the page below is replicated on the
unit/marker. Player Aid Card PAC05 Miscellaneous.
An HQ possesses a Command Bonus on its A unit may have a Special Ability triangle
counter. The HQ may use that Command next to its NATO Unit Symbol or Vehicle
Bonus to add additional dice for Direct, Picture. The 5 types of Special Ability tri-
Opportunity, or Anti-Aircraft Fire to the angles are listed in the table below. This
unit to which they are deployed; but not table is also on the Player Aid Cards. De-
for Indirect Fire. tails of the abilities are provided in these
Note: See 10.6 Direct Fire Modifiers and rules. For orange and yellow Special Abil-
Restrictions for details. ity triangles, more details might be pres-
ent in the Volume/Module rules.

Special Ability Triangle Chart

RED GRAY ORANGE BLACK YELLOW


UNIT is a RECON UNIT may use UNIT has UNIT’s GREEN AP FP ELITE UNIT
UNIT INDIRECT FIRE COMPOSITE or (MISSILES)
using its HE FP VAL- REACTIVE ARMOR have a MINIMUM
UE RANGE of 3 HEXES
• Always in Command   • Parachute capable
COMPOSITE ARMOR:
• May act as Spotters • Also act as Recon
for Friendly Indirect (see Red triangle on
Fire this table)
• Enemy units within WGER Leopard-2 US M-1 Abrams
5 hexes of a Recon
Unit are not Con- REACTIVE ARMOR:
cealed, except they
may still be Au- WGER Commando
to-Concealed when
fired at by Green AP EGER T-72 SOV T-80
FP dice (ATGMs, see
10.6.2), or by weath- For either type: when defending against
er (PA05-1) any ATGM DIRECT FIRE ATTACK
SOV Spetsnatz
(Green AP FP), these units may
decrease their Armor save value by 1.

28
 
WORLD AT WAR 85: CORE RULES v2.0
1.9.13 Leaders
A Leader’s Command Bonus is indicat-
ed in the left-hand yellow circle below;
its Morale/Training value is in the right-
hand yellow circle below:

Design Note: Leaders offer similar bo-


nuses as HQs but represent far fewer sol-
diers, just an officer with his staff. They
must stick with a combat unit for protec-
tion and so are assigned to a specific unit.

Leaders, similar to HQs, also possess a


Command Bonus, and can offer bonus
dice for Direct, Opportunity, or Anti-Air-
craft Fire as HQs do, to the unit to which
they are assigned; but not for Indirect
Fire.
Note: See 10.6 Direct Fire Modifiers and
Restrictions for details.

Unlike HQs, Leaders modify Morale/


Training Checks of any kind attempted
by the unit to which they are deployed by
substituting their Morale/Training val-
ue for the units’ normal Morale/Training
value.

29
WORLD AT WAR 85: CORE RULES v2.0
Each time an activation or event is fully
2.0 Sequence of Play resolved, a new card is drawn until the
To execute a game turn in a game of the second End Operations cards in the deck
World At War 85 series. Follow these is drawn (even if three End Operations
steps in order: cards are present in the deck). This card
signals the end of the Operations Phase.
• Initiative Phase (Turn 1 only)
A deck will always include the Formation
• Operations Phase cards for the Formations in a scenario,
and at least two End Operations cards.
• Marker Removal Phase
The deck may also include the following
• Victory Determination Phase cards, as specified in the scenario Order
of Battle or Scenario Rules:
Details of each phase are provided below.
• Designated Formation
2.1 Initiative Phase (Turn 1 only)
• Scratch Force
In some scenarios, a Formation may acti-
vate before the Operations Phase of Turn • Close Air Support (CAS)
1 begins.
• Electronic Warfare
In some scenarios, the Scenario Rules
may specify one or more Formations as • Battlefield Event/Friction
holding the initiative. These Formations
get to activate (See 2.2.1) BEFORE the The Battlefield Event/Friction card, may
first turn begins. be left out of the deck for either learn-
If a Formation makes an initiative acti- ing scenarios (designated in the Scenar-
vation, its Formation card remains in the io Rules), or, if players agree before the
deck. Initiative is a free activation, so no game.
card needs to be drawn.
The rules for what happens when each
If more than one Formation is eligible, type of card is drawn are as follows.
they may be activated in any order the
player desires. 2.2.1 Formation Card
Go to section 7.0.
2.2 Operations Phase
2.2.2 Designated Formation or Scratch Force Card
The Operations Phase then begins by
drawing the top card from the Formation Go to section 15.0, then 7.0.
Deck, which will have been placed in the
Formation Card Box on Player Aid Card 2.2.3 End Operations Card
PAC07 Game Marker Track 2 upon set-
Go to section 3.0.
ting up the game. Resolve each Forma-
tion activation or other Action before 2.2.4 Close Air Support Card
drawing the next card.
Go to section 4.0.

30
WORLD AT WAR 85: CORE RULES v2.0
2.2.5 Electronic Warfare Card First, remove all EW REDUCING mark-
ers. No die roll is required.
Go to section 5.0.
Then roll 2d6 for each EW marker on
2.2.6 Battlefield Event/Friction Card one of your HQs. If the roll is less than or
Go to section 6.0. equal to your HQ’s Formation’s Morale/
Training value, the EW marker is flipped
2.3 Marker Removal Phase it to its EW REDUCING side.
Markers are removed, flipped or other- 2.3.4 Fire Markers
wise rearranged. Perform these steps in
order: Perform these steps in order:
2.3.4.1 Fire Burn Out
2.3.1 Ops Complete & Out of Command Markers
Check if Fire hexes burn out. Roll 1d6
for each Fire hex. If you roll a 6, the Fire
marker is removed.
If the hex is a City or Town hex, replace it
with a Rubble marker, otherwise replace
Remove all Ops Complete and Out of Com-
it with a Burnt Out marker.
mand markers from the map.
2.3.4.2 Bridge Collapse
2.3.2 Smoke Markers
Check each Bridge hex side that is part of
a Fire hex for collapse. Roll 1d6 for each.
If the result is 1 - 3, there is no effect; on
a 4 - 6, the Bridge across the hex side
>>> REMOVE collapses, and is marked by a Bridge De-
stroyed marker, with its arrow pointing
toward the collapsed Bridge’s hex side. A
collapsed bridge is no longer treated as a
>>> crossing.

First, remove any Smoke Thinning mark- 2.3.4.3 Minefield Depletion from Fire
ers from the map, THEN flip any Smoke Check each Minefield marker present in
markers to their Smoke Thinning side. a Fire hex for Depletion: roll 1d6 for each.
If the result is a 6, the Minefield marker
2.3.3 EW Markers is removed. Otherwise it remains.
2.3.4.4 Spreading Fire

Check for spreading Fire. Roll 1d6 for


>>> REMOVE each City, Town, Woods, Light Woods,
Light Jungle, Jungle hex - or any terrain
indicated by a Module or Scenario rule -
adjacent to a Fire marker.
2d6 >>>

31
WORLD AT WAR 85: CORE RULES v2.0
If the result is 1 - 3, there is no effect; on During the next turn, the HQ is deployed
a 4 - 6, place a new Fire marker in the as usual when its Formation card is
affected hex, and immediately attempt drawn. If there are more friendly HQs on
to retreat any ground units in the hex as the card, the player retains the End Op-
if they had lost an Assault Action (See erations card. When the last HQ on the
Resolving an Assault, 13.2). Any ground card is deployed, immediately shuffle the
unit which cannot retreat out of any new card back into the deck at that time.
Fire hex is eliminated.
2.3.8 Squall marker
Note: Helicopters may immediately
change mode to attempt to retreat one Remove the Squall marker from the
hex out of a new Fire hex but are NOT Squall Box if it is present.
subject to Opportunity Fire in this case.
2.3.9 Chemical Strike Markers
2.3.5 Unsuppress HQs
Move all Suppressed HQs to their respec-
tive HQ/SW Holding Boxes. They are now
>>> REMOVE
available for deployment in the next turn.
Remove all Chemical Strike markers
2.3.6 INF Support Weapon Transfer from the map.
Transfer INF Support Weapons to anoth-
er eligible unit in its’ hex by re-stacking 2.4 Victory Determination Phase
the Support Weapon on top of the other Victory Conditions are defined by the sce-
unit in the hex. Only INF Support Weap- nario, and are typically evaluated during
ons may be transferred. ARM Support this phase of the last turn of the scenario.
Weapons may not be transferred from Games may also end in a draw, as speci-
the unit to which they are initially de- fied by scenario.
ployed during a scenario.
If victory is not attained at the end of
2.3.7 Rebuild the Formation Deck a turn, and there are still turns to be
Shuffle all discarded cards back into the played, advance the Turn marker and
deck, except any cards that may have begin the next turn.
been removed from play during the turn. Important: For some scenarios, a side
If a Formation did not activate during gains points for eliminating enemy units.
that turn, the player withholds all but The points earned for eliminating a par-
one of the End Operations cards from ticular enemy unit are found on that
the deck, and places that Formation’s HQ unit’s row of Player Aid Card National
counter on it. Both players may end up Unit Table for the unit’s nationality, un-
with an End Operations card this way. If der the Cost column. If a scenario allows
an HQ is in the Suppressed Box, place it you to score points for reducing enemy
now on the card instead. More than one units, you receive half (round up) of the
Formation may be affected this way. cost of eliminating the unit.
Note: Helicopter Formations do not have
an HQ marker. Use an Ops Complete
marker instead, as a reminder.

32
WORLD AT WAR 85: CORE RULES v2.0
3.0 End Operations card 4.0 Close Air Support card

Design Note: Depending on the scenario,


players can call in aircraft to assist their
There are usually two End Operations forces and attack enemy positions. The
cards in the deck, though some scenarios sequencing of when this happens is not
will call for three. up to the player as ground commander,
so a card is placed in the Formation Deck
When the SECOND End Operations card that, when drawn, involuntarily triggers
is drawn, the Operations Phase ends, and a Close Air Support attack on the enemy.
play enters the Marker Removal Phase. Because the Close Air Support attack
To clarify: If there are three End Oper- takes place on the map, and there may
ations cards in the Formation Deck, the be Anti-Aircraft units available to defend
SECOND End Operations card signifies against its attack, a Close Air Support
that the Ops Phase is over. unit counter is also provided that cor-
responds to the card. The unit counter
is used on the map to designate the tar-
get hex and to allow for the calculation
of range for any defending Anti-Aircraft
attacks.

When the CAS card is drawn from the


Formation Deck, execute the following
steps in order to resolve the card.

Close Air Support card & counter

33
WORLD AT WAR 85: CORE RULES v2.0
4.1 Interception Example: If CAS attacks a hex with a
Heavy Armor and a Soft Target, it may
First, roll 1d6. If the result is a 6, your use its AP FP dice to attack the Armor,
Close Air Support has been intercepted and switch to its HE FP dice to attack the
on the way to the battlefield. Remove the Soft Target.
card and counter from the game for the
remainder of the scenario.
4.4 Ordnance Expenditure
If not intercepted, move the correspond-
Once the CAS attack is resolved, roll 2d6
ing CAS counter from your Holding Box
to check for ordnance expenditure:
to your chosen target hex.
If the result is <= 7, the CAS has ordnance
The CAS counter is considered to be at a
remaining. Return the CAS counter to
target height as if it were a Helicopter in
the Holding Box, and the card may be
Flying mode (See 9.7.1).
shuffled back into the deck during the
next Marker Removal Phase.
4.2 Anti-Aircraft Fire
If the result is > 7, the CAS has expended
The enemy may now make one Anti-Air- its ordnance. Remove the CAS counter
craft attack on the CAS counter with any and its card from the game. It is not con-
eligible unit within Range and LOS (this sidered destroyed for Victory purposes.
is a form of Opportunity Fire).
Additional eligible enemy units within
Range and LOS may contribute their fire
to the attack, but by adding one FP dice
for each contributing unit to a maximum
of +2 FP dice.
Resolution is covered in the Direct Fire
Action (See 10.0 and note 10.6.1).

4.3 Close Air Support Attack


If the CAS counter remains in play, it can
attack each unit in the target hex. Use
the Direct Fire procedures in (See 10.0)
to resolve the attack.
Note: CAS attacks do not use the Point
Blank or Long Range modifiers, see Mod-
ifiers and Restrictions, 10.6

The CAS may use either type of FP dice


(AP or HE) against an individual target
unit, and it may switch if needed to be el-
igible to affect its next target unit in the
hex (See 10.1).

34
WORLD AT WAR 85: CORE RULES v2.0
5.0 Electronic Warfare card 5.2 EW Effects
The effects on a Formation when its
HQ has an EW or EW Reducing marker
stacked on it are:
• When activated, all units of the
HQ’s Formation must roll to re-
main In Command no matter if
they are in Command Range of the
HQ or not.
If electronic warfare features in the sce-
nario, one side or the other will be indi- Exception: Activated units which are
cated in the Scenario or Module rules as normally considered automatically to be
holding the EW Advantage. The advan- In Command (i.e. stacked with the HQ;
tage modifies the roll to determine who with a Leader assigned to it; or a Recon
may use the EW card when drawn. unit with a red Special Ability triangle)
are still automatically In Command.
5.1 EW Markers
• Disrupted units suffer a +1 penal-
When the card is drawn, roll 1d6. ty when rallying.
If the result is 1 - 3, NATO/NATO-allied
player may play the card. • No unit from that Formation may
participate in On-Board or Off-
If the result is 4 - 6, WARSAW Pact/ Board Indirect Fire.
PACT-allied player may play the card.
This roll is modified by -1 if the NATO/ 5.3 Removing EW Effects
NATO-allied player holds the EW Advan-
During the Marker Removal Phase, if the
tage as may be indicated in some Sce-
HQ has an EW Reducing marker on it,
nario Rules; +1 if it is the WARSAW Pact/
that marker is automatically removed. If
PACT-allied player.
it has an EW marker on it the HQ makes
Note: These numbers may be altered by a Morale/Training Check. If it passes the
Module or Scenario rules! check, the marker is flipped to its EW Re-
ducing side.
The player who wins the card may place
Design Note: EW reduced is an indicator
an Electronic Warfare marker on an en-
the EW is being burned through and will
emy HQ unit on the map or in the enemy
only last the remainder of the turn.
HQ/SW Holding Box. The card is then dis-
carded.

EW, and EW Reducing markers

35
WORLD AT WAR 85: CORE RULES v2.0
6.0 Battlefield 6.1 Battlefield Event or Battlefield
Friction?
Event/Friction card
When this card is drawn, roll 2d6 on the
Battlefield Event Table.
• If the result is a 2 - 6 or 8 -12,
something has happened. Consult
the table and resolve the event.

• If the result is a 7, roll another


2d6 to find the result on the Bat-
Design Note: Since the players really rep- tlefield Friction Table instead.
resent the overall commander in a sce-
nario, the events on the Battlefield Event 6.2 Applying Events or Friction
Table are outside of an overall command-
ers’ control, those unexpected and chaot- On these two tables, in the Side Affected
ic things that happen on the battlefield, column, some Events/Friction are listed
both good and bad. A Battlefield Event as Global. They affect both sides. Weather
may require a roll on a second, grittier, Change is a good example.
Battlefield Friction Table, generally de- Some events apply to only one side. In
fining more chaotic things that happen to such a case, Roll 1d6.
specific units.
• If the result is 1 - 3, the NATO/
On the other hand, if you want a less cha- NATO-allied player executes the
otic and stricter game of military chess, event.
you are not required to use the Battlefield
Event card. If all players agree, you may • If the result is 4 - 6, the WARSAW
remove it from the deck for any game you Pact/PACT-allied player executes
play. However, if you choose to use it, the the event.
Battlefield Events and Friction that arise
are NOT optional. The choice is yours. Events are not optional (they are not un-
der player control). However, if the event
Personally, I highly recommend using the contains ‘if possible’ in the EFFECT col-
cards, as things like bonus impulses and umn, and the conditions which make the
strength steps restored - and weather! event possible are not met, the event has
- can be exciting, and not outside of the no effect on play, but is treated as if it had
realm of battlefield experience, I think. been executed.
We always looked forward to the Battle-
field Event/Friction card when testing, Note: Weather is a very important - even
feeling that it enriched the experience. game-changing event, and is covered un-
der its own section, 16.5.

36
WORLD AT WAR 85: CORE RULES v2.0
Design Note: Scratch Force Formation
7.0 Formation Card Cards are typically used for Formations
Design Note: The Formation cards form you may wish to use when designing your
the heart of the WaW85 game turn. Ac- own scenarios with the WaW85 Battle
tivating your Formations allows your Generator described later in these rules.
counters on the map to maneuver and at- However, there are one or two occasions
tack enemy units. The majority of game when you will find them in published sce-
rules are, therefore, found in this section. narios.

When a Formation’s card is drawn, the Resolve the activated Formation’s im-
player may activate the Formation for pulse in this order:
movement and/or combat. The steps that
• Refresh Step
form the sequence of that activation are
called a Formation Impulse. • Missile Reload Step
When a Formation is activated, all units • Command & Leader Status Step
sharing the Formation’s color-band may
be activated, along with any attached • Disruption Removal Step
units. Attached units are designated by • Off-Board Artillery Strikes
Scenario Orders of Battle (see your sce-
nario book with this Volume) and are con- • Actions by Active Units or Stacks
sidered to be the same color-band as the
When each active unit completes its
Formation to which they are attached for
Actions, mark it with an Ops Complete
the duration of the scenario being played.
marker.
All these units are termed ‘Active’ or ‘Ac-
tivated.’
Note: Keep the Formation card drawn
at hand. It shows the Formation’s Com-
Ops Complete marker
mand Range and Morale/Training val-
ues, which you will need for play. When all the units in a Formation are
marked as being Ops Complete, or the
Note on Scratch Force Formation cards: player does not want to perform Actions
Normally, Formations may only contain with some units (say, so they will not be
units of one nation with the same col- marked Ops Complete and be available for
or-bands, and/or attachments of that Opportunity Fire later in the Operations
nation with white color bands. However, Phase), the Formation Impulse ends.
units represented by Scratch Force For-
mation cards may contain a MIX of col- The Formation card is then added to the
ors and/or attachments, even multiple discard pile, and a new card is drawn.
nationalities. You may need to consult the Formation
card later in the turn if the Morale/Train-
ing value is needed for something else; it
can be pulled out of the discard pile and
then placed back after use once you have
the information you need.

37
WORLD AT WAR 85: CORE RULES v2.0
Note: Even if no unit of the Active Forma- 7.2.1 Transferring Leaders
tion executes an Action in this step, the
Formation card is considered resolved First, Leaders may be transferred be-
and is placed in the discard pile for the tween units of the same nationality in a
Formation Deck, unless otherwise indi- stack. Simply stack the Leader counter
cated in Module and/or Scenario rules. on the other unit in the stack. It is now
assigned to that new unit. This does not
The steps of a Formation Impulse are de- count as an Action for the units involved
tailed below. in the transfer, or the Leader, so do NOT
place an Ops Complete marker on these
7.1 Refresh Step units at the time of the transfer.

Remove any Ops Complete and Out of The Leader may now use its Command
Command markers from the activated Bonus in the current Formation Impulse
Formation. to the benefit of the new unit to which it
is assigned.
Design Note: Depending on the scenar-
io, some Formations may have more than 7.2.2 Deploying Headquarters to the Map
one Formation card in the Formation
Once all Leaders have been transferred,
Deck and may already have executed a
the activated HQ now may deploy to the
Formation Impulse. So, they may already
map.
have had Ops Complete markers placed
on them this turn. Also, friendly units Design Note: HQ deployment represents
may have executed Opportunity Fire the fluid, moment-to-moment concen-
(see 10.11) on moving enemy units earli- tration of various command assets, not
er in the turn, and so already have an Ops necessarily the physical location of the
Complete marker. To reiterate: these are HQ vehicles and/or troops themselves.
all removed. During one Formation Impulse it might
represent communications or logistics
7.2 COMMAND STEP lines running through the HQ count-
er’s hex at that moment, allowing for a
The Command Step covers several logis- Command Bonus; in another it may rep-
tical functions: resent the adjutant or executive officer
commanding a section of the line due
• Leaders may transfer between to the absence of, or at the direction of,
units of the same nationality in the Commanding Officer; in yet another
the same hex. it could be the Forward Observers at-
tached to the HQ, with or without a Fire
• The Active HQ may be deployed.
Control vehicle, or even platoon leaders
themselves coordinating artillery fire. As
• All hexes with Active units are
such, HQ counters may not be targets of
checked to see if the hex is In or
Direct or Indirect Fire, yet there can be
Out of Command.
a loss of assets if they are in a hex where
friendly units sustain losses or are elim-
inated.

38
WORLD AT WAR 85: CORE RULES v2.0
They therefore can be “reduced”, thus Remember: Attachments are always
giving a lower Command Bonus, if oth- considered part of the Formation to
er units in the hex are reduced or elim- which they are attached.
inated. HQs are Suppressed if all other
friendly units in the hex are eliminat- To deploy the HQ to another hex, an eligi-
ed, or if already reduced when reduced. ble path must be traced between the HQs
Suppression represents a temporary dis- current hex location and its intended de-
comfiting of command, where the still-re- ployment hex.
duced HQ is moved off-map to the Sup- The path may not contain any hex occu-
pression Holding Box for the remainder pied by an enemy unit with any type of
of the Operations Phase, until the sub- AP FP or HE FP or Assault FP, or any hex
sequent Marker Removal Phase. Then it Prohibited for movement by any Ground
is moved to the HQ/SW Holding Box for (not Air) unit type. If an eligible path
redeployment in the next turn. Suppres- does not exist between the HQ’s current
sion represents the HQ taking serious ca- hex and its intended deployment hex, it
sualties of some sort, and the time that may not deploy to that hex, but it may
the HQ is prevented from redeploying to immediately attempt to deploy to anoth-
the map represents the time it takes for er hex. If no other eligible path exists to
the next officer In Command to gather a hex containing another unit of the For-
the threads of the previous commanding mation, the HQ may not deploy and must
officers’ control. remain in its original hex.

HQs must always be either: If the HQ is not on the map at the begin-
ning of this step, but is in the friendly HQ/
• On the map, stacked with a friend- SW Holding Box, the HQ may be deployed
ly unit; or to the map into any hex containing a unit
of the activated Formation. In this case,
• Off-map in the friendly HQ/SW it is unnecessary to trace an eligible path
Holding Box; or to the deployment hex.
• Off-map in the friendly Suppres- Once deployed, HQs may also move with
sion Holding Box; or the unit with which they are stacked.
(See Movement, 8.0).
• Off-map on top of a retained End
Operations card. 7.2.3 Check if Units are Out of Command

HQs in the friendly Suppression Holding


Box may not be deployed during this step.
They are moved to the HQ/SW Holding
Once the HQ is deployed, each
Box only during the subsequent Marker
hex occupied by units of the Active For-
Removal Phase of the current turn.
mation are checked to see if they are In
If the HQ is already on the map at the be- Command or Out of Command.
ginning of this step, it has the choice to ei-
In Command means units in that hex
ther remain in its current hex, or it may
may perform Actions in the upcoming
be deployed to any other hex containing
Action Step of this Formation Impulse as
a unit of the Formation.
normal.

39
WORLD AT WAR 85: CORE RULES v2.0
Out of Command units, marked with an To determine the distance in hexes be-
Out of Command marker, may not ex- tween the HQ and a hex containing an
ecute any Action during the upcoming Active unit: starting from the HQ count-
Action Step of this Formation Impulse. er’s hex, count the contiguous hexes in
They may however execute Opportunity the shortest path between the HQ and
Fire in an enemy Formation Impulse. If the hex. Do NOT count the HQ’s hex ; DO
an Out of Command hex is brought back count the hex for which Command is be-
In Command in a subsequent Formation ing determined. If the distance is equal
Impulse of this Formation, the Out of to or less than the Command Range, all
Command marker is removed. units in the Active hex are considered to
be In Command.
See 7.2.4 and 7.2.5 to determine whether
a hex is In Command or Out of Command. For any hex of an activated Formation
that is not within the Command Range of
7.2.4 Command Range and Determining Command the activated Formation’s HQ - or all hex-
status es of an activated Formation whose HQ is
currently Suppressed (i.e. in the friend-
Any hex occupied by units of the Active ly Suppression Holding Box) the own-
Formation, which are also within the ing player must instead make a Morale/
Command Range of their Formation’s HQ Training Check to determine if that hex
counter, are considered In Command for can be placed In Command for the dura-
this Formation Impulse. tion of the Formation Impulse.
On the Formation Card below,
On the Formation Card below,
inside the yellow circle,
inside the yellow oval,
Command Range = 5 hexes;
Morale/Training Value = 7
while reduced-strength
Command Range = 4 hexes

To make the Morale/Training Check, roll


The Command Range is found on the For- 2d6. If the result is equal to or less than
mation card drawn. There are two ranges the Formation Morale/Training value
listed. Use the left-hand Command Range then the unit(s) in the hex are In Com-
(the 5 in the example card) if the Forma- mand, and so are unaffected by any Out of
tion’s HQ is on its full-strength side. Use Command penalties. The Morale/Train-
the right-hand Reduced Command Range ing value can be located on the activated
(the 4 on the example card) if the HQ is Formation’s Formation card (the big 7 on
on its reduced-strength side. the example card) or, alternatively in the
scenario description for that Formation.
40
WORLD AT WAR 85: CORE RULES v2.0
If the die roll result is greater than the • All units in a hex with a Leader
Formation Morale/Training value, the counter (not just the unit to which
unit(s) in the hex are Out of Command: the Leader is assigned).
place an Out of Command marker on top
of the unit(s) in the hex.
Example: Two T-62 Tanks are part of
a Formation with a Formation Morale/
Training value of 6, and are stacked to-
gether in the same hex. The player rolls Note: The Leader counter will be stacked
a 7 on 2d6, and so fails the Morale/Train- immediately above that unit to which it is
ing Check; an Out of Command marker is assigned but it affects the entire hex for
placed on the hex. this purpose.

• All units in a hex with their Forma-


7.2.5 Units Always in Command tion HQ (not just the unit to which
Command is checked by hexes, with the the HQ is deployed).
exception that certain hexes AND certain
• All units of a Formation entering
units are always In Command, no matter
from off-map during their first acti-
their distance from any HQ, and never
vation in a scenario.
need roll for Command status. These in-
clude the following. Note: Units listed above which are always
In Command are unaffected by a hex’s
• Units with a RECON Special Abili-
Command status. An Out of Command
ty (red Special Ability triangle on
marker has no effect on them, and they
their unit counter).
may move out of any such hex normally.

Example: A West German Luchs Recon


unit is stacked with a West German Infan-
try unit. The Formation they are a part of
activates, and their Formation card indi-
Exception: Any unit stacked with a Re- cates they have a Morale/Training value
con unit that is not also a Recon unit or of 7, and that their HQ has a non-Reduced
otherwise listed as always being In Com- Command Range of 5 hexes. Even if the
mand must still roll to be In Command, stack is 7 hexes from their HQ, the Luchs
and, if not, only that unit is marked with Recon unit is automatically In Command.
an Out of Command marker, not the hex!
Yet, the West German player must still
• All Helicopters which are NOT at- roll for the hex, but only the Infantry unit
tachments (i.e. which do not have a is affected by the Command die roll. If the
gray Formation color band). West German player checks Command
and rolls an 8 on 2d6 for the hex, which
is greater than the Formation’s Morale/
Training value of 7, the Infantry unit has
an Out of Command marker placed upon
it, while the Luchs does not.

41
WORLD AT WAR 85: CORE RULES v2.0
7.3 MISSILE RELOAD STEP For any other Active units, the player
may make a Morale/Training Check to
attempt to remove Disrupted markers.
Roll 2d6, adding 1 to the die roll if the
Disrupted unit is under an Out of Com-
Each Undisrupted Active unit mand marker.
with a Reloading Missiles marker on top
of it may make a Missile Reload Check to If the result is <= to the Formation Mo-
attempt to remove the marker from the rale/Training value located on the unit’s
unit. Roll 2d6 versus the unit’s Forma- Formation card, remove the Disrupted
tion Morale/Training value found on the marker from that unit. Otherwise, the
Formation card: if the roll is <= Morale/ marker remains with the unit until the
Training value, the attempt succeeds, Formation’s next Disruption Removal
and the Reloading marker is removed. Step, which occurs the next time the For-
mation is activated. Disruption affects
individual units, rather than stacks of
units. For the effects of Disruption, see
units (See 10.8.2).
If the result is > the
Morale/Training value, the Reloading at- 7.5 OFF-BOARD ARTILLERY STEP
tempt fails: consult Missile Ammo Usage
Chart on the Player Aid Card PAC05 Mis- A Formation may now attempt to use
cellaneous, and either leave the Missile a maximum of two Off-Board Artillery
Ammo RELOADING marker as is; or re- Strikes. One Strike at a time is complete-
place the marker with a Missile Ammo ly resolved – to a maximum of two from
LOW marker or a No Missile Ammo mark- all Active Spotters - before another is
er, as indicated on the chart. resolved (See 14.2 Off-Board Artillery
Fire).
Units which retain their Missile Reload-
ing marker may not use their green or 7.6 Action STEP
blue AP or HE value for any type of attack
until the marker is removed. Units with During the Action Step, Active units may
a No Missile Ammo marker also may not each select one of the following five Ac-
use their green or blue AP or HE value. tions to perform:
Unless replenished by a Module or Sce-
nario rule, or by a Battlefield Event, they • Movement
may not do so for the rest of the game. If
• Direct Fire
replenished, the No Missile Ammo mark-
er would be removed.
• Movement & Direct Fire
7.4 DISRUPTION REMOVAL STEP • Assault

• On-Board Indirect Fire

Active Helicopters are auto-


matically Undisrupted: remove their Dis-
rupted marker.

42
WORLD AT WAR 85: CORE RULES v2.0
Additionally, there are two special kinds
of Direct Fire Actions that may be per-
8.0 Actions
formed by inactive enemy units during
the Action Step: 8.1 Movement Action & Movement
• Opportunity Fire by inactive en- See 9.0
emy units, which is triggered by
movement. Opportunity Fire may 8.2 Direct Fire Action
include both Direct Fire or On-
See 10.0
Board Indirect Fire.

• Anti-Aircraft Fire by inactive 8.3 Move & Direct Fire Action


units against Helicopters, which See 9.0, 10.0 and 11.0
is triggered by Helicopter move-
ment; or triggered by CAS count- 8.4 Assault Action
ers being placed on the map. An-
ti-Aircraft Fire is a form of Direct See 13.0
Fire.
8.5 Indirect Fire Action
On-Board Indirect Fire is only possible
for units with the gray Special Ability See 14.0
Triangle.
The units of a Formation, or a stack, are
activated one at a time, and may only be
activated once per turn.
Up to two units may stack together in
a hex (see Stacking, 9.2). Stacks, may
move together, and Assault together, but
perform any Direct Fire or the fire por-
tion of Move & Direct Fire separately.
Again: When a unit or stack completes its
Action, place an Ops Complete marker on
top of or beside it.

Ops Complete Marker

The Ops Complete marker is removed


during the Marker Removal Phase, or
when the unit is next Activated.
The Action Step is finished when all units
in the Formation possess Ops Complete
markers, or sooner if the player wishes.

43
WORLD AT WAR 85: CORE RULES v2.0
9.0 Movement Action & 9.1 Terrain
Design Note: Not all types of terrain are
Movement available in all World At War 85 mod-
To execute a Movement Action, the Ac- ules.
tive unit moves from hex to contiguous
hex on the map, paying a cost in Move- Note: It is recommended to consult Play-
ment Points (MPs) to enter the terrain er Aid Card PA03 Terrain Effects Chart
and/or cross hex sides into each new when reading this section.
hex. Terrain and hex side costs are found
on Player Aid Card PA03 Terrain Effects There are two types of terrain:
Chart. It will be helpful to have this Play- • Full hex
er Aid Card handy when reading this sec-
tion. • Hex side
Movement Points are found on each unit, lo-
cated in the yellow circle below: Additionally, game markers such as
Wrecks, Improved Positions, Fire, Rub-
ble, Burnt Out and Cleared markers
can modify existing terrain on the map.
These are found on the TEC as well, and
also will be explained in their respective
sections.
As a general rule, the terrain represented
at the center of a hex is its terrain type.
A unit must stop moving when it expends
all its MPs. A unit may not enter a hex An exception is Hill hexes. Hills are
if it would expend more than its printed formed by contour lines representing el-
MPs. evation. All hexes contained within the
boundaries of a contour line are consid-
Once a unit has spent its MPs, place an ered Hill hexes. Hill hexes may have oth-
Ops Complete marker on it, and its Move- er terrain symbols in them, such as City
ment Action is ended. or Woods:
DOWN HILL
The Terrain Effects Chart (TEC) shows
UP HILL
how much it costs in MPs to enter a hex,
and/or to cross certain types of hex sides.
Some hex sides can add to the cost of en-
tering a hex, such as crossing a Hill con-
tour in the Up Hill direction. See Terrain,
9.1 for the definition of Up Hill in relation
to the map symbols, and its opposite,
Down Hill. In some cases, movement is
prohibited for some, or all, units. In that
case the unit is not allowed to cross that
type of terrain or enter that type of hex,
no matter how many Movement Points it There are 3 Hill hexes enclosed in the con-
has. tour-line above.

44
WORLD AT WAR 85: CORE RULES v2.0
A unit crossing from a hex outside the 9.3 Unit Categories and Movement
contour-line enclosed area into a hex
with a contour line is considered moving For movement, units fall into four cate-
Up Hill. This will add to the cost to move gories. Cross-reference a unit’s type with
into the Hill hex: see the TEC. If moving the terrain row on the TEC to find the cost
from a hex which already contains a con- in MPs to enter a terrain hex or cross a
tour line to another hex without a con- hex side for that Unit:
tour line which is not part of the same
• Troops (all units which are Soft
Hill, the unit is considered to be moving
Targets, have MPs, and do not
Down Hill.
have a Vehicle Picture).
9.2 Stacking • Vehicles (units with a Vehicle Pic-
Two friendly units may stack in the same ture).
hex. Game markers do not count for
stacking. • Nap-of-Earth Helicopters

Support Weapons also do not count • Flying Helicopters


against the stacking limit of two friendly
units, but are stacked immediately on top Design Note: Towed units - see 9.6 - must
of the owning unit if deployed. be loaded into a Transport unit to move
and so do not have a category on the TEC
Passengers and Towed units do not count - but their Transport unit is a Vehicle and
for stacking until they are unloaded from so will use the Vehicle column. Also, Close
their Transport uniting units. Air Support units are placed on any hex
HQs and Leaders do not count for stack- on the map, rather than moved across
ing, but are stacked immediately on top the hex grid, so also have no movement
of the unit to which they are deployed category on the TEC.
(HQs) or assigned (Leaders).
Helicopters only count for stacking if
9.4 Road or Trail Movement
they are Landed or Nap of Earth. A unit following a Road or Trail ignores
the other terrain type(s) in the hex, and
NOTE: Stacking restrictions apply at all
instead pays the cost of the Road or Trail
times including during movement. If
in MPs.
moving through a friendly hex would re-
sult in there being more than two units Note: A Rubble marker eliminates all
present at the same time, the move must Roads and Trails in its hex until the
be made around the hex rather than marker is removed and replaced with a
through it. If an overstacked hex is dis- Cleared marker. A Cleared marker rein-
covered during play, the owning player states all Roads and Trails through the
must immediately remove a unit or units hex.
to reduce the stack to the limit of two
units.

45
WORLD AT WAR 85: CORE RULES v2.0
9.5 Ground & Amphibious Movement Helicopters also have different capabili-
ties when they are flying at different al-
Units with Movement Points printed in titudes. Both their speed and altitude are
a white or green circle are ground units reflected by what is called their Mode of
that may only cross Rivers at a Bridge or movement.
Ford, unless otherwise indicated in the
Module or Scenario rules. Helicopters have four Modes of move-
ment, represented by the counter (Hov-
Units with Movement Points in a blue or ering & Flying) and a marker (Nap-of-
blue/green circle are amphibious units Earth & Landed). Note that although
that may enter all Water hexes, and also there is information printed on both sides
cross Rivers at any point, provided they of a Helicopter counter, it is counted as a
can enter the terrain on the other side. one-step unit.
They can cross by Bridge or Ford like any
ground unit, but can only cross an un-
Bridged and un-Forded river hex side by
beginning their Movement Action adja-
cent to the River, and spending all of its Flying
Movement Points to cross into the adja-
cent hex. This must be a Movement Ac-
tion, or Assault , not a Movement & Di-
rect Fire Action. The unit is then marked Nap-of-Earth
Ops Complete.
An amphibious unit crossing Water is
still subject to Opportunity Fire in its des-
tination hex, if not Assaulting. Hovering

9.6 Towed Units


A unit with a ‘T’ for its Movement value
has to be Towed (loaded) by an appropri- Landed
ate Transport unit in order to move to
another hex. It cannot move when not When a Helicopter unit is activated, the
loaded in, or on, a Transport unit. player immediately chooses its mode for
that activation. It can be changed to any
This usually applies to Artillery, Anti-Air- of the four modes. It can only again be
craft Guns, and some Mortars. changed at the beginning of its next acti-
vation (Exception: See 9.9, Combat Lift-
See Transport units and Passengers, 9.8
Off), unless a Module or Scenario rule
below.
specifies. This means, for example, that
a Helicopter cannot fly, hover and then
9.7 Helicopter Movement & Modes land in the same turn. Helicopters are
Helicopters move much faster than the not affected by hex side terrain. They are
ground units in the game and so have only affected by minefields if they land
their own movement rules. in them, and may not take advantage
of Improved Positions. (See the Terrain
Effects Chart for the Movement for He-

46
WORLD AT WAR 85: CORE RULES v2.0
licopter and Unit Height for Helicopter Each side has a stacking limit of 2 in this
columns; and the footnotes for Hex Side case. Any Anti-Aircraft Fire from such
terrain and Fortifications.) ground units directed at a flying Helicop-
ter in the same hex is considered to be at
Helicopters are prohibited from entering a range of one hex, as is any fire from the
or remaining in hexes containing Fire Helicopter to the ground units in its hex.
markers.
Note: A flying Helicopter may not fire any
If such a marker is placed in their hex, of its weapons if it expends more than 12
they must immediately attempt to re- MPs during its current Activation. It may
treat from the hex as if they had lost an use Opportunity Fire like any other unit,
Assault Action (See 13.2, Resolving an if not Disrupted or Ops Complete.
Assault). Any Helicopter unit unable to
retreat out of a Fire hex is eliminated.
9.7.2 Nap-of-Earth
Note: Helicopters may occupy hexes si-
A Helicopter unit in Nap-of-Earth mode
multaneously with enemy units in cer-
(NOE) has 12 Movement Points, but only
tain situations where they are at Nap-of-
pays 1 movement point per hex regard-
Earth, Hovering, or Flying.
less of the terrain in each hex entered.
They pay no hex side cost of any kind.
Important: Helicopters may not control
However, they may not enter any terrain
Objective hexes.
type prohibited to them by the Terrain
Effects Chart (notably: Fire). For the pur-
9.7.1 Flying poses of Opportunity Fire, the unit moves
A Helicopter unit in Flying mode has an like a ground unit, from hex to adjacent
unlimited number of Movement Points, hex.
and so may enter any hex on the map.
It is considered to be flying 0 levels above
However, if Helicopter unit executes Di-
any Terrain obstacle height in each hex it
rect Fire, it must stop moving immedi-
enters, so enemy ground units may move
ately after resolving the fire.
into its hex only if the obstacle height of
For the purposes of Opportunity Fire, the the terrain in the hex is higher than the
player traces the unit’s path across the unit height of the hex.
map.
Example: On the Terrain Effects Chart,
It is considered to be flying 2 levels above a Clear hex has a unit height of 0 and a
any Terrain obstacle height in each hex it terrain height of 0, both the same. A NOE
enters, so enemy ground units may move Helicopter is at level 0. But if that NOE
into its hex but may not Assault a flying Helicopter were in a City hex, where the
Helicopter. terrain height is 0 but the obstacle height
is 1, the NOE Helicopter has to stay above
Normally, enemy and friendly units may the obstacle, and so it is at level 1, not 0.
not occupy the same hex UNLESS one
side is Assaulting the other. But this is If a NOE Helicopter is in a hex where the
an exception: enemy ground units and unit and obstacle heights are equal. It is
friendly flying Helicopters may occupy treated as a ground unit. Enemy ground
the same hex at the same time and As- units may not enter its hex unless they
sault is not permitted. Assault the NOE Helicopter.

47
WORLD AT WAR 85: CORE RULES v2.0
Example: A Helicopter at NOE is in a Enemy ground units may move into its
Clear hex. The obstacle height and the hex but may not Assault a hovering He-
unit height of a Clear hex are the same, licopter.
0, so enemy ground units must Assault
the Helicopter (and any other friendly Normally, enemy and friendly units may
ground units in the hex) in order to at- not occupy the same hex UNLESS one
tempt to enter it. side is Assaulting the other. But this is
an exception: enemy ground units and
However, if a NOE Helicopter is in a hex friendly hovering Helicopters may occu-
where the obstacle height is higher than py the same hex at the same time and
the unit height (say, a City hex) enemy Assault is not permitted. Each side has a
ground units may move into the Helicop- stacking limit of 2 in this case. Any An-
ters hex and may not Assault the NOE ti-Aircraft Fire from such ground units
Helicopter (it is flying above them). In directed at a flying Helicopter in the same
this case, enemy ground units and NOE hex is considered to be at a range of one
flying Helicopters may occupy the same hex, as is any fire from the Helicopter to
hex at the same time. Any Anti-Aircraft the ground units in its hex.
Fire from such ground units directed at
9.7.4 Landed
a NOE Helicopter in the same hex is con-
sidered to be at a range of one hex. A Helicopter in Landed mode is station-
ary in its hex. If it is a Transport unit,
Example: A NOE Helicopter is in a City
Passengers can load or unload, then it
hex, where the terrain’s unit height is
may attempt a Combat Lift-Off (See 9.9,
0 and the obstacle height is 1. The NOE
Combat Lift-Off).
Helicopter is considered to be at level 1.
Enemy ground units may enter its hex For the purposes of LOS and Assault, a
(they are at unit height 0), but may not Landed Helicopter unit is treated as a
Assault it. ground unit. Enemy units may not enter
its hex unless they Assault the Landed
Note: A NOE Helicopter may not fire any Helicopter unit.
of its weapons unless indicated in Module
or Scenario rules. Note: A Landed Helicopter may not Fire
any of its weapons which have a green AP
9.7.3 Hovering value (ATGM).

A Helicopter unit in Hovering mode is Design Note: Why fly? Fly at Nap-of-
stationary in its hex for that turn. It may Earth? Hover? Land? Flying is the most
fire its weapons according to the Fire- efficient yet most vulnerable mode of
power value on the Hovering side if its Helicopter movement. A flying Helicop-
counter. ter is visible at altitude so most terrain
types do not block LOS of any enemy An-
For the purposes of LOS, a hovering ti-Aircraft fire. Flying at Nap-of-Earth ef-
unit is considered one level Higher than fectively limits a Helicopter’s movement
the terrain of its hex. Terrain obstacle to twelve or fewer hexes, but allows it to
heights are noted on the Terrain Effects take advantage of terrain as if it were a
Chart, and the Helicopter-NOE column al- very fast ground unit.
ready includes the one level higher.

48
WORLD AT WAR 85: CORE RULES v2.0
This can be helpful when approaching the A Transport unit can be loaded with a
battlefield to set up a shot. Hovering is re- unit, together with a Support Weapon
quired for many Helicopter-based weap- and an HQ counter.
ons, notably anti-tank guided missiles.
And landing is required to embark and/or Passengers must be unloaded to move
debark Air Assault and other Air-mobile or conduct fire on their own. They may
troops. Helicopters by themselves may be unloaded involuntarily as a result of
not control hexes for purposes of victo- combat.
ry determination, since enemy ground Passengers do not count for stacking un-
units may enter their hex if the Helicop- til they are unloaded. They cannot fire
ters are at any altitude, and Helicopters until they are unloaded, unless otherwise
may not land in most Objective hexes indicated by a Module or Scenario rule.
anyway (city, woods, jungle, etc.). Also,
why no Pop-up attacks? During develop- Disrupted units may not load, but loaded
ment a suggestion to add Pop-up attacks units can be Disrupted by a combat re-
was entertained. But in a 5 to 15 minute sult, and are still able to unload as usual.
time-span of a turn, Pop-up attacks are
Passengers or a Transport unit may load
simply the way Helicopters attack. Hov-
or unload during an activation, but not
ering mode reflects the sum total of the
both.
time of vulnerability as the Helicopter
performs one or more Pop-ups to attack. In any case, if the Passenger expended
So I felt no special rule was necessary. no MPs before being loaded; or whenever
unloaded; and whether or not its Trans-
9.8 Transport units and Passengers port unit moved, the act of loading or
unloading triggers Opportunity Fire (see
Design Note: During a Movement Action, 10.11).
you are permitted to use your Transport
units to load other units, called Passen- 9.8.1 Loading
gers, so as to assist them to move faster
across the map, and/or across water ob- There are two ways to load a unit.
stacles they may not normally enter on If the Transport unit and Passengers be-
their own. When they reach their des- gin the activation in the same hex, the
tination, those units may be unloaded. Passenger may load and then the loaded
Passengers may be forced to be unloaded Transport unit may move up to half the
if their Transport unit is eliminated in Transport unit’s MPs (rounded down).
transit. Non-Towed Passengers may un-
load directly into an Assault. The Passenger unit counter is stacked
immediately beneath the Transport unit
If a unit has a green or blue/green circle to indicate it is being transported by that
behind its Movement value, it is a Trans- Transport unit. This is the only way that
port unit: Towed units may be loaded into Trans-
port units. After the transport unit com-
pletes its move, if any, it is marked Ops
Complete.

49
WORLD AT WAR 85: CORE RULES v2.0
If the Transport unit and Passenger be- 9.8.3 Unloading into an Assault
gin the activation in different hexes, the
Transport unit can move up to half its Passengers not transported by Helicop-
MPs (rounded down), and the Passen- ter Transports may unload into an ene-
ger can use up to 1 MP, as long as both my occupied hex adjacent to their Trans-
units end in the same hex. The Passen- port unit. This is only permitted during
gers then load into the Transport unit. the movement portion of an Assault Ac-
In this case, since the Transport unit has tion.
already moved, once the Passenger loads The Passenger’s act of unloading will
into the Transport unit, the Transport trigger Opportunity Fire. In this case, it
unit is marked Ops Complete. is considered to be in its Transport unit’s
Again: Towed units may not use this sec- hex for purposes of resolving that Oppor-
ond method to Load. tunity Fire. If the unit is not Disrupted
or eliminated by any Opportunity Fire,
9.8.2 Unloading it may enter its intended target hex and
immediately proceed with the Assault.
There are two ways to unload a unit.
Similarly, if two Transport units with
The Transport unit may remain in its Passengers attempt to unload directly
hex, or it can move up to half its Move- into an Assault as a stack, the Passen-
ment Points, and then the Passenger may gers may form a stack for the Assault.
unload into the Transport unit’s hex; or
directly into a hex adjacent to the Trans- However, in this case of Assault, if an
port unit, which may or may not be oc- unloaded Passenger is Disrupted by Op-
cupied by enemy units. If the Passenger portunity Fire, it remains in a Transport
unit unloads into the Transport unit’s unit’s hex, subject to stacking limits. If
hex, or an adjacent hex not occupied by the limits have been violated because the
enemy units, it is now marked Ops Com- unit remained in the hex with the Trans-
plete. port units from which it unloaded, elim-
inate Passengers first to bring the stack
If a Transport unit did not move before under the limit.
its Passengers were unloaded, the Trans-
port unit may then still move up to half Design Note: The assumption is that if un-
its Movement Points; if it did move before loading into an adjacent hex, the Trans-
unloading, it may not move further after port units are proceeding to the very edge
its Passengers are unloaded. Once the of the hex, and then unload their Passen-
Transport unit has moved or has elected gers. But troops exiting Transport units
to remain stationary after unloading, it, are at their most compact and therefore
too, is marked Ops Complete. Unloaded most vulnerable and things can go awry
Passengers are stacked on top of their pretty quickly if the enemy is able to re-
Transport unit when unloaded into the spond. A dangerous situation arises when
Transport unit’s hex. your assault troops are Disrupted, never
make it to the Assault hex, and then are
piled up onto your Transport units in the
adjacent hex. The stacking limit may be
quickly violated, thus eliminating assault
troops, Transport units or both.

50
WORLD AT WAR 85: CORE RULES v2.0
9.8.4 Loading, Unloading and Opportunity Fire 9.8.5 Helicopter Transport units
Normally, there is a limit of one Opportu- The green “H” indicated in the yellow circle
nity Fire attempt per unit per hex moved below designates a Helicopter Transport unit.
This one is Landed as indicated by the mark-
(See 10.11, Opportunity Fire). If Passen- er:
gers do not move but attempt to load into
a Transport unit in its hex; or a Trans-
port unit Is unloading Passengers in its
hex or into an adjacent hex; then the act
of loading or unloading triggers Opportu-
nity Fire on the Passengers.
Only Helicopter Transport units which
Example: A Soviet Infantry platoon (MP
are in Landed mode or switch to this
of 3) and a Soviet BMP-2 platoon (MP of
mode for this activation, may load or un-
6) start a Formation Impulse in differ-
load Passengers. The Helicopter in Land-
ent hexes. The Infantry platoon moves
ed mode and any Passengers it will be
toward the BMP-2 using 1 MP, subject to
loading must start the activation in the
Opportunity Fire. An enemy unit fires Op-
same hex.
portunity Fire at the infantry unit but nei-
ther disrupts or eliminates it. The BMP-2 When Passengers are unloaded from a
then spends 3 MPs (half of its Movement Landed Helicopter unit, they may unload
value of 6), also subject to Opportunity into the Helicopter unit’s hex or an ad-
Fire, to reach the same hex. Upon both jacent hex, but only after the Helicopter
units reaching the same hex and remain- unit has been subjected to Opportunity
ing Undisrupted and un-eliminated, the Fire, if any, if it changed to Landed mode
Infantry Platoon declares loading. It is at the start of its activation.
NOT now subject to Opportunity Fire as
it has already been attacked by Oppor- Passengers that are being loaded trig-
tunity Fire in this hex. It may complete ger Opportunity Fire immediately after
the act of loading and is placed under the announcing they are attempting to load,
BMP-2 counter to indicate this. The load- but before actually loading into the Heli-
ed BMP-2 is marked Ops Complete. copter Transport; unloading Passengers
trigger Opportunity Fire in the hex into
If the Infantry platoon and the BMP-2 had which they are unloaded.
started in the same hex, and the Infantry Important: Passengers may not unload
unit declared its intent to load it would from Helicopter Transport units into
then have been subject to Opportunity an enemy-occupied hex, whether it is
Fire for the act of loading, as it had not the same hex as the Landed Helicopter
yet been attacked by Opportunity Fire in Transport unit is in or an adjacent hex.
that hex. If it remained Undisrupted and
un-eliminated after that, it would have
then loaded, and the loaded BMP-2 could
have spent up to 3 MPs (half of the BMP-
2’s 6 Movement value), itself now subject
to Opportunity Fire.

51
WORLD AT WAR 85: CORE RULES v2.0
9.9 Combat Lift-Off
A Landed Helicopter unit may attempt to
change its mode during the same activa-
tion in which it loads or unloads.
Roll 2d6 immediately after the Helicop-
ter Transport unit loads or unloads, and
after any Passengers or unloaded Pas-
sengers have had Opportunity Fire re-
solved against them. If the result is <=
the Helicopter Transport unit’s Morale/
Training value, the unit may change its
mode to Hovering, Nap-of Earth, or Fly-
ing. If successful in switching to one of
the latter two modes, the Helicopter unit
may then move.
If the result is >= the Helicopter Trans-
port unit’s Morale/Training value, it is a
fail: the unit remains Landed until the be-
ginning of its next activation, when it can
select its mode as usual.  
Design Note: Extraction by Helicopter
under fire is obviously dangerous. It is
possible that a Helicopter Transport unit
could switch modes to Landed (subject
to Opportunity Fire for changing mode),
pick up or unload Passengers (them being
subject to Opportunity Fire immediately
prior it being loaded), execute a success-
ful Combat Lift-Off and change to Flying
mode (again subject to Opportunity Fire
for changing mode) and move away from
the hex in which it began its activation.

52
WORLD AT WAR 85: CORE RULES v2.0
AP, or Armor-Piercing Firepower, may be used
10.0 Direct Fire Action •
to attack any type of vehicle or
Direct Fire is when your unit uses one of aircraft, but not anything else.
its two ranged Firepower dice values –
AP or HE – to attack an enemy unit with- • HE, or High Explosive Firepower, may be used
in Range and Line of Sight of your unit’s specifically against Light Armor
Firepower. vehicles, any Soft Target, or air-
craft. It may only be used against
Units that are Disrupted, or are marked Heavy Armor vehicles if permit-
as Ops Complete, cannot employ Direct ted by Module or Scenario rules.
Fire.
High Rate of Fire HE: If Module or Sce-
• Your attacking unit must have an
nario rules DO permit, then specific units
appropriate type of Firepower, AP
will be designated that possess HE Fire-
or HE, that can damage the target
power that is powerful enough to attack
(See 10.1).
Heavy Armor Targets at shorter ranges.
These units may use their HE FP to attack
• Your attacking unit must be able
Heavy Armor targets at printed Range or
to see the target unit, i.e. have an
less (Long Range Fire is not permitted in
unblocked Line of Sight (LOS).
this case).
(See 10.2, LOS)
Design Note: Here is what you are shoot-
• The target unit must be in Range ing at:
of your selected Firepower (See
10.3, Determining Range). Heavy Armor vehicles - battle tanks, and
other heavily armored fighting vehicles
Important: If any or all of these prereq-
uisites are not fulfilled, your unit may not Light Armor vehicles - self-propelled
attack that target unit using Direct Fire. weapons and infantry fighting vehicles

10.1 AP and HE Firepower – Vehicular Soft Targets - unarmored vehi-


cles and trucks
Which to use?
Troops (non-vehicular) Soft Targets –
The type of target unit you wish to attack
units with a NATO symbol, typically in-
determines what Firepower value print-
fantry and towed weapons
ed on your unit counter you may use to
attack it. Here is a quick summary of the Aircraft – flying or hovering Helicopters;
types of targets in the World At War 85 or Close Air Support units once placed on
series against which you use your units’ the map
AP or HE Firepower to attack
Important: Vehicles have vehicle art on When you choose to execute a Direct Fire
them whether they are Heavy Armor, Action with one of your units, your unit
Light Armor or Vehicular Soft Targets; must choose the FP dice value that can
everything else has a NATO symbol, and affect its intended target unit. If your
is always a Troops (non-vehicular) Soft unit does not have the appropriate Fire-
Target. power available, it may not use Direct
Fire against that enemy unit.

53
WORLD AT WAR 85: CORE RULES v2.0
If both AP or HE Firepower may affect LOS FIGURE 02 - An example of a Line of
the target, you get to choose which to use. Sight between two units.
However, you may not use both in the
same Direct Fire Action.

10.2 Line of Sight (LOS)


Design Note: In the non-cardboard-tank-
unit real world you would be unable to Line of Sight
shoot at a target unit if you could not see
it. That is true in this game as well. Your
If the unit’s LOS is blocked by terrain in
units must be able to “see” their targets
a hex it passes through, or by a hex side
to shoot at them from a distance. This
it runs directly along, the attack may not
is referred to as having a “direct line of
take place.
sight” between your unit and its target.
It is the “direct” part of Direct Fire. For LOS may also be obscured, for example
Indirect Fire (covered in 11.0 and 14.0) by terrain of low height, like Rough or
although the firing unit does not have a Cultivated. This means the terrain is less
LOS to its target hex, it indirectly gets in- effective at blocking LOS.
formation about where to fire (that’s the
“indirect” part of Indirect Fire ) from an- Important: Units and markers them-
other unit - a Spotter – which itself must selves do not block LOS.
have a direct LOS to the target hex.
See Player Aid Card PAC03 Terrain Ef-
So Line of Sight is always a prerequisite fects Chart (TEC) for whether the terrain
for both Direct and Indirect Fire in some in a hex is Blocking or Obscuring or has
way. Incidentally, Line of Sight is recipro- no effect on LOS.
cal, naturally, so if you can see your tar-
Important: The LOS is never blocked be-
get, it can see you…
tween adjacent hexes.
Important: LOS is a prerequisite of Di-
rect Fire. It is also a prerequisite during 10.2.1 Terrain Height
Indirect Fire for a Spotter to have a LOS to Each terrain type on the Terrain Effects
the intended target hex (Spotters will be Chart has an Obstacle Height and a Unit
defined later under Indirect Fire, 14.3). Height.
All rules for LOS indicating a firing unit
also apply to Spotters for Indirect Fire. The unit height is the height level in the
hex at which a unit is located for purpos-
LOS is a straight line drawn from the cen- es of Line of Sight determinations.
ter of the attacking unit’s hex to the cen-
The obstacle height is the overall height
ter of the target hex. Use a thread or a
of the actual terrain in that same hex,
straightedge to measure it.
used to determine if that hex’s terrain
See LOS Figure 02. blocks or obscures LOS when it inter-
venes in a LOS.

54
WORLD AT WAR 85: CORE RULES v2.0
Unit heights are classified by unit type on Obscuring hex sides NEVER block LOS:
the Terrain Effects Chart (TEC):
LOS FIGURE 04 - Same Unit Height: OB-
• Ground units, which includes SCURING HEXSIDES? LOS NOT BLOCKED
Landed and Nap-of-Earth (NOE)
Helicopter units.

• Hovering Helicopter units.

• Flying Helicopter and Close Air


Never 1
Support units. block
10.2.2 Blocking and Obscuring Terrain If a LOS runs through a hex containing
Blocking terrain, the LOS is blocked:
When a unit and its target are each in ter-
rain with an identical unit height, the fol- LOS FIGURE 05 - Same Unit Height: ONE
lowing cases apply. BLOCKING HEX? LOS BLOCKED

If the LOS runs through one hex contain-


ing obscuring terrain, the LOS is NOT
blocked: Blocked

LOS FIGURE 02 - Same Unit Height: ONE


OBSCURING HEX? LOS NOT BLOCKED 1
If a LOS runs along the edge of TWO or
MORE hex sides containing Blocking
terrain, the LOS is blocked:
LOS FIGURE 06 - Same Unit Height: TWO
BLOCKING HEXSIDES? LOS BLOCKED

If the LOS runs through TWO or MORE


hexes containing Obscuring Terrain, the Blocked
LOS is blocked:
LOS FIGURE 03 - Same Unit Height: TWO 2 1
or MORE OBSCURING HEXES? LOS BLOCKED

Blocked
10.2.3 Blocking Terrain obstacle Height & Blind
2 1 Spots
When a unit and its target are each in
terrain where they have different unit
heights, the following cases apply.

55
WORLD AT WAR 85: CORE RULES v2.0
NOTE: Enlarged versions of the graph- LOS FIGURE 08B - Unit Height 2 = Obstacle Height 2:
ics in this section are found on Player Intervening hex obstacle height equal to one unit
Aid Card PAC08 A Line of Sight refer- height? LOS BLOCKED
ence with examples. Blocked

If the LOS crosses a blocking hex whose


obstacle height is higher than the unit
height of either the attacker or target,
Obstacle Target Unit
the LOS is blocked: height = 2 height = 2

LOS FIGURE 07 - Intervening hex obstacle


(HILL)
higher than either unit height? LOS BLOCKED Blocked
Obstacle height = 1
Attacker Unit height = 0

Blocked If either of the units is in a hex with a


unit height that is one level higher than
Unit height = 0 Unit height = 0
a blocking hex’s obstacle height, the
blocking hex creates a Blind Spot along
If the LOS crosses a blocking hex whose
the LOS, starting immediately behind the
obstacle height is the same as the unit
blocking hex, and stretching from there
height of one unit, but higher than the
for the same number of hexes as the
other, the LOS is blocked:
distance between the attacker and the
LOS FIGURE 08A - Unit Height 1 - Obstacle Height 1: blocking hex:
Intervening hex obstacle height equal to one unit height
but higher than the other unit height? LOS BLOCKED LOS FIGURE 09 - Intervening hex obstacle height
ONE level lower than the one unit height and ONE
level higher than the other unit height
Obstacle height = 1 May Blind Blind
Clear
Block Spot Spot
Unit height
Blocked =1
Attacker Unit height = 2

Unit height = 0 Blind Blind


Obstacle Clear
height = 1 Spot Spot

Important: this means the LOS of a unit May


Block
(HILL)
on a Hill or Hill-City or Hill-Woods hex is
Target Unit height = 0
blocked to a lower unit if they are not on 2 hexes away 3 hexes away

the edge of the hill, see LOS Figure 08B. 2 hexes away

Important: The LOS to a unit in a Blind


Spot is blocked!

56
WORLD AT WAR 85: CORE RULES v2.0
Example in LOS FIGURE 09: The unit RANGE FIGURE 02 - An example of the range
height of the Soviet platoon on the left is between two units.
two; the obstacle height of the blocking
hex in K9 is one. The Soviet unit may not
fire at any enemy unit either one or two 1 3
hexes along the LOS from the blocking
2 4 5
hex, as it is two hexes from the blocking
hex. It may fire at an enemy unit at tar- Range = 5 hexes
get height zero which is three hexes or
more beyond the blocking hex. Each FP dice on your ground unit’s count-
er – whether AP or HE - has an associated
If either of the units’ heights is two or Range value printed as a superscript to
more levels higher than the blocking the upper left of it on the counter.
hex’s obstacle height, the Blind Spot be- AP FP Range is in the left-hand yellow circle,
hind the intervening terrain is only one while HE FP range is in the right-hand yellow
hex: circle.

LOS FIGURE 10 - Intervening hex obstacle height


TWO or MORE levels lower than the one unit height
Blind May
CLEAR
Spot Block

Blind
CLEAR Attacker Unit height = 3
Spot
To determine the Range between your
unit and its intended target unit, count
May
Block
Obstacle height = 1 the smallest number of contiguous hexes
between your unit’s hex and the target
Target Unit heights = 0
unit’s hex. Measure distances not includ-
ing the firing unit’s hex but including the
AGAIN: The LOS to a unit in a Blind Spot
target hex. The resulting number is the
is blocked!
Range between your unit and its target
unit.
10.3 Range
If the counted Range is less than or equal
Range is measured in map hexes. In order to your unit’s FP Range value, the target
to use Direct Fire, you must first deter- is in range.
mine if your unit’s intended target unit is
in range of the Firepower type your unit The following sections define types of
has chosen to use for the attack.For ex- ranges.
ample, if a target unit is five hexes away
from your firing unit, the range is five
hexes:

57
WORLD AT WAR 85: CORE RULES v2.0
10.3.1 Point Blank Range 10.3.5 Minimum Range Requirement
Point Blank Range is all ranges up to ½ of
the printed Range value (rounded down)
for that Firepower.

10.3.2 Effective Range


If the unit counter has a black Special
Effective Range is all ranges greater than Ability triangle, and elects to use its
½ of the printed Range value (rounded green AP value, it has a minimum range
down) and up to the printed Range value of 3 hexes, and so cannot fire if the range
for that Firepower. is 1 or 2 hexes. Note however that Point
Blank Fire may still be possible at 3 or
10.3.3 Long Range more hexes.
Long Range is all ranges greater than the
printed Range value and up to double the 10.4 Combat
printed Range value for that Firepower.
Once the 3 prerequisites for combat have
10.3.4 Maximum Range been met - an appropriate weapon FP,
with the target in LOS and Range - your
Maximum Range is exactly twice the unit may attack its target.
printed Range value on the counter.
Then check 10.6, Direct Fire Restrictions
RANGE FIGURE 02 below shows the dif- and Modifiers, to see if any FP, To-Hit,
ferent ranges and how they relate to each Save or Defensive Bonus values are in-
other for a unit with an effective HE FP creased, decreased or otherwise modi-
Range of 4 hexes. fied by the particular terrain or position
or other factors involved in the specific
combat.
To execute the attack after all modifiers
have been taken into account: for each d6
you roll which is equal to or greater than
your modified To-Hit number, you score
a hit.

RANGE FIGURE 02 - An example of Point Blank,, Effective and Long ranges for the Luchs’ HE FP

HE FP Effective (printed) RANGE = 4 hexes

2 4 6 7
8
1 3 5

58
WORLD AT WAR 85: CORE RULES v2.0
For each attack, the target unit rolls a An Infantry Support Weapon is indicated
number a dice equal to its Armor value, if on the counter by the INF symbol in the
it has one; or, if it does not, it rolls a num- yellow circle:
ber of dice, called its Defensive Bonus,
based on the terrain it occupies. Conceal-
ment and weather conditions can pro-
vide Defensive Bonuses, each such bonus
adding one additional save die in either
case. Note that in some cases a unit may
have no dice at all to roll (notably troops
in Clear terrain; See 10.6 Direct Fire Re- Infantry Support Weapons may be de-
strictions and Modifiers). ployed to any Infantry-type Troop units.
These may not be deployed to any Towed
For target units with an Armor value, units or any Mortar units.
each d6 the target unit rolls which is
equal to or greater than its modified Ar- Infantry type units will have “Infantry”
mor save value, saves – and therefore can in the description under the Unit Type
ignore - one hit you just scored. column on the unit’s row in its National
Unit Table.
For target units without an Armor value
but using a Defensive Bonus based on the An Alternative Armament Support
terrain they occupy, each d6 the target Weapon is indicated on the counter by
unit rolls which is equal to a 5 or 6 saves the ARM symbol in the yellow circle:
– and therefore the target unit can ignore
- one hit you just scored.
Each unsaved hit causes a Disruption, re-
duction or elimination of the target unit.
Apply the combat hit effects immediately
(See 10.7 Combat results).
Alternate Armament Support Weapons
When the attack has been resolved, the are assigned by Module and Scenario
attacker is marked Ops Complete, and rules which will indicate specific Heavy
the Direct Fire Action is over. Armor vehicles and some Towed Artil-
lery and Anti-Tank Gun units to which
10.5 Support Weapons, Modifiers & these may be deployed.
Restrictions All Support Weapons may begin the game
Support Weapons are additional Direct in your HQ/SW Holding Box. During any
Fire weapons. They may begin the game Action, you may deploy a SW from the
in your Holding Box or on the map at Holding Box to an eligible unit for its type
your choice, but if in the Holding Box, (INF or ARM). This decision can be made
they may be deployed. They may only be immediately before the Support Weapon
deployed and used by the specific unit is used for Direct Fire. There is no restric-
type indicated on the counter, either In- tion on when to deploy during an Action
fantry units, or Heavy Armor units and other than the Support Weapon being de-
some Towed guns. ployed to the proper unit type.

59
WORLD AT WAR 85: CORE RULES v2.0
Some Support Weapons – like Mine Plows When performing a Direct Fire Action,
– are not used for Direct Fire, but are check each of these cases to see if it ap-
used for other purposes. Mine Plows al- plies to the combat before it is executed.
low a Heavy Armor vehicle to attempt
to safely breach Minefield hexes. (See Note: The following Restrictions and
16.3.1, Breaching Minefields). Modifiers are summarized for quick use
during play on Player Aid Card PAC10 Di-
rect Fire Modifiers.

10.6.1 Anti-Aircraft Fire


Design Note: Anti-Aircraft Fire is a spe-
cific form of Direct Fire used by units
Once deployed, and if capable of Direct with a blue AP value. These are referred
Fire, a Support Weapon may fire either to as Anti-Aircraft units, and are ideally
immediately before or after the unit to designed to bring down flying enemy He-
which it is deployed fires. The Support licopters and CAS. Other units are less
Weapon can engage either the same tar- suited to that specialized task, but can
get, or a different target than the unit to still be effective in this role, and so are
which it is deployed. subject to Firepower and Range restric-
tions detailed here. Anti-Tank Guided
Support Weapons capable of Direct Fire Missiles are not suited to Anti-Aircraft
may be deployed when the Formation is Fire.
inactive and then execute Opportunity
Fire (See 10.11 Opportunity Fire). Anti-Aircraft FP dice (blue AP or HE
Note: Once deployed from the holding FP dice) execute Direct Fire versus Fly-
box, Support Weapons - unlike HQs - do ing and Hovering Helicopters, and CAS
not ever return to the Holding Box during counters as usual, with all applicable
the game (See 2.3.6, INF Support Weap- modifiers below. However, a unit with
on Transfer). black or orange FP dice may only attack
Flying and Hovering Helicopters and CAS
counters up to its Effective (i.e. Printed)
10.6 Direct Fire Restrictions Range, with no Point Blank Range bonus
and Modifiers or Long Range To-Hit penalty applying. It
also subtracts 2 from its FP dice, and it’s
This section details restrictions that may To-Hit number is increased to 6 for AA
affect your unit’s FP dice, To-Hit number Fire.
and/or Range at which Direct Fire may be
conducted against an enemy unit. There Exceptions: Units may not use a green
are also bonuses and penalties to your AP value for Anti-Aircraft Fire at Flying,
unit’s fire that may be applicable to your Hovering or NOE Helicopters; or at CAS
Action. For Defensive Bonuses specifi- counters. They may Fire at Landed Heli-
cally, these are cumulative, but subject copters.
to the Maximum Defensive Bonus limit
(See 10.6.14). Also, NOE Helicopters may not be at-
tacked by missile-armed Anti-Aircraft
units (such units have both a blue FP dice
and blue Range).

60
WORLD AT WAR 85: CORE RULES v2.0
10.6.2 HQ or Leader Command Bonus 10.6.9 Composite/Reactive Armor
Add the Command Bonus of an HQ or Units with an orange Special Ability tri-
Leader deployed or assigned to the firing angle have Composite/Reactive armor
unit’s FP (AP or HE). and receive a -1 to their Armor save val-
ue if fired upon by green AP dice (ATGM).
Important: A unit may only use one or
the other of the HQ or Leader Command 10.6.10 Volley Fire
Bonus for one attack, not both.
Soviet, Pact and PACT-allied Heavy Ar-
10.6.3 ATGM Minimum Range mor vehicle units ONLY receive a +1 to
a Heavy Armor vehicle unit FP dice in
Units with a black Special Ability triangle a stack with another Heavy Armor ve-
firing a green AP value (ATGMs) may not hicle of the same nation. Both units are
fire if their intended target is at less than marked Ops Complete after the Volley
3 hexes range. Fire is executed.

10.6.4 Point Blank Range Fire This is not applicable Opportunity Fire
or the movement portion of Move and Di-
-1 to To-Hit for Direct Fire only (NOT On- rect Fire!
Board Indirect Fire, or CAS attacks)

10.6.5 Long Range Fire 10.6.11 Target is a Landed Helicopter


+1 FP dice and -1 to To-Hit for the attack-
+1 to To-Hit (Including On-Board Indirect
er.
Fire, but NOT CAS attacks)

10.6.6 Firing into an adjacent Smoke hex 10.6.12 ATGM Direct Fire at a Target in Blocking
Terrain
+1 to To-Hit
+1d6 Defensive Bonus to targets in City,
10.6.7 Firing out of a Smoke filled hex into an Town, Woods, Light Woods, Light Jungle
adjacent hex or Jungle hexes which are fired upon by
a Green AP FP.
+1 to To-Hit
10.6.13 Concealment
10.6.8 Terrain
+1 Defensive Bonus to the target if con-
Defensive Bonus dice are added for the cealed.
target unit per the Defensive Bonus col-
umns on the TEC. Cross-indexing the ter- Important: Concealment is defined as
rain in the hex that the target unit occu- the target is:
pies with the Defensive Bonus column for
its type (Troops or Vehicles). • Not moving, and

This determines if and how much of a De- • Not marked Ops Complete, and
fensive Bonus the unit receives. This De-
fensive Bonus is cumulative with others • In a hex with a Defensive Bonus, and
in this section subject to the Maximum
Defensive Bonus (See 10.6.14). • Not adjacent to an enemy unit, and

61
WORLD AT WAR 85: CORE RULES v2.0
• Not within 5 hexes of an enemy Recon • HQs and Leaders
unit (Recon units have a red Recon
Special Ability triangle) • Transport units and Passengers
• Close Air Support
10.6.14 Maximum Defensive Bonus
10.7.1 Results versus Ground units
An enemy Heavy or Light Armor vehicle
unit may only add a maximum of two ad- • Undisrupted full-strength two-
ditional dice for terrain Defensive Bonus, step units are Disrupted by the
concealment, and/or ATGM firing on a first unsaved hit, reduced by the
target in blocking terrain, after all mod- second, and eliminated by the
ifiers are applied. third.

Soft Targets (vehicular or otherwise) • An already Disrupted full-


have no maximum Defensive Bonuses strength two-step unit is reduced
limit. by the first unsaved hit, and elimi-
nated by the second.
10.6.15 Maximum To-Hit penalty
The maximum To-Hit value after all mod- • Undisrupted, reduced two-step
ifiers are applied shall never be more units are Disrupted by the first
than 6. unsaved hit, and eliminated by the
second.
10.6.16 Minimum FP dice penalty
• Undisrupted one-step units are
The minimum FP dice after all modifiers also Disrupted by the first hit, and
are applied shall never be less than 1. eliminated by the second.
10.6.17 All-water Hex restriction • An already Disrupted unit that
Unless permitted by module or scenario is either already reduced, or is a
rules, amphibious ground units in all-wa- one-step unit, is instead eliminat-
ter hexes may not themselves execute ed by the first unsaved hit.
any form of direct (or indirect) fire.
Note: Helicopters are one-step units.
10.7 Combat Results & Post-combat Hits are applied to the target unit that
Missile Ammo Check was specified by the attacker. Any hits in
excess of the hits needed to eliminate the
Once the attacker has determined any
target unit are applied to the other unit
hits, and the target has determined hits
in a stack, but only if the latter can be af-
saved, it is time to resolve any unsaved
fected by the FP dice used in the attack.
hits.
Example: Excess AP hits will not do any-
Unsaved hits disrupt, reduce, or elimi-
thing to a non-vehicular Soft Target in
nate the target unit, depending on the
the same hex as a Heavy Armor Target
type of unit hit. For this purpose, units
that was eliminated.
are classified as:
• Ground Units

62
WORLD AT WAR 85: CORE RULES v2.0
10.7.2 Results versus HQs and Leaders 10.7.3 Results versus Transport units and
HQs and Leaders may not be directly tar-
Passengers
geted, but may be affected if any units • If a Transport unit is Disrupted,
with which they are stacked are reduced its Passengers are Disrupted.
or eliminated.
• If a Transport unit removes its
Note: This applies to either unit in the
Disruption marker, so do the Pas-
hex not just the one with which they are
sengers.
deployed or assigned.
• If a ground Transport unit is re-
If any unit stacked with an HQ or Leader
duced, roll 1d6.
is reduced, roll 1d6 for each HQ and Lead-
er in the hex. If one unit stacked with an »» On a result of 1 - 3, the Passen-
HQ or Leader is eliminated instead, but gers are not affected.
another unit is still in the hex, roll and
add 2 the die roll. »» On a result of 4 - 6, the Passen-
• On a result of 1 - 3, the HQ or gers are reduced, rolling as usu-
Leader is not affected. al for the reduction/wounding
of attached HQs or Leaders.
• On a result of 4 - 6, the HQ is re-
duced, or the Leader is wounded. • If a ground Transport unit is elim-
An HQ that is already reduced inated, roll 1d6.
remains reduced, and is moved
to the Suppressed Holding Box. A »» On a result of 1 - 3, the Passen-
Leader who is already wounded is gers are reduced and Disrupted,
eliminated. also roll as usual for the reduc-
tion/wounding of attached HQs
Remember: An HQ moved to its Sup- or Leaders.
pressed Holding Box remains reduced.
»» On a result of 4 - 6, the Passen-
If all the units stacked with an HQ or Lead- gers and any HQ or Leader with
er are eliminated, the HQ is automatical- them are also eliminated.
ly reduced if not already, then moved to
the Suppressed Holding Box. Any Leader • If a Flying or Hovering Helicopter
present in the hex is eliminated. Transport unit is eliminated, the
Passengers and any HQ or Leader
Suppressed HQs are moved to their HQ/ with them are eliminated.
SW Holding Box during the subsequent
Marker Removal Phase. • If a Landed or Nap-of-Earth Heli-
copter Transport unit is eliminat-
ed, roll 1d6 for each Passenger
unit.

63
WORLD AT WAR 85: CORE RULES v2.0
»» On a result of 1 - 3, the Passen- 10.8 Wrecks and Disruption
gers are reduced and Disrupted,
any HQs with them are reduced 10.8.1 Wrecks
(or Suppressed if already re-
duced); any Leaders with them If a vehicle unit is eliminated,
are WIA (or eliminated if al- place a Wrecks marker in the
ready WIA). hex. Only one Wrecks marker
is permitted in a hex: if anoth-
»» On a result of 4 - 6, the Passen- er vehicle unit is eliminated
gers and any HQ or Leader with in the hex, no Wrecks marker is added to
them are eliminated. the hex. No Wrecks markers may be
placed in all-Water hexes, unless permit-
10.7.4 Results versus Close Air Support ted by Module or Scenario rules.

Hits by your Anti-Aircraft Fire versus an 10.8.2 Disruption Effects


enemy CAS unit counter are covered by
Disrupted units may not use
this section.
Direct Fire or Spot for Indi-
• If you score two or more hits on rect Fire. They may move, but
an enemy CAS counter, the enemy may not move closer to an en-
is eliminated, and so the card and emy unit in LOS. If not cur-
counter are immediately removed rently in an enemy unit’s LOS, it must
from the scenario. stop immediately upon entering a hex in
LOS of an enemy unit. They may also not
• If a CAS unit takes one hit, roll move into a hex adjacent to an enemy
1d6. unit, and if already adjacent it must re-
main where it is. Of course this means
»» On a result of 1 - 3, the unit cir- they may not Assault, but they may coun-
cles back. Discard its card, and terattack in response to an enemy As-
keep its counter in the HQ/SW sault, but with a To-Hit number of 6 (See
Ready to be Deployed Holding 13.0, Assault Action).
Box. The card is reshuffled into
the Formation Deck for the next Important: Once Disrupted, the Disrupt-
turn. ed marker may only be removed during
the Disruption Removal Step of a subse-
»» On a result of 4 - 6, the unit quent Formation Impulse for its Forma-
calls off its run, and returns tion. If a Disrupted unit is Out of Com-
to base. Remove its card and mand, it adds 1 to its Disruption removal
counter from the scenario. It is 2d6 die roll.
not considered eliminated for
Victory Point purposes, but its Important: Note that units receiving a
card and counter are still re- disruption or step-loss result from Op-
moved from the scenario portunity Fire must stop moving. The
affected unit is also immediately marked
To be clear: If the CAS counter is elimi- Ops Complete.
nated, its card is also eliminated.

64
WORLD AT WAR 85: CORE RULES v2.0
10.9 Rubble, Clearing Rubble & Fires Unlike an Assault retreat, a unit retreat-
ing out of a Fire hex is NOT marked Ops
If a net result of 3 or more hits are inflict- Complete.
ed in one Direct or Indirect Fire attack
on a unit or stack (after any Defensive
Bonus saves and/or Armor saves) in any
City, Town, Woods, Light Woods, Light
Jungle or Jungle hex - or any terrain If the result is 6 the
type designated in Module or Scenario hex is rubbled and a fire also is ignited.
rules - immediately roll 1d6 to determine Place both a Rubble and a Fire marker in
if the hex becomes a Rubble hex and/or if the hex, immediately applying the fire ef-
a Fire is ignited in the hex. fects, as if you had rolled a 5.

If the result is 1-3, there is no effect. 10.9.1 Clearing Rubble Hexes

If the result is 4 the hex is rub-


bled; place a Rubble marker in the hex.
IMPORTANT NOTE: Rubble hexes may
That hex now uses the Rubble line on the
not be cleared until any Minefield mark-
TEC for all purposes.
er in the Rubble hex is removed by being
depleted (See 16.2.2) or by a successful
Breaching attempt (See 16.3.1).

If the result is 5, and the hex Rubble hexes may be cleared (removed)
does not already contain a Burnt Out by an Engineer or CEV (Combat Engineer-
marker, a major fire is ignited in the hex. ing Vehicle platoon) unit which begins its
Place a Fire marker in the hex. Any Formation Impulse in the Rubble hex,
Wrecks, Improved Positions and / or declares a Movement Action, and then
Cleared markers in the hex are immedi- spends all of its MPs to make a Clearing
ately removed from the map. Minefield Roll. Roll 2d6, with a penalty of -3 to the
markers of either type (Placed or Ran- die roll. If the results is less than or equal
dom) remain in the hex. Then attempt to to the Clearing unit’s Morale/Training
retreat any units in the hex as if they had value, the Clearing Roll is successful, and
lost an Assault Action (See 13.2.2, Re- the hex is successfully Cleared: remove
treating from an Assault). Any ground the Rubble marker and replace it with a
unit which cannot retreat out of the Fire Cleared marker. That hex now uses the
hex is eliminated. Helicopters may im- Cleared line on the TEC for all purposes.
mediately change mode to attempt to re- A failed Clearing Roll has no effect. Mark
treat one hex (only) out of the Fire hex any such unit as Ops Complete after any
and are NOT subject to Opportunity Fire Clearing attempt.
in the new mode, as usual, if they do. He-
licopters, upon a successful change of
mode, may only move one hex to avoid a
Fire hex.

65
WORLD AT WAR 85: CORE RULES v2.0
Note: Only one Clearing attempt may be When an activated unit moves in the LOS
made per activation per unit per hex. So of an eligible inactive unit, the Opportu-
if two Engineer units are in a Rubble hex, nity Fire is declared and movement stops
both may make one Clearing attempt in until the attack is resolved. The moving
each activation. unit may be able to continue its move af-
terwards.
10.10 Missile Ammo Check Alternatively, if a Passenger expended
no MPs before being loaded; or whenever
unloaded; and whether or not its Trans-
port unit moved, the act of loading or un-
loading triggers Opportunity Fire. Again,
the Opportunity Fire is declared and the
Important: If your unit must make an loading or unloading stops before com-
ammo check and already has a LOW MIS- pletion until the attack is resolved. The
SILE AMMO marker, do not roll. Instead, loading/unloading unit may be able to
simply remove the LOW MISSILE AMMO complete its process afterwards.
marker and replace it with a NO MISSILE
When an Opportunity Fire attempt is
AMMO marker.
declared, a Support Weapon may imme-
Immediately after a unit executes Di- diately be deployed and used to execute
rect Fire with its green AP value (AT- Opportunity Fire.
GM-armed units); or its blue AP value if it Unlike regular Direct Fire, where both a
also has a blue Range value (SAM units), Support Weapon and the unit to which it
it rolls 2d6 for a Missile Ammo Check. is deployed may both fire, during Oppor-
If the result is > its Formations Morale/ tunity Fire a Support Weapon deployed in
Training value, place a Missile Reload- this manner is used in place of any FP of
ing marker on the unit. The unit may not the unit to which it is deployed (because
Fire with its AP value until the marker is the unit will be Ops Complete as soon as
removed (See 7.3, Missile Ammo Reload the Support Weapon fires).
Step).
IMPORTANT: Only one Opportunity Fire
10.11 Opportunity Fire attack is allowed per hex of movement,
OR loading or unloading Action inside a
Opportunity Fire is a form of Direct Fire hex .
triggered by enemy movement, or enemy
loading or unloading of Passengers in the
LOS of an inactive unit, or a helicopter IMPORTANT: Units receiving a disrup-
changing mode. tion or step-loss result from Opportunity
Fire must stop moving. The affected unit
Units that are Out of Command may still is also immediately marked Ops Com-
use Opportunity Fire. Units that are plete.
marked as being Ops Complete or Dis-
rupted may not use Opportunity Fire
Opportunity Fire may be triggered during
an enemy Movement, Move & Fire, or As-
sault Action.

66
WORLD AT WAR 85: CORE RULES v2.0
Design Note: The stack is still a stack.
So for Opportunity Fire, which is Direct
Fire, if more hits are scored than needed
to eliminate the unit in a moving stack,
excess hits are applied to the units mov-
ing with it (if any) if the FP dice used was
of a type that could affect the other unit
in the stack, as usual (see 10.0). If the
Opportunity Fire was On-Board Indirect
Fire, both units are affected in any case,
again, as usual (see 14.0).

Example: If there were 4 hits scored by


AP FP on the top unit of a moving stack
of two T-72 units by Direct Opportunity
Fire, the first platoon would be eliminat-
ed and the second would be Disrupted
and cease movement. However, if the sec-
ond unit in the stack had instead been an
Infantry unit, the Infantry unit would be
unaffected and could continue moving.

If, after the Opportunity Fire attack is


completed, the target of the Opportunity
Fire is able, it may continue its move or
complete loading/unloading. If only one
unit in a stack is able to continue its move
(the other being Disrupted, for example),
the stack may split with one unit moving
on while the other remains in the hex.
A unit that continues its movement may
draw Opportunity Fire from another unit.
The attacking unit, or an attacking unit
which deployed a SW to attack, is marked
Ops Complete after the attack.

67
WORLD AT WAR 85: CORE RULES v2.0
2 for their subsequent Direct Fire attack.
11.0 Move & Fire Action Note that the unit’s FP dice may not be
A unit making a Move & Fire Action must reduced below 1.
expend at least 1 Movement Point, and
then it may (not must) execute Direct Ground units with ORANGE AP/HE values
Fire at a target. possess Enhanced Move & Fire capabil-
ities:
Important: A unit may not fire, then
move. • Soviet, Pact and PACT-allied units
with an ORANGE FP dice value can move
The Move & Fire Summary Chart below up to half their MPs (rounded down),
summarizes the effects detailed below of and reduce their FP dice by 1. Or they
selecting a Move & Fire Action. It is also may move between their half to their
found on Player Aid Card PAC05 Miscel- full MPs, and reduce their FP dice by
laneous Tables. 2.

A Move & Fire Action does not affect a • NATO and NATO-allied units with an
ground unit’s To-Hit numbers, but its FP orange FP dice value can attack with-
dice may be reduced. A Move & Fire Ac- out penalty if they move up to half
tion does not affect a Flying Helicopter’s their MPs (rounded down). Or they
FP dice or To-Hit number, but it may not may move between more than half
move more than 12 Movement Points to their full MPs, and reduce their FP
and still fire, unless indicated by Module dice by 1.
or Scenario rules.
Upon completion of this Action, mark the
Units with black AP/HE FP dice have unit or stack Ops Complete.
their Movement Points halved (rounded
down), and also reduce their FP dice by
Expend at least one Expend more than
Nation, Unit &
Sample Unit (not all) MP, up to half MPS half MPs (round
Firepower
(round down) down), to full MPs
Any Ground unit
with
-2 FP dice (min 1) Prohibited
Black, Blue or Green
AP or HE
Soviet/PACT/
PACT-Allied unit
-1 FP dice (min 1) -2 FP dice (min 1)
with Orange AP or
HE

NATO/NATO-allied
unit with Orange AP No effect -1 FP dice (min 1)
or HE

Helicopters Expend <= 12 MPs Expend > 12 MPs

Flying
Helicopter with any No effect Prohibited
color AP or HE

68
WORLD AT WAR 85: CORE RULES v2.0
12.0 On-Board Indirect
Fire Action
Of course Aircraft – including Helicop-
ters - may not choose this Action.

A unit making an On-Board Indirect Fire


(See 14.0) attack does not need a LOS to
its target, but does need a Spotter on the
map which has a clear LOS to the target
hex.
On-Board Indirect Fire is executed as an
Action by one of your units which has
neither an Ops Complete or Disrupted
marker, and with a gray Special Ability
triangle on it (typically MRTR, SPMRTR,
ARTY, or SPA units).
See Indirect Fire for the procedures
(14.0).

69
WORLD AT WAR 85: CORE RULES v2.0
may not enter an enemy-occupied hex,
13.0 Assault Action and may not counterattack if assaulted
Design Note: Assault is a particularly itself.
deadly form of attack, where units move
If a stack is moving to Assault, and in-
to and enter an enemy-occupied hex, and
cludes a unit without an Assault value,
engage at short - if not hand-to-hand –
the stack splits. The eligible unit will en-
ranges, with the intent of clearing a hex
ter the enemy-occupied hex, while the in-
of enemy units in order to control the
eligible unit halts in the adjacent hex.
hex.
Defending units that are marked Ops
Aircraft may not choose this Action. Fly- Complete may counterattack.
ing and Hovering Helicopters may not be
the target of an Assault. NOE Helicopters Disrupted units may counterattack as
may only be the target of an Assault if well, but with a To-Hit number of 6.
they are in a hex with an obstacle with Again, the Assault is resolved as soon as
terrain of obstacle height zero (0). (See the attacker enters the hex.
the TEC.)
Note: Any unit which possesses an As-
An Assault Action may be initiated by sault FP but does not possess either an
your units which have an Assault value AP FP factor or is indicated in its Module
and which have neither an Ops Complete Rules as a unit with High Rate of Fire
marker nor a Disrupted marker. A unit HE (See 10.1, AP and HE Firepower –
selecting this Action may Move up to its Which to use?) may not initiate an As-
full MP allowance to reach and enter its sault against a Heavy Armor unit.
intended target hex. Such units also may not counterattack
an Assault by a Heavy Armor unit. See
Important: Any unit that is unloading
the National Unit Table for a specific
from a Transport unit directly into an As-
unit to see if it has the High Rate of Fire
sault is subject to Opportunity Fire, see
HE capability.
9.8.3 and 9.8.4.

Upon successfully entering the target


hex, it then immediately executes the
Assault as the Attacker. The target units
are the Defenders in the Assault.
Example: The United States M-113 unit
Note: The assaulting unit must have above has an Assault value but does not
enough Movement Points remaining to have an AP FP. It may not initiate an As-
pay the full cost of entering the target sault against the T-72 and it may not
hex, or the Assault does not take place, counterattack if assaulted by the T-72.
If that is not the case, the unit is marked
Ops Complete in the last hex before it en-
tered the target hex.

A unit with an Assault value may initiate


combat upon entering an enemy-occu-
pied hex. A unit without an Assault value

70
WORLD AT WAR 85: CORE RULES v2.0
13.1 Assault Modifiers If the Assault happens in a City or Town
hex, the infantry also gains +1 Assault
Design Note: Your infantry is at a huge FP dice.
advantage when assaulting enemy ve-
hicles not escorted by their own infan- 13.1.3 Cross-Bridge or Cross-River Assault
try. However, when you assault across a
An Assault against an Undisrupted ene-
bridge, you become involved in a compli-
my unit across a Bridge or River hex side
cated ballet of support and risk.
suffers a +1 to the attackers’ To-Hit num-
ber and -1 Assault FP dice. The enemy
Ideally you will try to suppress the
unit also gains -1 To-Hit.
bridge’s defenders before you charge the
narrowing path of a bridge in your at- 13.1.4 Night Assault
tempt to seize it. Assaulting across a riv-
er is particularly dangerous. And night- Apply a -1 To-Hit to all Undisrupted units
time assaults are especially deadly as the in a night-time Assault, as designated by
range can be closed quickly, the attack- Module or Scenario rules.
ers mostly unseen. The Assault modifiers
reflect these situations. Design Note: Forcing bridges and night
assaults are not for the faint-hearted…
There are a few bonuses and penalties
that are specific to an Assault. They are 13.1.5 Vehicle Assault bonus
cumulative with each other unless indi- If your vehicle or stack of two vehicles
cated by Module or Scenario rules. wins an Assault and is not Disrupted,
Note: The maximum To-Hit number of and after any enemy units are retreated,
any unit after being affected by sections it may make a free move into an adjacent
13.1.2, 13.1.3 or 13.1.4 is 6. empty or friendly-occupied hex, subject
to stacking limits as usual. This move is
13.1.1 HQ Bonus NOT subject to enemy Opportunity Fire.

Increase your unit’s Assault FP dice by 13.2 Resolving an Assault


your HQ’s Command Bonus.
Note: In an Assault, there are no saved
Note: Your HQ does not otherwise direct- hits, there are only hits. There is no re-
ly participate in the Assault. It can be re- duction in hits for Armor values, Defen-
duced or Suppressed as usual by friendly sive Bonuses for terrain or concealment,
reductions or eliminations as a result of etc.
the Assault. HQs must retreat with any of
your units which survive. Design Note: It’s a knife fight…

13.1.2 Infantry Assault Bonuses versus Vehicles Each of your attacking units rolls its in-
dividual modified number of Assault FP
Undisrupted Infantry units gain a -1 to dice, and scores a hit for each die roll re-
their To-Hit number versus enemy ve- sult >= its modified To-Hit number.
hicles either alone or in a stack with no
Infantry of their side - Disrupted or not. The defender - if eligible - then counterat-
tacks in the same way.

71
WORLD AT WAR 85: CORE RULES v2.0
Note: Landed Helicopters and NOE He- • A hex that is already occupied to
licopters may use their HE FP dice and the stacking limit by a friendly
To-Hit number to counterattack in an stack.
Assault if they have one. Helicopters
without HE FP dice are considered like • A hex it is Prohibited from enter-
any other unit without Assault FP dice ing by the TEC.
and may not counterattack an Assault,
unless indicated by Module or Scenario A unit unable to retreat is eliminated.
rules. Again, Flying Helicopters may not
Important: Units retreating from an As-
attack or be attacked by an Assault.
sault do not trigger Opportunity Fire.
13.2.1 Applying Hits in an Assault
13.2.3 Ending the Assault
The hits are now applied by both sides,
Once the Assault is resolved, all units that
each unit in a stack receiving one hit be-
participated – both sides - are marked
fore taking another. If there are an odd
Ops Complete.
number of hits, roll 1d6: on a 1-3 the top
unit receives the hit; on a 4-6 the bottom
unit does. If the defender is not eliminat-
ed, and the attacker did not inflict more
hits than received, the attacker must re-
treat to the adjacent hex from which it
originally entered the defender’s hex to
execute the Assault.
If the defender is not eliminated, and re-
ceives more hits than it inflicted, it re-
treats 1 hex. The attacker now occupies
the vacated hex, and any assaulting ve-
hicles may make their free move. Note
that possible HQ and Leader losses are
resolved as usual for both sides in an As-
sault (See 10.7.2)

13.2.2 Retreating from an Assault


A retreating unit must move into one of
the three hexes opposite the hex side the
attacker entered from.
A retreating unit cannot enter:
• An enemy-occupied hex.

• A hex adjacent to an enemy unit.

72
WORLD AT WAR 85: CORE RULES v2.0
14.0 Indirect Fire On-Board Indirect Fire
There are two types of Indirect Fire: Off- Abbreviations
Board Artillery Strikes; and On-Board Unit Type Ab-
Artillery Strikes. breviation Description
(sample)
14.1 On-Board Artillery Fire
All units with a gray Special Ability tri- Mortar
angle are On-Board Artillery units. Many
times the type of unit is part of the print- MRTR
ed name on the counter but sometimes
not. The type is always listed on the Na- Self-Propelled
tional Unit Tables for each game if you Mortar
are ever unsure. SPM
On-Board Indirect Fire is executed during
Artillery or
any On-Board Indirect Fire Action, by
Anti-Tank Gun
any of your active units which have a
(Towed)
gray Special Ability triangle; are Undis- ARTY or ATG
rupted and not Ops Complete; and an el-
igible spotting unit (called a Spotter) for
your firing unit has an unblocked LOS to Self-Propelled
the target instead. Artillery
SPA
To be clear: If a unit which is capable of
Indirect Fire has a clear LOS to its target, 14.2 Off-Board Artillery Fire
it does not need a Spotter, and so uses
Direct Fire to attack that target. In this Off-Board Artillery Strikes happen
case it uses its HE FP values and the Di- during the Off-Board Artillery Step,
rect Fire Action rules. If it does not have and represent assets outside the area
a LOS but has an eligible Spotter which of the map, but supporting your troops.
does, it uses the Indirect Fire Rules. The strength and number of Strikes are
tracked on the Artillery Track on the
Design Note: Direct Fire does not scatter Turn Record-Weather-Artillery Tracks
as Indirect Fire possibly may. The conceit Player Aid.
is that Indirect fire used on a target di-
A track marker is provided for each type
rectly in LOS of the firing unit over the
of Strike for which the number and/or
course of 5 to 15 minutes of a turn will
strength of each Strike needs be tracked.
land in the target hex, and not scatter.
The black marker is the number of Strikes;
The following abbreviations are used for the orange marker is the strength of
the unit types which generally have gray the Strikes. All Strikes of a specific type
Special Ability triangles. This table is during a scenario have the same strength
also found on the Player Aid Card PAC05 marked on the track.
Miscellaneous Tables:
An Off-Board Artillery Strike can only be
used once in a scenario.

73
WORLD AT WAR 85: CORE RULES v2.0
14.3 Spotters • For towed ARTY and SPA units,
there is a 7-hex minimum range
A hex may be spotted for Indirect Fire by:
• MRTR and SPM units indicated as
• The activated Formation’s HQ; or 120MM or greater in their count-
er name have a minimum range of
• Any Active unit with a red Recon
2 hexes.
Special Ability triangle.
• All MRTR and SPM units of less
• (For On-Board Artillery Strikes
than 120MM (typically 82MM or
only) any activated unit permit-
81MM) have NO minimum range.
ted on its National Unit Table, and
passing a Spotter Check. Note: Consult each unit’s National Unit
Table if you are unsure from the counter
To conduct a Spotter Check for a unit, roll
name of what the minimum range is.
2d6. Subtract the Command Bonus of any
HQ deployed to the unit; or subtract the
Command Bonus of any Leader assigned 14.5 FFE marker & Scatter Check
to the unit.
Off-Board Artillery Strikes take place
Important: Only the HQ’s bonus or the during an active Formation’s Off-Board
Leader’s bonus may be used – not both. Artillery Step in its Formation Impulse.
On-Board Artillery uses the On-Board Ar-
If the result is <= Morale/Training value tillery Action during the Action Step of
of the unit, the unit may act as a Spotter one your Formation Impulses.
for that specific On-Board Indirect Fire.
In either case your Strike or Action is re-
If the result is > Morale/Training value, solved one at a time, so only one marker
the on-board asset is marked Ops Com- is needed to indicate the Active Strike at
plete. No attack takes place a time. This is called the Fire For Effect
marker (aka, the FFE marker).
Important: Do NOT place an Ops Com-
plete marker on a Spotting unit or HQ for
either type of Indirect Fire! Only your
units that execute the On-Board Artil-
lery Strike itself will have Ops Complete
Fire For Effect (FFE) marker:
markers placed on them after they Fire.
• If needed, make a Spotter Check.
14.4 Indirect Fire Range • Place the FFE marker on any de-
Off-Board Artillery Strikes can be direct- sired target hex within LOS of
ed onto any hex the Spotter can observe. your Spotter; and range of your
On-Board Indirect Fire unit (if
Targets of On-Board Artillery Strikes that is what is firing).
must be within the firing unit’s HE Range.
• Check for Scatter. Roll 1d6.
Some restrictions on Range:
If the result is 1 - 5, the Strike is on target.
The FFE marker remains where placed.

74
WORLD AT WAR 85: CORE RULES v2.0
If the result is 6, the Strike scatters to an- 14.6 Strike Types
other hex. Roll 1d6 to determine direc-
tion consulting the North direction for Sections 14.7 to 14.12 cover the different
the scenario. types of Artillery Strikes.
Design Note: Not all types of Artillery
1d6 roll Strikes are available in all World At War
1 2 3 4 5 6 85 modules.

N NE SE S SW NW Consult the Indirect Fire Summary Chart


on Player Aid Card PAC05 Miscellaneous
Move the marker one hex in the rolled di- Tables while looking at this section, to
rection. Then roll 1d6 again. specify.

If this 2nd roll is 1-3 the FFE marker A summary of which Strikes can be used
remains where it is and the Strike is re- by On-Board and which can be used by
solved Off-Board Artillery is provided below, the
Indirect Fire Summary Chart, which can
If this 2nd roll is 4-5, the FFE marker also be found on Player Aid Card PAC05
scatters another hex. Again roll for di- Miscellaneous Tables.
rection, as above.
If this 2nd roll is 6 something has gone 14.7 HE (High Explosive)
badly wrong, and the attack is canceled.
The FFE marker is removed. The Strike 14.7.1 Off-Board versus On-Board FP dice
total for that type of Off-Board Artillery
Strike is reduced by one on the Artil-
lery Track; and the On-Board Artillery
unit that attempted to fire is marked Ops
Complete.
Marker for # HE Strikes (Black)
If the FFE marker is still on the map af- HE Strike Strength (Orange)
ter the Scatter Check, the resolution of
the Strike proceeds against the units in Off-Board High Explosive Strikes are as-
its new location, and depending on the signed FP dice and a To-Hit numbers in
Strike’s Type. the Order of Battle section of a scenario.

Design Note: There is a very small pos- The FP dice and To-Hit combination, and
sibility that a battery will check its fire the number of Strikes are each marked
because of some problem arising on their on the Artillery Track.
end; or, more likely, a friendly “off-map”
On-Board High Explosive Strikes are as-
unit on another part of the battlefield has
signed the HE FP dice and To-Hit number
been given a higher priority and received
of the unit firing.
the Artillery Strike support instead of
you. Or the miss was so bad that it is not
worth locating the final impact hex on
the map. A small element of the Friction
of War.

75
WORLD AT WAR 85: CORE RULES v2.0
14.7.2 Strike Procedure
Indirect Fire Summary Chart
Available as Available as Units in a hex hit by a High Explosive
Strike Type an Off-Board an On-Board Strike are attacked individually and all
Strike Strike * such units in a hex are attacked by the
Strike.
ARTY, SPA,
Yes MRTR**, Use the Direct Fire procedures in combat
SPM**
(10.0), Direct Fire Restrictions and Mod-
High Explosive
ARTY, SPA
ifiers (10.6) and Combat Results (10.7)
Place 3x to resolve the HE Indirect Fire attack.
Important: Disregard section 10.1 for
Yes, place 3x Indirect fire! On-Board Indirect Fire is
subject to Long Range penalties. It is NOT
subject to the Point Blank Range bonus.
MRTR, SPM:
See Direct Fire Restrictions and Modifi-
Smoke Screen Place 1x
ers, 10.6.

However, how hit Saves are calculated is


a little different from Direct Fire resolu-
tion.
Yes, place 3x
• Infantry and unarmored targets
NO gain Defensive Bonuses for terrain
Artillery
type (see 10.6.8) and conceal-
Delivered ment (see10.6.13).
Mines
• Light & Heavy Armor do NOT
use their Armor value (though
they do use their Save value) but
ONLY NO roll only for Defensive Bonuses
Dual-Purpose
Improved Con- for terrain type (see 10.6.8) and
ventional Muni- concealment (see10.6.13). They
tions also receive an additional 1d6
Defensive Bonus, all subject to the
Maximum Defensive Bonus (see.
ONLY NO 10.6.14)
Multi-Launch
Rocket System Exception: When Heavy Armor is at-
tacked by a MRTR or SPM Strike, then
the unit’s Armor/Save values are used
ONLY NO
instead. It is still subject to the Maximum
Chemical Defensive Bonus (10.6.14)
* Minimum Range Restrictions, see 14.4
Range • The usual rules apply when units
** Heavy Targets get full Armor and Save are reduced or eliminated and
when targeted by mortars HQs & Leaders (10.7.2), and/or
Passengers (10.7.3) are present in
76 a Strike hex.
WORLD AT WAR 85: CORE RULES v2.0
Once the Strike has been resolved, the Units firing into an adjacent Smoke filled
FFE marker is removed. For Off-Board as- hex suffer a +1 to their To-Hit number.
sets, reduce the number of HE Strikes by
one on the Artillery Track; while for On- Units firing out of a Smoke filled hex into
Board Strikes, the firing unit is marked an adjacent hex also suffer a +1 to their
Ops Complete. To-Hit number.
Smoke Thinning markers are removed,
14.8 SMOKE and then Smoke markers degrade to
Smoke Thinning by being flipped during
the Marker Removal Phase.
See 2.3.2 for Smoke marker adjustment.

Smoke (front) - 14.9 MLRS (Multi-Launch Rocket


Smoke Thinning (back)
Systems)
Once the Strike has tested for Scatter,
a Smoke marker is placed in the target
hex. Two further Smoke markers may
then be placed; the first in any hex adja-
cent to the target hex, the second adja-
cent to either. You do NOT have to place Marker for # MLRS Strikes
either or both of the additional Smoke
markers, but are allowed to do so.
Like HE, MLRS Strikes are assigned their
values in the Order of Battle section of
the scenario, and are marked on the Ar-
tillery Track in the same way.
First, the FFE marker should be in place.
Roll for Scatter, and if the Strike remains
and is not canceled, place the FFE mark-
er in the target hex. The attack will also
affect units in the 6 surrounding hexes.
Once the Strike has been resolved, the
FFE marker is removed. Reduce the
number of MLRS Strikes by one on the
Examples of Smoke LAYOUTS
Artillery Track.
Smoke blocks LOS for units at any eleva- Again: An MLRS Strike affects all units
tion, whether that be into or through the in the hex it is in and the six adjacent
screen (see the TEC). Units adjacent to a hexes.
Smoke filled hex, however, have LOS into
it, but not through it, for the purposes of
both Direct Fire and Spotting. Units in a
Smoke filled hex only have LOS to adja-
cent non-Smoke filled hexes.

77
WORLD AT WAR 85: CORE RULES v2.0
14.9.1 MLRS Strike Reduction Check Each unit in a hex that receives a Mine-
field-Random marker rolls 1d6.
Before resolving the Strike, make a Strike
Reduction Check. Roll 2d6: if a 2 or 12 is • On a result of 1 - 3, there is no
rolled, reduce the Strike’s FP dice by 1. effect on the unit.

Resolution then proceeds as for HE (See • On a result of 4 - 5, it takes 1 hit.


14.7.2, Strike Procedure).
• On a result of 6, it takes 2 hits
14.10 ADM (Artillery Delivered Mines)
There is no Save roll permitted for hits
inflicted by mines.
Once the Strike has been resolved, the
Minefield-Random markers remain in
place for the rest of the game, unless De-
Artillery Delivered Mine Strikes pleted or Breached, as usual (See 16.2.2,
use the Minefield: Random marker Minefield Depletion; and 16.3.1 Breach-
Roll for Scatter, and if the Strike remains ing Minefield).
and is not canceled, then replace the FFE Also, reduce the number of ADM Strikes
marker with a Minefield-Random mark- by one on the Artillery Track.
er in the target hex. Two further Mine-
field-Random markers are then placed; 14.11 DPICM (Dual-Purpose Improved
the first in any hex adjacent to the target
hex, the second adjacent to either. You do Conventional Munitions)
NOT have to place either or both of the
additional Minefield-Random markers,
but are allowed to do so

# DPICM Strikes (Black)


DPICM Strike Strength (Orange)

Design Note: Dual-Purpose Improved


Conventional Munitions contained many
sub-munitions designed for both anti-ar-
mor and anti-personnel attack. However,
the sub-munitions had a high failure rate.

Like HE, DPICM Strikes are assigned


their values in the Order of Battle section
Examples of ADM LAYOUTS of the scenario, and are marked on the
Artillery Track.
The markers in this case represent scat- Roll for Scatter, and if the Strike remains
tered mines. and is not canceled, place the FFE mark-
er in the target hex.

78
WORLD AT WAR 85: CORE RULES v2.0
14.11.1 DPICM Strike Reduction Check Chemical Strike markers remain on the
map after the Strike is resolved. Units en-
Before resolving the Strike, make a Strike tering a hex adjacent to or containing a
Reduction Test. Roll 2d6. Chemical Strike marker during the cur-
If 2, 3, 11 or 12 is rolled, reduce the rent turn must pay an additional 2 Move-
Strike’s FP dice by 1. ment Points to enter the hex, but are not
otherwise affected.
Resolution then proceeds as for HE (See
14.7.2, Strike Procedure). Reduce the Once the Strike has been resolved, re-
number of DPICM Strikes by one on the duce the number of Chemical Strikes by
Artillery Track. one on the Artillery Track.
All Chemical Strike markers are removed
14.12 CHEMICAL during the next Marker Removal Phase.
Design Note: These artillery Strikes rep-
resent a barrage by non-persistent nerve
gas.

Marker # Chemical Strikes,


Also Strike location on the map
15.0 Designated Formation
Roll for Scatter, and if the Strike remains card
and is not canceled, then replace the FFE
marker with a Chemical marker in the
target hex. The Strike also affects any
unit in the 6 adjacent hexes.
Again: A Chemical Strike affects all units
in the hex it is in and the six adjacent
hexes.

Each unit in a Chemical Strike hex rolls If you draw the Designated Formation
2d6. card, you can activate any one of your
Formations, as long as it is the same na-
On a result <= the unit’s Morale/Training
tionality as the card, unless modified by
value, there is no effect on the unit.
Module or Scenario rules.
On a result > the unit’s Morale/Training
Note: A Designated Formation card does
value, Heavy or Light Armor take 1 hit.
not prevent the Formation chosen from
Anything else takes 2 hits
activating again if its own Formation
No defensive Save rolls are permitted card is drawn from the Formation Deck
against a Chemical Strike. later in the turn, or if activated by the
Battlefield Event Table.
The usual rules apply when units are re-
duced or eliminated and HQs & Leaders
(10.7.2), and/or Passengers (10.7.3) are
present in the hexes affected by a Strike.

79
WORLD AT WAR 85: CORE RULES v2.0
Units voluntarily exiting any Minefield
16.0 Other Series Rules hex (i.e. not retreating because of hits
Sections 16.1 through 16.5 below are by that Minefield, see below) are not af-
used in all WaW85 Series Volumes. fected by the Minefield at that time, but it
costs 2 extra Movement Points to do so.
Sections 16.6 Night Rules and 16.7 para-
chute Drops below are only used in Vol- However, both sides are attacked when
umes where they are indicated in Module they enter a hex containing a Mine-
Rules, but can both be used with the Bat- field-Random marker.
tle Generator (See 17.0) when making
Design Note: Friendly mines…aren’t…
your own scenarios.
Each unit entering a Minefield hex rolls
16.1 Improved Positions 1d6.
• On a result of 1 - 3, there is no
effect on the unit.

• On a result of 4 - 5, it takes 1 hit.


Improved Positions marker
• On a result of 6, it takes 2 hits
A unit in Improved Positions ignores
the first hit it receives each time it is at- No defensive Save rolls are permitted
tacked. Helicopters in any mode may not against a Minefield hit.
benefit from Improved Positions. The usual rules apply when units are re-
Improved Positions typically are as- duced or eliminated and HQs & Leaders
signed in a scenario’s Order of Battle and (10.7.2), and/or Passengers (10.7.3) are
may be placed in any hex in the playable present in the Minefield hex.
area, subject to restrictions as noted in A unit that takes a hit immediately re-
the Order of Battle or Module or Scenario treats to the hex it entered the Minefield
rules. from, and is marked Ops Complete.

16.2 Minefields All Minefield markers remain on the map


and in effect until Depleted (16.2.2) or
Breached (16.3.1).

16.2.1 Hidden Minefields


If you are assigned Minefield markers in
Minefield: Random and Placed your Order of Battle in a scenario, the po-
sition of each Minefield may be recorded
Minefields are typically assigned in a sce- before the game (Map-Hex notation is in
nario’s Order of Battle. the same format as in Scenarios, Exam-
Placed and Random Minefields follow the ple: Map 1-A5). The Minefield marker
same rules, except units entering a Mine- does not need to be placed on the map un-
field-Placed hex belonging to their own less and until an enemy unit enters the
side are not attacked. Minefield’s location.

80
WORLD AT WAR 85: CORE RULES v2.0
At that point, place the Minefield marker 16.3.1 Breaching Minefields
in its recorded hex location and proceed
as in 16.2. Once placed on the map, Mine-
fields stay on the map unless Depleted or
Breached.
Friendly units may start the game in
hexes containing hidden Minefields, if Engineers, CEVs, or Heavy Armor with
permitted to set up in that location by the a Mine Plow SW, or any other unit des-
Scenario Rules. ignated by Module or Scenario rules can
breach (eliminate) a Minefield marker,
Hidden Minefields may not be located in a either Random or Placed.
City, Town, or in a hex with an Improved
Positions marker. To breach a Minefield marker, the unit
must start its activation adjacent to the
16.2.2 Minefield Depletion Minefield marker, and spend all its Move-
ment Points to enter the hex. Upon enter-
After a unit has been attacked by a Mine- ing the hex the unit is subject to Opportu-
field marker of either type, roll 1d6. nity Fire as usual. If it is not Disrupted or
If a 6 is rolled, the Minefield marker is Eliminated, it then may immediately roll
removed. This does not apply to units 2D6 for a Breaching attempt:
Breaching a Minefield (See (see 16.3.1). • On a result <= the unit’s Morale/
Training value, remove the Mine-
16.3 Engineering field marker.
Design Note: For completeness, we here
• On a result > the unit’s Morale/
repeat 10.9.1, Clearing Rubble hexes, in
Training value, the Minefield
16.3.2. This is to allow for one-stop shop-
marker remains in play, and the
ping of the Core Rules engineering func-
unit retreats to the hex it entered
tions. Both 10.9.1 and 16.3.2 are iden-
from, and is marked Ops Com-
tical. Additional Engineering functions
plete.
may be introduced in specific Modules
but these cover the essentials in WaW85
scenarios. 16.3.2 Clearing Rubble Hexes

Though Mine Plows are readily available


in all games, Engineers and CEV units
will be designated in each WaW85 Vol-
ume which uses them, and not all Vol-
umes may have Engineers and/or CEV IMPORTANT NOTE: Rubble hexes may
units. Check the National Unit Table for not be cleared until any Minefield mark-
the volume you are using. er in the Rubble hex is removed by being
depleted (See 16.2.2) or by a successful
Breaching attempt (See 16.3.1).

81
WORLD AT WAR 85: CORE RULES v2.0
As in 10.9.2, rubble hexes may be cleared Units designated by Module rules as be-
(removed) by an Engineer or CEV (Com- ing bridge-laying units will also indicate
bat Engineering Vehicle platoon) unit this capability on their National Unit Ta-
which begins its Formation Impulse in ble Player Aid Card. Such units can place
the Rubble hex. a bridge marker across any river hexside
in its hex.
An Engineer or CEV declares a Move-
ment Action, and then spends all of its To do so, the unit begins a Movement
MPs to make a Clearing Roll. Action (not Move and Direct Fire, or As-
sault) adjacent to that river hexside and,
Roll 2d6, with a penalty of -3 to the die as its Action, spends all its movement
roll. points to flip itself to reveal its bridge de-
If the results is less than or equal to the ployed symbol. At that time it may place
Clearing unit’s Morale/Training val- a Bridge marker pointing toward any riv-
ue, the Clearing Roll is successful, and er hexside of the hex it occupies, unless
the hex is successfully Cleared: remove that hexside is prohibited to be bridged
the Rubble marker and replace it with a by Module or Scenario rules.
Cleared marker. That hex now uses the The Bridge-laying unit may retrieve the
Cleared line on the TEC for all purposes. bridge by again executing a Movement
A failed Clearing Roll has no effect. Mark Action and spending all its movement
any such unit as Ops Complete after any points to flip to its vehicle-symbol side,
Clearing attempt. while also removing the Bridge hexside
Note: Only one Clearing attempt may be marker.
made per activation per unit per hex. So Note: A Bridge-laying unit may only de-
if two Engineer units are in a Rubble hex, ploy one Bridge marker at a time.
both may make one Clearing attempt in
each activation. Unless the Bridge marker is removed, the
Bridge-laying unit may not move at all. If
Also: Engineers and CEV units will be the Bridge-laying unit is eliminated, the
designated in each WaW85 Volume which Bridge marker remains in play.
uses them, and not all Volumes may have
Engineers and/or CEV units. Check the Important: Bridge-laying units are one
National Unit Table for the volume you step units, but have a “B” in a white circle
are using. as its Movement Value on the back of the
counter, instead of the usual “One-Step
16.3.3 Bridge-laying Units Unit” indicator. The unit may be disrupt-
ed when either side is up, but it is treat-
The B on the reverse of a Bridge-laying ed as a One Step Unit for combat purpos-
unit indicates a Bridge marker is de- es (See 10.7.1, Results versus Ground
ployed to the map from this unit. Units).

>>>

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WORLD AT WAR 85: CORE RULES v2.0
16.4 Bridge and Ford markers The Battlefield Event Table has two
events that can influence the weather
in any scenario being played: Weather
>>> Changes, and Squalls. Weather Chang-
es may make the weather level higher
(worse) or lower (or better). The Weath-
er Change Table on the Player Aids shows
Bridge / Bridge Destroyed markers
what the effect is of each weather level.
A Bridge marker is placed to represent
a water crossing not already present on 16.5.1 Weather Changes
the map. Its reverse represents a de-
stroyed bridge.
The red arrow should point at the bridged
hex side.

Weather Level marker


When the Weather Change Battlefield
Event is rolled, follow the instructions
in the Weather Change event to use the
Ford marker
Weather Change Table. The definitions
Fords cannot be destroyed, unless a of the different effects are at the bottom
Module or Scenario rule permits. It also of the table. The weather level is tracked
represents a water crossing not already with three tracks or boxes on the Tracks
present on the map. The red arrow should Player Aid: Weather Track; The Squall
point at the forded hex side. Box; and the Mud Box. Mark the current
weather level and any changes during the
16.5 Weather scenario on the Weather Track as needed
during the scenario.
Design Note: Weather Changes may arise
as indicated on the Battlefield Events Ta- Weather affects are not cumulative: the
ble for your WaW85 Volume. When pos- effects at one level are completely re-
sible weather changes are indicated, you placed by another level, except for Air-
will consult the Weather Change Table. craft removal; Mud, as indicated on the
Since the setting of each WaW85 Vol- table; and Squalls. Squalls completely re-
ume has in its own climate, each Weath- place the weather level effects for the one
er Change Table in each WaW85 game turn they endure (See 16.5.2).
may be somewhat different. But in any
climate, bad weather tends to adversely
affect the fighting capability of units on
the map.

Important: Unless otherwise designated


in Scenario Rules, the Weather Level al-
ways begins the game at 0 (Clear Weath-
er).

83
WORLD AT WAR 85: CORE RULES v2.0
16.5.2 Squalls 16.6 Night Rules
Note: Scenarios that take place at night
will be specifically indicated in Scenario
Rules or you may add these rules to any
scenario you generate using the Battle
Generator (See 17.0, WaW85 Battle Gen-
Squall marker erator). The following apply when a sce-
If a Squall occurs, place the Squall mark- nario takes place at a night.
er in the Squall Box to indicate the Squall
is in effect for the remainder of the turn. 16.6.1 Night Targeting Checks and LOS at Night
The effects of the Squall are indicated in
The maximum LOS for Direct Fire and
the event. The Squall’s effects override
Indirect Fire Spotting becomes 7 hexes,
and replace any weather level effects for
or as restricted by the weather rules,
the current turn until the Squall marker
whichever is less.
is removed during the Marker Removal
Phase. When firing or Spotting, and immedi-
ately after the LOS has been verified, an
Design Note: If the squall intensifies the
attacker or Spotter must then make a
weather, that makes sense. If the oppo-
successful Night Targeting Check (NTC)
site, it represents a lull in the storm, in-
versus the unit’s Morale/Training value
tense though the squall may still be.
in order to fire.
16.5.3 Mud If the target is not adjacent to the unit
making the NTC, the Morale/Training
value is halved (rounded up) before
rolling, unless the unit has Advanced
Night-Fighting capabilities.
NOTE: the units which have these capa-
Mud marker bilities are listed in Module or Scenario
rules.
If Mud is one of the effects of a weath-
er change, place the Mud marker in the Roll 2d6 for the check.
Mud Box; it stays and its effects remain
for the duration of the scenario! • On a result <= the unit’s Morale/
Training value: the attempt is
Design Note: Once soaked to mud, it successful.
would take longer than the duration of
most scenarios for the ground to dry out. • On a result > the unit’s Morale/
Training value: the attempt fails.

If the NTC is failed, the attack or Spotting


attempt is canceled, and the unit which
attempted it is marked with an Ops Com-
plete marker.

84
WORLD AT WAR 85: CORE RULES v2.0
ATGM and SPATGM units do not need to nated by Module or Scenario rules as ca-
make Ammo Reload Checks if they fail an pable of entering the map via parachute
NTC, but they are given an Ops Complete Drop during their Formation Impulse.
marker. parachute Drops are considered a Move-
ment Action, but are executed as follows.
If the NTC is successful the target may be
attacked subject to the Night bonus and Note: Only use these rules for parachute
penalty restrictions below: Drops if called for in Module or Scenario
rules, or in a scenario generated by the
• An Attacker only receives the Battle Generator. Not all World At War 85
Point Blank Range Bonus at night Volumes have elite, parachute Drop-ca-
when the target is adjacent to the pable units. See the National Unit Tables
Attacker, and would be entitled in your Volume for any units designated
to it if the Night rules were not in as elite units.
effect.
16.7.1 Designate Drop Zones and Landing Hexes
• Attackers firing at non-adjacent
targets at night always receive the When designated to enter the map, either
Long Range Fire penalty. by Scenario Rules or by the parachuting
Formation’s Formation card being drawn
16.6.2 Assaults at Night from the Formation Deck, each individ-
ual parachuting Infantry unit or attach-
All non-Disrupted units participating in ment will be placed on the map within a
an Assault at night subtract one from certain distance of one or more scenar-
their Assault To-Hit number (Attacker or io-designated Drop Zone hexes.
target).
Units without an Assault value still may
not Assault or counterattack in an As- Within that radius to the Drop Zone hex
sault. (es), each unit is placed in its intended
hex of landing:
16.6.3 Weather Effects
• A hex where the terrain is not
and Night blocking or Rough (other obscur-
Any weather or Squall effects are cumu- ing terrains such as Cultivated
lative with Night effects. may be designated as landing
hexes), and
16.7 Parachute Drops • A hex which is not an all-Water
hex, and

• A hex which does not contain an-


other parachuting unit

Units with a yellow Special Ability tri- Also: the Formation’s HQ and all Support
angle, and elite units such as Airborne, Weapons assigned to the Formation must
parachute, Special Forces, Spetznaz, or be deployed to individual parachuting
Commando Infantry units may be desig- units at this time.

85
WORLD AT WAR 85: CORE RULES v2.0
16.7.2 Check for Drift • In a hex containing blocking or
Rough terrain.
Each parachuting unit must then roll to
see if it arrives over its intended Drop EXCEPTION TO STACKING LIMITS
Zone hex. Roll 1d6 for each parachuting BEING IN EFFECT AT ALL TIMES:
unit, individually. Stacking limits are applied to parachut-
ing Units immediately AFTER all such
• On a drift roll result of 1-3 the
units have completed any drifting move-
unit will land in its intended land-
ment. Over-stacked parachuting Units
ing hex.
are then eliminated. The player whose
• On a drift roll result of 4 or 5, the units are affected may choose which is
unit drifts one or two hexes before eliminated to bring the stack into line
landing. Roll 1d6 to determine with the limits.
direction consulting the North
direction indicated on the map on 16.7.3 Anti-Aircraft Fire from Ground Units
which the unit that is attempting Once final landing hexes are determined
its landing. for all parachuting units, and stacking
limits have been applied to all hexes con-
1d6 roll taining landing parachuting Units, and
subject to any Module or Scenario rule
1 2 3 4 5 6
restrictions, the enemy may now make
one Anti-Aircraft Fire attack on each
N NE SE S SW NW landed parachute stack (this is a form of
Opportunity Fire). Any Good Order unit
»» Move the unit one hex in the within Range and LOS of its target para-
rolled direction. Then roll 1d6 chute stack is eligible to make the attack
again. On a new roll of 4-6 it
drifts another hex. Determine Additional eligible enemy units within
direction as above. Range and LOS may contribute their fire
to an individual attack, but by adding
• On a drift roll result of 6, the unit one FP dice for each contributing unit, no
has drifted wildly. Roll the direc- matter their actual FP, to a maximum of
tion of drift as with a roll of 4 or 5 +2 FP dice.
above. But to determine distance,
instead of 1 or 2 hexes, make a Important: The landing parachute units
single 1d6 roll and add 1 to deter- are considered to be Flying - like a Heli-
mine the distance drifted. copter in Flying mode or a CAS counter
- for purposes of their target height level
A parachuting unit is eliminated if its fi- in this case (See Flying, 9.7.1.).
nal location after drifting is:
Only HE Values may be used to fire at
• Off the playable area, or landing parachute units.

• In a hex containing an enemy To clarify: Missile-armed Anti-Aircraft


unit, or units may NOT be used versus dropping
parachuting units.

86
WORLD AT WAR 85: CORE RULES v2.0
Landing parachuting units receive one
defensive die for this Anti-Aircraft Fire.
It saves a hit if a 5 or 6 is rolled.
Resolution of unsaved hits is covered in
the Results versus Ground units (See
10.7.1).

16.7.4 Landing: Check for Disruption


Once all Anti-Aircraft Fire versus para-
chuting units is complete (and the An-
ti-Aircraft firing units are marked with
Ops Complete markers), make a Mo-
rale Check for each landed parachuting
unit. Each such unit that fails its Morale
Check, if already Disrupted, is reduced.
Otherwise it becomes Disrupted.
At the end of the parachute Drop proce-
dure, all units that dropped receive an
Ops Complete marker.

87
WORLD AT WAR 85: CORE RULES v2.0
Important: Both players need to agree
17.0 Battle Generator if they want to use EW in the game, and
Design Note: Each World At War 85 Vol- remember that means the Electronic
ume provides a large selection of small, Warfare Card is placed in the Formation
medium and large scenarios pre-made Deck.
and ready to play. But as each counter set
contains the full color-banded strength of • Purchase your units
all Formations - which may not always be • Setup your units and play!
used in the designed scenarios the game
lends itself well to the addition of a Bat-
tle Generator. With Unit and Formation
17.1 Choose a scenario size
points systems, geomorphic maps, vari- Use the Turn Length & Objectives Table
able Objective Point value cards, multi- on Player Aid Card PAC12 Battle Gener-
ple attachment possibilities, and Scratch ator Tables.
Force Formation cards, you can create
just about any battle situation you desire Choose a scenario size from those list-
using the maps and units of any WaW85 ed in the left-hand column of the table.
game or combination there of. Check The table row for that size will show the
out the Battle Generator player aids col- corresponding recommended number of
or-coded with a red border, as you read maps, recommended turn length, and
these guidelines. recommended points per side. Feel free
to vary these values as you prefer.
Here’s our suggested guidelines for de-
If you choose a Regimental sized game,
signing your own scenarios.
the players should all agree on the num-
The process runs like this: ber of maps before setting up.

• Use the Battle Generator Table on Once the scenario size and number of
the Battle Generator Player Aid to maps are determined, Choose the type of
choose a scenario size, maps, turn scenario to be portrayed:
length and points used to pur-
chase forces for each side using • Soviet/PACT Offensive
the points values listed in each
National Unit Table. • NATO/Allied Counterattack

• Lay out the selected number of • Meeting Engagement.


maps.
Cross-index the Scenario Size row with
• Choose and, if necessary place the type of scenario to see the two col-
Objective markers umns that show the number of points
available to build each side’s forces.
• Choose your type of Victory Con-
ditions

• Optionally: Bid points for the EW


Advantage.

88
WORLD AT WAR 85: CORE RULES v2.0
Example: A Meeting Engagement for 17.3 Create Objectives
a Medium sized scenario uses 2 maps.
Under the Meeting Engagement head- There are ten Objective markers in each
ing for that row are two columns: 1700 Volume of WaW85, 5 each for each fac-
points for the Soviet/PACT side to spend tion, labeled A, B, C, D, and E. On one set
to build their forces, and 1400 points for the identifying letter is circled in blue
the NATO/NATO-allied forces to spend. (the NATO/NATO-allied side) and on the
other set, red (the Soviet/PACT side).

17.2 Choose the specific map or maps The defender places 3 Objective markers
within 20 hexes of their home edge. An
If you are using one map, choose one to Objective will be a specific map feature
be the Playable Area for your scenario. If – a bridge, hill, town, for example – and
you choose a larger scenario, choose the may encompass more than one hex.
number of maps indicated and lay them
out adjacent to each other in any config- The attacker then places 2 Objectives in
uration desired: the geomorphic maps in the defender’s half of the map.
each WaW85 Volume connect in any con- Note: For a meeting engagement, for the
figuration as long as you match a short purposes of placing Objectives, randomly
side to a short side, or a long side to a decide which player is the attacker.
long side. We recommend a rectangular
playing area, but it is not an absolute ne-
cessity. 17.4 Choose your Victory Conditions
Choose opposite sides of the map for each If you have no particular Victory Condi-
faction (NATO or Soviet/PACT, or the tions in mind (like play until one side is
equivalent for your game) as their home completely eliminated) one of these four
map edge. Each side’s forces will enter types of Victory Conditions may fit the
from their respective edges. bill. Players should agree on which to use
at this time.
Note: There are a couple of maps planned
which will have all-Water hexes run- Note: You will not yet actually purchase
ning down a long and/or short edge. You your units until 18.4.6.).
should try and match such an edge to an-
other map with the same kind of edge, if Once the Victory Conditions for your sce-
you choose to connect another map to it. nario are chosen, follow the procedure
The Road and River hex sides will match to evaluate victory in your Battle Gen-
to any other edge as usual, short side to erator scenario. Here are the selections
short side, or long side to long side. (17.4.1 through 17.4.4). You only need
choose one.
Design Note: This allows for the depic-
tion of a small bay and/or harbor. 17.4.1 Objectives minus Casualties
Using these Victory Conditions, the side
with the higher points total wins the sce-
nario.

89
WORLD AT WAR 85: CORE RULES v2.0
Each side scores 200 points times the Choose from 1 to 5 Objectives on the map
number of Objectives they control at the and mark them with lettered Objective
end of the game. Each side subtracts the markers. Then place a corresponding Ob-
full points cost of any of their units which jective card off to the side of the map, one
have been eliminated from their total, for each Objective for each side.
and 1/2 the points cost of any two step
units which are reduced but not yet elim- Example: So if you have 3 Objective
inated. markers placed on the map (A, B and
C) you will have 3 NATO Objective cards
As a formula: (also A, B and C) and 3 PACT Objective
cards (A, B and C)
(200 Victory Points x your Objectives
held at end of game) – (points for your There are also 10 Objective Points cards
own units eliminated - 1/2 points for your that can be used by either side, and vary
units reduced) = Your Victory Point Total in points they are worth from 1 to 4.
To determine the degree of the winner’s Collect all 10 Objective Points cards into
victory, divide the points total of the los- a deck, shuffle them and distribute them
ing side by the points of the winning side, face down, one each under each sides Ob-
then multiply by 100, and round down jective card. The Objective is now worth
(i.e. compute a percentage of the loser of that number of points to the side who
the winner’s points) to determine the de- owns the Objective card.
gree of the victory on the Degree of Victo-
ry Chart on Player Aid Card PA12 Battle Each side may only look at the Objective
Generator tables. Points card under their own Objective
cards!
Low score / high score) x 100 = Degree of
Victory 17.4.3 Turn Length and Objectives
17.4.2 Objectives only These Victory Conditions allow the de-
fender to choose a hidden, variable force
Design Note: To enhance the playability size before the game, while the attacker
of your scenarios, and introduce a small gets to secretly vary the game length.
measure of fog of war, the same Objective The fewer turns chosen by the attacker,
will be worth different points to either the fewer Objectives need be taken by
side in the same scenario. the attacker to win. Meanwhile, the more
forces the defender takes, again, the few-
Using these Victory Conditions, each side er Objectives the attacker need control to
scores points for controlling Objectives win.
during the last turn’s Victory Determi-
nation Phase. The side with the higher Note: If this scenario is to be a Meeting
points total wins the scenario. Ties are a Engagement, randomly decide which side
draw. is the attacker and which the defender
for purposes of this Victory Condition.
Each side gains Victory Points for each
Objective it controls. But how many Vic- 17.4.3.1 Objectives
tory Points for any one Objective varies
by side. Always create five Objectives when using
these Victory Conditions.

90
WORLD AT WAR 85: CORE RULES v2.0
17.4.3.2 Game Length At the start of Turn 7, the defender rolls
as above for each of the bonus Formations
The attacking side (as randomly deter-
that has not already deployed. If the de-
mined if this is a Meeting Engagement)
fender chose a zero bonus, the rolls are
will choose the game length in turns, and,
made as above to bluff their opponent.
before the game, secretly writes it down
on a piece of paper. The attacker may At the end of the game, the attacker re-
choose any turn length up to two turns veals the number of turns they wrote
before or two turns after the recommend- down, and the defender reveals their bo-
ed turn length for the Scenario Size. nus. Compare on the Turn Length and
Objectives Table on the Player Aid Card
17.4.3.3 Defender Bonus
PAC12 Battle Generator Tables to deter-
The defending side secretly chooses a De- mine the number of Objectives the at-
fender Bonus of zero, +10% or 20%, and tacker needed to control to win, else the
also secretly writes it down on a piece defender wins.
of paper before the game. The defender
creates two additional reinforcing For- 17.4.4 Casualties only
mations (aka bonus Formations), each Each side scores the point value of any
worth up to 10% of the original points val- enemy unit it eliminates and half the
ue recommended for the defender for the point value (rounded up) of any enemy
chosen Scenario Size. The defender will unit it reduces (including HQs). Units in
bring on one of these Formations if the Formations with two Formation cards
10% bonus is chosen; or both if the 20% (including attachments) have their point
bonus is chosen (10%+10%). These forc- values multiplied by 1.25 (round up) for
es should each have a Formation card, this purpose.
or, if no full national Formations are left
to the defender, a Scratch Force Forma- Important: Designated Formations do
tion card may be used for any grouping not count as a second card for this pur-
of units of any mix of colors, friendly pose.
nationalities, and/or attachments. The
defender should make these Formations Also, each side scores the total of their
up whether the defender intends to use Objective Points multiplied by two for
them or not, to leave the attacker in the each Objective controlled at the end of
dark as to the defender’s intentions. the game.
17.4.3.4 Entering Defender Bonus units Example: A one point Objective would
be worth 2 points; a four point Objective
At the start of Turn 3, the defender rolls would be worth 8 points.
to bring on one of the bonus Formations.
• 1-3 Their preferred bonus Forma- The side with the higher point total wins.
tion is shuffled into the deck, and Divide the points total scored by the los-
enters via their home map edge ing side by the points total scored by the
when their card is drawn. winning side, then multiply by 100, and
round down to determine the degree of
• 4-6 Roll again next turn. the victory on the Degree of Victory Ta-
ble on the Player Aid to determine the
winner.

91
WORLD AT WAR 85: CORE RULES v2.0
17.5 OPTIONAL: EW advantage Then add an HQ of a given Morale/Train-
ing value; check the unit listings above
Important: Use this guideline for your the Base Formation listings to find your
scenario only if all players agree. nationality’s HQ listing and the Unit
Points cost for the different Morale/
Once you have chosen the Victory Con- Training values you may purchase.
ditions, but before you spend points to
choose your forces, each side secretly I suggest you limit your Leaders to 1
writes down how much they bid, in points, Leader for every 3 HQs (rounded down)
for the Electronic Warfare advantage. purchased for your side. So if you have
Once both bids are written down, show less than 3 HQs purchased, I do not rec-
them. The side with the higher points bid ommend a Leader be purchased.
wins the Electronic Warfare advantage Also choose a Formation card of the same
for the duration of the game. (See 5.0 If Morale/Training value and color for each
you draw the Electronic Warfare card.) Formation you build (for free) to go in
The winning bid amount is subtracted the Formation deck.
from the winner’s points total for pur-
chasing units in the next step. Note: Designated Formation cards must
be purchased with points! Other than
17.6 Purchase your units that, NATO/NATO-allied forces are as-
signed 2 Formation cards unless the For-
Note: You are always limited in attach- mation represented is to be depicted as
ments by the counter mix of the specif- fatigued, low on or out of ammunition or
ic Volume from which you are designing fuel, or otherwise less capable in their
your scenario. If using more than one deployment, as you wish to simulate. So-
Volume, each limits the units from its viet/PACT/PACT-allied forces generally
own counter mix. get 1 Formation card; exceptions are Air
Assault, Special Forces, Paratroops, and
You may select units in Formations up to Helicopters, which get 2 Formation cards
the points value of your side as shown in unless, again, they are otherwise less ca-
the Scenario Size Table (See PAC12 Bat- pable in their deployment.
tle Generator Tables).
Using National Unit Tables for the Volume Design Note: I recommend at least one
from which you wish to select Formations anti-tank, one indirect fire (mortar) and
and units, choose color-banded Forma- one Anti-Aircraft attachment and/or
tions using the Base Formations section Support Weapon for each Formation. But
for your desired nationality, found after the entire point is that you can experi-
the unit listings for that nationality. ment as you wish.

To these color-banded units, add any at- Notice that sometimes complete compa-
tachments you wish to add from that na- nies or battalions can be formed from
tion’s attachment listing, following the only attachments.
Base Formation listings on the same ta-
ble.

92
WORLD AT WAR 85: CORE RULES v2.0
Leverage Scratch Force Formation cards
for this purpose, or, like the US Armored
Cavalry of the time, swap out platoons Important: On the log, the Morale/Train-
within companies to make Teams as you ing of 6 has two Command Ranges avail-
see fit for your Victory Conditions. able. More inexperienced troops use this
value. The Soviets themselves tend to use
Also in many cases, alternate Transport 6 (4/3), to better reflect their tendency
units are made available in the counter toward operational doctrine; while their
set of your Volume (generally trucks and allies tend to use 6 (5/4) exhibiting more
APCs), to supplement or swap in mecha- independence. The choice is yours, there
nized infantry Formations to support ar- is no point difference.
mored Formations.
To correctly add up your points for an in-
Finally, where there are airmobile or air dividual Formation:
assault troops, many Volumes include • Add up your total points by For-
enough Helicopter Transport units to mation, subtracting points for any
airlift an entire parachute company or color-banded unit not taken, and
airborne battalion. And for those who are adding points for any attachments
interested: I chose to designate the Heli- and/or SWs added.
copter Transport units as attachments
rather than their own Formation to put Important: If a Formation has two For-
them under the command of the HQs that mation cards, multiply the total points
have the troops they transport. for that Formation by 1.25 to get the final
points value for that Formation. Desig-
If there is no Formation card provid- nated Formation cards do not count as a
ed in your Volume with the correct col- second card for this purpose.
or-band/Morale/Training value combi-
nation, choose a card with the correct • Then add the points for any Off-
color band, but note the Formation on Board Artillery Strikes you select
the Formations Morale/Training Log
Sheet which is a separate sheet provided, • Then add the points for any For-
and entitled “PL02 DYO Formations HQ tification markers you select for
Morale/Training Log Sheet.” Feel free to that Formation.
make copies of the sheet for your person-
al use. • Then add the points for any Desig-
nated Formation cards you select.
Simply circle the Morale/Training value
corresponding to the Morale/Training
• Then add the points for any CAS
value of the HQ you purchased. You can
you select.
even adjust the Morale/Training Value of
a Scratch Force this way.

93
WORLD AT WAR 85: CORE RULES v2.0
17.7 Setup the scenario Each attacking Formation which does
not start the game on map may enter on
Set up the components per 19.0 Setting Turn 1 or later at the attacker’s discre-
Up A Scenario by collecting and shuffling tion.
all the Formation and CAS cards, includ-
ing two End Operations cards, and any Begin play on Turn 1, and enjoy!
optional cards like the Battlefield Event/
Friction card, and/or the Electronic War- 17.8 Game Record Log Sheet
fare card. For Battle Generator purposes
We have also provided a World At War 85
you may add a third End Operations card
Game Record Log Sheet which is a sepa-
if all players agree; this choice will lead
rate sheet, and entitled “PL02 DYO For-
to fewer Formations activating in a turn
mations HQ Morale/Training Log Sheet.”
Determine any Module Rules you wish Feel free to make copies of the sheet for
to use in the scenario. All players must your personal use.
agree on the use of any Module Rules.
Before commencing play, the defender
may set up on map first, using up to all
but one defending Formations, each unit
of any Formation within 3 hexes of any
Objective and/or within 12 hexes of the
defending side’s home map edge. Any
of the defender’s Formations not begin-
ning the game on the map may enter be-
ginning on Turn 3 from their home map
edge as Reinforcements.
Note: When using Turn Length and Ob-
jectives Victory Conditions (See 17.4.3)
the Bonus Reinforcing Formations creat-
ed do not count toward starting Forma-
tion setup, and may also enter as rein-
forcements per 17.4.3.4.

After the defender is set up, if the sce-


nario has two or more maps, the attack-
er may set up Formations equal to the
number of maps, each Formation within
6 hexes of the attacking side’s home map
edge.
If the scenario has one map, the attacker
may not start any units on map.

94
WORLD AT WAR 85: CORE RULES v2.0
accompanying Objective Points cards as
18.0 Setting Up A Scenario instructed in the Scenario Rules and/or
To play the game, choose a scenario from Victory Conditions.
the scenario section of the Module rule-
Note: Not all scenarios require Objectives
book provided with a Volume of World At
as Victory Conditions.
War 85. A scenario entry provides the
following information to help you set the Example:
stage for your battle.
Objective A - Mengshausen, West Ger-
18.1 PLAYABLE AREA many - Place OBJ A marker in 2-S5. Indi-
cates all contiguous hexes of that Town,
This will display the map(s) configura-
including T5.
tion you will use in this scenario. Set up
the maps in a convenient place as indi-
Objective B - Kruspis, West Germany -
cated in the diagram.
Place OBJ B marker in 2-I6.
Each scenario will indicate which side of
the overall map is North. Objective C - Kaulhausen, West Germa-
ny - Place OBJ C marker in 2-O10.
Example: Map 2, top edge is North (2-
W02 to 2-W13), means that you lay out Objective D - Asbach, West Germany
Map 2 from those in your Volume, place -Place OBJ D marker in 2-S11.
the North marker provided in the count-
er set facing with its point toward the Objective Victory Points: For each Objec-
north edge such that the north edge is tive, choose its corresponding lettered
Map 2, hex W02 through Map 2 hex W13. Soviet/Pact/PACT-allied Objective card.

Place these 4 cards at the side of the map.


18.2 OBJECTIVES Shuffle the 10 Objective Points cards. The
Scenarios use Objectives primarily to Soviet player deals one card under each
provide each side with geographic goals Objective card. The Soviet player looks at
on the playable area to control to win the the Objective Points cards but does not
game. The specific Objective(s) will be in- show the US player.
dicated in a table of Objectives provided
for this specific scenario 18.3 GAME LENGTH
Important: An Objective - or any hex - is The number of turns is noted here. When
considered controlled by the last side to the last turn is played, evaluate victory
either occupy or have moved through the in the Victory Determination Phase of
hex with a ground unit which has either that turn, unless a Module or Scenario
an HE or AP Firepower. indicates otherwise (say, Sudden Death
Victory Conditions are present).
Objectives may be assigned Victory
Points, to vary their priority for one side, Also the number of End Operations cards
the other or both in a scenario. If that is to be added to the Formation Deck are
the case, use the corresponding Objective noted here. This can be two (for most
cards provided with your set, and their games) or three (for larger games).

95
WORLD AT WAR 85: CORE RULES v2.0
Example: Also pictured will be Support cards and/
Eleven turns. Use two End Operations or units such as Off-Board Artillery
cards. Strikes and Close Air Support cards and
counters.
18.4 ORDER OF BATTLE And there may be a section indicating
Fortification markers that are available
This is a detailed section showing exactly
to your Formations, and any instructions
what units and Formations you and your
for placing or assigning them.
opponent have, and when they arrive or
are required to exit from the scenario. Any of these groups - except Fortifica-
tions - may be indicated as Reinforce-
Each Formation will list the Morale/
ments, which simply means they do not
Training value for that Formation for the
begin the game on the map or enter on
scenario, as well as set up instructions if
Turn 1, but enter the game after Turn 1
the Formation starts on the map, or en-
when their card is drawn.
try instructions if the Formation begins
the game off-map.
A picture of the specific units and For-
mation cards of a Formation is provided,
along with a multiplier under any card/
unit of which there are more than one in
the Formation. So if a Formations lists
a x2 under your M-1 Abrams unit, you

Scenario 01: Storming the Gap


have 2 M-1 Abrams in that Formation.

ORDER OF BATTLE
United States Setup:
MORALE Charlie HQ M-1 Abrams Infantry TOW ATGM M-113
1/11ACR
Training: 7

x2
Improved
M-901 ITV Jeep TOW Positions

x2
SET UP before the game
begins, anywhere on the x2
map.

Soviet
96 Setup:
MORALE 1/15TH GT HQ T80
Training: 6
WORLD AT WAR 85: CORE RULES v2.0
18.5 SCENARIO RULES Specifically: Helicopters, CAS counters,
Trucks and other unarmed Transport
Any specific Scenario Rules or parame- unit vehicles may not control hexes or
ters are found in this section. Objectives for purposes of Victory Condi-
tions.
Remember: The Core or Module rules
can be overridden by a Scenario Rule,
and this is the section where that would
appear.

Example:
1. Soviet Initiative: The Soviet 2/247th
GMR has the Initiative.

2. Soviet Initial Invasion Planning: At


the start of Turn 2, shuffle the Soviet
Designated Formation card into the For-
mation Deck. Remove the Soviet Desig-
nated Formation marker from the deck
at the end of Turn 3.

18.6 VICTORY CONDITIONS


The specific Victory Conditions to be
evaluated in the Victory Determination
Phase of a turn. These can include having
the highest point score of enemy units
eliminated, or controlling Objectives.
Note: Point cost for eliminating a unit is
listed in the Cost column of that unit’s
row on your Player Aid Card National
Unit Table for the unit’s nationality.

Example:
To win, the Soviets must control 6 points
of Objectives at the end of Turn 11. Any
other result means the US wins.

The side which controls a hex or Objec-


tive (which may be a group of hexes) in
a scenario is whichever side occupies or
was the last to move through the hex or
hexes of an Objective with a ground unit
which has an AP or HE FP.

97
WORLD AT WAR 85: CORE RULES v2.0
Each WaW85 module has its own accom-
19.0 Series Resources panying Vassal module. Vassal modules
If you are interested in expanding your can be found, for free download, through
WaW85 gaming experience these addi- the Resources section on our Web site:
tional resources might to the trick. Many
https://forums.lnlpublishing.com/re-
of our WaW85 Resources can be found on
sources/
our WaW85 online store at http://store.
lnlpublishing.com and are sold separate- Or at http://www.vassalengine.org/
ly.
Through Vassal, you can play both sides
or you can network through our forums
19.1 Video Bootcamp or other social-media outlets to find an
We have created a series of videos de- opponent to play against. Set up any sce-
signed to enhance the learning of the nario from any WaW85 complete game
core concepts of WaW85. These are not or expansion module, or use the Battle
substitute for reading this rule book, but Generations.
should be considered a video player aid
Vassal supplies the Maps and counters
for the manual. You can view these vid-
and even rolls the dice! Players still need
eos at the links below.
to own the core rules, player-aid cards
Video Tutorial Playlist and the module specific rules and scenar-
ios booklet.
Short URL: https://goo.gl/a8q9zi
Long URL: https://www.youtube.com/ 19.3 Battle Gear
playlist?list=PLUdPYZk0bJF2rXi7sCb- The WaW85 Battle Gear are items to en-
ZgwNGpQEiQsnqR hance players gaming experience. These
additional items are not necessary to
19.2 Audio Book Edition play WaW85 but are available through
our strategic partnership with Litko
We have created an Audio Book Edition of
(https://litko.net/).
our rulebook, available in our Resource
section:
http://forums.lnlpublishing.com/re-
sources.
WaW85 on Vassal
Another excellent
WaW85 communi-
ty resource is Vas-
sal, the free, open-
source platform for
playing online ad-
aptations of board
games.

98
WORLD AT WAR 85: CORE RULES v2.0
Notes

99
WORLD AT WAR 85: CORE RULES v2.0
Glossary
Abbreviations Definition Abbreviations Definition
1d6 Roll of one six-sided die M/TC Morale/Training Check
2d6 Roll of two six-sided dice MLRS Multi-Launch Rocket
AA Anti-Aircraft System
AAG Anti-Aircraft Gun MP Movement Point(s)
ADM Artillery Delivered Mines MRR Motorized or Mechanized
AFV Armored Fighting Vehicle Rifle Regiment
AP Armor Piercing MRTR Mortars
ARM Armored NAT Nation name
ARTY Artillery NATO The North Atlantic
ATG Anti-Tank Gun Treaty Organization, an
international alliance
ATGM Anti-Tank Guided Missile
formed after WWII to
B Bridge deployed defend Europe against
BN Battalion potential communist
C Command Range aggression.
CAS Close Air Support NATO-al- Nations not in NATO, but
CDO Commando lied supporting NATO in the
CEV Combat Engineering war
Vehicle NOE Nap of Earth mode. The
D6 Six-Sided Die helicopters in a unit in NOE
DPICM Dual-Purpose Improved mode are flying about 10
Conventional Munitions feet off the ground. This
takes immense concen-
DYO Design Your Own
tration and limits their
EGER East German
offensive capability, but
EW Electronic Warfare allows them to use terrain
F Flying mode as cover.
FFE Fire For Effect OF Opportunity Fire
FP Firepower OffBA Off-board Artillery
GDS Guards OnBA On-board Artillery
GMRR Guards Motorized or Mech- OOB Order of Battle
anized Rifle Regiment OOC Out of Command
GTR Guards Tank Regiment OP Operations Phase
H Hovering mode PAC Player Aid Card
HE High Explosive PACT Also called the “Warsaw
HQ Headquarters Pact”, this international
INF Infantry alliance was formed by
IP Improved Positions the Soviet Union after
LOS Line of Sight WWII and encompassed its
LT. COL. Lieutenant Colonel European allies

100
WORLD AT WAR 85: CORE RULES v2.0
Glossary
Abbreviations Definition
PACT-al- Nations not in the Warsaw
lied Pact but supporting the So-
viet Union and the Warsaw
Pact in the war.
PARA Parachute troops
R Reduced Command Range
RECON Reconnaissance
REGT Regiment
RR Recoilless Rifle
S Soft Target
SAM Surface-to-Air Missile
SOV Soviets (Union of Soviet
Socialist Republics)
SPA Self-Propelled Artillery
SPAAG Self-Propelled Anti-
Aircraft Gun
SPM Self-Propelled Mortar
SPSAM Self-Propelled Surface-to-
Air Missile
SR Special Rule
SW Support Weapon
T Towed unit
TEC Terrain Effects Chart
TERT Territorial Troops
TR Tank Regiment
US United States of America
USSR Union of Soviet Socialist
Republics (Soviets)
VP(s) Victory Point(s)
WAW85 World At War 85 series
WGER West German
WIA Wounded In Action. The
reverse side status of a
Leader marker.
xd6 Roll of ‘x’ number of
six-sided die

101
WORLD AT WAR 85: CORE RULES v2.0
Acknowledgments Design & Development
Wow, what a long road - to the starting
gate! I want to thank all the fans – old
Notes
and new – of the World At War 85 system, Those who have played the old edition of
for their invaluable input, patience, and this series will note sections in blue in the
forbearance as I waded through all of the rules you have just finished browsing.
old rules, FAQs, games, modules, articles,
What happened behind the scenes to
fan-made expansions, fan-made house
make the blue changes come about?
rules, counters, and markers in order
to develop workable spreadsheets (and When I had my first conversation with
more spreadsheets, so many spread- David Heath about taking on the devel-
sheets) that were the technical spine of opment of this series, he emphasized
the re-design and development of this se- that all the many modules, needed to
ries. Matt Lohse has my undying thanks, be waded through and be combined to
as he was instrumental in collating all of produce only standalone games. All the
the different units from ALL of the pre- counters, maps, player aids and dice you
vious editions games/modules/articles need would be included in the Volume
into a giant unit value spreadsheet. Matt you purchase. As we move forward and
is also the designer of the base scenarios add games to the series, again, each new
and maps for what will be Volume 5 of the game will be complete. (Should there be
series, Strike Force Africa. Without him expansions they would be to an individu-
this project would not have happened. al game, and would require no more than
Thanks Matt! what comes in that standalone game and
its expansion in order to play its sce-
First and foremost I must profusely thank
narios.) We would call those standalone
my loving family who spared much time
games Volumes in the series. We have
for Dad to make some games; my cre-
come to use Volumes and Modules in-
ative, development, and consulting team
terchangeably, but now they both mean
members, without whom this would have
standalone games.
been a one-man project and still going for
twenty years; and, of course, I would like That journey has led to new scenarios for
to thank David Heath, and his amazing the East Germans in Volume 1, Storming
Lock ‘n Load Publishing team for the kind the Gap; existing and fan-based scenari-
of support I wish we all had in all our en- os and units being used as the basis for
deavors – unflagging, understanding, and what will be new Volumes; and the po-
exhibiting complete faith in the project – tential to mine even more of the large li-
and in me - when I myself would waver. brary of articles for scenarios and units
down the road.
Matt Lohse launched this project for me
for sure, and I am ever grateful to him.

102
WORLD AT WAR 85: CORE RULES v2.0
He had been working hard on the project Lock ‘n Load’s signature rounded-cor-
long before I got to the helm, but once it ners came with the new size. The next
became my responsibility he presented to step was to remove the national flags on
me a valuable gift: he had manually com- the background of the counters in favor
piled an amazing spreadsheet, collating of solid national colors.
all of the different unit values from ALL
of the previous editions games/modules/ Visually, I found the flags broke up the
articles. This allowed me to get an over- art and the fonts, acting like camouflage
view of what was needed to re-imagine (which is made for making things harder
the series; cull out the duplicates; make to discern, not easier). The result of these
sure the same unit had the same values in and other changes we hope you like, and
every potential game; and generally get a find easier to read.
handle on quality checking the unit val- Marc Von Martial, our Map and Counter
ues. While mining all this valuable data Artist Extraordinaire, masterfully rede-
I discovered there was actually a great signed the maps based on my sketches of
deal more work to do: the existing values the old maps, but allowing for my crazy
on the pieces needed to be completely re- idea to make all the maps geomorphic. I
designed in to order to logically jive with must thank him again for his patience as
each other. Each class needed its own we worked to get the alignment of the geo-
balance: tanks, infantry, guns, Support morphic elements correct. One benefit of
Weapons; even aircraft. That took a huge the geomorphic maps was of course that
amount of time but has proven to be in- we could add a Battle Generator to the
valuable in play balancing. series. The geomorphic maps that will be
Once I had unit values, the production in every Volume will mean the only limit
team headed by David Heath started by is your imagination: if you have two Vol-
addressing that there are TEN values on umes and eight maps and want a huge
many counters. That was a lot of values 2-map x4-map playing space? The maps
to cram onto a 5/8” counter, but neces- will fit together any way you desire. That
sary as it is the combat system! In my capability, combined with a new, bal-
forty-five years of gaming I have rarely anced Points System based on the new
seen a game even approach that num- unit values means WaW85 will be easy
ber of values on the counter itself (and I to use to generate forces for your Battle
thought the old Red Star/White Star had Generator scenarios.
a few, but when I went back to them it It allows you to develop your own sce-
was only 5…). narios quickly and be able to balance the
With all those values we had to make the forces as you need. I hope in the end it
counters larger. So we took the opportu- will allow more map configurations to be
nity to completely redesign them to ad- brought to the table - large or small - than
dress previous issues fans had brought to anyone might possibly need in a lifetime
our attention. We started with choosing of playing the World At War 85 series.
an enlarged, clear typeface which made
for what we think is a radical improve-
ment in readability on the new ¾” count-
ers.

103
WORLD AT WAR 85: CORE RULES v2.0
With re-imagined, redesigned count- I hope you find the games enjoyable! Sab-
ers and unit values, geomorphic and re- ot Up!
designed maps, it was time to address
re-drafting the Core Rules and collecting Keith Tracton
various module and Scenario Rules into December 2028
either new Core Rules, or stripping them
if they were found to be unnecessary.
I really wanted to focus the rules on the
existing time and unit scale, and that
meant making some design decisions
which trim exceptions to the rules in fa-
vor of simplifying them. Also the rules
needed to be reorganized: after I and my
amazing Core Rules team made four or
five false starts, we hit upon what you
see here and hope it meets your needs for
ease of locating rules when you are learn-
ing, or having the inevitable conversa-
tion that starts “How do I do this?...” On
the other hand, we did work to make the
rules flow as logically as possible, and
hope that you find that things follow nat-
urally enough so there is less rules refer-
encing needed. And, of course, the Player
Aids are to assist with that as well, keyed
to the new organization.
Balancing which rules we needed in the
Core Rules and which would only appear
in each Volume that needed them, we
decided that the Core Rules would have
as many rules as possible, so they tru-
ly are a reference for the system, even
if you do not need all of the rules (like,
say, Night Fighting) in the Module you
have purchased. In this respect we took a
page from LnLT 5.0 - recently released as
of this writing - where the modern rules
are in with the WWII rules, even if you
bought a WWII-only module.
In the end, as our lead play-tester put it,
we hope you find that “…everything is fa-
miliar, but in a lot of ways everything is
different. I mean that in a good way…”

104
WORLD AT WAR 85: CORE RULES v2.0
Volley Fire[10.6.10], pg 61
Index
+2 FP Dice,
-1 DRM,
AA Fire[4.2], pg 34
Cross-Bridge or Cross-River As-
sault[13.1.3], pg 71 AA Fire from Ground Units[16.7.3],
pg 86
Composite/Reactive Armor[10.6.9],
pg 61
EW Markers[5.1], pg 35 A.
Infantry Assault Bonuses versus Ve- Aids(Player)[1.6.3], pg 15, 83
hicles[13.1.2], pg 71
Airborne
Move & Fire Action Chart[11.0], pg
68 Cards[1.8], pg 22

Night Assault[13.1.4], pg 71 Parachute Drops[16.7], pg 85

Point Blank Range Fire[10.6.4], pg Artillery,


61
Action Step[14.5], pg 74
Target is a Landed Helicop-
ADM(Artillery Delivered Mines)
ter[10.6.11], pg 61
[14.10], pg 78
+2 DRM, Applying Events or Friction[6.2], pg
Move & Fire Action Chart[11.0], pg 37
68 Artillery Strike/Strength[1.7.3], pg
21
+1 DRM,
Canceled/reduced[14.5], pg 75
Concealment[10.6.13], pg 61
DPICM Strike Reduction
Cross-Bridge or River As-
Check[14.11.1], pg 79
sault[13.1.3], pg 71
FFE marker & Scatter Check[14.5],
EW Effects[5.2], pg 35
pg 74
EW Markers[5.1], pg 35
Fire for Effect marker[1.7.1], pg 20
Infantry Assault Bonus vs Vehi-
Formation Uses[7.5], pg 42
cles[13.1.2], pg 71
Indirect Fire Range[14.4], pg 74
Long Range Fire[10.6.5], pg 61
Indirect Fire Summary Chart, pg 76
Smoke Hex[10.6.6], [10.6.7], pg 61,
77 Markers[1.7], pg 18, 74
Target is a Landed Helicop- MLRS(Multi-Launch Rocket Sys-
ter[10.6.11], pg 61 tems0[14.9], pg 77

105
WORLD AT WAR 85: CORE RULES v2.0
OFF-Board ARTILLERY STEP[7.5], pg Amphibious;
42
Blue/Green[9.5], pg 46
Off-Board Artillery Fire[14.2], pg 73
Counter, pg 7
Off-Board vs On-Board FP
dice[14.7.1], pg 75 Movement[9.5], pg 46

On-Board Artillery Fire[14.1], pg 73 Movement Points(MP)[1.9.8], pg 26

On-board Indirect Fire Abbrevia- Opportunity Fire[9.5], pg 46


tions[14.1], pg 73 Anti-Aircraft Fire(AA)[4.2], pg 34
Order of Battle[18.4], pg 96 [10.6.1], pg 60

Player Aids & Tracks[1.6.3], pg 16 AA fire from Ground Units[16.7.3],


pg 86
Purchase your Units[17.6], pg 93
Action STEP[7.6], pg 43
Smoke marker[1.7.1], pg 19
AP Firepower[AP FP], pg 23
Spotters[14.3], pg 74
Counter, pg 7
Strike Procedure[14.7.2], pg 77
Headquarters(aka HQs), pg 28
Strike Types[14.6], pg 75
HE Firepower(HE FP dice], pg 24, 25
Towed Units[9.6], pg 46
Helicopters[9.7.1], pg 47
Types[14.0], pg 73
Leaders[1.9.13], pg 29
Unit Scale[1.1], pg 15
LOS/Spotter[4.1], pg 34
Ammo,
Nap-of- Earth[9.7.2], pg 48
AP Firepower(AP FP dice)[1.9.1], pg
23 Parachuting units[16.7.3], pg
87[16.7.4], pg 87
AP, or Armor-Piercing Fire-
power[10.1], pg 53, 24 Results vs Close Air Support[10.7.4],
pg 64
Anti Tank Guided Missile, see ATGM
Support Weapons, Modifiers & Re-
HE Firepower(HE FP dice)[1.9.2], pg strictions[10.5], pg 59
24
Towed Units[9.6], pg 46
HE, or High Explosive Fire-
power[10.1], pg 53 Anti-Tank,

High Rate of Fire HE[10.1], pg 53 Counter, pg 7

Missile[10.10], pg 66 On-Board Indirect Fire Abbrevia-


tions, pg 73
Missile Ammo Check[10.7], pg 62,
[10.10], pg 66

106
WORLD AT WAR 85: CORE RULES v2.0
Support Weapons, Modifiers & re- Counterattack[13.0], pg 70
strictions[10.5], pg 59
Ending[13.2.3], pg 72
Armor,
Firepower[1.9.9], pg 27
Armor Modifiers[10.6], pg 60
Ground & Amphibious Move-
Armor Value and Save Value for ment[9.5], pg 46
Heavy Armor[1.9.5], pg 25
Helicopters[9.7.1], pg 47, 48, 50
Armor Value and Save Value for Light
Armor[1.9.5], pg 25 HQ Bonus[13.1.1], pg 71

Breaching Minefields[16.3.1], pg 81 Initiation[13.0], pg 70

Color bands and Attachments[1.6.5], Infantry Assault Bonuses vs Vehi-


pg 17 cles[13.1.2], pg 71

Combat[10.4], pg 59 Modifiers[13.1], pg 71

Composite/Reactive Armor[10.6.9], Night[13.1.4], pg 71, [16.6.2], pg 85


pg 61 Retreating[13.2.2], pg 72
Counter, pg 6, 7, 8 Resolution[13.0], pg 70, [13.2], pg
Maximum Defense Bonus[10.6.14], 71, [13.2.1], pg 72
pg 62 Stack(ing)[7.6], pg 43, [13.0], pg 70
Mortar fire[Off-Board vs On-Board FP To-Hit Value[1.9.10]
dice[14.7.1], pg 76
Vehicle[13.1.5], pg 71
Reactive, pg 28
ATGM;
Rubble, Clearing rubble &
Fires[10.9], pg 65 Composite/Reactive Armor[10.6.9],
pg 61
Soft Targets-Vehicles and
Troops[1.9.7], pg 26 Counter, pg 8, 19

Special Ability Triangles[1.9.12], pg Direct Fire at a Target in Blocking


28 Terrain[10.6.12], pg 61

Strike Procedure[14.7.2], pg 76 Maximum defensive Bonus[10.6.14],


pg 62
Support Weapons, Modifiers & Re-
strictions[10.5], pg 59 Minimum Range[10.6.3], pg 61

Assault(s): Reactive Armor, pg 28

Action[13.0], pg 70 Attachments[1.6.5], pg 16

Action STEP[7.6], pg 42 Cards[1.8], pg 22

Counter, pg 6, 27 Casualties only[17.4.4], pg 91

107
WORLD AT WAR 85: CORE RULES v2.0
Color bands and Attachments[1.6.5], Line of sight(LOS)[10.2], pg 54
pg 16
Maximum Defense Bonus[10.6.14],
Defender Bonus[17.4.3.3], pg 91 pg 62
Purchase your units[17.6], pg 93 Blue;

B. Anti-Aircraft Fire[10.6.1], pg 60

Battlefield Event[2.2.6], pg 31 Ground & Amphibious Move-


ment[9.5], pg 46
Black;
Amphibious[1.9.8], pg 26
Anti-Aircraft Fire[10.6.1], pg 60
AP/HE Firepower, pg 7, 23, 24
AP Firepower[AP FP dice), pg 23
Missile Ammo Check[10.10], pg 66
ATGM Minimum Range[10.6.3], pg
61 Missile Reload STEP[7.3], pg 42

DPICM(dual-Purpose Improved Con- Objective markers[17.3], pg 89


ventional Munitions)[4.11], pg 78
Rules, pg 12, 107
HE Firepower(HE FP dice), pg 24
Bonus;
Minimum Range Require-
Assault Modifiers[13.1], pg 71
ment[10.3.5], pg 58
ATGM Direct Fire at a Target in
Movement Points[11.0], pg 68
Blocking Terrain[10.6.12], pg 61
Off-Board Artillery Fire[14.2], pg 73
Combat[10.4], pg 58
Special Ability Triangle Chart, pg 28
Command[10.6.2], pg 61, 74
Triangle, pg 8
Counter, pg 6, 27, 28
Blind;
Defender[17.4.3.3], pg 91
Spot[10.2.3], pg 55, 56, 57
Defense[10.6.14], pg 62, 59, 61
Blocking;
Direct Fire Restrictions and Modifi-
ATGM Direct Fire at a Target in ers[10.6], pg 60
Blocking Terrain[10.6.12], pg 61
Fire[10.9], pg 65
Blocking and Obscuring Ter-
H.Q.[13.1.1], pg 71, 61
rain[10.2.2], pg 55
Infantry Assault vs Vehicles[13.1.2],
Blocking Terrain obstacle Height &
pg 71
Blind spots[10.2.3], pg 55, 56
Leaders[1.9.13], pg 29, 61
Check for Drift[16.7.2], pg 86
Maximum Defense Bonus[10.6.14],
Designate Drop Zones and Landing
pg 62
Hexes[16.7.1], pg 85

108
WORLD AT WAR 85: CORE RULES v2.0
Morale/Training[1.9.11], pg 28 C.
Night Targeting Checks and LOS at Card(s)[1.8], pg 21, 22
Night[16.6.1], pg 85
Battlefield Event/Friction[2.2.6], pg
Point Blank Range[10.6], pg 60 31, [6.0], pg 36
Rubble[10.9], pg 65 Color bands and Attachments[1.6.5],
pg 16
Spotters[14.3], pg 74
Command Range and Determining
Soft Targets[1.9.7], pg 26, [10.6.14],
Command status[7.2.4], pg 40
pg 62
Counter Reference, pg 8
Strike Procedure[14.7.2], pg 76
Close Air support[2.2.4], pg 30 [4.0],
Terrain[10.6.8], pg 61, 76
pg 33, 34, [10.7.4], pg 64
Transferring Leaders[7.2.1], pg 38
Electronic Warfare[2.2.5], pg 31
Turn Length and Objectives[17.4.3], [5.0], pg 35
pg 91,
End Operations,[2.2.3], pg 30, [3.0],
Vehicle Assault[13.1.5, pg 71 pg 33, [1.5], pg 15

Breaching Formation[2.2.1], pg 30, [7.0], pg 37,


[15.0], pg 79, 91
Minefields[16.3.1], pg 81
Game Play[1.5], pg 15
Minefield Depletion[16.2.2], pg 81
Gray Hex, pg 8
Mine Plows[10.5], pg 60
Green Hex, pg 8
Bridge;
Initiative Phase[2.1], pg 30
Collapse[2.3.4.2], pg 31
Interception[4.1], pg 34
Counter, pg 10, 20, 27, 82
Missile Reload STEP[7.3], pg 42
Bridge-laying units[16.3.3], pg 82
Objective(s)[17.4.2], pg 90
Ground & Amphibious Move-
ment[9.5], pg 46 Ops Complete marker[7.0], pg 37

Markers[16.4], pg 83 Operations Phase[2.2], pg 30

Movement actions[16.3.3], pg 82 Optional[1.8], pg 22, [17.5], pg 92

Movement Points[1.9.8], pg 26 Player Aids & Tracks[1.6.3], pg 15,


16
Rebuild the Formation Deck[2.3.7],
pg 32
Red Hex, pg 8

109
WORLD AT WAR 85: CORE RULES v2.0
Scratch Force[2.2.2], pg 30 Direct Fire Restrictions and Modifi-
ers[10.6], pg 60
Second Formation[1.8], pg 22
Disrupted[1.7.1], pg 18, 49
So Special[1.5], pg 15
Fire[1.7.1], pg 20
Special Ability Triangles[1.9.12], pg
28 Formation Card[7.0], pg 37
Unit types[1.6.6], pg 18 HE Indirect Fire[14.7.2], pg 76
Values[1.9], pg 23 Landed[9.7.4], pg 48
Chemical[14.12], pg 79 Lift-Off[9.9], pg 52
Counter, pg 21 Missile Ammo Check[10.7], pg 62
Defense[14.12], pg 79 Passengers[9.8], pg 49
Effect size[14.12], pg 79 Prerequisites[10.4], pg 58
HQs[14.12], pg 79 Results[10.7], pg 62
Movement[14.12], pg 79 Rubble[1.7.1], pg 19
Removal[14.12], pg 79 Strike Procedure[14.7.2], pg 76
Strike Markers[2.3.9], pg 32 UNIT and CARD VALUES[1.9], pg 23
Close Air Support; Unsaved hit[10.4], pg 59
Activate[1.8], pg 22 Command;
Attack[4.3], pg 34 COMMAND STEP[7.2], pg 38
Blue AP[1.9.1], pg 23, 24 Command Bonus[1.9.11], pg 28
Card[2.2.4], pg 30,[4.0], pg 33 Counter, pg 6, 8, 9, 18, 27
Counter, pg 7, 33 EW Effects[5.2], pg 35
Green AP[1.9.1], pg 23 Formation Cards[1.8], pg 22 [7.0], pg
37
Interception[4.1], pg 34
Headquarters(aka HQs)[1.9.11], pg
Optional Cards[1.8], pg 22 28 [10.6.2], pg 61, [13.11], pg 71
Results[10.7.4], pg 64 Leader Bonus[10.6.2], pg 61 [1.9.13],
Terrain Height[10.2.1], pg 55 pg 29 [10.6.2], pg 61

Combat[10.4], pg 58 Opportunity Fire[10.11], pg 66

Assault Action[13.0], pg 70 Ops Complete & Out of Command


Markers[2.3.1], pg 31
Color bands and Attachments[1.6.5],
pg 17 Out of Command[7.2.3], pg 39

110
WORLD AT WAR 85: CORE RULES v2.0
Range[7.2.4], pg 40 Transferring Leaders[7.2.1], pg 38
Special Ability Triangle Chart, pg 28 Units[1.6.4], pg 16
Spotters[14.3], pg 74 Unit Scale[1.0], pg 15
Status[7.2.4], pg 40 D.
Units Always in Command[7.2.5], pg Defender;
41
Bonus[17.4.3.3], pg 91
Composite/Reactive Armor[10.6.9], pg
61 Defensive Bonus;

Orange[10.6.9], pg 61 ATGM Direct Fire at a Blocking Ter-


rain[10.6.12], pg 61
Special Ability Triangles[1.9.12], pg
28 Combat[10.4], pg 58, 59

Concealment[10.6.13], pg 61 Concealment[10.6.13], pg 61

Maximum Defense Bonus[10.6.14], Direct Fire Restrictions and Modifi-


pg 62 ers[10.6], pg 60

Counter, pg 6-11, 17 Infantry and unarmored[14.7.2], pg


76
ARM[10.5], pg 56
Light and Heavy Armor[14.7.2], pg
Close Air Support[1.8], pg 22 76
Color bands and Attachments[1.6.5], Maximum[10.6.14], pg 62, 76
pg 16
Rubble[1.7.1], pg 20
Command bonus[1.9.11], pg 28
Terrain[10.6.8], pg 61
Command Range[7.2.4], pg 40
Save Value[1.9.7], pg 26
Double-sided[1.7.1], pg 19, 20
Soft Targets[1.9.7], pg 26
Game Play[1.5], pg 15
Deploy(ed)(ing);
Helicopter modes[9.7], pg 46
“B” Bridge-laying unit[1.9.8], pg 27
Leaders Health, pg 17
Headquarters to the Map[7.2.2], pg
Loading[9.8.1], pg 49 38
Ordnance Expenditure[4.4], pg 34 Disruption[10.8.2], pg 64
Range[10.3], pg 57, 58 Landing: Check for Disrup-
tion[16.7.4], pg 87
Soft Target[1.9.7], pg 25
Removal STEP[7.4], pg 42
Support weapon diamond[1.6.5], pg
17 Effects[10.8.2], pg 64

111
WORLD AT WAR 85: CORE RULES v2.0
Enemy Assault[10.8.2], pg 64 ATGM Direct Fire at a Target in
Blocking Terrain[10.6.12], pg 61
Passengers[10.7.3], pg 63
Bridge Collapse[2.3.4.2], pg 31
Unsaved hit[10.4], pg 59
Burn Out[2.3.4.1], pg 31
E.
Clearing[10.9], pg 65
Electronic;
Close Air Support Attack[4.3], pg 34
Cards[1.8], pg 22
Combat[10.4], pg 58
Counter, pg 9
Counters, pg 7-9, 11, 20
EW=Electronic Warfare
Direct[8.0], pg 43, [10.0], pg 53
EW advantage[17.5], pg 92
Disrupted[10.0], pg 53, [10.8.2], pg
EW & EW Reducing[1.7.1], pg 19 64
Operations Phase[2.2], pg 30 Enhance, pg 7
Selection[5.0], pg 35 EW Effects[5.2], pg 35
Warfare Card[2.2.5], pg 31, [5.0], pg Fire Markers[2.3.4], pg 31
35
Helicopter Movement[9.7], pg 47
Event;
High Rate[10.1], pg 53
Applying[6.2], pg 36
HQ[1.9.11], pg 28
Battlefield[2.2.6], pg 31, [6.0], pg 36
Inappropriate[10.1], pg 53
Event/Friction[6.1], pg 36
Indirect[8.5], pg 43, [14.0], pg 73,
Game Play[1.5], pg 15 [14.4], pg 74
Optional[1.8], pg 21 Indirect Range[14.4], pg 74
Squalls[16.5.2], pg 84 Jungle[1.7.1], pg 20
Weather[16.5], pg 83, [16.5.1], pg Leaders[1.9.13], pg 29
83
Loading, Unloading and Opportunity
F. Fire[9.8.4], pg 51
Fire; Long Range[10.6.5], pg 61
AA[1.9.1], pg 23, [4.2], pg 34, 43, 60, Markers[2.3.4], pg 31
64, 86, [16.7.3], pg 86
Minefield Depletion[2.3.4.3], pg 31
Actions[8.0], pg 43
Minimum Range[10.3.5], pg 58
Artillery On/Off Board[14.1][14.2],
pg 73 Missile Ammo[10.10], pg 66

112
WORLD AT WAR 85: CORE RULES v2.0
Modifiers[10.6], pg 60 Range[10.3], pg 57, 58
Move & Direct Fire Action[8.3], pg Range Color[1.9.4], pg 24, 25
43
To-Hit number(To-Hit),[1.9.3], pg 24
Move and Fire [1.9.1], pg 23, 24,
[11.0], pg 68 Formation(s)

On/Off-Board Indirect[12.0], pg 69, Cards[1.8], pg 21, 22, 30


[14.1], pg 73 Casualties only[17.4.4], pg 91
Ops Complete[10.0], pg 53 Designated Formation Card[15.0], pg
Opportunity[10.11], pg 66, 67 79

Point Blank[1.9.4], pg 24, [10.6.4], Initiative Phase(Turn 1 only)[2.1],


pg 61 pg 30

Range[10.3], pg 57 Missile Ammo Check[10.10], pg 66

Restrictions[10.6], pg 60 Operations Phase[2.2], pg 30

Retreat[10.9], pg 65 Rebuild the Formation Deck[2.3.7],


pg 32
Rubble[10.9], pg 65
Supporting Assets[1.6.5], pg 17
Smoke[14.8], pg 77
Unit Scale[1.1], pg 15
Special Ability Triangle Chart, pg 28
G.
Spotters[14.3], pg 74
Gray;
Spreading[2.3.4.4], pg 31, 32
Assets[1.6.5], pg 17
Strike Procedure[14.7.2], pg 76
Helicopters[7.2.5], pg 41
Terrain[9.1], pg 44,[10.9], pg 65
On-Board Artillery Fire[14.1], pg 73
Vehicle Assault bonus[13.1.5], pg 71
On-Board Indirect Fire[7.6], pg 43
Volley Fire[10.6.10], pg 61 [12.0], pg 69
Firepower; Triangle, pg 8
Assault[1.9.9], pg 27 Green;
AP[1.9.1], pg 23, [10.1], pg 53 AP Firepower, pg 7 [1.9.1], pg 23
Counter, pg 6,7 ATGM [10.6.3], pg 61 [10.6.12], pg
61
Direct Fire Action[10.0], pg 53
Circle[1.9.8], pg 26
Foxholes, pg 19
Composite/Reactive Armor[10.6.8],
HE[1.9.2], pg 24, [10.3], pg 53
pg 61
Point Blank[10.3.1], pg 58
Ground & Amphibious Move-
113
WORLD AT WAR 85: CORE RULES v2.0
ment[9.5], pg 46 Same hex[9.7.3], pg 48
Helicopter Transport Units[9.8.5], pg Stacking[9.2], pg 45
51
Transport Units[9.8.5], pg 51
Minimum Range Require-
ment[10.3.5], pg 58 Unloading into an Assault[9.8.3], pg
50
Missile [7.3], pg 42 [10.10], pg 66
HQ(s)
Special Ability Triangle Chart, pg 28
Always in Command[7.2.5], pg 41
Transport units and Passengers[9.8],
pg 49 Assault Hits[13.2.1], pg 72
Bonus[10.6.2], pg 61, 63, [13.1.1], pg
H. 71
Hedgehogs, pg 19
Command Bonus[1.9.11], pg 27, 28
HE Firepower[1.9.2], pg 24
Command Range/Status[7.2.4], pg 40
Counter Reference, pg 6,7
COMMAND STEP[7.2], pg 38
HE Firepower(HE FP dice)[1.9.2], pg
Damage Results[10.7.2], pg 63
24
Deployment[7.2.2], pg 38, 39
Indirect Fire[14.0], pg 73
EW Effects[5.2], pg 35
See AMMO.
EW & EW Reducing[1.7.1], pg 19,
Helicopters;
[5.3], pg 35
AA fire[9.7.3], pg 48
EW placement[5.1], pg 35
Assaulting[9.7.3], pg 48
Minefields[16.2], pg 80
Counters;, pg 46
Out of Command[7.2.3], pg 39
Disruption Removal STEP[7.4], pg 42
Parachute Landing[16.7.1], pg 85
Fire, pg 47
Reduced strength[1.6.5], pg 17
Flying[9.7.1], pg 47
Spotters[14.3], pg 74
Ground unit[9.7.4], pg 48
Stacking[9.2], pg 45
Hovering[9.7.3], pg 48
Strike Hex[14.7.2], pg 76
Inactive vs Helicopters [7.6], pg 43
Suppression Box[2.3.7], pg 32
Movement & Modes[9.7], pg 46
Transport/Passenger[9.8], pg 49,
Nap-of-Earth[9.7.2], pg 47 [10.7.3], pg 63, 64

No attachments[7.2.5], pg 41 Unsuppress HQs[2.3.5], pg 32

114
WORLD AT WAR 85: CORE RULES v2.0
I. L.
Improved Positions[1.7.1], pg 19 Leaders[1.9.13], pg 29
Counter, pg 10 Chemical Strike[14.12], pg 79
Inactive; Command bonus[1.9.13], pg 29
AA Fire[7.6], pg 43 COMMAND STEP[7.2], pg 38
Direct Fire Actions[7.6], pg 43 HE Strikes[14.7.2], pg 76
Opportunity Fire[7.6], pg 43, [10.11], Minefields[16.2], pg 80
pg 66
Modifying Morale/Training[1.9.13],
Support Weapons[10.5], pg 60 pg 29
Indirect Fire[14.0], pg 73 Stacking[9.2], pg 45
Action STEP[7.6], pg 42 Targeted[10.7.2], pg 63, 64
Counter, pg 8 Transferring[7.2.1], pg 38
Disruption[10.8.2], pg 64 LOS[10.2], pg 54
EW Effects5.2], pg 35 AA Fire[4.2], pg 34
Gray Triangle, pg 8, 28 Helicopter[9.73], [9.7.4], pg 48
HQs[1.9.11], pg 28 Interception[4.1], pg 34
Leaders[1.9.13], pg 29 Terrain Height[10.2.1], pg 54
Long range[10.6.5], pg 61 M.
On-Board[12.0], pg 69, [14.0], pg 73, Minefields[16.2], pg 80
[14.1], pg 73
Breaching Minefields[16.3.1], pg 81
Point Blank[10.6.4], pg 61
Depletion[16.2.2], pg 81
Range[14.4], pg 74
Hidden Minefields[16.2.1], pg 80
Rubble/Fire Creation[10.9], pg 65
HQs[16.2], pg 80
Spotters[14.3], pg 74
Leaders[16.2], pg 80
Strike Types[14.6], pg 75
Morale/Training[16.3.1], pg 81
Initiative;
Plows[10.5], pg 59
Phase[2.1], pg 30
Support Weapons, Modifiers & Re-
Sequence of Play[2.0], pg 30 strictions[10.5], pg 60

115
WORLD AT WAR 85: CORE RULES v2.0
Missile; Movement;
Ammo Check[10.7], pg 62, [10.10], Action[8.1], pg 43,[9.0], pg 44
pg 66
Action STEP[7.6], pg 42
Anti-Aircraft[1.9.4], pg 25
Activation[7.0], pg 37
AP Firepower[1.9.1], pg 23
Black AP/HE FP[11.0], pg 68
Black Triangle[1.9.12], pg 28
“B,F,H,T”[1.9.8], pg 26,27
Counter, pg 7, 9, 10, 19
Bridge-laying[16.3.3], pg 82
Failed reload[7.3], pg 42
Categories[9.3], pg 45
Range[1.9.4], pg 25, 28
Counter, pg 6
Reload Step[7.0], pg 37, [7.3], pg 42
Flying[9.7.1], pg 47
Morale/Training,
Ground & Amphibious Move-
Chemical[14.12], pg 79 ment[9.5], pg 46
Clearing Rubble[10.9.1], pg 65 Helicopter[9.7], pg 46, [Nap-of-
[16.3.2], pg 82 Earth[9.7.2], pg 47
Combat Lift-Off[9.9], pg 52 HQs[7.2.2], pg 39
Command Range[7.2.4], pg 40 Maximum[1.9.8], pg 26
Counter, pg 6 Minefields[16.2], pg 80
Disruption Removal Step[7.4], pg 42 Move & Fire[11.0], pg 68
EW Markers[2.3.3], pg 31 Opportunity Fire[7.6], pg 43, [10.11],
pg 66
HQs[1.9.11], pg 28
Points[1.9.8], pg 26
Minefields[16.3.1], pg 81
Rivers[9.5], pg 46
Leaders[1.9.13], pg 29
Road or Trail[9.4], pg 45
Missile Ammo Check[10.10], pg 66
Rubble Hexes[10.9.1], pg 65
Missile Reload Step[7.3], pg 42
Terrain Effects Chart[9.0], pg 44
Night Targeting Check(NTC)[16.6.1],
pg 84 Towed Units[9.6], pg 46
Removing EW Effects[5.3, pg 35 Transport colors[1.9.8], pg 26
Spotters[14.3], pg 74 Transporting[9.8], pg 49
Substituting[1.9.11], pg 28 Unloading[9.8.2] into an As-
sault[9.8.3], pg 50

116
WORLD AT WAR 85: CORE RULES v2.0
N. Volley Fire[10.6.10], pg 61

Night Rules[16.6], pg 84 Opportunity Fire[10.11], pg 66

Assaults[13.1.4], pg 71,[16.6.2], pg AA Fire[4.2], pg 34


85
Amphibious Units[9.5], pg 46
Bonus/Restrictions[16.6.1], pg 85
Combat Lift-Off[9.9], pg 52
LOS[16.6.1], pg 84
Direct Fire[7.6], pg 43
Target Check[16.6.1], pg 84
Flying[9.7.1], pg 47
Weather[16.6.3], pg 85
Fire Hex[1.9], pg 65
O. Formations[7.0], pg 37, 60
Ops Complete; Helicopter Transport units[9.8.5], pg
Actions[7.0], pg 37 [7.6], pg 43 51

Assault Action[13.0], pg 70, 72 Indirect Fire[7.6], pg 43

Combat[10.4], pg 59 Loading[9.8.5], pg 51

Counter pg 9, 37 Nap-of-Earth[9.7.2], pg 47

Counterattack[13.0], pg 70 Out of Command[7.2.3], pg 40

Direct Fire[10.0], pg 53 Passengers[10.11], pg 66

Fire Hex[10.9], pg 65 Support Weapons[10.5], pg 60


[10.11], pg 66
Leaders[7.2.1], pg 38
Unloading[9.8.4], pg 51
Loading[9.8.1], pg 49, 50
Unloading into an Assault[9.8.3], pg
Minefields[16.2], pg 80, 81 50
Move & Fire Action[11.0], pg 68 Vehicle Assault bonus[13.1.5], pg 71
Movement[9.0], pg 44, [9.5], pg 46 Orange;
On-Board Artillery Fire[14.1], pg 73 Composite or Reactive Armor, pg 28
On-Board Indirect Fire Action[12.0], Out of Command;
pg 69
Command STEP[7.2], pg 38
On Board Strikes[14.7.2], pg 77
Counter[1.7.1], pg 18, 31
Remove[7.1], pg 38
Morale/Training Check[7.2.4], pg 40,
Rumble Hexes[10.9.1], pg 65 41
Support Weapons[10.11], pg 66, 67 Opportunity Fire[10.11], pg 66

117
WORLD AT WAR 85: CORE RULES v2.0
Refresh Step[7.1], pg 38 Effective[10.3.2], pg 58
Units[7.2.3], pg 39-41 EW Effects[5.2], pg 35

P. Flying[9.7.1], pg 47

Passengers; HE Firepower (HE FP dice), pg 24

Disruption removal[10.7.3], pg 63 High Rate of Fire[10.1], pg 53

Helicopter[9.7.4], pg 48 [9.8.5], pg Hovering[9.7.3], pg 48


51 [10.7.3], pg 63
HQ Command[1.8], pg 22
Loading[9.8.1], pg 49
Indirect[14.4], pg 74
Opportunity Fire[9.8.4], pg 51 [9.9],
Long[10.3.3], pg 58 [10.6.5], pg 61
pg 52 ]10.11], pg 66
Maximum[10.3.4], pg 58
Ops Complete[9.8.2], pg 50
Minimum[10.3.5], pg 58 [14.4], pg
Point Blank Range
74, 76
Stacking[9.2], pg 45, 49
Missile Ammo Check[10.10], pg 66
Strike Procedure[14.7.2], pg 76
MRTR/SPM[14.4], pg 74
Transport units and Passengers[9.8],
Nap-of-Earth[9.7.2], pg 48
pg 49
Night[16.6.1], pg 85
Unloading[9.8.2], pg 50
Orange, pg 28
Unloading into an Assault[9.8.3], pg
50 Point Blank[10.3.1], pg 58 [10.6.4],
pg 61
Pillboxes, pg 19
Value[1.9.4], pg 24
Q.
Reactive armor, see Composite/Reactive
Questions, pg 12 Armor[10.6.9], pg 61
R. Counter, pg 8
Range[10.3], pg 57 Red;
AA Fire[4.2], pg 34 [16.7.3], pg 86 Arrow[1.7.1], pg 20
AP Firepower(AP FP dice), pg 23 Diamond[1.6.5], pg 17
ATGM[10.6.3], pg 61 Recon[7.2.5], pg 41
Command[7.2.4], pg 40 Soviet/PACT[17.3], pg 89
Counter, pg 6-8 Triangle, pg 8 [1.8.11], pg 28
Direct Fire[10.0], pg 53 [10.6], pg 60

118
WORLD AT WAR 85: CORE RULES v2.0
Reduction, FFE counter, pg 20 [14.5], pg 74
DPICM[14.11.1], pg 79 HE [14.7], pg 75
EW & EW Reducing, pg 19 Indirect Fire Range[14.4], pg 74
MLRS[14.9.1], pg 78 Indirect Fire Summary Chart, pg 76
Rubble [10.9], pg 65 MLRS[14.9.1], pg 78
Clearing[10.9.1], pg 65 [16.3.2], pg Scatter[14.5], pg 74 MLRS[14.9], pg
81 77
Counter, pg 11, 20 Smoke[14.8], pg 77
Engineers[10.9.1], pg 65, 82 Spotters[14.3], pg 74
Fire[2.3.4], pg 31 [10.9], pg 65 Types[14.6], pg 75

S. Units[14.7.2], pg 76

Sequence of Play[2.0],Actions[7.0], pg Support Weapons[10.5], pg 59


37
Deployed[10.5], pg 60
Smoke [14.8], pg 77
Holding Box[10.5], pg 59
Additional[14.8], pg 77
Mine Plows[10.5], pg 60
Adjacent[10.6.6]+1,[10.6.7]-1, pg 61
Opportunity Fire[10.11], pg 66, 67
Counters, pg 9, 19, 21, 31
Ops Complete[10.11], pg 66, 67
Indirect Fire Summary Chart, pg 76
Parachute Drops[16.7.1], pg 85
LOS[14.8], pg 77
Red Diamond[1.6.5], pg 17
Thinning[2.3.2], pg 31
Stacking[9.2], pg 45
Squalls [16.5.2], pg 84,
Transfer (INF)[2.3.6], pg 32
Effects[16.5], pg 83
T.
Night[16.6.3], pg 85
Transport,
Strike [14.7.2], pg 76
Combat Lift-Off[9.9], pg 52
ADM[14.10], pg 78
Combat Results[10.7], pg 62 [10.7.3],
Artillery[14.0], pg 73 pg 63
Chemical[14.12], pg 79 Counter, pg 26, 51
Counter, pg 11, 21, 32 Disrupted[10.7.3], pg 63
DPICM[14.11.1], pg 79 Helicopter[9.8.5], pg 51

119
WORLD AT WAR 85: CORE RULES v2.0
Landed mode[9.7.4], pg 48, 51 Spotters[14.3], pg 74
Load/unload[9.8], pg 49 U.
Loading[9.8.1], pg 49 Unarmored
Movement Points[1.9.8], pg 26 Unit[1.6.4], pg 16
[9.8.1], pg 49, 50
Attached units[1.6.5], pg 17
Ops Complete[9.8.1], pg 49, 50
Bridge-laying[16.3.3], pg 82
Opportunity Fire vs Helo passengers
9.8.5], pg 51 Categories[9.3], pg 45

Passengers[9.8], pg 49 [10.7.3], pg Counters, pg 13


63 Map Markers[1.7.1], pg 18
Post-combat Missile Ammo Name of, pg 6
Check[10.7], pg 62
Scale[1.1], pg 15
Results[10.7.3], pg 63
Towed[9.6], pg 46
Stacking[9.2], pg 45 [9.8], pg 49
Types[1.6.6], pg 18
Towed Units[9.6], pg 46
Values[1.9], pg 23
Units[9.8], pg 49
Vehicles[1.1], pg 15
Unloading[9.8.2], pg 50
Unloading into an Assault[9.8.3], pg V.
50 Vehicles,
Triangle[1.9.12], pg 28 Assault bonus[13.1.5], pg 71
ATGM Minimum Range[10.6.3], pg Categories and Movement[9.3], pg
61 45
Composite/reactive Armor, Elite, Direct Fire Action[10.0], pg 53
Indirect fire Recon, Missiles(AP), pg
28 Eliminated[10.8.1], pg 64

Counter, pg 8 Infantry Assault Bonus vs Vehi-


cles[13.1.2], pg 71
On-Board Indirect Fire[7.6], pg 43
[12.0], pg 69, 73 Soft Targets[1.9.7], pg 25

Minimum Range Require- Terrain[10.6.8], pg 61


ment[10.3.5], pg 58
Recon[7.2.5], pg 41
Special Ability Triangle Chart, pg 28

120
WORLD AT WAR 85: CORE RULES v2.0
W. X.
Weapons, X= number of D6[1.6.1], pg 15
Combat[10.4], pg 58 Y.
Helicopters[9.7.3], pg 48 Yellow,
Support Weapons, Modifiers & Re- Counter, pg 8
strictions[10.5], pg 59
Special Ability Triangle Chart, pg 28
Weather[16.5], pg 83

Battlefield Event[16.5.1], pg 83
Change[16.5.1], pg 83
Combat[10.4], pg 59
Counter, pg 11
Effects[16.6.3], pg 85
Night LOS[16.6.1], pg 84
Squalls[16.5.1], pg 83 [16.5.2], pg 84
White;
Counter, pg 7
Combat Strength[1.6.5], pg 17
Ground & Amphibious Move-
ment[9.5], pg 46
Range Value[1.9.4], pg 24
Wrecks[10.8.1], pg 64
Creation[10.8.1], pg 64
Counter, pg 9, 20
Fire[10.9], 65
Stacking[10.8.1], pg 64

121
Starter Kit Scenario: A Matter of Bridges
Mengshausen, WEST GERMANY, ON the FULDA RIVER, SOUTHWEST of BAD
HERSFELD:
The opening Soviet advances had efficiently brought the 39th Guards Motor Rifle Di-
vision and the 79th Guards Tank Division to the banks of the Fulda River and its trib-
utaries, near Bad Hersfeld. The U.S. plan was to blow or block any bridges the Soviets
might attempt to cross. In response, Soviet flanking forces fanned out to seize river
towns and crossings farther north and south of Bad Hersfeld. The Soviets were me-
thodical: they knew that with so many of their vehicles coming down the valley from
Eisenach into the Fulda Gap, and if the general advance slowed, a gigantic, vulnerable
traffic jam would develop on the roads to the river crossings. And they had so far been
lucky, as the fighting between what their NATO counterparts called Phase Lines Con-
cord and Bradford had been short and sharp, allowing the Soviets to maintain their
momentum.
The Americans scrambled to respond, deploying what immediate reserves they had.
U.S. infantry, supported by TOW ATGM teams and TOW-armed Jeeps, occupied hasty
defenses near the bridges targeted by the Soviet formations. These units were tasked
with forcing the Soviet armor to deploy, and slow their advance. But the 79th GTD’s
reconnaissance assets had done their jobs well, pinpointing the locations of the wait-
ing American ambushes. To counter the Americans, the 79th shifted its tanks away
from the flanks and toward the river crossings already secured. In one sector of the
offensive, the Soviet 247th Guards Motor Rifle Regiment was deployed to ferret out
the defending American infantry-heavy teams.
Some of these American troops were from the 1st Squadron of the U.S. 11th ACR,
and deployed in the town of Niederaula. Once the Soviets cleared them out, the 247th
would attempt to press on, and cross the Fulda River, intending to wreak havoc be-
hind the American positions.
Starter Kit Scenario: A Matter of Bridges
ORDER OF BATTLE
United States Setup:
Bravo HQ Infantry M-113 M1 Abrams M-106 SPM
MORALE 1/11ACR
Training: 7

x2 x2
Dragon
Jeep TOW ATGM TOW ATGM

x2
SET UP before the game begins, on or north of hex row 2-Gxx.

Soviet Setup:
Sagger
MORALE 2/247 GMR HQ Infantry BMP-1 T-62 ATGM
Training: 6

x6 x6 x3 x2

ENTER on or later TURN 1 or later on the south edge of the board at either 2-A10 or 2-A4, when
activated.

Soviet Support Setup:


Artillery HE Artillery
• ADD THE DESIGNATED FORMA- SUPPORT 3-4 Smoke
TION CARD TO THE DECK BE-
FORE THE START OF THE OPERA-
TIONS PHASE OF TURN 2.

• REMOVE THE DESIGNATED FOR-


MATION CARD FROM THE DECK
BEFORE THE START OF THE OP- x2 x2
ERATIONS PHASE OF TURN 4.
SCENARIO ESSENTIALS
PLAYABLE AREA:
Map 2, top edge is North (2-W02 to 2-W13).

GAME LENGTH:
Eleven turns. Use two End Operations cards.

SCENARIO RULES:
1. Soviet Initiative: The Soviet 2/247th GMR has the Initiative.
2. Objective Victory Points: For each Objective, the Soviet player rolls 1d6. On
a result of 1 or 2 the objective is worth 1 Victory Point; on a 3 or 4, it is worth
2 Victory Points; on a 5 it is worth 3 Victory Points; on a 6 then it is worth 4
Victory Points. If the total of the 4 Objectives is less than 6, add 2 to the lowest VP
rolled (maximum of 4) and use that VP value instead. The Soviet player writes
these down immediately, but reveals the points assigned to each objective during
the Victory Determination phase of Turn 11.
Design Note: This is a slight variation on the Victory Conditions from the actual sce-
nario in Storming the Gap.

3. Soviet Initial Invasion Planning: At the start of Turn 2, shuffle the Soviet
Designated formation card into the Formation Deck. Remove the Soviet
Designated Formation marker from the deck at the end of Turn 3.

NOTE: This is a learning scenario. Beginning players should not add the Battlefield
Event card into the Formation deck for this scenario. Experienced players should feel
free to add it back in.

OBJECTIVES
All Objective markers are NATO (blue) at start

»» Objective A:
»» Place OBJ A marker in 2-S5. Indicates all contiguous
Mengshausen, West
hexes of that town, including T5.
Germany

»» Objective B:
Kruspis, West »» Place OBJ B marker in 2-I6.
Germany

»» Objective C:
Kaulhausen, West »» Place OBJ C marker in 2-O10.
Germany

»» Objective D:
Asbach, West »» Place OBJ D marker in 2-S11.
Germany
VICTORY CONDITIONS
To win, the Soviets must control 6 points of objectives at the end of Turn 11. Any other
result means the US wins.
Map Piece Bottom Left
Map Piece Top Left
Map Piece Bottom Right
Map Piece Top Right
World at War 85 Starter Kit Counter Sheet 02-02 Front
World at War 85 Starter Kit Counter Sheet 02-02 Back
Turn Record Track
1 2 3 4 5 6 7 8

9 10 11

Soviet Off-Board Artillery Tracks


HE (High Explosive) STRENGTH SMOKE SCREENS
1 2 3x3 3x4 1 2

Missile Ammo Usage Chart


If the Missile Reload If the Missile Reload
attempt attempt
Firing Unit Type Description FAILS SUCCEEDS
Leave the
SW ATGM
Infantry ATGM and SAM MISSILE AMMO
Support Weapons RELOADING
Example: marker on the unit
Place a Remove the
Alternative Armament
ATGMS for NO MISSILE MISSILE AMMO
SW ATGM
Tanks and Anti-Tank AMMO RELOADING
Example: Guns
marker on the unit marker
HELICOPTERS (Including Helicopter Transports); or Dedicated ATGM Place a
NON-TRANSPORT GROUND VEHICLES with GREEN Vehicles MISSILE AMMO
(ATGM), and LOW
or BLUE AP FP + BLUE RANGE (SAM) All Helicopters
marker on the unit
Place a
TRANSPORT GROUND VEHICLE Infantry Fighting NO MISSILE
with GREEN (ATGM), Vehicles with ATGMs AMMO
marker on the unit
Starter Kit Scenario: A Matter of Bridges

Formation Cards
Terrain Effects Card 1
MP Cost MP Cost MP Cost Defense Defense
MP Cost
TERRAIN IMAGE Bonus Bonus
Ground Ground Helo
Helo NOE
Troops Vehicles Flying Troops Vehicles

Hexes

CLEAR 1 1 1 1 0 0

CULTI-
1 2 1 1 +1d6 0
VATED

ROUGH 2 3 1 1 +1d6 +1d6

CITY 1 2 P 1 +2d6 +1d6

WOODS 1 2 P 1 +1d6 +1d6

UPHILL = +1 UPHILL = +1 +1d6 if +1d6 if


UP or
+ COT + COT attacked attacked
HILL DOWN HILL =
1 from from
DOWN HILL = DOWN HILL = downhill downhill
Only COT
Only COT Only COT otherwise 0 otherwise 0

+3d6 if +2d6 if
attacked attacked
HILL- from from
1 2 P 1
CITY downhill
otherwise
downhill
otherwise
+2d6 +1d6

There are two types of terrain symbols on WaW85 maps, called Hexes and Hex Sides; and Fortification mark-
ers that can be added to any map. The Hexes are listed first. Note that the Hex Side and Fortification sections
have fewer columns, as they do not directly generate Defensive Bonuses, nor do they affect LOS.

MP = Movement Points; # = Cost in MP, or Level in Height; Y = YES; • = NO; P = Prohibited; OBSCURES = Ob-
scures LOS; BLOCK = Blocks LOS; UPHILL = Unit is moving from a lower Obstacle height hex to a higher one;
Downhill = Attacker is at lower unit height than the target unit; COT = Cost of other terrain in the hex; NOE =
Nap of Earth mode helicopter; AMPH = Amphibious unit;
Possible Possible Unit
Assault
Conceal Conceal Obstacle Height
TERRAIN IMAGE Modifiers LOS Effect Bonus Bonus Height Ground
(13.1)
Troops Vehicles Units

Hexes

CLEAR • • • • 0 0

CULTI- OB-
• Y • 0 0
VATED SCURES

OB-
ROUGH • Y Y 0 0
SCURES
BLOCK

CITY Y Y Y 1 0
BLOCK

WOODS • Y Y 1 0
BLOCK

HILL • • • 2 2
BLOCK

HILL-
Y Y Y 3 2
CITY

Amphibious Transport = Amphibious Ground Transport unit; Defense Bonus: +(#)d6 = Unit gains the # of
added d6 in defense; No Roads = Disregard any Road terrain on the map under the marker, unless the mark-
er is removed.
Terrain Effects Card 2
MP Cost MP Cost MP Cost Defense Defense
MP Cost
TERRAIN IMAGE Bonus Bonus
Ground Ground Helo
Helo NOE
Troops Vehicles Flying Troops Vehicles

Hexes
+2d6 if +2d6 if
attacked attacked
Hill- from from
1 2 P 1
Woods downhill downhill
otherwise otherwise
+1d6 +1d6
Amphibious
All Ground: *
P 1 1 • -1d6
Water Other
Ground: P

Wrecks COT COT COT COT +1d6 +1d6

+1 +1 +1 +1
Smoke +1d6 +1d6
COT COT COT COT

2 3 3

Rubble No No No 1 +2d6 +1d6

Roads Roads Roads

Cleared 2 3 3 1 +2d6 +1d6

Fire P P P P • •

Burnt
2 3 3 1 +2d6 +1d6
Out

* Amphibious Ground - from water hex to water hex: 1; to or from a non-water hex: 1/2 of a unit’s MP
(round up); Other Ground: P
Possible Possible Unit
Assault
LOS Ef- Conceal Conceal Obstacle Height
TERRAIN IMAGE Modifiers
fect Bonus Bonus Height Ground
(13.1)
Troops Vehicles Units

Hexes

BLOCK
Hill-
• Y Y 3 2
Woods

Amphibi-
All
• • • • -1 ous Units
Water only: -1

AS OTHER
OB-
Wrecks • Y Y 0 TERRAIN
SCURES IN HEX

AS OTHER
BLOCK

Smoke • Y Y 20 TERRAIN
IN HEX

AS OTHER AS OTHER
BLOCK

Rubble Y Y Y TERRAIN TERRAIN


IN HEX IN HEX

AS OTHER AS OTHER
BLOCK

Cleared Y Y Y TERRAIN TERRAIN


IN HEX IN HEX
BLOCK

Fire • • • 20 P

AS OTHER AS OTHER
Burnt OB-
Y Y • TERRAIN TERRAIN
Out SCURES IN HEX IN HEX
Terrain Effects Card 3
MP Cost
TERRAIN IMAGE
Ground Troops

Hexes

Crossing via a bridge hexside = +0 MP. May also be carried as


River* Passenger in a AMPHIBIOUS TRANSPORT unit.
Otherwise = Prohibited

When crossing a Road hex side, the COT of the hex entered
Road* becomes 1 (including Hill hexes) (See 9.4 Road or Trail Move-
ment)

River hexsides may be crossed at Bridge hex sides, paying the


COT of the hex entered after crossing (See 9.5 Movement)
Bridge*
On the Bridge marker the arrow points to the specific hexside
with the bridge.
Assault Modifiers Cross-Bridge or
TERRAIN IMAGE Cross-River Assault
(13.1) Bonus

Hexes
Crossing via abridge hexside = +0 MP.
AMPHIBIOUS unit or AMPHIBIOUS
TRANSPORT unit may cross a River
hex side if they begin their Movement
River* Action adjacent to the river hex side, Y
and then USE ALL their MPs to cross it,
and move into the adjacent hex. This in-
cludes any COT of the hex entered.
Otherwise = Prohibited
When crossing a Road hex side, the COT
of the hex entered becomes 1 (includ-
Road* •
ing Hill hexes) (See 9.4 Road or Trail
Movement)

River hexsides may be crossed at Bridge


hex sides, paying the COT of the hex
entered after crossing (See 9.5 Move-
Bridge* ment) Y

On the Bridge marker the arrow points


to the specific hexside with the bridge.
WORLD AT WAR 85: CORE RULES v2.0
Credits
Executive Producer: Formation Card Design:
David Heath Marc von Martial, Nuno Castilho

Associate Producer: Player Aid Card Design:


Keith Tracton Keith Tracton, David Heath,
Jeff Schulte
Development Leads:
Keith Tracton, Jeff Schulte, Editor:
Phillip Bolger, Matt Lohse Hans Korting

Development Team: Vassal Modules:


David Heath, Felix Le Rouzés, Trent Garner
Nicolas Michon, Dean Morrissey,
Iain Tracton, Mike Wheal, Quality Assurance:
Paul Summers Young. Patrick White

WWIII Timeline: Administration:


Phil Bolger, David Heath, Ava Marie Heath
Keith Tracton Logistics Manager:
Rules Authors: Darren White
Paul Summers Young, Series Video, Audio
Keith Tracton Nate Rogers, Keith Tracton
Rules Layout: Index Author
Blackwell Hird Al Davis
Map and Counter Design:
Marc von Martial

Playtesting, Support, Special Thanks & Inspiration:


Marc Archambault, Marko Aleksandrovich, Phillip Bolger, Nuno Castilho, John Clarke,
Tony Costa, Jim Day, Sean Druelinger, Ralph Ferrari, Maurice Fitzgerald, Maurice Gaston,
David Heath, Shane Heath, Matthew Hewett, Robert Hranek, Wade Hyett, Ken & Mary James,
Hans Korting, Felix Le Rouzés, Matt Lohse, Mike McPhail, Kelly Meissner, Nicolas Michon,
Jim Millard, Dean Morrissey, Thomas O’Neal, Steve Overton, Duane Parsons, Nate and Elyse Rogers,
Jack Ryan, Rob Schoenen, Jeff Schulte, Kev Sharp, Brad Smith, Dr. Robert “Smitty” and Katie Smith,
John Staudt, Noah Stoltz, Iain Tracton, Warren Tutwiler, Arrigo Velicogna, Brittany Ward,
Mike Wheal, Kindra White, Patrick White, Phil Wohlrab, Paul Summers Young
– many, many thanks, all! With love to D, I, S and M & D

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.

140
WORLD AT WAR 85: CORE RULES v2.0

141
WORLD AT WAR 85: CORE RULES v2.0

142
WORLD AT WAR 85: CORE RULES v2.0

143
WORLD AT WAR 85: CORE RULES v2.0

It is the summer of 1985 and WORLD WAR III HAS BEGUN…


The World At War 85 series of games (WaW85) are fast-paced, platoon-level simulations of combat
during the Third World War. The series’ Action begins in 1985, and brings to life the troops, tanks,
artillery and aircraft of that time period, as conflict erupts around the globe.

RULES INCLUDE: Movement, direct fire, move & di- PLATOON, BATTERY, and FLIGHT
rect fire, assault, and on-board indirect fire Actions; TYPES INCLUDE:
terrain, line of sight, and concealment; missile mini- UNITED STATES:
mum range and ammunition replenishment checks;
point blank and long range fire; soft, light armor, and
heavy armor targets; off-board artillery strikes; ATGM
and alternative ammunition support weapons; attack
helicopters and helicopter transports; flying, nap-of- WEST GERMANY:
earth, hovering and landed helicopter modes; close air
support; electronic warfare; improved positions; ran-
dom and placed minefields; optional random battlefield
events and friction; weather, including weather level,
squalls and mud; parachute drops; amphibious move- EAST GERMANY:
ment; night combat.
Play one of the many scenarios provided in any Volume
of the World At War 85 series, or use the included
BATTLE GENERATOR to design your own.
SOVIET UNION:
These Core Rules are designed to be used with every
game in the series - once learned, you will be able to
play any game in the series. Individual game Volumes
are each COMPLETE STANDALONE GAMES.

Game Credits:
hhExecutive Producer hhEditor
Complexity: David Heath Hans Korting
hhLead Design hhManual Layout
Solitaire Playability Keith Tracton Blackwell Hird
hhDev. Leads hhGraphics
Keith Tracton, Jeff Blackwell Hird, Marc
Schulte, Phillip Bolger, von Martial, Keith
12+ 1-2 1-4h Matt Lohse Tracton
AGE S PL AYE RS T I ME
www.lnlpublishing.com
144
Copyright © 2029 Lock ’n Load Publishing, LLC. All Rights Reserved.
Rev 47
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