Vendor: GMT Games
Type: Board Games
Price:
85.95
Designer |
Gene Billingsley Mitchell Land |
Publisher | GMT Games |
Players | 1-2 |
Playtime | 60-480 mins |
Suggested Age | 14 and up |
The Middle East has long been a hobgoblin for foreign powers and, as much as Afghanistan, also a graveyard of empires. Sitting squarely astride ancient trade routes and with the added impetus of the world's addiction to oil, the area has been a hot spot for centuries.
Now, with the old regime teetering and losing its grip, Iran makes a bid for forcing the West to recognize its complete sovereignty and control over its own affairs by striking at the one thing they care about: the flow of oil. Mining the Straits of Hormuz and declaring it closed to all traffic, Iran defies the world. The US, and perhaps some of its allies, takes action to re-open the straits and get the black gold flowing to the world again.
Next War: Iran is the sixth game in the Next War series. It is unique in the series in that the Allied player has to do the attacking while the non-Allied player attempts to defend its territory against neo-imperial oppression. With a long logistical tail, few true allies in the region, and the menace of Iran's A2AD capabilities, re-opening the Straits is a tall order.
—description from the publisher
Vendor: GMT Games
Type: Board Games
Price:
97.95
Designers |
Gene Billingsley Mitchell Land |
Publisher | GMT Games |
Players | 1-2 |
Playtime | 120-1200 mins |
Suggested Age | 12 and up |
Expansions |
Next War: Supplement #1 Next War Supplement #2: Insurgency Next War: Supplement #3 |
Vendor: GMT Games
Type: Board Games
Price:
99.95
Designer |
Gene Billingsley |
Publisher | GMT Games |
Players | 1 |
Playtime | 360-600 mins |
Suggested Age | 14 and up |
Vendor: GMT Games
Type: Board Games
Price:
89.95
Designers |
Gene Billingsley Mitchell Land |
Publisher | GMT Games |
Players | 2 |
Playing Time | 120-480 mins |
Suggested Age | 12 and up |
Expansions |
Next War: Supplement #1 Next War Supplement #2: Insurgency Next War: Supplement #3 |
Vendor: GMT Games
Type: Board Games
Price:
79.95
Designer |
Gene Billingsley Rodger B. MacGowan Dan Verssen |
Publisher | GMT Games |
Players | 1-8 |
Playtime | 15-180 mins |
Suggested Age | 12 and up |
Vendor: GMT Games
Type: Board Games
Price:
52.95
Designer |
Gene Billingsley Mitchell Land |
Publisher | GMT Games |
Players | 1-2 |
Playtime | 30-480 mins |
Suggested Age | 12 and up |
Honors | 2016 Golden Geek Best Wargame Nominee |
Vendor: GMT Games
Type: Board Games
Price:
83.95
Designers | |
Publisher | GMT Games |
Players | 2 |
Playtime | 240 mins |
Suggested Age | 12 and up |
Expansions |
Next War: Supplement #1 Next War Supplement #2: Insurgency Next War: Supplement #3 |
The ink was hardly dry on the documents following the partition of British India in 1947 before war broke out between India and Pakistan. Since the partition, four major wars and numerous smaller conflicts have been waged over much of the same ground. In 1947, 1965, 1971, and 1999 India and Pakistan fought in the mountains of Kashmir and on the plains of the Punjab region to the south. Today, both sides are armed with thousands of armored vehicles, hundreds of advanced aircraft, and dozens of nuclear weapons. With tensions high and both sides heavily armed, another conflict may be just a matter of time.
Next War: India-Pakistan, the next volume in GMT's series of Next War games and a follow-on to Next War: Korea, allows players to fight a near future war between India and Pakistan.
Due to the nature of a potential conflict, only a portion of the Indo-Pakistani border is featured so that the fighting centers around what it always has: the fate of the Indian state of Jammu & Kashmir. Special rules govern such things as the expanded role bridges play in the region play as well as the fact that both sides in the conflict are nuclear-armed nations. The People's Republic of China and the United States can make an appearance, but they might withdraw in the event of a nuclear exchange. The question is: will this war settle once and for all who will control northwest India?
Note: the Next War series is not an introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward rule set that will, we think, be considered "easy to learn" by experienced wargamers. So, players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, however, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."
Ownership of Next War: Korea will NOT be required to play.
Ground units in Next War: India-Pakistan represent the brigades, support units, and divisions of the armies of the India, Pakistan, China, and the United States. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency.
Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions.
The game's map represents the area in and around the Punjab district of Pakistan and the Indian state of Jammu & Kashmir at a scale of roughly 7.5 miles per hex. The map stretches from edge of The Great Indian Desert to just inside the Himalayas and encompasses portions of both sides of the border.
A game turn is generally composed of:
Combat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature, reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games, casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.
In this installment, players will have the option, depending on game situation and a die roll to secure release authorization for and use tactical nuclear weapons in the playing area. Use of such weapons, however, could cause your international allies to leave the theater, so be careful!
There are several Standard Game scenarios. Some are small and focus on limited objectives while others are variations of a campaign game encompassing the entire map.
In a break from the standard set in Next War: Korea(and its follow-on Next War: Taiwan), the scenarios in Next War: India-Pakistan posit specific at-start situations and objectives (or victory conditions). In some scenarios Pakistan is the aggressor while in others the Indian side is on the attack, in all cases there are varying levels of Chinese and United States intervention.
The International Posture Matrix à la Flashpoint: Golan is still present to allow players to experiment with a variety of intervention options for the US and PRC.
In Next War: India-Pakistan, Jammu & Kashmir is once again aflame. Can you, as the Islamic Republic of Pakistan's commander, conquer Kashmir and hold it against the enemy? Can you, as the Republic of India's commander, attack and defeat the enemy without the conflict going nuclear? And what will happen in the international community while all this is going on? There’s only one way to find out...
TIME SCALE 3.5 days per turn
MAP SCALE 7.5 miles per hex
UNIT SCALE Brigade / Division / Squadron
NUMBER OF PLAYERS: Two (Optimal)
Vendor: GMT Games
Type: Board Games
Price:
83.95
Designers | |
Publisher | GMT Games |
Players | 2 |
Playtime | 480 mins |
Suggested Age | 12 and up |
Expansions |
Next War: Supplement #1 Next War Supplement #2: Insurgency Next War: Supplement #3 |
Over sixty years later, and the divisions still run deeper than the straits which separate the Republic of China from the People's Republic of China. Once again, a historically, ethnically, and culturally homogeneous people separated by politics and economics hurl men, weapons, and material into the maelstrom of modern combat in an attempt to settle their bitter division once and for all.
Next War: Taiwan, the next volume in GMT's series of Next War games and the follow-on to Next War: Korea, allows players to fight a near future war in and around the island of Taiwan. In this sequel, the communist state of China, the PRC, has decided that its time to end the rhetoric and posturing and bring the breakaway republic back into the Socialist Harmonious Society.
Due to the nature of the "terrain" surrounding Taiwan, the game features an expanded, yet still abstracted and playable, naval system including submarine threats, ASW, mine warfare, and anti-naval strikes. In addition, rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict.
Note: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."
Ownership of Next War: Korea will NOT be required to play.
Ground units in Next War: Taiwan represent primarily brigades, regiments, and battalions of the armies of the two Chinas and the United States. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency.
Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions.
Naval units and capabilities are abstracted somewhat in the Next War series. A "Sea Control" mechanism reflects the results of the surface and sub-surface battles, while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side. Changes to the naval system include
The game's map presents the island of modern-day Taiwan at a scale of roughly 7.5 miles per hex. The map covers the entire island and includes several holding boxes and tracking displays.
A game turn is generally composed of:
Weather Determination. Bad weather can severely hamper air and naval operations activity and can significantly slow ground operations.
Initiative Determination and Air/Naval Phase, wherein Air Superiority levels and air availability are determined and Sea Control is established or modified.
Special Operations Phases in the Advanced Game allowing players to utilize their special operators in various recon and raid missions behind enemy lines.
Strike Phases in the Advanced Game allowing players to launch air strikes, cruise missiles, and artillery and SSM strikes.
One or more Movement and Combat Phases that allow both sides to move, react, and fight, with an advantage to the Initiative player on non-Contested turns
Arrival of Reinforcements and Replacements
Victory Determination
Combat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature, reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games, casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.
There are several Standard Game scenarios. The first three are small and cover the first weeks of the war by dividing the island into roughly three equal sections. These focus on the initial assaults by the PRC to establish beachheads and take Ports and introduce players to the basic mechanics of the system, while giving them insight into attack and defense strategies for the "big game." Players can also play the entire Campaign Game which uses the entire map and all of the Standard Game rules. One other scenario is provided which examines a theoretical U.S. Amphibious landing in an attempt to take back the island.
The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise, Tactical Surprise, and Extended Buildup. This offers the players the ability to game out a variety of "At Start" war scenarios based on varying levels of readiness.
There is also an International Posture Matrix à la Flashpoint: Golan to allow players to experiment with a variety of intervention options for the non-Chinese players in the region.
In addition, there is a full set of rules covering how to play a combined Next War: Taiwan/Korea game.
In Next War: Taiwan, the Taiwan Straits are on fire with the Goliath of the PRC arrayed against the David of the ROC. Can you, as the People's Liberation Army/Naval commander, conquer the separatist rebels in four weeks before the full might of the U.S. can be brought to bear? Can you, as the Republic of China's Army commander, hold out against the renewed Communist assault until help arrives? And what will happen in Korea while all this is going on? There’s only one way to find out...
Game Design and Development: Mitchell Land
Original System Design: Gene Billingsley
TIME SCALE 3.5 days per turn
MAP SCALE 7.5 miles per hex
UNIT SCALE Brigade / Regiment / Battalion
NUMBER OF PLAYERS One or two (can be played in teams)