Next War: Supplement #1
Expansion till GMT Next War-serien
Antal spelare: 2
Speltid: 480 minuter
Rekommenderad ålder: från 12 år
Läs mer på Boardgamegeek
Antal spelare: 2
Speltid: 480 minuter
Rekommenderad ålder: från 12 år
Läs mer på Boardgamegeek
Tillverkare:
GMT Games
Referens: GMT1709
This Next War supplement will contain the following items:
- Cyber Warfare Capabilities
- Alternate Advanced Air Game
- Submarines
- Random Events
- Optional Rules
- One and a half counter sheets (containing the counters necessary for Cyber Warfare, Alternate Air Game, and Submarine Markers as well as some useful game state markers)
- One new Advanced Game Sequence of Play (incorporating necessary changes for the new rules)
- One Player Aid Card
Cyber Warfare Capabilities
Although for the most part,
cyber warfare will take place in the shadows and behind the scenes, the
very real possibility exists that some fleeting advantage can be gained
when targeting enemy warfighting systems. These rules attempt to
provide an abstract framework within which this electronic conflict can
be gamed to affect the battlefield.
In general, each nation
involved in the conflict depicted by the particular game will receive a
number of Cyber Warfare Markers each game turn. During the game turn, at
various points, players will be able to use the markers to affect
things like Air Defense detection, combat, or the enemy’s Cyber Warfare
ability itself. These rules are intended to be used with the Advanced
Game only.
Alternate Advanced Air Game
The Advanced Game air rules
in the Next War system allows players to achieve some satisfaction
through the thrill of moving F-22s across the sky with zooming noises
for Air Superiority or assigning A-10s to Combat Support and making
little explosion noises. It doesn’t, however, really capture the
operational aspects of aerial warfare. Generally speaking, Strike and
Combat Support missions, as represented in the game, would be composed
of packages of mixed or even single aircraft rather than entire counters
of the same type. That is, a particular strike package might actually
be composed of two F-22s and two F-15s flying top cover/escort, while an
F-16 Wild Weasel provides electronic warfare support for the four
Strike Eagles tasked with dropping bombs. The next day’s mission,
against the same target, might be composed of two F-16s flying escort,
no Wild Weasel, and three F-16s dropping Rockeyes. The point is that the
current air system, while it models the effects through the mechanism
of allocating a counter to conduct a Strike, doesn’t really capture the
essence of the operational air war. In addition, the player tends to
know, or at least have a pretty good feel for, how much force is going
to be applied for whatever purpose he envisions, whether it’s a Strike
against a Port or a Combat Support Mission. These rules are an alternate
method of modeling that operational air war as well as streamlining the
entire concept.
Design Note:
These rules are basically a cross between the Standard and Advanced air
rules, but they place the player in the role of the theater command
tasking his air boss to provide support without the omniscient ability
to specify exactly how to do it and with which assets to accomplish it.
Submarines
Submarines are modeled
rather abstractly in the Next War Series, and the impact of the rising
capabilities of the PRC forces and the U.S. submarine force especially
is currently undervalued . Although some allowance is made for them in
terms of the Submarine Threat and Anti-Submarine Warfare (ASW) Levels,
this is a high-level abstraction and represents only a portion of their
capabilities and usefulness for both sides. These rules are a variant
for modeling their use a little more explicitly in the Advanced Game.
These rules replace the Submarine Threat and ASW Level rules.
Random Events
We're not sure this really
needs explanation, but this will provide 25 random events for players to
deal with. Each player will roll for an event to occur each turn after
the U.N. Resolution die roll. Some of the events hurt you and some of
the events help you. Let chaos and fun ensue.
Optional Rules
Some optional rules are
included as well, specifically: Naval Air Defense Umbrella, Formation
Stacking for U.S. Brigade Combat Teams, Air Defense Options (for NWT),
Ports as Targets, Low Odds Attacks, and Patriots & S-300s.
259 kr
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Vill du istället hämta den i vår butik? Beställ före 10 så finns den att hämta i butiken från 16 samma vardag. Avhämtningar på helgdag måste beställas senast 10 föregående vardag.
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