Troop placements for NATO vs. WARSAW
Equipment costs for NATO vs. WARSAW
NATO vs. WARSAW uses all standard World at War rules except where indicated
in these instuctions.
Warsaw Territories, controlled by Russia
- All normal Russian Territories
- Romania
- Poland
- Persia
- French Indo-China
Chinese Territories
- All normal Chinese territories
- Manchuria
- Burma
- Mongolia
- Tibet
- North Korea
NATO Territories
- France
- Spain
- Turkey
- Portugal
- Great Britain
- South Africa
- Gibraltar
- Italy
- Malta
- Germany
- Iceland
- Norway
- Sweden
- Finland
American Territories
- All normal American Territories,
except West Indies
- All Canadaian territories
- Mexico
- Central America
- Okinawa
- Philippines
- Thailand
Territorial Rules
Africa
Except for those territories listed above, all African territories are free neutral countries with standing armies. Once attacked, if attacker does not succeed, the attackee becomes a member of the opposing Pact. If China fails an attack, the attackee becomes a US territory.
India and Pakistan
- If WARSAW or China attacks
Pakistan and fails, Pakistan becomes a NATO ally.
- If WARSAW or China attacks
Pakistan and succeeds, India becomes a NATO ally
- If WARSAW or China attacks
India and fails, India becomes a NATO power and Pakistan becomes a WARSAW
or Chinese power.
- If WARSAW or China attacks
India and succeeds, India becomes a WARSAW or Chinese power and Pakistan
becomes a NATO power.
South America
South American territories may be economically conquested by either the US or WARSAW pact. Any territory economically conquested adds its IPC value to the total of the conquestor, but any troops from that country may not be used until game turn 4. Also, no attacks may be made from South American Territories until game turn 4. Finally, America and NATO may not attack neutral South American Territories, but WARSAW may attack neutral South American Territories.
- America pays normal economic
rates on South American countries
- WARSAW pays normal rates on
Chile and Argentina
- WARSAW pays three times IPC
marking on Peru and Columbia
- WARSAW pays five times IPC
marking on Brazil and Venezuela
West Indies
To represent Cuba, the West Indies can be influenced by WARSAW from game turn one by paying 2 IPC and rolling a d6 for1-3. Once conquested, West Indies becomes a WARSAW territory with 3 infantry, 1 tank, and 1 fighter. America may attack the West Indies after WARSAW makes an attempt to economically conquest West Indies. This can only be done once and must be attempted on the same turn as the attempt to economically influence the West Indies. But, if failure occurs, West Indies becomes part of WARSAW pact. If West Indies is not taen one turn after becoming a WARSAW member, it also receives 1 sub and 1 transport.
Pacific
Except for American and NATO holdings, all Pacific Islands without IPC values are First Come, First Serve. All IPC valued Pacific Islands are neutral countries. America and NATO may conquest these neutrals economically, but may not attack them as long as they are neutral. WARSAW and China may attack them.
Middle East
- Iraq: Iraq may be economically conquested by WARSAW according to standard rules. Along with this, Russia may Roll-In using any ground forces to Iraq without resistance from Iraqi forces. Should economic conquest occur, NATO immediately receives Saudi Arabia. Should a Roll-IN occur, NATO also receives Syria and Trans-Jordan.
- Libya: Libya may also be economically conquested by WARSAW according to standard rules. However, if Libya is conquered, Algeria becomes a NATO country.
- Egypt: Egypt may be economically
conquested by WARSAW. However, if this occurs Trans-Jordan becomes a NATO
power. At this, the Arab countries of Syria, Iraq, and Saudi Arabia
attack Trans-Jordan in an attempt to take Israel.
¨ If this attack fails,
Saudi Arabia, Syria, and Trans-Jordan all become NATO allies. Also,
if WARSAW has not conquered Iraq by this point, then Iraq can no longer
be economically conquested by WARSAW, nor can commit a Roll-In on Iraq.
I.E. Iraq becomes a normal neutral country.
¨ If this attack succeeds,
then Trans-Jordan becomes part of Iraq. Saudi Arabia and Syria remain
neutral.
¨ If Syria is NATO at this
point, then only one half of the Syrian forces may join the attack.
If Saudi Arabia is NATO at this point, then no Saudi Arabian forces participate.
Iraqi forces attack no matter what.
¨ For this scenario, all
forces listed below are used only in this attack and do not represent the
standing army of the nations. After the attacks, the forces disappear
from play.
¨ The forces used are:
¨ Iraq; 4 infantry, 2 tanks,
and 1 aircraft
¨ Syria; 2 troops, 1 tank,
1 aircraft
¨ Saudi Arabia; 2 troops
¨ Israel; 4 troops, 3 tanks,
2 aircraft
¨ The Israeli troops defend
on a 3 and kill 2 units for every hit incurred and Israeli aircraft defend
on a 4 and kill 2 for every hit incurred
- All Middle East territories
are neutral until conquered. British troops may use Saudi Arabia
as a staging area even if still neutral. Also, American troops may
use Syria as a staging area even if neutral.
Game Play
Order of Attack:
1. WARSAW
2. NATO
3. CHINA
4. USA
Victory Conditions
WARSAW: Must control both Eastern and Western United States. If this is accomplished, USA becomes a government in exile in any 3+ IPC territory still held by a NATO or in any IPC American Territory. Therefore, the WP player must also control all 3+ IPC territories held by NATO or USA in order to win.
America and NATO: NATO and American forces must control all Russian factories and Moscow. The country that controls Moscow, is the country that defeats WP. If at war with China, Hopeh must as well be taken.
Example: If NATO controls Moscow and NATO and American forces control all Russian factories, NATO is the winner.
China: Must control all of its original territories and any two of the following capitols: Moscow, Washington DC, London.
Additional Conditions:
- If Hopeh is taken,
China has one turn to retake Hopeh. If it cannot, China surrenders,
Turns over 30 IPC's, and removes all of its forces from the board.
All territories remain Chinese until captured by other forces.
- If all Russian factories are
controlled, WP may attempt to retake any of these factories. If it
does not, WP undergoes the same surrender procedures as China.
- If Great Britain is taken,
NATO gives up 15 IPC's and must remove 5 Infantry from any NATO territories
as well as 2 tanks.
- All of North America must
be taken, including Mexico, and all 3+ IPC NATO and American territories
must be controlled. At this point, America surrenders using the same
procedures as China. Also, when Eastern and Western United States
are taken, America gives up 30 IPC's to the conquering player.
The Gorbi-Mao Pact
China and Russia may not attack
each-other until turn 4. Until either one attacks the other, China
receives an additional 10 IPC's per turn.
WARSAW Pact (WP)
- Declaration of war: Russia
must attack one of the following areas on the first turn. Other areas
may be attacked, but at least one of these must be attacked. –
1. South Korea – causes war
with USA and NATO unless 25 IPC’s paid to USA
2. Germany – causes war with
USA and NATO
3. Turkey – same as Germany
4. Finland – same as Germany,
however, Finnish defend with three kills for every hit incurred on the
dice on first turn.
5. Afghanistan – same as Germany,
however Afghanistan’s defend as in the original game. Also, if attack
fails Afghanistan can never be attacked again by WARSAW. Also, NATO
and USA are NOT at war with WARSAW.
- If Afghanistan is taken, WP receives an additional 2 IPC’s as well as the marked IPC for as long as WP holds Afghanistan.
- On the first turn of the game, the WP player may place an additional 5 troops, 2 tanks, and 1 fighter in any of the border territories they control to assist in the initial attack. These additional troops may not be placed in interior territories. Also, after the initial attack is made, the WP player, if they wish, may roll a d6 to make a second attack using the remaining forces from one of its attacks. In order to achieve this they must get a 5or 6 on the d6.
Example: WP places its initial troops on the West German Border and attacks. The attack goes well and the WP player rolls a 5 on the d6. They may then use the remaining troops in West Germany to attack France.
- WP players begin the game with
2 spies. Additional spies may be bought for 15 IPC. The roles
they fulfill are
1. Steal technology – after
an advance has been made by another player, the WP player may attempt to
steal that technology by using the spy. The spy is used and the WP
player roles a one d6. If a 5 or 6 is achieved, than the technology
is stolen and is shared the WP player. Multiple spies may be used.
Spies however can be caught in this role. If a 6 is rolled, the spy
captures the technology and cannot be caught. If a 5-1 is rolled,
the spy can be caught by the opposing player rolling a d6 to capture the
spy. On a roll of 5 by the WP player, the opposing player must roll
a 1 to capture the spy. On a roll of 4-1 by the WP player, the opposing
player must roll a 1 or 2 to capture the spy. The opposing player rolls
one d6 for every spy used against them. If the spy is not captured,
the WP player retains the spy.
2. Sabotage – Spies can be used
to sabotage factories. This rule is exactly the same as IPC bombing
runs in the first game. However, the opposing player has the opportunity
to kill the spy each time if they roll a 1 on the d6.
3. Defection – Spies can cause
any single opposing unit to defect to WP. The WP player pays ½
the building cost of the targeted unit. The WP player then rolls
a d6. If the WP player gets a 6, then the unit is theirs and must
be moved to the nearest WP territory.
- Russian Guards can only be
placed with the capitol and may only defend, but do so at a 4. Maximum
of 4 allowed and cost 4.
- Spetznatz: Russian special
forces. Cost 4, attack at four when airlifted, attack three on the
ground and defend at three. The WP player may have two of these units.
NATO
- NATO starts the game neutral. Once attacked, NATO cannot attack until the turn after.
Example: WP attacks NATO on turn one. NATO cannot attack until turn two.
- All NATO forces can attack
in unison.
- WP and Chinese subs used in
an attack against NATO forces give away position. Therefore, NATO
forces receive a +1 defense bonus when defending against a WP or Chinese
sub attack.
- NATO can place any of three
non-infantry units in any non-factory territory every turn.
Example: NATO purchases three
tanks. They are then placed instead of infantry in Spain.
- NATO may economically
conquest Africa with the exception of Egypt and Libya.
China
- China can place two times as many troops as the marked IPC in original Chinese territories.
Example: The marked IPC of the territory is 2. Therefore, 4 infantry can be placed there. Factories double this number, but the number of non-infantry units that can be placed does not change.
- Sun Tzu Effect: All Chinese
troops attack on a 2 when attacking an original Chinese territory.
- Terrain problems: All tanks,
including Chinese, move on a 1 through Mainland China.
- Hit and Run: Chinese cruisers
move at a three. Also, on an attack, cruisers may retreat on the
first round before enemy retaliation. However, this may only be done
on the first round. When retreating, cruisers use all unused movement.
USA
- Navy SEALS: America can make 1 Navy Seal at 6 IPC. The unit attacks at a 5 when assaulting from sea or from air, and a three under normal conditions. Also, the unit defends on a three. Another special ability is any sea unit can carry it, by a helicopter, or by bomber. Finally, the unit can be used to assault opposing ships without bringing the transporting ship into the battle, as well as using the unit in conjunction with other ships in an attack. They cannot be used for defense at sea. The only time a SEAL unit may attack a submarine is when that submarine is in a friendly port.
Example: A WP submarine is in the Kamchatka water area. The SEAL unit may attack the sub. If the sub is at open sea, the SEAL unit may not destroy it.
Finally, only the USA player knows the placement of the unit. What transport it is with is written down on a slip of paper that is shown only to prove the unit’s location. This allows the unit to attack with secrecy.
- Marines: Attack at 2, defend
at 2. Only nine may be designated and only 4 can be in any one territory.
- National Guard activates if
any foreign troops land in any part of the Western Hemisphere. This
also includes economic conquest by Warsaw in South America once America
is at war with WARSAW.
- Spy Satellites: America may
use the satellites once every turn during a single attack to increase the
attack of infantry and Marines by +1.
- America may land troops on
Japan once America is at war with either China or WARSAW, but cannot build
troops there nor claim the Japanese IPC's until Japan is attacked.
The original troops starting in Japan may not be used until Japan is attacked.
- If Japan is attacked America
declares war with the attacker, but NATO does not unless NATO is already
at war with another or the same opposition.
NATO and USA
- NATO and USA troops and equipment
may make a coordinated attack on NATO’s turn, provided that at least one
of the attacking territories contains both NATO and USA troops and/or equipment.
- USA aircraft may only help
in an attack if USA troops and equipment are also involved in the attack.
- NATO aircraft may land on
USA carriers, but not vice versa. Also, NATO aircraft may not be
used on the American turn, but do help to defend the carrier.
- NATO and USA coordinated naval
attacks can only be made on the NATO turn. However, NATO aircraft
in an USA fleet do not constitute the ability to make a coordinated attack.
For this, at least one NATO surface combatant ship (i.e. subs and transports
do not count) must be present.
- If NATO and American forces
in a coordinated attack gain control of a territory, the territory becomes
NATO.
Helicopters
- Can be attack or transport.
- Attack on a three, defend
on a three, and move on a three
- When on carriers, helicopters
defend on a one
- Three helicopters or one helicopter
and one plane can be placed on a carrier.
- If helicopters are used against
submarines, the helicopters have the option of Chasing a withdrawing submarine
for one space. I.E. if a sub withdraws after being attacked, the
helicopter may chase and attack once more. However, chasing uses
movement units.
- Helicopters may carry one
infantry. The USA may designate one helicopter as Chinook, meaning
it can carry a tank. The WARSAW player may designate one helicopter
as a troop carrier, meaning it can carry 2 troops instead of one.
Aircraft
- All NATO and USA fighters now
have unlimited range over friendly controlled territory. This does
not include friendly sea zones. I.E. an American aircraft has unlimited
range until it reaches water, at which point range units begin being used.
However, once the unit reaches friendly territory again, it can fly without
using range units.
- Aerial intercept: If fighters
or helicopters fly through a zone containing enemy fighters, the enemy
fighters are scrambled and defend as normal. A battle ensues.
If attacking aircraft survive, they may continue on. If bombers fly
through a territory containing enemy fighters, the bombers attack on a
2 and fighters defend on a 3. If bombers are escorted, all escorting
aircraft are destroyed before bombers may participate against interceptors.
Example: An American fighter flies from Western United States to Eastern United States. This does not use any movement units. It continues on its flight to France, which is still held by NATO. Once it enters water, it begins using movement units. Once it reaches the coast of France, it no longer uses movement units until it either leaves friendly airspace or enters a sea zone.
- NATO controlled territories
are considered friendly by American aircraft and vice versa.
- American and NATO bombers
have a range of 8
- WARSAW bombers have a range
of 10
- Chinese bombers retain normal
range of 6
Submarines
- Run Deep: When attacked by
aircraft, subs roll one d6 for each sub. If 1-3 sub runs deep and
the aircraft cannot attack. If 4-6, sub can be attacked. If
aircraft cannot attack, they must continue onward without attacking and
cannot be moved in non-combat as usual.
Nuclear Weapons
- Long-range Nuclear missile
technology is controlled by WARSAW and the USA. Intermediate range Nuclear
missile technology is controlled by China.
- Both WARSAW and USA players
must roll a d6 when using a nuclear weapon to see if it actually works.
If a 6 is rolled, the weapon fails. 1-5, the weapon succeeds. China
must also roll a d6. 1-4 the weapon works, 5 the weapon destroys half of
the units in the country, 6 the weapon fails.
- Only one nuclear weapon may
be used by each country every turn. This does not include retaliation
strikes.
- Nuclear Missiles: United States
may only launch missiles against countries they are at war with, China
and W.P. may launch missles at anyone, but doing so is a declaration of
war against the nation that they attack. Chinese missles have a range of
four and can be fired from any territory controlled by China with an IPC
value. Nuclear missiles destroy all units in a territory as well as factories.
After detonation, no units may move through the territory for two turns.
Also, the IPC value of that territory is reduced to zero. After two turns
have passed since detonation, that territory gains back 1 IPC every turn
until it has reached the initial value of the territory minus 2 IPCs.
1. Political Effect:
USA may only launch a nuclear missile by rolling a d6 for each missile
the USA player wishes to launch. For every 6, a missile is launched.
If a 1-5 is rolled, no launch occurs. If the American player does
launch a missile(s), WARSAW may launch the same number of missiles back
at any USA held territory it chooses. This does not subtract from
the total number of missiles held by the WARSAW player.
2. Retaliation: WARSAW
may launch a missile(s) any time it wishes. For every IPC territory
WARSAW attacks, the US may destroy the same number of IPC values.
Example: WARSAW launches a nuclear missile at France, a 6 IPC country.
The US may then launch as many retaliatory missiles as needed to destroy
6 IPC's worth of territory. This could be Ukraine (3 IPC's) and Georgia(3
IPC's), or any other combination of WARSAW held territories. However,
the US would not be able to attack Russia, since that territory is 8 IPC's.
Retaliation missiles do not subtract from US stockpiles.
- Nuclear Attacks on Neutral Countries: WP or China may make nuclear missile or bomb attacks on neutral countries. However, the USA player does not automatically retaliate. The USA player rolls a d6. If 1-4, then no retaliation. If 5 or 6, then equal retaliation using missiles (this includes retaliation for strikes made with nuclear bombs).
- Nuclear weapon costs and starting
stockpile
1. Nuclear Missiles: 20 IPC
for WP and U.S.A.
2. Nuclear Missiles: 15 IPC
for China
3. WARSAW: 2 Missiles
4. USA: 4 Missiles
5. China: 2 Missiles
Technologies
- Other countries may not buy a technology once it has been discovered by another country. Instead, every country must develop technology for itself.
1. Heavy Bombing: Same as original
game
2. Cruise Missiles: May be fired
from any cruiser or bomber, but only one missile every turn. From
a cruiser, the missile has a range of 3 and can be used as a standard IPC
run or to destroy one unit. From a bomber, the missile has a range
of 1 and can be used as an IPC run or to destroy one unit. If used
as IPC from a bomber, the player rolls 2 d6 instead of 1 and uses the total
of both d6. For destroying units, the player rolls a d6. If
1-4 the missile hits. If 5-6 the missile misses.
3. Stealth Technology: Can designate
up to two aircraft or submarines per turn to be used as stealth.
Aircraft cannot be attacked by AA or Intercept fighters. However,
this does not apply to helicopter. Subs attack on a three.
If WARSAW gets stealth subs, NATO sub detection is negated.
4. Industrial production: Cost
of all non-infantry units are lowered by 1 IPC.
5. Infra-Red Targeting: All
tanks attack on a four.
6. Phalanx System: All Naval
units except for subs are upgraded to +1 defense
Warsaw Placements
Poland: 4 infantry, 1 armor, 1 fighter, 1 AA
Romania: 4 inf., 2 armor, 1 fighter
Karelia: 1 factory, 2, inf., 1 tank, 1 AA, 3 subs, 2 cruisers, 1 battle ship, 1 transport.
White Russia: 3 Inf.
Ukraine: 4 inf.
Komi:
Orel:
Georgia: 1 factory, 4 inf., 2 tanks, 1 AA, 1 fighter
Persia: 2 inf.
Turkmen: 2 inf.
Russia: 1 factory, 2 guard, 1tank, 2 bombers, 1 fighter, 1 AA
Uzbek: 3 inf.
Kazak: 3 inf.
Ural:
Buryat: 2 inf.
Yakut: 1 inf.
Soviet Far East: 1 factory, 3 inf., 2 tanks, 1 fighter, 2 bombers, 1 AA, 2 subs, 2 transports, 1 cruiser
Kamchatka: 2 inf.
French Indo China: 2 inf.
Northern Balkans: 2 inf., 1 tank
Chinese
Manchuria: 5 inf., 1 tank
Hopeh: 4 inf., 1 tanks, 1 factory, 1 AA, 1 fighter,
Kwangtung: 3 inf., 2 cruiser, 1 sub, 1 transport,
Kwangsi: 1 factory, 3 inf., 1 tank, 1 AA
Shensi: 2 inf., 1 fighter, 2 bombers
Burma: 4 inf.
Tibet: 2 inf.
Sinkiang: 3 inf.
Tsinghai: 5 inf., 1 tank
North Korea: 3 inf., 2 tanks
NATO
France: 3 inf., I fighter
Spain: 1 inf.
Turkey: 4 inf., 1 tank, 1 fighter
Portugal:
Great Britain: 3 inf., 2 fighter, 1 bomber, 1 factory, 1 AA, 1 tank, 2 transports, 1 battleship, 2 cruisers, 1 aircraft carrier w/ 1 fighter
Eastern Australia: 1 factory, 1 AA, 2 inf.
South Africa: 1 factory, 2 inf., 1 AA
Gibraltar: 1 inf.
Italy: Three drunk troops and a pick-up truck, 1 factory, 1 AA, 1 fighter
Malta:
Germany: 8 troops, 2 tanks, 1 fighter, 1 AA, 1 factory, 1 sub
Iceland: 1 bomber
Norway: 2 inf.
Sweden: 3 inf.
Finland: 3 inf.
Greece: 3 inf.
America
Alaska: 1 fighter, 2 inf., 1 sub
Hawaii: 1 inf., 1 sub, 1 transport, 1 cruiser, 1 carrier w/ 2 fighters
Western United States: 1 factory, 2 inf., 1 tank, 1 fighter, 1 bomber, 1 AA, 1 Battleship, 1 transport, 1 cruiser
Eastern United States: 1 factory, 2 inf., 1 tank, 1 fighter, 1 AA, Battleship, 1 carrier w/ 2 fighters, 1 cruiser, 1 transport, 2 subs 1 AA
Western Canada:
Eastern Canada:
Central Canada: 1 factory, 1 AA, 2 inf., 1 fighter
Mexico: 1 inf.
Central America:
Panama: 1 inf.
Okinawa: 2 inf., 1 fighter
The Philippines: 2 inf., 1 bomber, 1 transport, 1 cruiser, 1 factory, 1 AA
Midway: 1 inf.
Wake: 1 inf.
Thailand: 2 inf., 1 fit.
S. Korea: 3 inf., 1 tank
Neutral Countries
All African countries except South Africa and Egypt: 2 inf.
India: 5 inf., 1 tank, 1 fighter, 1 AA
Pakistan: 3 inf.
Iraq: 3 inf., 2 tanks, 1 fighter
Syria: 3 inf.
Trans-Jordan: 2 inf., 2 tanks, 1 fighter, 1 AA
Saudi Arabia: 2 inf.
Egypt: 3 inf., 1 tank
Afghanistan: 3 inf.
Dutch East Indies: 2 inf., 1 inf.
New Guinea: 2 inf.
Borneo-Celebes: 1 inf.
New Zealand: 1 inf.
Ceylon: 1 inf.
South American Territories: original minor countries card
Switzerland: original minor countries card
Malaya: 1 inf.
Japan: 3 inf., 1 tank, 2 fighters, 1 AA, 1 sub, 1 factory, 1 transport and Caroline islands and Marcus islands
West Indies: 2 inf., 1 fighter
Mongolia: Same as original game
Infantry:
- America: cost 4
- WP: cost 2
- China: cost 2
- NATO: cost 3
Armor:
- USA: cost 5, defend on 3
- WP: Cost 5
- China: Cost 6
- NATO: Cost 6
Fighter:
- USA: Cost 11
- Russia: cost 12
- China: cost 15
- NATO: cost 12
Bombers:
- USA: Cost 15
- WP: cost 15
- China: cost 17
- NATO: cost 16
Helicopters:
- USA: cost 9
- WP: cost 8
- China: cost 12
- NATO: cost 9
AA
Cost 5
Battleships:
USA: cost 24
WP: cost 26
China: cost 28
NATO: cost 22
Cruisers:
USA: cost 12
WP: cost 12
China: cost 11
NATO: cost 11
Carriers:
USA: cost 16
WP: cost 20
China: cost 35
NATO: cost 18
Transports:
USA: cost 7
WP: Cost 7
China: cost 6
NATO: cost 6
Subs:
USA: cost 7
WP: cost 6
China: cost 8
NATO: cost 8
Factories
15
Paratroopers:
USA: cost 5
WP: cost 3
China: cost 4
NATO: cost 4
United States no longer can build armored infantry
USA:
Seals: cost 6
WARSAW:
Guards: cost 3, defend on 4, attack on 0. 6 total allowed
Spetznatz: cost 4
