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NATO vs. WARSAW rules

Troop placements for NATO vs. WARSAW

Equipment costs for NATO vs. WARSAW

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NATO Vs. WARSAW, 1985

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
 


TROOP PLACEMENTS

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
 
 


Equipment cost sheet

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
 
 

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