Next War: Vietnam isn’t offering anything ground-breaking in terms of the overall series, but, as in all the games, I hope to provide a new and engaging situation that seems fresh and different even through it’s using the same rules as all the games in the series.
There are a couple of things we’re adding to the overall series rules as well as some items unique to NWV itself. The first thing to note is the new in-hex terrain “Jungle.” Since it’s in-hex terrain, it modifies the underlying terrain, e.g., Flat becomes Flat w/ Jungle. As a side note, we made that change to the Terrain Effects Chart (TEC) a while ago to differentiate whole hex terrain from in-hex terrain, e.g. Urban from City. In-hex terrain modifies whole hex terrain where applicable according to the TEC. At any rate, as summarized on the TEC, regardless of the underlying terrain no Paradrops are allowed, Armor and Mechanized units are halved attacking into it, Light Infantry earns a DRM attacking or defending, and all Leg units (Leg, Light Infantry, and Motorized Infantry in Combat) are doubled on defense. If used correctly, the Allies can make the initial PRC drive from the northeast a slog.
Another thing players should note is that Clearing Operations will be more difficult in the SRV. Not only is there a general -1 DRM for Clearing, but the SRV has the People’s Self Defense Force which can be used in one of two ways: in garrison mode which acts as a combat unit in all ways (albeit with a 0 movement allowance) or in resistance mode which provides an additional -1 DRM to Clearing. Furthermore, Hanoi itself has a -1 DRM for clearing. So, it’s entirely possible that hex 3713 will have a cumulative -4 DRM; good luck if you pull a 6.
To further represent the difficulty the PRC would experience, Automatic Victory rolls are modified by +1 for each Hanoi hex (there are 3) controlled by the Allies.
The international intervention level is a lot more complicated. Many of the players in the region want both to cooperate with and oppose the PRC at the same time. Most are competing over the same resources in the South China Sea. Many of the regional players already have ties to the PRC in one or the other, and it would take a major diplomatic effort on the part of the US to sway them. This is represented primarily by die rolls which, optionally, can be modified by the expenditure of VP (representing the use of political capital on the world stage).
Finally, we’ve also taken the opportunity to thoroughly review the Series Rules and make some necessary changes as listed below:
7.2.2 – clarified the presence of Naval Units now have an effect on Sea Control
8.1.1.1 – clarified when overstacking affects movement
8.2.3 – clarified that ZOCs don’t extend across impassable hexsides
8.2.4 – LI are free to move in both Elite Reaction and Exploitation
8.5.6.4.1 – clarified that each location meeting a condition requires a roll
8.5.6.4.1 – clarified when Naval Units matter for the roll
8.5.8.3 – clarified when AMPHS can embark/disembark
13.1.2 – changed optional rule to allow for Contested Inshore Box
13.1.3 – added overland trace to optional rule
17.1.2 – Naval units are detected when they Bombard or provide Combat Support
17.1.4 – changed Naval Air Defense Fire to be a little more clear
17.3 – clarified how Naval Surface Combat works
19.1 – clarified Beachhead as a Supply Source
19.1.2 – expanded Airborne supply to include airmobile units and HQs
19.2 – clarified how LOCs work (via diagram) – or on Reinforcement Chart?
19.5 – clarified effect of OOS on HQ/Arty
21.0/21.3 – Artillery can be detected by Electronic Detection
21.1 – Beachheads are auto-detected
22.2.2 – clarified that carrier air units can’t be used if the carrier is in Port
22.6.3/5/6 – clarified air combat “stages”
23.4.4 – clarified that Bridges can still be used in an interdicted hex
27.3.3/27.7.3 – changed the way Strikes affect Beachheads
24.1 – clarified that striking ADF Tracks requires reaching the Operational Map
27.4 – naval surface combat and all strikes are resolved before a naval unit elects to retreat
27.9.1 – Players are never required to repair Installations.
I’ll focus on a couple of these changes. First, naval sea control has been modified so that the presence of naval units from both sides automatically makes a location Contested. Additionally, the presence of naval units from one side in a location controlled by the other will cause a roll for Control regardless of other rules. After continued playtesting and especially in light of the Combined Game, it will more accurately represent the effect such units have on sea lines of communication.
Second, I reworked the way Beachheads are affected by Strikes. Continued play, especially in Taiwan, proved that they were a little too vulnerable to strike effects and destruction for such a relatively dispersed target. These changes more accurately capture the nature of a “beachhead”.
Third, naval surface combat was clarified as there was some inconsistency in how that worked. Now, an undetected naval unit has a true advantage in the fight.
As you can see, most of these significant changes affect the naval sub-game. Although the Next War series is primarily a land-air game, the situation in the South China Sea and, more broadly, in the Pacific, necessitated a little bit more nuanced presentation.
Next War: Vietnam completes the “China Trilogy,” and it is meant to complement Next War: Korea and Next War: Taiwan. The aim is to provide not only an interesting standalone experience with its new terrain and operational puzzles but also an epic combined game experience which will see both sides struggling to find enough resources to allocate to the various theaters in which it suddenly must fight. To that end, I’ve included some Combined Game guidelines.
I sincerely hope you enjoy it!
Very much looking forward to it!
Highly interesting!
Well I hope they change air superiority fights, to make them more bloody, now most of craft are destroyed on a land by missle attacks…
Great job — hard to wait for it to come out. How about adding a Supplement for coverage of the Sino-Indian border dispute areas?