World At War 85 Core Rules v2.0

World At War 85 game series (WaW85) is fast-paced, platoon-level simulations of combat during the Third World War. The series’ Action begins in 1985, and brings to life the troops, tanks, artillery, and aircraft of that time period, as conflict erupts around the globe.

RULES INCLUDE: Movement, direct fire, move & direct fire, assault, and onboard indirect fire Actions; terrain, line of sight, and concealment; missile minimum range and ammunition replenishment checks; point-blank and long-range fire; soft, light armor, and heavy armor targets; off-board artillery strikes; ATGM and alternative ammunition support weapons; attack helicopters and helicopter transports; flying, nap-of-earth, hovering and landed helicopter modes; close air support; electronic warfare; improved positions; random and placed minefields; optional random battlefield events and friction; weather, including weather level, squalls and mud; parachute drops; amphibious movement; night combat.

Play one of the many scenarios provided in any Volume of the World At War 85 series, or use the included BATTLE GENERATOR to design your own.

These Core Rules are designed to be used with every game in the series - once learned, you will be able to play any game in the series.

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World At War 85 Core Rules v2.0

World At War 85 game series (WaW85) is fast-paced, platoon-level simulations of combat during the Third World War. The series’ Action begins in 1985, and brings to life the troops, tanks, artillery, and aircraft of that time period, as conflict erupts around the globe.

RULES INCLUDE: Movement, direct fire, move & direct fire, assault, and onboard indirect fire Actions; terrain, line of sight, and concealment; missile minimum range and ammunition replenishment checks; point-blank and long-range fire; soft, light armor, and heavy armor targets; off-board artillery strikes; ATGM and alternative ammunition support weapons; attack helicopters and helicopter transports; flying, nap-of-earth, hovering and landed helicopter modes; close air support; electronic warfare; improved positions; random and placed minefields; optional random battlefield events and friction; weather, including weather level, squalls and mud; parachute drops; amphibious movement; night combat.

Play one of the many scenarios provided in any Volume of the World At War 85 series, or use the included BATTLE GENERATOR to design your own.

These Core Rules are designed to be used with every game in the series - once learned, you will be able to play any game in the series.

69.99 In Stock
World At War 85 Core Rules v2.0

World At War 85 Core Rules v2.0

World At War 85 Core Rules v2.0

World At War 85 Core Rules v2.0

Hardcover(Print ed.)

$69.99 
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Overview

World At War 85 game series (WaW85) is fast-paced, platoon-level simulations of combat during the Third World War. The series’ Action begins in 1985, and brings to life the troops, tanks, artillery, and aircraft of that time period, as conflict erupts around the globe.

RULES INCLUDE: Movement, direct fire, move & direct fire, assault, and onboard indirect fire Actions; terrain, line of sight, and concealment; missile minimum range and ammunition replenishment checks; point-blank and long-range fire; soft, light armor, and heavy armor targets; off-board artillery strikes; ATGM and alternative ammunition support weapons; attack helicopters and helicopter transports; flying, nap-of-earth, hovering and landed helicopter modes; close air support; electronic warfare; improved positions; random and placed minefields; optional random battlefield events and friction; weather, including weather level, squalls and mud; parachute drops; amphibious movement; night combat.

Play one of the many scenarios provided in any Volume of the World At War 85 series, or use the included BATTLE GENERATOR to design your own.

These Core Rules are designed to be used with every game in the series - once learned, you will be able to play any game in the series.


Product Details

ISBN-13: 9781087809182
Publisher: Lock 'n Load Publishing, LLC.
Publication date: 11/09/2019
Series: World at War 85
Edition description: Print ed.
Pages: 146
Product dimensions: 8.50(w) x 11.00(h) x 0.50(d)

About the Author

David Heath has been playing games and reading books in some way or another for most of his life. They are and have always been a large part of who he is. Since high school, he has wanted to write, design, and develop great games and stories. David took his first step at Victory Games and is grateful to Mark Herman and Eric Lee Smith for giving him the opportunity as an intern. It started a fire that has never gone out in him.

David is currently the owner and operator of Lock 'n Load Publishing as well as being the founder and President of The Gamers Network, Matrix Games, Strategic Games Publications, and at one point, the owner of The Wargamer. He has owned a few other businesses over the years but has always kept coming back to gaming.

His other interests include music, movies, and technology, and how he can combine his interests together. His faith in God has always been a major driving factor in his life and is thankful for God's blessings in his life. - John 3:16

Keith Tracton has been acting in some way, shape, or form for thirty-seven years. A veteran of stage, screen, TV, film, voiceovers and, of course, audiobook narration. His audiobooks can be found on iTunes and on Audible.com. The only thing he has been doing longer than acting is playing board war games - forty- four years doing that, and still going strong. As such, he also very much considers himself fortunate to be the lead developer for Lock 'n Load Publishing's upcoming alternate-WWIII platoon level game series World At War 85.

Blackwell Hird loves designing and creating worlds within worlds. Right now, this is being fully realized as a designer and producer of books, board, and computer games at his present-day job.

Table of Contents

Counter Reference

Introduction

1.0 General Concepts

2.0 Sequence of Play

3.0 End Operations Card

4.0 Close Air Support Card

5.0 Electronic Warfare Card

6.0 Battlefield Event/Friction Card

7.0 Formation Card

8.0 Actions

9.0 Movement Action & Movement

10.0 Direct Fire Action

11.0 Move & Fire Action

12.0 On-Board Indirect Fire Action

13.0 Assault Action

14.0 Indirect Fire

15.0 Designated Formation Card

16.0 Other Series Rules

17.0 Battle Generator

18.0 Setting Up A Scenario

19.0 Series Resources

Glossary

Acknowledgments

Design & Development Notes

Index

Credits

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