To close out the World War Next series of articles, I decided to share a design for a simple tabletop wargame that simulate some elements of a hypothetical America-China struggle in the Pacific. The game’s complexity is somewhat greater than Milton Bradley’s Axis & Allies but much less than Avalon Hill hex-and-counter games. Eagle Game’s Napoleon in Europe, for those familiar with it, is a good comparison.
The rules for World War Next are what I’d call a “playable alpha.” They’ve been playtested once. You can play the wargame at home using the rules with figures and maps borrowed from other games in your tabletop game library. (You do have a library of tabletop boardgames, right?)1
What You’ll Need to Play
You’ll need a copy of the Axis Allies Pacific 1940 map (available free here). Split Korea into two territories, North and South, as shown with the red line below. Disregard the A&A-specific markings.
You’ll also need some miniatures or counters to mark units. I used the figures from Axis & Allies for Infantry, Artillery, Tank, Air Defense, Bombers, Aircraft Carriers, Cruisers, Destroyers, Transports, and Submarines to represent their modern equivalent. I used the Mech, Helicopter, Jet, and Laser figures from Fortress America to represent Mechanized, Helicopter, Fighter, and Missile Launcher units.
Finally, you’ll need some ten-sided dice (referred to as d10 hereafter) and a twelve-sided die (d12).
Simplifying Assumptions
To make our simulation easy to play and keep complexity down, I’ve made a few simplifying assumptions.
Russia is supplying food, oil, and industrial commodities to China in sufficient volume to enable it to mobilize and fight.
Russia’s military is occupied with fighting in Ukraine, where it faces European forces. These forces are “out of theater” and ignored.
Nuclear, biological, and chemical weapons are not employed, while cyberwarfare is not materially impactful. (I actually don’t think these assumptions hold true, but they’re useful.)
Military budgets have been narrowed to include only appropriations and not operations and upkeep. The assumption is that at any point, the excess money (not represented in-game) is sufficient to maintain the troops in the field. This avoids having to track upkeep costs. (In a more robust game, we’d simulate this more to avoid turtling strategies.)
Game Scale
The game scale is grand strategic.
Game Turns: One turn represents a season (three months).
Game Currency: One game dollar represents $10 billion in purchasing power equivalent for the nation’s acquisition of new military forces. These values are based on my prior essays. (Budgets were reduced by 70% to account for the cost of upkeep and by 75% because the funds are seasonal rather than annually.)
Game Units:
1 Infantry unit represents approximately 8-10 brigades
1 Artillery unit represents approximately 1,200 howitzers or 300 multiple rocket launchers
1 Mechanized unit represents approximately 8-10 brigades with 1,200 infantry fighting vehicles
1 Tank unit represents approximately 8-10 brigades with 1,200 tanks
1 Air Defense unit represents approximately 500 surface-to-air missile launchers
1 Missile Launcher unit represents approximately 150 surface-to-surface missile launchers
1 Helicopter unit represents approximately 8-10 brigades with 1,200 helicopters
1 Destroyer unit represents 25 anti-submarine destroyers
1 Transport unit represents 150 transport vessels
1 Cruiser unit represents 25 guided missile cruisers
1 Submarine unit represents 25 attack submarines
1 Carrier unit represents 3 aircraft carriers supported by 3 cruisers, 6 littoral ships, and 6 destroyers
1 Fighter unit represents 12-15 squadrons of multi-role fighters
1 Bomber unit represents 12-15 squadrons of strategic bombers
1 Airlift unit represents 12-15 squadrons of transport aircraft
The table below shows the Cost, Combat Power, Tactical Movement, and Strategic Movement for each type of unit, with special Notes about some units. The Combat Power ratings are derived from the Total Lethality Indices of the DuPuy Institute.
United States Set-Up
The US player controls the US military and the allied military powers of Australia, Japan, South Korea, and Taiwan. The US player sets up first and moves second.
The US player cannot attack or invade Neutral or Chinese territory until the Chinese player invades the US, any US Ally, or any Neutral.
Economy
National Will: 60
Mobilization Level: 0 1 2 3 4 5
Acquisitions (US): $7 $14 $30 $58 $60 $62
Acquisitions (Allies): $2 $5 $10 $19 $20 $21
Available Manpower: The US player may acquire no more than 2 units per turn with his US Acquisition Budget. He may acquire another 2 units with his Allied budget. Even if he has more money available, that’s the limits of his manpower.
EXAMPLE: The US player could afford to buy 2 Infantry ($2 each, $4 total) and a Mechanized unit ($3), because it totals up to just $7. But he is limited to acquiring only two units. Therefore he might be better off buying 1 Tank ($4) and 1 Mechanized ($3). Manpower limits tend to force the US player to buy fewer, more expensive units.
Tank Reserve: The US has thousands of M1 tanks in reserve. When it increases from Mobilization 0 to 1, the US gains 2 Tanks, which can be set-up anywhere in the Continental US.
Armed Forces
US: 1 Air Defense, 1 Helicopter, 2 Tank, 3 Mechanized, 3 Artillery, 5 Infantry, 4 Carriers, 2 Cruisers, 2 Destroyers, 8 Submarines, 3 Transport Ships, 8 Fighters, 2 Bombers, 1 Airlift.
US sea units can be set up anywhere except sea zones adjacent to China. US air units can be set up in the US or any allied country. US land units must be set up in the US, or in the same territory as (or land territory adjacent to) Transports and Airlift, subject to the limits of their capacity.
Australia: 1 Infantry.
Japan: 3 Infantry, 1 Artillery, 1 Fighter, and 1 Air Defense
South Korea: 1 Air Defense, 4 Infantry, 1 Tank, 1 Mechanized, 1 Artillery, 1 Destroyer, 1 Submarine, 1 Transport Ship
Taiwan: 3 Infantry, 1 Artillery, 1 Fighter, and 1 Air Defense
Allies set up anywhere in their home countries.
China Set-Up
The Chinese player controls the Chinese and North Korean military, which are treated as one for game purposes. The Chinese player sets-up second but moves first.
Economy
Available Manpower: The Chinese player may acquire up to 8 units per turn with his Acquisition Budget. Even if he has more money available, that’s the limits of his manpower.
National Will: 70
Mobilization Level: 0 1 2 3 4 5
Acquisitions: $9 $18 $35 $70 $140 $210
Armed Forces
China: 2 Air Defense, 2 Tank, 2 Mechanized, 3 Artillery, 40 Infantry, 4 Submarines, 1 Destroyer, 3 Transport Ships, 2 Fighters, 2 Missile Launchers
Chinese air and land units can set up anywhere in China. Chinese sea units can set up in any sea territory adjacent to China.
North Korea: 1 Air Defense, 10 Infantry, 1 Tank, 1 Mechanized, 3 Artillery, 1 Submarine, 1 Fighter, 1 Missile Launcher
North Korean units set up in North Korea.
Neutral Power Set-Up
Neutral Powers are those countries which are staying out of the conflict. If a Neutral Power is attacked or invaded by either player, it immediately joins the war on the side of the other player. Thereafter it is controlled by that player. Neutral Powers are assumed to be reluctant allies who do not mobilize, and do not add to Acquisitions Budget. You don’t need to place Neutral Powers’ units on the map until they are invaded.
India
Armed Forces: 1 Air Defense, 12 Infantry, 1 Tank, 1 Mechanized, 2 Artillery, 2 Fighter
Special Rules: India gains 1 new Infantry unit each turn after it is activated.
Indonesia
Armed Forces: 1 Air Defense, 3 Infantry, 1 Fighter, 1 Transport
Special Rules: India gains 1 new Infantry unit each turn after it is activated.
Malaysia
Armed Forces: 2 Infantry
Myanmar
Armed Forces: 4 Infantry, 1 Missile Launcher
Philippines
Armed Forces: 3 Infantry, 1 Mechanized
Thailand
Armed Forces: 3 Infantry, 1 Mechanized
Vietnam
Armed Forces: 1 Air Defense, 3 Infantry
Turn Sequence
On the acting player’s turn, he (and where noted, his opponent) performs the following steps in order.
Acquire New Units.
Conduct Tactical Movement (can move into enemy territories).
Opposing player can scramble fighters at this time.
Adjust National Will if any invasions have occurred.
Launch Missile Salvoes.
Resolve Combat Engagements. Eliminate casualties and adjust National Will if any liberations, conquests, or casualties have occurred.
Conduct Strategic Movement (cannot move into enemy territories)
Place New Units.
Optional: Spend National Will to Authorize Conscription. Conscription removes manpower limits on acquisition.
Optional: Spend National Will to attempt to Increase Mobilization. After spending the National Will, roll 1d12. On a roll of 1, 2, or 3, the mobilization can increase by 1
Collect Currency based on current mobilization level.
Tactical Movement Phase
The acting player can move some, all, or none of his units a number of territories up to their tactical movement. Units may enter a territory controlled by enemy, but must stop moving when they do so. Air units may not end their movement over water. Land units may not move over water unless transported.
Airlifts & Transports: Land units that begin the tactical movement phase in the same territory (or adjoining sea territory) as an Airlift or Transport unit can be transported during the movement phase by that unit. Each Airlift or Transport can carry 1 Tank or any 2 other land units. Land units can conduct their own tactical or strategic movement after their Airlift or Transport moves, but not before. If any units disembark during tactical movement, the Airlift or Transport cannot move during Strategic Movement.
Fighter Scramble: After all tactical movement is completed by the acting player, the defending player may move any Fighters that are from a land or sea territory that is not engaged to another land or sea territory adjacent in order to participate in a combat engagement here.
Launch Missile Salvoes Phase
On the Launch Missiles phase of his turn, the acting player can launch missiles. Each Missile Launcher, Cruiser, and Destroyer can launch 1 missile salvo at an enemy sea unit within 5 territories. All missile salvoes must be declared simultaneously and marked with counters.
Once missile salvoes are declared, any defending Destroyers, Cruisers, or Carriers in the territory, or Air Defense within or adjacent to the territory, are eligible to intercept the missile salvo with anti-air missiles. For each eligible defending unit, the defending player rolls 1d10. On a 1, he intercepts and destroys 1 missile salvo. For each remaining missile, the acting player rolls 1d10. On 1-2 it destroys the unit it targeted. If a Carrier is destroyed, its accompanying Fighter unit is also destroyed.
Overwhelmed Air Defenses: Units that defend against a missile salvo cannot participate in the first phase of any combat engagements.
Strategic Missile Strikes: In lieu of targeting sea units, missiles can be fired at enemy-controlled land territories, targeting Air Defense, Missile Launchers, or Infrastructure. Missiles fired at land territories can be intercepted as above. For each remaining missile, the attacking nation rolls 1d10.On a 1-2, it kills the targeted unit or damages infrastructure (meaning the defending player loses $1 from his hand).
Combat Phase
A combat engagement occurs when hostile units occupy the same territory at the end of the tactical movement phase. The acting player chooses the order to handle each combat, territory-by-territory. Each engagement is resolved before moving to the next.
Segments
Each territory’s combat engagement is resolved in a series of segments, by unit type. Within each phase, any defending units in the territory of that phase’s type resolve their attacks, then any attacking units of that segment type.
Note that, because of America’s technical and tactical superiority over other armies, US units of each type attack before other units. The American advantage in the phase order gives the US player a chance to win the war.2
The US has reinforced South Korea with 1 Air Defense, 2 Fighters, 2 Bombers, and 2 Tanks. South Korea has 1 Air Defense, 4 Infantry, 1 Tank, 1 Mechanized, and 1 Artillery. The Chinese player attacks with 1 Air Defense, 10 Infantry, 1 Tank, 1 Mechanized, 3 Artillery, and 2 Fighters. The phases would resolve as follows:
US Air Defense.
US Fighters.
US Bombers and South Korean Air Defense, then Chinese Air Defense.
US Helicopters and South Korean Fighters, then Chinese Fighters.
US Artillery and South Korean Bombers, then Chinese Bombers.
US Tanks and South Korean Helicopters, then Chinese Helicopters.
US Mech and South Korean Artillery, then Chinese Artillery.
US Infantry and South Korean Tanks, then Chinese tanks.
South Korean Mech, then Chinese Mech.
South Korean Infantry, then Chinese Infantry.
Resolving Attacks
To resolve a unit’s attack, roll 1d10. If the die roll is equal to our less than the unit’s Combat Power, it destroys one enemy unit of its choice, subject to its fire priorities. If the die roll is a 10, the unit is exhausted and exits the battle. Set it aside temporarily.
Casualties are applied as each player completes his die rolls, e.g. units destroyed by the defender are removed before the attacker makes his attacks in each segment.
Target Priorities
The player dealing casualties decides which unit(s) to remove from his opponent’s forces, subject to the limits of target priorities. Target priorities simulate combined arms tactics.
Air Defense: Bomber, Fighter, or Helicopter
Fighter: Fighter -> Any Unit
Bomber: Any Land Unit -> Any Unit
Helicopters: Helicopter -> any Land Unit
Artillery: Any land unit
Tank: Tanks -> Mechanized -> Infantry -> Artillery, -> Air Defense -> Any Unit
Mechanized: Mechanized -> Infantry -> Tank -> Artillery, -> Air Defense -> Any Unit
Infantry: Infantry -> Mechanized -> Tank -> Artillery -> Air Defense -> Any Unit
Submarine: Submarine -> Any Sea Unit
Cruiser: Any Unit except Carrier -> Carrier
Destroyer: Any Unit except Carrier -> Carrier
Carrier: Any Unit except Carrier -> Carrier
In Segment 1, the US deals a casualty with an Air Defense unit. The US player can now remove either a Bomber, Fighter, or Helicopter from the Chinese player. He removes 1 of China’s 2 Fighters from the engagement.
In Segment 2, the US deals a casualty with a Fighter. The US player would like to remove the Chinese Air Defense, but he cannot because his Fighter’s target priority is enemy Fighters. Therefore he removes China’s last Fighter from the engagement. If his Air Defense had managed to destroy both the Chinese Fighters in Segment 1, the US player could have picked any unit of his choice to destroy with his Fighter.
Completion of Segments
After all segments are completed, the defender can choose to either retreat or hold ground. If the defender retreats, all of his forces must exit to an adjacent territory that is not under attack. If no such territory exists, the defender must hold his ground.
If the defender holds his ground, the attacker can press the attack or call of engagement. If the attacker presses the attack, repeat the steps above. If the attacker calls off the engagement, he must exit the territory during his upcoming Strategic Movement phase.
However, a combat engagement can continue for a maximum of 3 phases. If, at the end of 3 phases, both sides have at least 1 unit left in the territory that is not exhausted, combat ends with the surviving troops remaining in place. The attacker can choose to remain, exit, or reinforce the territory during his strategic movement. On the opposing player’s turn, he must choose to remain and fight or exit during tactical movement.
Special Combat Rules
Lack of Dispersion: If more than 6 land units are in a space, 2 land units are removed per hit instead of 1 until the number is reduced to 6 or less. If more than 12, 3 land units, etc.
Bomber Sortie Rate: If a Bomber unit moved 2 or 3 territories during tactical movement, it can only participate in two phases of combat. If a Bomber unit moved 4 territories or more during tactical movement, it can only participate in one phase of combat. Thereafter it becomes exhausted.
Fighter Sortie Rate: If a Fighter unit moved 2 territories during tactical movement, it can only participate in two phases of combat. If a Fighter unit moved 3 or 4 territories during tactical movement, it can only participate in one phase of combat. Thereafter it becomes exhausted.
Aircraft sortie rate is a critical and often-overlooked factor in airpower projection. Whichever’ side’s aircraft have air bases closer to the battlefield can sortie more quickly.
Naval Air Defense: During combat, Carriers, Cruisers and Destroyers can choose to either attack enemy Bombers, Fighters, or Helicopters as Air Defense in the Air Defense segment or attack any units in their own segment.
Submarines: Submarines can immediately retreat after attacking if desired. They cannot rejoin the battle once they retreat and must exit the territory during Strategic Movement. Submarines cannot be targeted by Fighters or Bombers unless a friendly Cruiser, Destroyer, or Carrier is present in the territory.
Strategic Bombing: An acting player can conduct strategic bombing of a territory during the combat phase by moving one or more Bombers or Fighters into the territory Fighters into a territory. During strategic bombing, only the attacking Bombers and Fighters, and any defending Air Defense and Fighters (including those which scramble) can participate.
During Strategic Bombing, target priorities are changed.
Target Priority for Fighters is Fighter -> Air Defense -> Missile Launchers -> Infrastructure.
Target Priority for Bombers is Air Defense, Missile Launcher, or Infrastructure
When Infrastructure is selected as the target, each casualty costs the opposing player $1. If he does not have sufficient funds, his mobilization level is reduced by 1.
Strategic Movement Phase
The acting player can move some, all, or none of his units a number of territories up to their strategic movement. Units may not enter any territory occupied by enemy units, unless that territory is also occupied by friendly units that have just fought an engagement there. Air units may not end their movement over water. Land units may not move over water unless transported.
Airlifts & Transports: Land units that begin the tactical movement phase in the same territory (or adjoining sea territory) as an Airlift or Transport unit can be transported during the movement phase by that unit. Each Airlift or Transport can carry 1 Tank or any 2 other land units. Land units can conduct their own Strategic Movement after their Airlift or Transport moves, but not before. If any units disembarked during this turn’s Tactical Movement, the Airlift or Transport cannot move during this Strategic Movement.
Victory Conditions
China wins if it reduces the US National Will to 0, or if Chinese forces are in uncontested control of China, Taiwan, South Korea, and either Australia or Japan at the end of the US player’s turn.
US wins if it reduces the Chinse National Will to 0.
If neither player wins at the end of turn 20, the off-table Russian player wins. :-)
National Will
National Will is adjusted throughout each player’s turn by various factors, which vary between the two sides. Adjust National Will at the end of the phase in which the triggering event occurs.
China
Each turn: +10
US Sea Units adjacent to Chinese Mainland: -5 per turn per territory
Chinese Mainland invaded: +25 first time it occurs
Chinese Mainland conquered: -5 per territory
Chinese Mainland liberated: +5 per territory
North Korea invaded: +10 first time it occurs
North Korea conquered: -25
North Korea liberated: +25
Taiwan reinforced by US land units before China invades it: +25
Taiwan conquered by China: +25
Taiwan lost to US: -25
Attempt to Mobilize: 5 x next Mobilization
Maintain Mobilization level: 5 x current Mobilization
Impose Universal Conscription: -10 (manpower limits permanently removed)
Suffer Casualties in Mainland China or Adjoining Sea Territories: +1 per Infantry, +2 per other unit
Suffer Casualties Elsewhere: -1 per Infantry, -2 per other unit
Inflict Casualties: +1 per unit, +2 per Cruiser/Sub, +5 per Carrier
United States
Each turn: +5
Continental US invaded: +50 first time it occurs
Continental US conquered: -100
Continental US liberated: +100
Alaska or Hawaii invaded: +25 first time it occurs
Alaska or Hawaii conquered: -50
Alaska or Hawaii liberated: +50
Australia, Japan, South Korea, or Taiwan invaded: +10 first time it occurs
Australia, Japan, South Korea, or Taiwan liberated: +25
Attempt to Mobilize: 5 x next Mobilization
Maintain Mobilization level: 5 x current Mobilization
Conscript Populace: -25 (Conscription removes Manpower limitations)
Suffer Casualties in Continental US, Alaska, or Hawaii, or Adjoining Sea Territories: +2 per unit, +5 per Cruiser/Sub, +10 per Carrier
Suffer Casualties Elsewhere: -2 per unit, -5 per Cruiser/Sub, -10 per Carrier
Inflict Casualties: +1 per unit
Designer’s Notes
What distinguishes the design for World War Next is its representation of National Will and Mobilization, both based on my prior articles. The other unique gameplay mechanic, the phased and prioritized combat system, is actually based on my own Modern Spearhead microarmor wargame.
In our playtest of this game, the Chinese player immediately attacked and captured South Korea and Taiwan, albeit at high cost in casualties. He also destroyed a US Carrier, which had been set up inside missile range. The Chinese player then spent the National Will to mobilize, but failed his roll to do so.
The US player counterattacked the Chinese with his surviving Carriers and other naval forces, destroying most of China’s naval forces, then used Strategic Movement to exit the area. The US spent the National Will for a mobilization, and succeeded.
After this initial bloodletting, both players became more cautious. The US player ended up investing virtually all of his funds into Bombers and Fighters, and began a campaign of strategic bombing against China. He continued to have more luck than the Chinese player in mobilizing, and eventually won… But barely.
If you give this alpha of World War Next a try, be sure to let me know the outcome in the comments. Remember, every model is wrong, but some models are useful. I found the exercise of designing this model useful, and think you might, too.
If anyone is a Tabletop Sim guru and wants to set this up on Steam, let me know!
If you are, like many of my readers, skeptical that US forces maintain a tactical and technical edge, or if you just want to watch America go down in flames, have all forces use the US phase orders. It’s brutal.
Reminds me of college when I spent too much time wargaming and not enough time studying. Looks well thought out and a pretty good simulation.
You really don't think either side would use WMD?
As another aside have you consider doing another piece just on casualty rates, and good starting point would be Dupuy's *Attrition: Forecasting Battle Casualties and Equipment Losses in Modern War*
If you don't want the book here is a link that provides and overview.
https://groundedcuriosity.com/finding-maths-in-the-military/
May also be useful in deepening your wargame of The World War Next as well