Académique Documents
Professionnel Documents
Culture Documents
March 2015
Introduction............................................................. 2
Terrain [8.0 Standard/Advanced]............................ 3
Units [2.0 Standard/Advanced]............................... 3
Weather [4.0 Standard/Advanced].......................... 4
Naval [7.0 Standard/17.0 Advanced]...................... 4
Movement & Stacking
[8.0 Standard/25.0 Advanced]............................ 6
7.0 Combat [9.0 Standard/Advanced]........................... 7
8.0 Reinforcements [10.0 Standard/Advanced]............ 7
9.0 Subordination [18.1 Advanced].............................. 9
10.0 Supply & Isolation [19.0 Advanced]....................... 9
11.0 Targeting [20.0 Standard/Advanced]...................... 9
12.0 Detection [21.0 Advanced]..................................... 10
13.0 Airpower [6.0 Advanced/22.0 Advanced]............... 10
1.0 Introduction
These rules extend both the Standard and Advanced series rules
and add extra nuances for the situation in Taiwan. They also outline combining Next War: Taiwan (NWT) with Next War: Korea
(NWK). Unless otherwise specified, Game Specific Rules take
precedence over any of those rules which they may contradict.
Most rules are marked [Standard] or [Advanced] when applicable. Any rule marked [NWK] should also be retrofitted
to Next War: Korea.
Commonwealth (CW)
1.1 Components
Next War: Taiwan contains the following:
One 22" x 34" game map
Three counter sheets
One (this) Standard & Advanced Rules manual
One Game Specific Rules (GSR) manual
Nine player aid cards:
1) Combat Results Table & AirSea Battle Scenario Card
2) Air Superiority Display
3) Game Information Display & International Posture Results
4) Terrain Effects Chart & Master Allied Reinforcement Chart
5) Standard Game Tables Play Aid
6) Advanced Game Table Play Aid
7) Advanced Sequence of Play
8) Naval Display
9) Standard Sequence of Play & Unit Identification Chart
One 10-sided die
Japan (JPN)
Philippines (PH)
Vietnam (VN)
Malaysia (MA)
2.0 Terrain
[8.0 Standard/Advanced]
These are marked on the map with a white number near the Port.
2.2 Installations
Certain hexes on the map contain areas which are colored a darker
blue [4808, 4315, 3716, 1121, 1021 & 4006]. These hexes are
considered inaccessible for ground units.
Due to the nature of the terrain, friendly map edges for retreat
purposes need special definition:
3.0 UNITS
[2.0 Standard/Advanced]
[Advanced]
during a turn (i.e., they are rotated 180 degrees upon use). These
HQs also contain only a single step.
Once the I or III MEF HQ appears on the map, the U.S. player
must remove a subordinate HQ from the map when it is within the
I or III MEF HQs range and can trace a Line of Communication
to it. After removal, the player may also place it back onto the
map during an Amphibious Assault involving U.S. Marines. In
this case, simply place the HQ in a hex with a successfully assaulting unit. The HQs are removed when they once again meet
the requirements above.
Design Note: The MEUs are Battalion Landing Force HQs. They exist,
in game turns, to provide the Marines with HQ support while they are
conducting amphibious landings, either when the main HQ (MEF) isnt
present or as a raid or diversion.
3.2.1 Subordination
Marine units are considered to be subordinate to any Marine HQ.
3.2.2 Task Forces
The USMC forces in NWT are depicted as battalions
so the USMC can be used as flexibly as the player
desires. Operationally, however, the Marines are
often brigaded together as a task force. The two
USMC Task Force counters in the counter-mix, I TF and III TF,
are provided to represent this ability. They may be formed in the
Reorganization Phase whenever USMC units in the following
configuration are stacked together:
I TF: 2 infantry battalions, an armored battalion, and a LAR
battalion.
III TF: 3 infantry battalions and a LAR battalion
4.0 Weather
[4.0 Standard/Advanced]
4.1 Season
Before a scenario begins, the PRC player may choose the Season
in which the game begins. Seasonal choices affect the Weather
Die Roll [4.0].
Weather DRMs:
Summer: 1
Spring/Fall: +0
Winter: +1
Once the TF is formed, it may not be broken back down into its
constituent units.
5.0 Naval
For the purposes of the rules and Strike table, all USN air units
and the PRC J-15s [GSR17.12] are considered Naval Air.
3.4.1 U.S. Carrier Air Wings
[Advanced]
A U.S. carrier air wing consists of 1 x F/A-18E, 2 x F/A-18F,
and 1 x EA-18G. [GSR17.5].
The PRC and Japan Holding Boxes on the main map represent
the same locations as the ones depicted on the Naval Display.
5.1.2 At Sea Boxes/Areas
At Sea Boxes on the Naval Display are represented as areas. All
the rules which apply to At Sea Boxes apply to those areas as well.
5.1.3 Inshore Boxes
Inshore Boxes are contained within At Sea Boxes and, unless
otherwise specified, may only be entered after first entering the
associated At Sea Box [8.5.6]. Naval units in an Inshore Box
may provide Combat Support to ground Combat occurring in the
associated Land Area (see below) when no enemy Naval Units
are present. Marine ground units in a Land Area [GSR5.1.4] may
embark on AMPHs in the associated Inshore Box. Two boxes
are shown to relieve stacking; they are the same location. The
Taiwan Straits Inshore Boxes on the main map and on the Naval
Display represent the same location.
5.1.4 Land Areas
Design Note: Penghu represents the Quemoy (Kinmen) and Matsu
islands as well; interestingly, the latter were declared strategically
indefensible by then Senator Kennedy in the 1960 Presidential debates
vs. then Vice President Nixon.
6.5.1.2 Naval Units: Naval units may move from the PRC
Holding Box directly to any all-sea hex, friendly-controlled Port
in Taiwan, the Taiwan Straits Inshore Box, or the East China,
Taiwan Straits, or South China Sea At Sea Boxes and vice versa.
Note that this counts as the units one At Sea Box for movement limitations.
6.5.1.3 PRC Holding Box Port Destruction: Each time a Destroyed result is achieved against the PRC Holding Box Port, the
PRC player must remove an AMPH from play and place it two
turns ahead on the Game Information Display. In addition, the
PRC Sea Transport limit is reduced by one while each such unit
remains on the Game Information Display. If all PRC AMPHs
have been converted to SAGs [7.3.2.1], only the Sea Transport
Limit is reduced for two turns.
Design Note: This means that the Sea Transport is raised back to
normal when the AMPHs are released. This effect represents the rerouting of shipping assets to other ports along the coast.
7.0 Combat
[9.0 Standard/Advanced]
7.1 Mixed nationalities in Combat
When different nationalities of units attack together, they incur
a +1 DRM for each nationality beyond the first. This does not
count as a multi-formation attack unless a particular nationality
other than the U.S. also has a multiple Formations involved in
which case that DRM also applies for that nationalitys Formations.
Example: One ROC brigade and two U.S. BCTs (from different Formations)
are attacking: DRMs are +1 for multi-national. One Malaysian battalion
and two PRC brigades from different formations are attacking: DRMs are
+1 for multi-national and +1 for multi-formation.
8.0 Reinforcements
[10.0 Standard/Advanced]
8.1 Standard Game
Both sides receive additional units or other points, e.g., Airmobile
Points, as outlined in each scenario. Unless otherwise specified,
these Reinforcement rules also apply to the Advanced Game.
8.1.1 Reinforcements
In game terms, Reinforcement allows activation of reserves for
the ROC as well as the insertion of U.S. and other forces into
the theater. The Scenario Reinforcement Tables and the Master
Allied Reinforcement Chart group these reinforcements into
packets that arrive as indicated by the scenario. In addition,
Replacements, Supplies, Airmobile Points, Cruise Missile Points,
and others are also specified.
Note that Reinforcements are listed for the turn they arrive. In
other words, if a given reinforcement is listed for GT2, then in
the Reinforcement Phase of GT2, it is pulled from the counter
mix and placed on the map or the points marker is increased in
accordance with the rules below.
8.1.2 ROC Reserves
ROC Reserve units are indicated by an R in the
upper right corner of the counter. Except in the Extended Buildup scenario, when some of these units
begin the game on the map, these units arrive in the
8.1.4.4 Indian Ocean Box Arrival: The Allied player rolls a die
for arriving USN CVNBG, SAG, AMPH, and USMC ground and
attack helicopter units which are part of the same Reinforcement
group. If the roll is less than the R# listed on the Master Allied
Reinforcement Table, it arrives in the Indian Ocean Box instead
of the U.S. Box.
Exception: USMC Reinforcements marked B may arrive in the Japan
Holding Box.
8.1.4.1 USMC Arrival: USMC units arriving during the Reinforcement Step are placed in the U.S. Holding or Indian Ocean
[8.1.4.4] Box (see Naval Display). The Allied player may voluntarily delay them for a turn and have them arrive in the Japan
Holding Box instead.
Exception: Reinforcements marked B may arrive in the Japan Holding
Box on the turn of their arrival.
Units placed prior to the start of the game, i.e., in the Tactical
Surprise or Extended Buildup scenarios, may be placed in the
Japan Holding Box.
8.1.4.2 U.S. Army Arrival [Standard]: All U.S. Army units
arrive in the ROC by Air Transport. Units are placed at any
friendly Airbase (not Airfield) not in an enemy ZOC (Exception:
Storm delays). If no Airbases are available, these reinforcements
may arrive in Japan or are delayed a turn instead at the players
option. U.S. units arriving by Air Transport do not count against
the Allied Air Transport Limit.
Helicopter units may arrive at any friendly Airbase/Airfield.
Units placed prior to the start of the game, i.e., in the Tactical
Surprise or Extended Buildup scenarios, are placed in the Japan
Holding Box.
This rule is superseded by GSR8.2.2 in the Advanced Game.
8.1.4.3 USN Arrival: U.S. Naval Unit reinforcements arrive in
the U.S. Holding or Indian Ocean [8.1.4.4] Box. The Allied player
may voluntarily delay them for a turn and have them arrive in
the Japan Holding Box instead.
Units which are being placed prior to the start of the game, i.e.,
in the Tactical Surprise or Extended Buildup scenarios, may be
placed in the Japan Holding Box or the Sea of Japan, Northern
Approaches, or Central Approaches At Sea Boxes.
8.2.1.2 USMC Air Arrival: USMC Air Units are placed in the
same manner as Air Force units, except that USMC AV-8Bs (or
F-35Bs [GSR17.4]) may opt to arrive in a U.S. Carrier box if a
CVN BG is also arriving. If basing on a CVN, they may operate
from that carrier as normal, and they may Rebase at a later time
to an eligible Basing Box.
8.2.1.3 USN Air Arrival: U.S. Carrier Air Wings [GSR3.4] are
placed in the appropriately numbered carrier box or on the CVN
BG unit if the carrier is in a Holding Box.
8.2.1.4 Japanese Air Units: If Japan has intervened at Level 2
or higher [GSR18.3.2.3], and an Air Unit arrives as a reinforcement, the Allied player may either place that type of unit at full
strength (if it has been eliminated) or bring that type of unit up
to full strength (if it has been damaged).
8.2.2 U.S. Army Reinforcements
[Advanced: replaces GSR8.1.4.2]
If the Allied player had any level of Air Superiority during the
turn, these units may arrive at any friendly-controlled Airfield
(Helicopters only) or Airbase (any unit) in the ROC which is
neither Destroyed nor contains a Strike 2 marker. If the PRC had
any level of Air Superiority or no Airbases/Airfields are available,
they arrive in the Japan Holding Box instead [GSR6.5.2]. U.S.
units arriving by Air Transport do not count against the Allied Air
Transport Limit and must undergo ADF only if, in the Advanced
Game, they arrive in any hex within two hexes of an enemy HQ.
9.0 Subordination
[18.1 Advanced]
In both cases above, the Allies must have some level of Air
Superiority.
9.1 HQs
This rule establishes the subordination of the higher HQ units:
The USMC 11 MEU, 13 MEU & 15 MEU are subordinate to
the I & III MEF.
10.5 Isolation
There are no Supreme HQs in Next War: Taiwan.
10.5.1 PRC Isolation
If the Taiwan Straits Inshore Box is Allied-controlled, all PRC
units are Isolated regardless of their ability to trace to a Supply
Source.
10.5.2 Land Area Isolation
Units in a Land Area are never Isolated.
11.0 Targeting
[20.0 Advanced]
When a unit is successfully targeted by Special Forces, place a
Target 2 marker if it is a U.S. or Commonwealth [GSR17.13]
SOF mission; otherwise, place a Target 1 marker on the target.
In all cases above, the Taiwan Straits Inshore Box must be PRCcontrolled or Contested for their Supply Sources to function.
10
12.0 Detection
[21.0 Advanced]
12.1 Electronic Detection
13.2.2 Interception/Escort
Air units may Intercept and/or Escort only those missions for
which they have the appropriate range, e.g., a Medium range unit
from Japan would only be able to Escort and/or Intercept into
the Sea of Japan, East China Sea, Ryukyu Islands, or Northern
Approaches.
Example: The PRC gets 3 attempts. If the U.S. has intervened at Level
1+, the Allies get 4 attempts. If the Japanese have also intervened, the
Allies get 5 attempts.
13.0 Airpower
U.S. Marine air units may base in Japan, the ROC, or in U.S.
Carrier boxes.
11
Design Note: These attacks represent roughly ten missiles, each individually targeted and programmed to fly different courses to the target.
They are flying at very low altitude with terrain following capabilities
providing a high degree of protection from detection or attack. Given
the relative lack of AWACS and the paucity of look-down/shoot-down
missile-armed aircraft, its hard to imagine a situation where at least
half of the missiles would not reach the target. Thus, in game terms,
Cruise Missiles are virtually invulnerable except to CIWS. The adverse
DRM applied to non-U.S. strikes represents both the onboard targeting
systems and, depending on the target, superior detection and antimissile defense capabilities. Cruise Missiles and Theater Weapons/
Warfare Assets are generally interchangeable terms and represent
a wide variety of different weapons from ballistic missiles to cruise
missiles to other types of surface-to-surface missiles.
15.1.1 Allocation
The attacking player announces all targets, reduces the points
on the General Records track, then resolves the Strikes using the
Cruise Missile column on the Strike Chart and the appropriate
DRMs. Players must allocate all Cruise Missile Strikes before
resolving them.
15.1.1.1 PRC Cruise Missile Range: The PRC may allocate
Cruise Missile Strikes only against targets in the East China Sea,
Taiwan Straits, South China Sea, Spratlys, Central Approaches,
and Ryukyu At Sea Boxes (and associated Inshore Boxes and
All-Sea hexes).
If the PRC Controls the Senkakus Land Area, then this range is
increased to include the Philippine Sea, Marianas, and Northern
Approaches At Sea Boxes as well as the Guam Basing Box.
The PRC may ignore range restrictions when using an H-6 air
unit to perform the Cruise Missile attack. In addition, they may
use a CV/SAG to launch Cruise Missile Strike into any adjacent
At Sea Box.
15.1.2 Site-busting [NWK]
The PRC possesses land-based Theater Weapons allowing the
Allied player to target the PRC Cruise Missile marker per 26.1.3.
A2/AD capabilities are those which challenge and threaten
the ability of U.S. and allied forces to both get to the fight and
to fight effectively once there. Air-Sea Battle Concept Summary, May 2013
15.1.3 PRC A2/AD (Anti-Access/Area Denial)
The PRC player may elect to spend one CM Point to provide
an additional DRM to a particular Contested Sea Movement or
Sea Control die roll.
15.1.3.1 Affecting Sea Movement: When the Allied player attempts to move a Naval Unit or use Sea Transport, the PRC player
may reduce the CM Point marker by one. If he does this, this
has two effects: (1) the move attempt is automatically resolved
as Contested Sea Movement, and (2) the Allied player incurs an
additional +1 DRM to the Contested Sea Movement die roll.
He may only affect movement into or out of areas to which his
Cruise Missiles have range [15.1.1.1].
12
13
D
H
I
L
N
O
P
R
T
V
4/82nd BCT
4/101st BCT; 1 x A-10C
4/2nd BCT; 1 x A-10C
1 x B-52H
1 x A-10C
4/1st Cav BCT
1 x B-52H
4/3rd BCT
4/1st BCT; 1 x F-16D
4/10th BCT; 1 x B-52H
14
17.16 UN Mandate
[+10VP non-Allied]
18.0 SCENARIOS
Scenario Development is the artistic and quasi-scientific
process of producing succinct and persuasive stories
about trends in an unreal state of future conflict to enable
analysis.
Alec Barker, Fight the Scenario,
CASL Lectures on Strategic Gaming
Scenarios are divided into two types: Standard and Advanced.
Standard scenarios generally examine smaller actions within only
a portion of the map, use fewer playing pieces, and are shorter
although there is also a full map, full game scenario. These
are all played with only the Standard Game Rules. Advanced
Scenarios involve the entire map, the Naval Display, use all the
pieces (potentially), and will take longer to play.
The Allied player may choose to use this option. Every time the
non-Allied player Vetoes [28.1] a UN Resolution or Refuses to
Obey a Ceasefire [28.2], increase the U.S. Intervention Level by
one. The non-Allied player only earns VP each time this option
is exercised.
As an alternative start for all Advanced Game scenarios, the non-Allied player may choose to use this
option to automatically take Control of Penghu, the
Paracels, the Senkakus, and/or the Spratlys. Distribute
the units of the PRC 1st Marine Brigade (6 counters) amongst
any of the Land Areas chosen for this option. Place one PRC
AMPH in each associated Inshore Box of the Land Area. Remove
the ROC 77th Marine Brigade from the game if Penghu is chosen.
All game effects such as entry into the war and increases in
Intervention Levels are performed as normal, e.g., if the PRC
elects to occupy Penghu and the Senkakus, then Japan enters
the war at Intervention Level 4 and the US Intervention Level
is increased by two.
The non-Allied player receives pre-game VP per the VP schedule
on the map for controlling Land Areas, and, if Penghu is chosen,
an additional VP for eliminating the ROC 77th. The Allied player
receives 5VP per Land Area chosen.
Design Note: In all cases, scenarios reflect a PRC which feels compelled
to respond to a Taiwanese declaration of formal secession with varying
degrees of preparation.
15
This scenario represents a PRC landing in the south and an attempt to capture Kaohsiung. It uses only a portion of the map
and units and has special Victory Conditions.
Play Area: Use only the southern portion of the map. No movement is allowed north of the 24xx row.
Exception: Units which start outside of the play area may move in. Helicopter units may base in out-of-play areas.
Initial Setup:
PRC: All Marine units; 43rd Airborne Division; 1st Amphibious Mechanized Infantry Division; 1 x Zhi-10; 1 x CVBG;
1 x SAG; 4 x AMPHs; 4 x Airmobile Points; Submarine
Threat Level: 4
ROC: 8th Corps; 99th Marines; 1 x AH-64; 2 x Density 1 Mine
Markers; ASW Level: 2
Reinforcements:
PRC:
GT1: 124th Amphibious Mechanized Infantry Division
GT2: 1 x SAG; 127th Motorized Infantry Division
GT3: 1 x CVBG; 44th Airborne Division
ROC:
GT1 (Reaction Movement Segment of the Initiative Phase):
200/10th Corps (arrives in any hex on the northern edge of
the playing area with 3 MPs remaining)
GT1 (during Second Movement Segment of the Basic
Movement/Combat Phase): 586/10th Corps (arrives in
any hex on the northern edge of the playing area with 3
MPs remaining)
GT1: 1/82nd BCT
GT2: 2 x 8th Corps Reinforcement brigades; 373/10th (in any
hex on the northern edge of the playing area)
GT3: 2 x 8th Corps Reinforcement brigades
Scenario Special Rules:
1. Naval: The Submarine Threat and ASW Levels do not change
in this scenario.
2. Sea Control: Do not roll for Sea Control in this scenario.
The PRC controls both the Taiwan Straits At Sea Box and the
Taiwan Inshore Box throughout the scenario. Penghu is also
PRC controlled.
3. Initiative: The PRC player has the Initiative for GTs 1, 2, and
3. GT4 is Contested.
4. Surprise: All PRC attacks during GT1 receive a one column
shift right.
5. Weather: PRC players choice on GTs 1 & 2. Optionally,
players may have clear weather for the entire scenario. If Storm
is rolled, halve available air points and round up.
6. Replacements: PRC 1 on odd turns; ROC 1 on turns 1-3
7. Air Points (Air Superiority is in brackets):
16
GT
PRC
ROC
1
12 [Sup.]
4
2
12 [Adv.]
8
3 12 9
4 12 10
Optional: Roll normally for Air Points using 1/3 of the rolled
value rounded up, but use the actual rolled values to determine
Air Superiority.
Note: Track Air Point losses as permanent losses normally including
recalculating the Air Superiority Level.
8. Interdiction: The PRC player may, immediately after determining Air Points, spend six Air Points to delay 10th Corps
reinforcements from arriving during the turn. A particular unit
may be delayed only once. If delayed, the Reinforcements arrive
during the Reinforcement Phase of the current turn.
9. Movement Restriction: No ROC unit in an Urban hex may
move in the GT4 Basic Movement and Combat Phase.
Victory Conditions:
Major PRC Victory: Control 5 Ports and/or Urban hexes in
Taiwan
Minor PRC Victory: Control 3 Ports and/or Urban hexes in
Taiwan
Draw: No other Victory Conditions met
Minor ROC Victory: no Urban hexes and no more than 1 Port
under PRC control
Major ROC Victory: no Urban or Port hexes under PRC
control
The Hardened Airbase in 2219 counts as an Urban hex for Victory Condition purposes.
Destruction of all ROC units shifts Victory level one in PRC
favor. ROC control of any Beachhead hex shifts Victory level
one in ROC favor.
18.2.2 Target Taichung
This scenario represents an invasion in the middle of Taiwan. It
uses only a portion of the map and units and has special Victory
Conditions.
Reinforcements:
PRC:
GT1: 124th Amphibious Mechanized Infantry Division
GT2: 1 x SAG; 127th Motorized Infantry Division
GT3: 1 x CVBG; 44th Airborne Division
ROC:
GT1 (at the end of the Reaction Movement Segment of
the Initiative Phase): 298/8th Corps (in any hex on the
southern edge of the playing area with 0 MPs remaining);
269/6th Corps (arrives in any hex on the northern edge of
the playing area with 2.5 MPs remaining)
GT1 (Second Movement Segment of the Basic Movement/
Combat Phase): 564/8th Corps (arrives in any hex on the
southern edge of the playing area with 3 MPs remianing);
542/6th Corps (arrives in in any hex on the northern edge
of the playing area with 3.5 MPs remaining)
GT1: 1/82nd BCT
GT2: 2 x 10th Corps Reinforcement brigades
GT3: 2 x 10th Corps Reinforcement brigades
Scenario Special Rules:
1. Naval: The Submarine Threat and ASW Levels do not change
in this scenario.
2. Sea Control: Do not roll for Sea Control in this scenario.
The PRC controls both the Taiwan Straits At Sea Box and the
Taiwan Straits Inshore Box throughout the scenario. Penghu is
also PRC controlled.
3. Initiative: The PRC player has the Initiative for GTs 1, 2, and
3. GT4 is Contested.
4. Surprise: All PRC attacks during GT 1 receive a one column
shift right.
5. Weather: PRC players choice on GTs 1 & 2. Optionally,
players may have clear weather for the entire scenario. If Storm
is rolled, halve available air points and round up.
6. Replacements: PRC 1 on odd turns; ROC 1 on turns 1-3
7. Air Points (Air Superiority is in brackets):
GT
PRC
ROC
1
12 [Sup.]
4
2
12 [Adv.]
8
3 12 9
4 12 10
Initial Setup:
PRC: All Marine units; 43rd Airborne Division; 1st Amphibious Mechanized Infantry Division; 1 x Zhi-10; 1 x CVBG;
1 x SAG; 4 x AMPHs; 4 x Airmobile Points; Submarine
Threat Level: 4
Optional: Roll normally for Air Points using 1/3 of the rolled
value rounded up, but use the actual rolled values to determine
Air Superiority.
Note: Track Air Point losses as permanent losses normally including
recalculating the Air Superiority Level.
17
8. Interdiction: The PRC player may, immediately after determining Air Points, spend 6 Air Points to delay either 6th Corps
or 8th Corps reinforcements from arriving that turn. A particular
unit may be delayed only once. If delayed, the Reinforcements
arrive during the Reinforcement Phase of the current turn.
Victory Conditions:
Major PRC Victory: Control 5 Ports and/or Urban hexes in
Taiwan
Minor PRC Victory: Control 3 Ports and/or Urban hexes in
Taiwan
Draw: No other Victory Condition met
Minor ROC Victory: no Urban hexes and no more than 1 Port
under PRC control
Major ROC Victory: no Urban or Port hexes under PRC
control
Hualien, 3616, does count for Victory Condition purposes.
Destruction of all ROC units shifts Victory level one in PRC
favor. ROC control of any Beachhead hex shifts Victory level
one in ROC favor.
Initial Setup:
PRC: All Marine units; 43rd Airborne Division; 1st Amphibious Mechanized Infantry Division; 1 x Zhi-10; 1 x CVBG;
1 x SAG; 4 x AMPHs; 4 x Airmobile Points; Submarine
Threat Level: 4
ROC: 6th Corps; 66th Marines; 1 x AH-64; 2 x Density 1 Mine
Markers; ASW Level: 2
Reinforcements:
PRC:
GT1: 124th Amphibious Mechanized Infantry Division
GT2: 1 x SAG; 127th Motorized Infantry Division
GT3: 1 x CVBG; 44th Airborne Division
ROC:
GT1 (Reaction Movement Segment of the Initiative Phase):
200/10th Corps (in any hex on the southern edge of the
playing area with .5 MP remaining)
GT1 (Second Movement Segment of the Basic Movement/
Combat Phase): 586/10th Corps (in any hex on the southern
edge of the playing area with 2 MPs remaining)
Optional: Roll normally for Air Points using 1/3 of the rolled
value rounded up, but use the actual rolled values to determine
Air Superiority.
Note: Track Air Point losses as permanent losses normally including
recalculating the Air Superiority Level.
8. Interdiction: The PRC player may, immediately after determining Air Points, spend 6 Air Points to delay 10th Corps
reinforcements from arriving that turn. A particular unit may be
delayed only once. If delayed, the Reinforcements arrive during
the Reinforcement Phase of the current turn.
9. Movement Restriction: No ROC unit in an Urban hex may
move in the GT4 Basic Movement and Combat Phase.
Victory Conditions:
Major PRC Victory: Control 4 Ports and/or Urban hexes in
Taiwan
Minor PRC Victory: Control 3 Ports and/or Urban hexes in
Taiwan
Draw: No other Victory Conditions met
Minor ROC Victory: no Urban hexes and no more than 1 Port
under PRC control
Major ROC Victory: no Urban or Port hexes under PRC
control
18
Control of any two or all three Ports on the northern and eastern
side of the island5011, 4713, and 4415counts as control of
one Port for Victory Condition purposes.
Destruction of all ROC units shifts Victory level one in PRC
favor. ROC control of any Beachhead hex shifts Victory level
one in ROC favor.
18.2.4 Red Dragon Rising
This scenario is simply the Standard Game campaign scenario.
Players use the full map, all Standard Game units (i.e., no HQs,
or Air Units) in their normal setup areas, and the full Victory
Conditions [12.0].
Initial Setup:
PRC: All Marine units; 3 x Airborne divisions; 1st/1GA Amphibious Mech. Inf. Div. (AMID); 1 x Zhi-10; 1 x CVBG;
2 x SAG; and 4 x AMPHs are placed in the PRC Holding
Box or in the Taiwan Straits Inshore Box. Submarine Threat
Level: 3. Airmobile Points: 4.
Allies: All ROC non-Reinforcement units set up as defined in
18.1.2. 2 x Density 1 Mine Markers. ASW Level: 2. Do not
set up ROC SAGs for this scenario.
Special Scenario Rules:
1. International Involvement: The Allied player may use the
Japanese SAG, U.S. Marines, U.S. Navy, and U.S. Army 101st
and 82nd Divisions and 4/25th BCT as they arrive.
2. Sea Control: Roll for control as per GSR5.2.
3. Initiative: The PRC player has the Initiative automatically on
GT1 and GT2.
4. Initiative VPs: 11.
5. Automatic Victory VPs: +75 or more
6. Surprise: All PRC attacks during GT1 receive a one-column
shift right.
7. Weather: PRC player choice on GTs 1 & 2.
8. Air Points: Roll for Air Points normally.
9. Japan Intervenes: Japan is considered to have intervened.
GSR5.2.2.1 is in effect.
10. Victory Levels:
Overwhelming 110+
Decisive 90-109
Substantive 60-89
Marginal 41-59
Draw 0-40
Allied:
Replacements: ROC 1 per turn on GTs 2-5, 2 per turn on GT6+;
U.S. 1 per turn on GTs 3-6 and 2 per turn on GT7+
GT2 B & C; 2 x random Reserve brigades
GT3 A; 3 x random Reserve brigades
GT4 D & E; 3 x random Reserve brigades
GT5 F; 4 x random Reserve brigades
GT6 G & H; 4 x random Reserve brigades
GT7 I & J; 4 x random Reserve brigades
GT8 K & L
GT9 M & N
GT10 O
GT11 P
GT12 Q & R
GT13 S & T
GT14 U & V
Reinforcement Schedule:
PRC:
Replacements: 2 per turn on GT3+
GT1
GT2
GT3
GT5
GT7
GT8
GT10
GT11
GT12
19
and Japan. Level of involvement is determined via posture although rate of involvement is determined by scenario. Players
may, of course, simply choose to set the Intervention Levels of
their choice to explore alternative scenarios.
20
18.3.3.4 Entering the War: Nations which enter the war after
the game has begun have all of their starting forces placed appropriately [GSR18.1.4] during the current turns Reinforcement
Phase. The turn of entry is considered GT1 for the purposes of
Reinforcements arrival (note that this will only apply to the U.S.
and Japan). A marker is provided for tracking this. Simply place
the marker on the 1 space of the Game Information Display
to track the turn of entry and advance it when the GT marker
is advanced.
18.3.3.4.1 Vietnamese Kilos: If Vietnam enters the war, increase
the ASW Level by one.
18.3.3.5 Orders of Battle
18.3.3.5.1 Vietnam: 2 x Su-30, 1 x Su-27, 1 x SAG, 1 x AMPH,
2 x Marine infantry battalions, 1 x Marine armor battalion, 1 x
SOF Mission
18.3.3.5.2 Philippines: 1 x SAG, 1 x AMPH, 1 x Marine HQ,
3 x Marine infantry battalions, 1 x Marine armor battalion, 1 x
SOF Mission
18.3.3.5.3 Malaysia: 1 x F/A-18D, 1 x MiG-29, 1 x Su-30, 1 x
SAG, 1 x HQ, 3 x Airborne infantry battalions, 1 x SOF Mission
18.3.3.5.4 Japan: 2 x F-15J, 2 x F-4E, 2 x F-2A, 1 x SAG, 1 x
Airborne infantry brigade, 2 x SOF Missions
18.3.4 Strategic Surprise
This scenario assumes that the PRC simply sets sail with whats
at hand and attempts to take the island in an amphibious/airborne
coup de main with follow-on forces coming out of their barracks
to reinforce.
PRC Scenario Specifications
Allocations: 35 Supply Points; 2 Airmobile Points; All Special
Forces counters; 2 Mobile Supply Units; 38 Cruise Missile
Points; Submarine Threat Level: 2
Air Defenses: Detection 6; SAMs 7; AAA 2; AWACs
Advantage 0
Setup: All Marine units; 3 x Airborne Divisions; 1 x Zhi-10; 1 x
CVBG; 2 x SAG; and 4 x AMPHs are placed in the PRC Holding
Box. All PRC air units begin in the PRC Ready box.
Reinforcement Schedule:
Replacements: 1 per turn on GT3+.
Supply Points: 1 per turn on GT4+.
Cruise Missile Points: 2 per turn on GT5+.
GT2
GT3
GT4
GT6
GT7
GT9
GT10
GT12
GT13
GT14
GT15
Reinforcement Schedule:
Replacements: ROC 1 per turn GTs 3-5, 2 per turn GT6+; U.S.
If Posture is Aggressive, 1 per turn GTs 4-7 and 2 per turn GT8+
GT2
GT3
GT4
GT5
GT6
GT7
GT8
GT9
GT10
GT11
GT13
GT14
GT5
GT6
1 x division; 1 x Airmobile Pt
1 x division; 1 x SOF Marker
1 x division; 1 x Airmobile Pt
1 x division; 1 x SOF Marker
1 x SOF Marker
GT2
GT3
GT4
GT8
GT10
GT12
GT13
GT14
21
22
Reinforcement Schedule:
Replacements: ROC 1 per turn GTs 1 & 2, 2 per turn GT3+;
U.S. If Posture is Aggressive, 1 per turn GTs 2-6 and 2 per
turn GT7+
GT9
GT10
GT11
GT13
GT15
GT2
GT3
GT5
GT6
GT8
GT10
GT11
23
Overwhelming 90+
Decisive 70-89
Substantive 50-69
Marginal 30-49
Draw 0-29
6. SOF Missions: Ignore any other PRC-specific Scenario Special Rules for SOF markers. Instead, both sides may use all of
their SOF markers once on GT1 normally, i.e., roll for survival.
On GT2 and after, roll a die for each marker. On an odd result,
move the Marker to the Used box. On an even result, the Marker
is Available for use normally.
7. Sortie Restrictions: Because of the ongoing land conflict, not
every Strike/Combat Support-capable air unit is available for
Strikes against Naval Units or Installations. To reflect this, each
time a player wishes to use an Air Unit with a Combat Support
rating in a Strike Mission, he must roll a die. On an odd result
move the Air Unit to the Flown Box; the Air Unit is not available.
Exception: Carrier-based Air Units are always available for Strike Missions
against Naval Units.
24
19.1 PRC
All are available At Start:
4 x J-7 (3x0, 1x+1), 3 x JH-7 (2x0, 1x-1, 4 x J-8 (2x0, 1x+1,
1x1), 4 x J-10 (2x0, 2x1), 4 x J-11 (2x0, 2x1), 2 x J-16,
1 x Q-5, 5 x H-6 (2x1, 2x0, 1x+1), 2 x Su-27, 3 x Su-30
(2x0, 1x-1)
19.1.1 Optional units [17.12]
2 J-20, 1 x J-31, 2 x J-15
19.2 ROC
All are available At Start:
6 x F-16 (2x1, 3x0, 1x+1), 5 x F-CK-1 (1x1, 2x0, 2x+1),
2 x Mirage (1x0, 1x1)
19.3 U.S.
At Start status is determined by scenario, the rest arrive as reinforcements:
USAF: 4 x B-52H, 2 x F-35A, 4 x F-15C (2x2, 2x1),
4 x F-15E (3x2, 1x1), 6 x F-16D (2x2, 2x1, 2x0),
2 x B-1B, 2 x B-2A, 6 x A-10C (1x2, 3x1, 2x0), 4 x F-16DJ
USN: 4 x F/A-18E (2x2, 2x1), 8 x F/A-18F (3x2, 4x1,
1x0), 4 x EA-18G
USMC: 4 x F/A-18 (2x2, 2x1), 2 x AV-8B (1x2, 1x1)
19.3.1 Optional Units
USAF: 2 x F-22A, 4 x F-15C (1x2, 2x1, 1x0) [GSR17.1]
USN: 3 x F-35C [GSR17.5]
19.4 JPN
At start status is determined by scenario, the rest arrive as reinforcements:
2 x F-15J (1x1, 1x0), 2 x F-4EJ (1x1, 1x0), 2 x F-2A (1x1,
1x0)
This applies primarily to the PRC and Allies. Air units must occupy the Basing Box for the theater in which they are intended to
be used. They use the range limits and rules associated with that
particular Basing Box. Units may transfer to the other theater by
Rebasing. As an exception to the above, units in the Japan Basing Box may fly missions in either theater and are governed by
the range restrictions of the theater in which they are operating.
20.7 Victory
Keep track of Victory Points normally in each Theater. If a side
wins in one theater and loses in the other, the overall result is a
draw. If a side wins in both... Enjoy!
As VPs
in turn
Bs VPs
in turn
19
23
16
17
18
11
14
21
22
14
19
11
23
29
25
26
Combat Phase, the Allied player moves the AMPH through the
Taiwan Straits At Sea Box, through the associated Inshore Box,
and, finally, to a Port in the ROC. Since both the Taiwan Straits
At Sea and Inshore Boxes are non-Allied-controlled, the Allied
player makes another Contested Sea Movement roll. He fails the
roll and incurs an Abort or Strike 1 result. He has the choice
of returning to his origination point, the East China Sea At Sea
Box, or continuing to the Port, but, if he does the latter, he will
place a Strike 1 marker on the AMPH and must take a step loss
from one of the embarked units.
Now both players attack with their air units capable of Standoff combat. All Stand-off combat is simultaneous, except for the
F-22 vs. J-11B engagement. Since the F-22 is Advantaged and
a Stealth air unit, it will fire and extract losses before the J-11B
fires (which it cant anyway because Stealth aircraft can only be
fired at in Dogfight).
The Stand-off die rolls and DRMs are as follows:
F-22 vs. J-11B: The die roll for the Advantaged F-22 is a 3,
with no modifiers under the +1 column, which results in an
A. The J-11B is immediately (since the F-22 is Advantaged)
Aborted and placed back in the PRC Abort box.
F-15 vs. MiG-29: The F-15 die roll is 7. The MiG-29 roll is a
1. The F-15 roll is on the +1 column. This results in No
ef- fect on the MiG-29. The MiGs roll is modified by +1
(non-US/PRC Stand-off attack) for a final 2. Under the 1
column, this results in an A. The F-15 is immediately Aborted
and placed in the Japan Abort box.
F-5 and F-4D vs. MiG-23: The F-5 cannot fire as it has no Standoff rating. The die roll for the F-4D is a 7, modified by +1
(non-US/PRC Stand-off attack) to 8. Reading under the 0
column results in a No effect on the MiG-23. The MiG-23
fires at the F-5 (he could choose either opponent, but not both).
His roll is 5 modified by +1 (non-US/PRC Stand-off) to a
final of 6. Under the +1 column, this results in Ad/D.
The Allied player rotates the F-5 to indicate the Advantaged
situation for the MiG-23.
27
KF-16 vs. MiG-21: The MiG-21 does not fire as it has no standoff capability. The die roll for the KF-16 of 8 is modified by
+1 (non-US/PRC Stand-off) to 9. Reading under the +2
column results in a No effect on the MiG-21.
Dogfight combat is now resolved for all units, sequentially, from
highest to lowest ACR and allocating losses after each set of air
units with the same ACR has fired.
The KF-16, with a rating of 4, fires first at the MiG-21. The
roll is a 1 modified by 1 (Pilot Skill) for a final of 0
on the +2 column. The result of X eliminates the MiG-21.
Since the KF-16 was the only unit with a 4 rating, losses are
now allocated. The MiG-21 is removed from play (and the Allied
player scores VPs).
Now, all units with a 3 ACR fire. The DPRK MiG-23s roll is a
0, which, on the +1 column, eliminates the ROK F-5. The
ROK F-4D also rolls a 0 modified by 1 (Pilot Skill) to a
1. Under the 0 column, that results in an X, thus eliminating the MiG-23 and avenging the loss of the F-5 squadron. All
3 rated units are finished firing, so losses are allocated. The
F-5 and MiG-23 are removed from play (and VPs are scored).
As there are no engaged units remaining, the Air Superiority
combat is complete.
Striking Units
Defense
Fighter
Suppresion Escort
DR: 4
DR: 7
DR: 1
Since the Allied player has a 3:1 Advantage of air units remaining
in the Air Superiority box, the Allied side has Air Superiority
this turn. Because of this, the Allied AWACS Advantage is
increased by one to 3.
DR: 6
DR: 9
DR: 2
28
Escort
Defense Strike
Suppression
This strike is detected with an ED result. The non-Allied player
intercepts with one MiG-29 and one MiG-23. The Strike units
and the allocated Interceptors are as follows:
Interceptors
The MiG-29 is now unengaged, so it may choose another unit
to attack. It engages the F-4E Wild Weasel (because it cant fire
back), ignoring the Strike aircraft.
DR: 8
DR: N/A
DR: N/A
DR: 2
Escorts
Since the intercepting player is allowed to choose engagements,
the non-Allied player allocates his MiG-29 against the escorting ROK KF-16C and the MiG-23 against the escorting F-4D.
Neither side has any Long-range capable air units, so we skip
to Stand-off combat.
All stand-off capable units fire (simultaneously). Their die rolls
are as follows:
DR: 2
DR: 6
DR: 6
DR: 5
Now we resolve the Dogfight combat, with units with the best
ACR firing first. The MiG-29 die roll is an 8. This is modified
by 1 (Pilot Skill) and 1 for firing at a () rated aircraft for
a final roll of 6, which, on the +1 column of the Air Combat
Table, results in a D. The F-4E is Damaged, and, since it has
only a single step, is eliminated from play (providing VPs to the
non-Allied player).
29
In the other Dogfight, the F-4D fires first, even though the units
have the same ACR, because it is Advantaged. The die roll
of 2 is modified by 1 (Pilot Skill) to a final roll of 1,
which is a DA on the 0 column. The MiG-23 is flipped to
its reduced strength side and immediately placed in the DPRK
Abort Box. Note that if the F-4D had not been Advantaged, the
MiG-23 would have been allowed to fire before taking the step
loss and being Aborted.
Finally, the F-4D unit is ready to drop its bombs. The Allied
player rolls on the Strike Table, using the column where its Strike
Rating (2) intersects the terrain of its target (Rough Woods). In
this case, that is the third column from the left on the Strike Table.
The die roll is a 3, modified by +2 due to the SAM and
AAA results and by 2 because the target bears a Targeted
2 Marker (thanks to the snake eaters!) and another 1 for
Pilot Skill. Thus, the modified roll becomes a 2, resulting in a
1 on the Strike Table indicating a Strike 1 hit on the MSU.
This example assumes that the Local Detection is used for the
mission. After a ground combat has been declared, the Allied
player allocates Combat Support missions to support his attack.
He allocates two U.S. A-10Cs accompanied by a U.S. F-16DJ
Wild Weasel for Defense Suppression. In addition, he allocates
one AH-64 Apache attack helicopter (he could have allocated
up to two helicopters as the attacker).
Combat Support
Defense Combat
Suppression Support
DR: 4
DR: 7
DR: 5
30
Now, each unit is attacked by AAA fire using the Local column.
The AAA attack die rolls are:
DR: 0
DR: 7
DR: 9
Counter Notes
Unfortunately, the PRC 45th Airborne Division
HQ was printed incorrectly on Sheet #3. Fortunately, we were able to catch it in time, so the
correct counter is provided on Sheet #1.
NWT Credits
Original Crisis: Korea 1995 Design: Gene Billingsley
Next War: Taiwan Design/Development: Mitchell Land
Series Developer: Chris Fawcett
Research: Apollo Yeh, Arrigo Velicogna
Art Director, Cover Art and Package Design: Rodger
B. MacGowan
Map Art: Mark Simonitch
Counter Art: Mark Simonitch
Manuals & Player Aid Cards: Charles Kibler
Proofreaders/Playtesters: Brett Avants, Lloyd Bonagura,
Doug Bush, John Clifford, Gordon Geissler, Francesc
Pelej i Graell, Johan Halvarsson, Charlie Kidwell, Jeff
Komives, Chris Longtin, Jim McNaughton, Glen Oberhauser, John Rainey, Greg Sapara, Dan Stueber, Stacey
Redding, Apollo Yeh
Production Coordination: Tony Curtis
Producers: Tony Curtis, Rodger MacGowan, Andy Lewis,
Gene Billingsley & Mark Simonitch
Special Thanks: Id like to extend an extra bit of gratitude
and recognition to John Clifford who single-handedly
found over 200 typos and errors in the rules; hes a nitpicker, but hes my kind of nit-picker! In addition, Id like
to thank Charlie Kibler for his outstanding perseverance
in correcting the over-400 typos and errors we found. I
believe we set a record for number of proofs with the
Naval Display!
31
GAZETTEER
Name
Banciao
Beigong
Beitou
Beitou
Caotun
Changhua
Changhua
Changjhih
Checheng
Chenggong
Chiaiyi
Chiaiyi
Chitong
Cigu
Cingshuei
Cishan
Dacheng
Dali
Danlu
Dansheui
Daren
Dashe
Datu
Dawu
Dayuan
Dayuan
Debang
Donghe
Dongshih
Ehrlin
Ershuei
Fanlu
Fanlu
Fengbin
Fenglin
Fongshan
Formosa Plastics
Formosa Plastics
Fuli
Fusing
Guangfu
Guanmiao
Guanyin
Type Hex VP
Capital 4610 6
Town 2707 1
City 4810 2
Airfield
4810
1
Town 3010 1
Urban 3208 4
Airfield
3208
1
Town 1715 1
Town 1318 1
Town 2918 1
City 2608 2
Airbase 2608 2
Town 2809 1
Town 2108 1
Town 3506 1
Town 2212 1
Town 2906 1
Town 3108 1
Town 1518 1
Town 4809 1
Town 1420 1
Town 1911 1
Town 3207 1
Town 1519 1
Town 4607 1
Airfield
4607
1
Town 2612 1
Town 2619 1
Town 2507 1
Town 3007 1
Town 2909 1
Town 2511 1
Town 2609 1
Town 3117 1
Town 3216 1
City 1713 2
Port
2806
2
Factory
2807
2
Town 2817 1
Town 4311 1
Town 3116 1
Town 2110 1
Town 4506 1
Name
Hengchun
Hsinchu
Hsinchu
Hsuehshan Tunnel
Hsuehshan Tunnel
Hualien
Hualien
Hualien
Hunei
Hunei
Hunei
Huwei
Jhialulanzun
Jhialulanzun
Jhongli
Jhubei
Jiali
Jian
Jiaosi
Jingmei
Jinshan
Kaohou
Kaohsiung
Kaohsiung
Kaohsiung
Kaohsiung
Kaohsiung
Kaohsiung
Kaohsiung
Keelung
Keelung
Leyeh
Ligang
Liouguei
Lugang
Luhjou
Lujhu
Lujhu
Luodong
Luye
Manjhou
Miaoli
Minsyong
Type Hex VP
City 1219 2
City 4207 2
Airbase 4207 2
Tunnel
4711
0
Tunnel
4712
0
City 3616 2
Airbase 3616 2
Port 3616 2
Town 1909 1
Port 1909 2
Airbase 1909 2
Town 2808 1
Airbase 2219 2
Town 2219 1
City 4408 2
Town 4306 1
Town 2308 1
Town 3515 1
Town 4512 1
Capital 4611 6
Town 4909 1
Town 2607 1
Urban 1512 4
Urban 1513 4
Port 1513 2
Urban 1612 4
Port 1612 2
Urban 1613 4
Airfield
1613
1
City 4911 2
Port 5011 2
Airfield
2610
1
Town 2113 1
Town 2115 1
Town 3106 1
Town 4609 1
Town 4608 1
Airbase 4608 2
City 4513 2
Town 2418 1
Town 1319 1
Town 3907 1
Town 2708 1
32
GAZETTEER
Name
Nan-ao
Nangang
Nantou
Nanzih
Neikang
Pingdong
Pingdong
Pitou
Puli
Rende
Renwu
Sanchong
Sanmin
Sansing
Sanwan
Shanjhih
Shengang
Shengang
Shueili
Shuelshang
Shulin
Shuofong
Siaokang
Sigang
Sijhih
Siluo
Sincheng
Sindian
Singfong
Singfong
Sinhua
Sioushuei
Situn
Su-ao
Su-ao
Syuejia
Taichung
Taichung
Taimali
Tainan
Taipei
Taiping
Taisi
Type Hex VP
Town 4115 1
City 4811 2
Town 3009 1
City 1910 2
Airfield
2211
1
City 1714 2
Airbase 1714 2
Town 2907 1
Town 3310 1
Town 2010 1
Town 1812 1
Capital 4709 6
Town 2513 1
Town 4213 1
City 4107 2
Town 4908 1
Town 3306 1
Port 3306 2
Town 3112 1
Town 2508 1
Town 4509 1
Town 3416 1
City 1514 2
Town 2209 1
Town 4711 1
Town 2908 1
Town 3715 1
City 4510 2
Town 4407 1
Airfield
4407
1
Town 2210 1
Town 3107 1
Airbase 3407 2
Town 4415 1
Port 4415 2
Town 2408 1
Urban 3307 4
Urban 3308 4
Town 1718 1
Urban 2009 4
Capital 4710 6
Town 1917 1
Town 2706 1
Name
Taitung
Taitung
Taitung
Tajia
Taoyuan
Tongsiao
Toucheng
Toucheng
Waipu
Wanrong
Wufing
Wufong
Wuku
Wuku
Yanchao
Yeliou
Yongkang
Yuanli
Yuanli
Yuchih
Yuli
Zuoying
Zuoying
Type Hex VP
City 2118 2
Port 2118 2
Airfield
2118
1
Town 3606 1
City 4508 2
Town 3806 1
City 4613 2
Port 4713 2
Town 3607 1
Town 3017 1
Town
4110
1
Town 3109 1
Town 4708 1
Port 4708 2
Town 2011 1
Town 4910 1
Town 2109 1
City 3008 2
Town 3706 1
Town 3311 1
Town 2916 1
City 1711 2
Airbase 1712 2
Capital Urban 4
Urban 8
City 20
Town 89
Airbase 9
Airfield 8
Port 11
Factory 1
Mixed - 18 (for 72 VP)*
* Mixed (shaded above) indicates a hex containing one or more
VP type locations.