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The Next War: Modern Conflict In Europe box art

The Next War: Modern Conflict In Europe

Players

2

Time

?-?

Age

14+

Weight

4.17

Rating

7.43

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Next War: Modern Conflict in Europe has a high level of direct confrontation and strategic depth. Players must frequently pay attention to and react to each other's strategies. However, there is limited emphasis on cooperation in the game.

Replay value

The Next War: Modern Conflict in Europe has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with the potential for new tactics and strategies to be discovered. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The Next War: Modern Conflict in Europe has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While luck plays a significant role, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

The Next War is a brigade/divisional level simulation of a Soviet-led Warsaw Pact invasion of the central European front of NATO in the late 1970's. The three maps cover the area from the far north of Denmark, through Germany and Austria to the industrial heartland of Italy. The standard rules constitute the fast game, and contain all the rules necessary to play "The Next War" land game - a complete game that can be played independently. The most notable mechanic is the combination of combat within the movement of land units, with the ability of units to greatly exceed the basic movement allowance at increased risk of fatigue/attrition. Optional rules cover weather, supply, chemical/nuclear warfare, air and naval operations, airborne/airmobile and amphibious operations, helicopters and special forces, and electronic warfare and add can considerably to the record keeping and playing time. The campaign game covers the first 60 days after mobilization in three basic scenarios, Sudden War, Spring Maneuvers, Tension. The differences between these three concern the timing of the outbreak of war and the resultant state of readiness of the respective forces. Due to the large number of optional rules, however, the players may in fact choose from a vast array of possible Campaign Game situations. Six smaller scenarios depict smaller areas of operations over briefer periods of time in the regions of Berlin, Vienna, The Baltic, Fulda, North German Plains, and the Main Front (Fulda + North German Plains). The game components: three 22" x 35" map sheets plus one 6" x 8" and one 10" x 12" map extensions, 2400 die-cut 1/2" counters, one 32 page rules book, one 40 page Scenarios and Situation Briefing book, two identical 4 page Charts & Tables folders, and one 17" x 22" Air Allocation Display.

Editions

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Credits

Designers

2
Jim Dunnigan Mark Herman

Artists

1
Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

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