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Information
Designer
Artist
Publisher
Year Published
2010
# of Players
1 − 2
User Suggested # of Players
Best with 2, more than 2 players
Recommended with 1, 2, more than 2 players
(3 voters) [poll]
Playing Time
 
Mfg Suggested Ages
 
User Suggested Ages
12 and up
(2 voters) [poll]
Language Dependence
Some necessary text - easily memorized or small crib sheet
(2 voters) [poll]
Honors
Subdomain
(6 voters) [vote]
Category
Mechanic
Expansion
Expands
Family
Primary Name
Nations at War: White Star Rising
Alternate Names
Website
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ObjectID: 35400
Description Edit | History

White Star Rising introduces Lock ‘n Load Publishing’s Nations at War (NAW) game system. Based on the popular World at War, NAW depicts platoon level combat in World War II. Here you’ll find everything you're looking for in a platoon-level game -- armor, artillery, infantry that serves as more than cannon fodder, command and control, air support, amphibious landings, and desperate close assaults that leave the victor in possession of the ground and the defeated in headlong retreat, all in eight pages of rules. That’s two less than the World at War system.

Units represent platoons of vehicles, such as M-10 Wolverines, M4A3E8 Easy Eight Shermans, and German Panthers, Tigers, and Mark IVs. Of course White Star Rising isn’t all about tanks. There’s plenty of infantry; paratroopers, line doggies, Fallschirmjager, and Volksgrenadiers. In the same vein as the World at War system, the infantry are capable of moving fast and hitting hard. White Star Rising also includes support weapons, such as heavy machine guns, flamethrowers, and satchel charges that infantry platoons can use to lethal effect.

The system throws typical turn-based gaming out the window. The platoons are grouped into formations (usually battalions and kampgruppe) and lead by a headquarters. Each unit of the formation must be within range of the HQ to activate with its formation. Although individual units might activate, and recon units can double their range from the HQ, but you’ll want to keep those formations together. The formations are activated by chit draw, and better-trained, better-led units can activate more than once in a turn, moving, shooting, and fighting in each activation. On the flip side of a coin, there is no guarantee that a formation will activate even once. The cup into which the formation chits are placed is seeded with end turn chits. When the second end turn chit is drawn the turn ends. Doesn’t matter if a single formations has activated; the turn is over. It keeps you on your toes.

When attacking each platoon rolls a number of dice equal to its firepower. Every die that equals or exceeds the “to hit” number (right superscript) hits the target. The target then rolls the number of die equal to its armor factor plus terrain advantages. Each die that equals or exceeds its armor factor negates a hit. The first hit disrupts a unit, second reduces it, the third eliminates it.

Units may also close assault, entering the opponent’s hex to either deal a death blow or force him (or her) out of valuable terrain. Same procedure, but both units use their close assault value. The side that takes the most hits must retreat from the hex. Infantry is VERY good at this, especially against armor without its own infantry support.

Game includes rules for thin-skinned vehicles, support weapons (actual counters that represent heavy machine guns, flamethrowers, and satchel charges that add to an infantry platoon’s capabilities), air-support, bunkers, wire, artillery, mines, overruns opportunity fire, line of sight rules that have been streamlined since their inception in World at War, transporting infantry, and all in eight pages of rules.

Contents

  • 2 sheets (approximate 200 total) .75" counters
  • 4 professionally-drawn, printed, and MOUNTED 11" x 17" geomorphic maps
  • 16 scenarios (18 for those who place a P500 order)
  • 2 players' aid cards
  • 4 dice
  • 20-page rule, scenario, and chart book.

Re-implements:

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Nations at War: White Star Rising
Nick: 
German/French edition
Publisher: Lock 'N Load Publishing, LLC, Spielworxx
Artist: 
Year: 2010
Size: GMT standard box
French, German
Release Date:  
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Nations at War: White Star Rising
Nick: 
English First edition
Publisher: Lock 'N Load Publishing, LLC
Artist: 
Year: 2010
Size: Avalon Hill Bookcase
English
Release Date:  
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6 White Star Rising Combat Summary
I found that there were enough modifiers to the combat rolls, that it became too easy to forget one or two. Thus I made this one-page combat chart. Please email if you find any errors or omissions.
2011-06-22
8 Nations at War Rules Update and FAQ - 3Jun11
The NaW Rules Czar's release of the Nations at War: White Star Rising rules update and FAQ document. As other questions or issues arise this document will be updated. Thank you!
2011-06-05
8 Detailed Sequence of Play for WHITE STAR RISING
Detailed Sequence of Play for WHITE STAR RISING
2011-02-22
13 White Star Rising rules summary
White Star Rising rules summary that I use to teach the game and to refresh my memory. The last page is a player handout. Incorporates any clarifications from the BGG Rules Forum and ConsimWorld. This v2 also incorporates clarifications from the new 6/3/2011 FAQ.
2010-12-03
3 Plano 3701 Template
Attached is a template to be used for Plano 3701 storage containers for WSR counters.
2010-10-26
5 WSR OOB
WSR OOB Report
2010-10-21
14 White Star Rising Playtest AAR
Attached is a copy of my White Star Rising playtest AAR previously mentioned by Mark H. Walker on ConsimWOrld forums.
2009-11-18
Statistics
Board Game Rank: 1701
War Game Rank: 266
Num Ratings: 116
Average Rating: 7.63
Standard Deviation: 1.35
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Year Published 2012
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