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White Star Rising Nations At War Second Edition by Lock 'N Load   "Macht Schluss mit dem Krieg, ihr...

White Star Rising Nations At War Second Edition by Lock 'N Load White Star Rising Nations At War Second Edition by Lock 'N Load

White Star Rising Nations At War Second Edition by Lock 'N Load

White Star Rising Nations At War Second Edition by Lock 'N Load

White Star Rising

Nations At War Second Edition


Lock 'N Load 

 "Macht Schluss mit dem Krieg, ihr idioten" (End the War, or Make Peace, you idiots). This was said by Field Marshal von Rundstedt to lacKeitel, sometime after the Normandy invasion. This is the second game of the 'Nations At War' series by Lock 'N Load that I have reviewed (the first was 'Stalin's Triumph'). This game takes us to Western Europe and the battles range from the landings in Normandy to the end of the war.  The name is a bit of a misnomer because it also includes counters and scenarios for the British troops who fought during the same campaign. I liked the game system in the first game, so let us see how it translates to this side of the continent.

One Counter Sheet

 The counters, as usual from Lock 'N Load, are wonderfully done and come pre-clipped. They are a bit busy for their size, although the use of different colors should help all but the color blind. The four double-sided maps are not mounted, but are still well done. The rulebook and the Module Rules and Scenario book are done in full color with large print. The various Players' Aids are also well done and visually appealing. So let us look at what you get with the game:

Four Double Sided Seasonal Maps.

Four Counter Sheets with Over 350+ Counters.

One Color Module Booklet

Twenty-One Scenarios

One Core Game System v2.0 Manual

Two Unit Cost Sheets 11” x 17”

Four Player-Aid Cards 8.5” x 11”

Two D6 Dice


 The sequence of play is:

Operations phase: Players alternate pulling a marker from an opaque container. These can be Formation, Administration, Chaos, or End Turn markers.

Formation Impulse; If a Formation is activated this is the sequence:

 1. Unit Formation Marker removal

 2. Check Command Status

 3. Perform Rallies

 4. Perform Fire Missions: Mortar/Artillery

 5. Perform Operations: Movement, Assault, etc.

Players' Aids

 The meat of this chit pull system is the 'end turn' chits. There are always two, sometimes three, of these in the mix of the other chits. Once the second end turn chit is pulled, the game turn is over; do not pass go or collect $200 etc. So, the players have no way of knowing if all or any of their units will be able to do anything this turn. It is possible to pull the end turn chits one after the other as the first two chit pulls. In time limited, or scenarios where one side has a lot of terrain to cover, this means that one turn has just been lost. Another nice touch is the addition of a 'Chaos Chit' to the chit mix in some scenarios. Once the Chaos Chit is pulled, two six-sided die are rolled. Then you consult the Chaos Table to find out what event or result has been rolled. This is a nice way of adding even more fog of war into the game. The game also includes the use of 'Fate Points' by each player. Each scenario lists how many Fate Points each side has to use. As the rules state, " Fate Points can be thought of as currency and can be used to purchase an event that can change the game". These can be used from re-rolling one dice to being able to remove an 'Ops Complete Marker' from a unit. There are not many rules that apply only to this module. Most of the rules used are just the normal Second Edition Core Rules. This module only rules include:

 Bridge Demolition
 British Cruiser Tanks Extra Movement
 British Headquarters
 American tank Gyro Stabilizers
 American White Phosphorus Rounds (Willy Pete)
 German SS Fanatics
 German Mobile Assault 

 The Core Rules also deal with rules for these and more:

 Close Air Support
 Anti-Aircraft Units
 Mines and Mine Removal


                                Closer Counter View


   There is really not much more to say: The 'Nations At War' series from Lock 'N Load is a well done and thought out game. You really get the best of both worlds in these games, meaning that you are really playing a tactical game without all of the minutiae that come with tactical games. Not that there is something wrong with tactical games, just sometimes I know I am not in the mood for that many rules etc. There were some incidences when the second editions came out with problems with the printing, rules, and some counters. I did find a paragraph in the rulebook about 'Line of Sight' that still needs to be fixed. The spacing in it is non-existent for the most part. From what I have read, Lock 'N Load was quick about sending out new counters etc., and did their best to make things right. The rulebook that came with the game was version 2.0. On Lock 'N Load's website they have posted  a version 2.2. I will put a link at the bottom of the review. As I mentioned, I liked the first game I reviewed, 'Stalin's Triumph', a lot. This game is no different. I can easily recommend it to anyone who has a hankering to play a platoon size late World War II Western Front game. One of my favorite scenarios is 'The Hill of Death'. This is about the fight for Hill 112 in Normandy. Look for my forthcoming reviews of 'Heroes of The Motherland' and the 'Nations At War Compendium'.

 White Star Rising Second Edition Vassal Module:

 White Star Rising Second Edition Clarifications & Corrections Version 2.2:

 Nations At War Core Rules Version 2.0 Clarifications And Corrections:

 Nations At War Core Rules Second Edition:
 There is also a link to download them on the page.

 This is a link to my 'Stalin's Triumph' review: