World At War 85 Core Rules
Master the System That Drives the War
The World At War 85 Core Rules v2.2 is the foundation of the entire World At War 85 series. This full-color, extensively illustrated rulebook defines the complete platoon-level system used across every volume in the series. Once you learn these rules, you can step into any World At War 85 module with confidence.
Set in an alternate 1985 during a global Third World War, the system brings modern mechanized combat to your table. Tanks, infantry platoons, artillery batteries, helicopters, and close air support operate within a fast-paced card-driven structure that captures the friction and unpredictability of modern warfare.
Series Scale and Structure
The Core Rules establish a consistent scale across the series.
• Unit scale represents platoons of infantry, 3 to 5 vehicle platoons, artillery batteries, helicopter sections, and close air support flights.
• Each turn represents roughly five to fifteen minutes of combat.
• Each hex measures approximately 150 meters across.
This scale delivers tactical decision-making without overwhelming detail. You command formations, not individual vehicles, and every activation matters.
Card-Driven Command System
At the heart of World At War 85 is the Formation Deck. Each turn unfolds as cards are drawn to activate formations or trigger battlefield effects.
Formation Cards activate groups of units that share nationality and color band. When drawn, that formation executes a full impulse, including command checks, missile reload, artillery steps, and combat actions.
Additional card types introduce operational tension:
• End Operations cards can abruptly end the Operations Phase.
• Close Air Support cards activate air strikes.
• Electronic Warfare cards disrupt enemy command effectiveness.
• Battlefield Event and Friction cards introduce unpredictable events beyond player control.
• Designated Formation and Scratch Force cards allow scenario-specific activations.
This system creates uncertainty and momentum shifts that mirror real battlefield command.
Comprehensive Combat System
The Core Rules detail five primary actions that units may perform during a formation impulse:
• Movement
• Direct Fire
• Move and Direct Fire
• On Board Indirect Fire
• Assault
Direct Fire rules define armor-piercing and high-explosive firepower, range bands, to-hit values, armor saves, terrain effects, and opportunity fire. Anti-aircraft fire, missile ammunition checks, and composite or reactive armor are fully integrated.
Indirect Fire includes both on-board and off-board artillery procedures, spotters, fire for effect markers, smoke, MLRS strikes, artillery-delivered mines, DPICM, and chemical strikes.
Assault rules govern close combat, including cross-bridge and cross-river assaults, night assaults, and the risks to unsupported armor.
Advanced Battlefield Conditions
The Core Rules include a full suite of environmental and engineering systems:
• Minefields, both random and placed
• Improved positions and fortified terrain
• Bridge placement, bridge destruction, and fords
• Rubble, fires, and clearing operations
• Weather changes, squalls, and mud
• Night combat with targeting checks and a limited line of sight
• Parachute drops and anti-aircraft defensive fire
• Thermal imaging systems
These elements allow scenarios ranging from open-armed clashes to urban fighting and contested river crossings.
Extensive Player Aids and Reference Material
The Core Rules are supported by a robust set of Player Aid Cards and tracks, including:
• Complete sequence of play reference
• Terrain Effects Chart
• Direct Fire modifiers
• Indirect Fire summaries
• National Unit Tables
• Artillery and weather tracks
• Formation deck holding boxes
• Line of sight examples
• A master die roll reference
An extensive glossary, index, designer notes, and development notes make this rulebook both a learning tool and a long-term reference manual.
Optional Battle Generator
For players who want total control, the optional Battle Generator section allows you to create custom scenarios. Choose map size, objectives, victory conditions, turn length, force composition, and electronic warfare advantage. Build balanced engagements or asymmetric challenges with full control over force purchase and setup.
Designed for Clarity
Version 2.2 emphasizes readability and usability. Large fonts, graphic-heavy examples, color-coded sections, and clearly marked important notes guide you through the system step by step. Once familiar with the sequence of play, the rules flow quickly and cleanly.
World At War 85 Core Rules v2.2 is more than a rulebook. It is the operational engine behind every battle in the series. Learn it once. Fight the war anywhere.
Requirements
Stats
Solitaire: 7 out of 10
Ages: 12+
Players: 1-2
Time: 1-2 Hours.
Components
1 x 124 Page Color Spiral-Bound Manual.
Credits
Box Art & Design: Blackwell Hird
Layout and Design: Blackwell Hird
Manual Editor: Hans Korting
Map and Counter Graphics: Marc von Martial
Strategic Map Design: Keith Tracton
Playing Card Art and Design: Marc von Martial, Nuno Castilho.
Order of Battle Layout: Kelly Meissner
Administration: Ava Marie Heath
Customer Support: Darren White
Logistic Manager: Darren White
Quality Assurance: Patrick White
Scenario Designers: Keith Tracton, Matt Lohse, Arrigo Velicogna
Scenario and Writing Support: Keith Tracton, Matt Lohse, Maurice Fitzgerald, Paul Summers Young, Warren Tutwiler, Mike Wheal, Thomas O’Neal
WaW85 Timeline: Phil Bolger, Keith Tracton, David Heath