World At War 85: Starter Kit
What is World At War 85?
World At War 85 Starter Kit drops you into a fast-paced platoon-level conflict set during a hypothetical Third World War beginning in 1985. You command modern armored formations, mechanized infantry, artillery batteries, helicopters, and close air support as global war erupts between NATO and Warsaw Pact forces.
This Starter Kit introduces you to the complete World At War 85 system using the same Core Rules used across the entire series. Once you learn this rule set, you are prepared to play any volume in the series. Module and scenario rules add flavor, but the foundation remains consistent across every game.
Scale and Scope
World At War 85 operates at a true tactical level.
Unit Scale
Infantry platoons of 40 to 60 men, tank platoons of 3 to 5 vehicles, artillery batteries, helicopter sections, and close air support flights.
Map Scale
Each hex represents approximately 150 meters of real terrain.
Time Scale
Each turn represents five to fifteen minutes of battlefield action.
You are not managing a single squad. You are directing coordinated formations across multiple objectives while balancing firepower, maneuver, and command control.
Card-Driven Command System
At the heart of World At War 85 is its Formation Deck system.
Instead of a traditional alternating turn structure, you draw cards from a custom deck. Each Formation card activates a specific formation on the battlefield. When activated, that formation executes a Formation Impulse. During that impulse, units move, fire, assault, call artillery, and conduct command functions until the impulse ends.
The deck also contains:
• End Operations cards that determine when the Operations Phase ends
• Close Air Support cards that bring aircraft into the fight
• Electronic Warfare cards that disrupt enemy command and control
• Battlefield Event and Friction cards that introduce battlefield chaos
This system creates tension and unpredictability. You never know exactly when your formation will activate or when your opponent will seize momentum.
Modern Combined Arms Warfare
World At War 85 models modern combat in detail while remaining playable.
Direct Fire includes:
• Armor Piercing and High Explosive firepower values
• To Hit numbers and effective ranges
• Line of Sight rules with terrain height, blocking terrain, and blind spots
• Anti-aircraft fire against helicopters and close air support
Indirect Fire supports your advance with:
• On board artillery
• Off-board artillery
• MLRS strikes
• Smoke missions
• Dual-purpose munitions
• Artillery delivered mines
• Chemical strikes
Helicopters operate in multiple modes, including flying, nap of the earth, hovering, and landed states, each with specific tactical implications.
Infantry conduct assaults into enemy hexes. Tanks risk close combat in built-up areas. Engineers clear rubble and breach minefields. Electronic warfare disrupts entire formations.
Command and Control Matters
Formations operate under Headquarters with defined command ranges. Units can become Out of Command, limiting effectiveness. Leaders provide command bonuses. Morale and training values affect battlefield performance.
If the rules do not state that a unit can perform an action, it cannot. The system rewards disciplined, realistic tactics.
Scenario Play and Replayability
Each volume includes scenarios that place you in carefully constructed battlefield situations. The Starter Kit teaches you the system with manageable engagements while preserving full tactical depth.
For extended replayability, the Battle Generator allows you to create custom engagements with variable objectives, force purchases, turn lengths, and victory conditions.
Geomorphic map boards allow multiple configurations, ensuring roads and rivers align correctly in various layouts.
Designed for Accessibility and Depth
The Core Rules v2.2 emphasize clarity and usability:
• Large fonts and clear graphics
• Extensive player aid cards
• Dedicated sequence of play reference
• Terrain effects charts
• Direct fire modifier tables
• Complete die roll references
The system is moderately complex but streamlined for smooth play. After a few turns, referencing decreases significantly.
Why Start with the Starter Kit
The World At War 85 Starter Kit gives you:
• The complete Core Rules v2.2 system
• A foundation for every future World At War 85 volume
• Tactical modern warfare at platoon scale
• Card-driven activation for dynamic battlefield flow
• Combined arms depth with tanks, infantry, helicopters, artillery, and air support
If you want a modern-era tactical system that models command friction, electronic warfare, armored maneuver, and precision firepower while staying playable and structured, the World At War 85 Starter Kit is your entry point into the series.