Nations at War: White Star Rising

Lock 'n Load Publishing, LLC., Spielworxx · Board game · 2010
— Ludopedia 7.3 BGG 2 · best 2 45–240 min Weight 2.6/5
Buy · from US$ 36.74
— rating Ludopedia
7.3 rating BGG
Our Verdict
RECOMMENDED

If you're a fan of tactical wargames that don't drown you in rules, Nations at War: White Star Rising is an excellent choice. It delivers a World War II platoon-level combat simulation with a dynamic and unpredictable activation system that keeps you on the edge of your seat. The experience is one of tense, strategic confrontation, where every decision matters, and the luck (or unluck) of the chit-pull can change the tide of battle.

Highlights
  • Streamlined, efficient rules
  • Unpredictable activation system
  • Tactical platoon combat
  • Crucial infantry role
  • Realistic combat simulations
Keep in mind
  • Two-player only
  • Initial learning curve
  • Relies on chit-pull luck
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About the game

What you do in a play session

Nations at War: White Star Rising plunges you headfirst into the intense platoon-level combat of World War II, introducing Lock 'n Load Publishing's Nations at War (NAW) game system. If you're into wargames that get straight to the point but don't skimp on tactical depth, this is your game. It packs everything you'd expect from platoon-level conflict: iconic tanks like M-10 Wolverines and Shermans against German Panthers and Tigers, infantry that truly makes a difference (not just cannon fodder!), command and control, air support, and even amphibious landings. And the best part? All this is covered in just eight pages of rules, two fewer than its predecessor, World at War. Units represent platoons of vehicles and infantry, from paratroopers to Volksgrenadiers, and can utilize support weapons like heavy machine guns and flamethrowers for devastating effects. The big innovation of the NAW system is how it tosses traditional turn-based activation out the window. Units are grouped into formations, led by a headquarters, and can only activate if they're within HQ range. Activation order is determined by a chit-pull system, where well-trained formations might activate multiple times in the same turn, while others might not even get a chance to act. Tension is constant, as the turn can end at any moment with the drawing of the second 'end turn' chit. Combat is resolved with dice rolls: a unit's firepower determines how many dice are rolled to hit, and armor plus terrain define defense. Hits cause disruption, reduction, or elimination of the unit. And if things get heated, you can go for close assault, with infantry being especially effective against unsupported armor. Get ready for quick decisions and plenty of adrenaline!

Rules videos

Learn by watching before you open the box

3 videos

Best player count

BGG community vote

Duel · 2 players
2 BEST

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Game details

Mechanics, categories, families and credits

Categories

Families

Country: Belgium Country: France Country: Germany Digital Implementations: Steam Players: Games with expansions that add solo play Players: Two-Player Only Games Series: Nations at War (Lock 'n Load Publishing)
Publisher Lock 'n Load Publishing, LLC., Spielworxx
Designer Mark H. Walker
Artist Marc von Martial

Community

Data from BoardGameGeek

873owners
127wishlist
37want to play

Frequently Asked Questions

Quick answers before you buy

6 questions
How many players can play Nations at War: White Star Rising?
This game is exclusively designed for two players, offering a direct and strategic confrontation.
What is the average playtime for a match?
A game of Nations at War: White Star Rising can last from 45 minutes to 4 hours, depending on the scenario and players' familiarity with the rules.
Is it a complex game for wargame beginners?
Despite being a wargame, it stands out for having only eight pages of core rules, making it more accessible than many others in the genre. The complexity lies more in tactical decisions than in memorizing rules.
What are the main components of the game?
You'll find a hexagonal grid board, chits representing vehicle and infantry platoons, support weapon chits, various markers, and, of course, dice for resolving combat.
What makes the activation system different?
The chit-pull activation system is the key differentiator. It adds an element of uncertainty, as the order and frequency with which your formations activate are random, requiring constant adaptation.
Are there expansions for this game?
Yes, White Star Rising is part of the Nations at War series, which has other boxes and expansions that cover different theaters of war and add new elements to the system.

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