GMT Games – A World at War, 3rd Printing
Description
First published by GMT in 2003, A World at War is a grand strategy game based on the award-winning Advanced Third Reich/Empire of the Rising Sun gaming system. A World at War simulates the military, economic, political, diplomatic, research and production aspects of the Second World War and lets the players find out for themselves what might have happened if:
-
Germany
had tried to execute Sea Lion, the invasion of
Britain
.
-
Admiral Raeder’s Mediterranean strategy had been adopted and the British position in
theMiddle East
had crumbled.
-
Russia
had been prepared for the German attack.
-
“General Winter” had not come to the aid of the hard-pressed Russian armies in late
1941. -
The European Axis and
Japan
had cooperated in implementing a strategy aimed at
destroying the Western Allied lines of communication in theIndian Ocean
.
-
The
Battle
of the Atlantic had been won by
Germany
.
-
War had broken out between
Russia
and
Japan
in 1941 or 1942.
-
Japan
had avoided disaster at Midway in 1942 and instead invaded
Australia
or
India
.
-
Japan
had knocked
China
out of the war.
-
the U.S had mobilized more armor units and fewer air units, or more infantry and less armor, or…
-
the Western Allies had tried Churchill’s Balkan strategy
-
the Western Allies had tried to invade
France
in 1943 or earlier, leaving
Italy
for later.
-
t
he Western Allies had failed to develop the atomic bomb – but
Germany
had.
-
the Western Allies had developed jets or rockets.
-
YOU had been in command.
A World at War continued the evolution of the Advanced Third Reich/Empire of the Rising Sun game system, refining and clarifying the rules in every area of the game. Five years of design and relentless playtesting resulted in a polished, proven game, which includes the following innovations:
-
named ships, allowing players to sink (or lose!) the
Bismarck
,
Yamato, New Jersey
and other famous ships.
-
naval construction rules which allow major powers to build the navy they think will suit their strategic requirements.
-
mobilization rules which allow major powers to tailor their army and air force pools to meet their needs – provided they anticipate them accurately.
-
oil rules which force the Axis to worry about their inadequate oil reserves even when
victory is within their grasp – althoughBritain
and
Russia
can have cause for concern
as well! -
simplified diplomatic rules which allow minor countries to align themselves with
various major powers. -
more intuitive Combat Results and Attrition Tables.
-
additional terrain on both the European and Pacific mapboards.
The second edition of A World at War adds clarifications and refinements based on thousands of games played since 2003, based on contributions from hundreds of A World at War players (the A World at War Yahoo discussion list alone had recorded nearly 60,000 posts since A World at War was first published). Changes include:
-
new counters for beach defenses, partial supply and island group control.
-
revised counters based on feedback from
A World at War
players.
-
rules changes to mitigate the effects of bad luck, especially early in the game, leaving it
to the players themselves to ruin their positions. -
improved submarine warfare and strategic bombing rules.
-
more realistic raider and naval combat rules.
-
more realistic implementation of the “big three” high technology research projects:
jets, advanced submarines and rockets. -
increased balance between the western,
Mediterranean
and eastern fronts.
-
refined strategic balance in
Russia
, so that Russian survival is a challenge in most
games – unlessGermany
doesn’t invade
Russia
at all…
-
graduated economic growth rates and a link between
Germany
’s conquests and its
construction rate, so that an Axis “Fortress Europe” strategy is as risky as any other. -
modified atomic research rules which preclude ahistorically early atomic bombs, while
still leaving open the possibility of a German bomb. -
an enhanced Japanese Resistance Table, with
Japan
getting credit for expansion beyond
its historical achievements.
A World at War contains a dozen scenarios, ranging from the introductory Battle of the Atlantic and Barbarossa scenarios up to European and Pacific Campaign Games. But dedicated gamers will be hard-pressed to resist testing their luck, skill and especially their nerves by taking on the entire war in the full-fledged Campaign Game.
COUNTERS
2,800 full-color die-cut counters.
MAP
Four 22″x30″ full-color mapsheets
OTHER
-
12 Player Aid Cards
-
196-page Rulebook
-
72-page Status Sheet booklet
-
24-page Research and Diplomacy booklet
-
24-page Scenario booklet
-
8 six-sided dice
TIME SCALE
3 months per turn
MAP SCALE
60 miles per hex (Europe); 100 miles per hex (Pacific)
UNIT SCALE
Corps or Divisions, air wings and squadrons, individual ships and naval squadrons
NUMBER OF PLAYERS
One or more