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A World at War war game (GMT Games)
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A World at War war game (GMT Games)
Players : 1-8
Manufacturer : GMT Games LLC
Time To Play : 360 Min
Designer : Rodger B. MacGowan, Bruce Harper, & Mike Shanovich
 
Product Review Rating : Click here to write the first review of this

 
List Price $250.00
Near Mint Condition Board Game$250.000 in stock Sold Out(E-mail me when this product is back in stock)
Shipping weight: 4.431 pounds (Size: 12.00" H x 9.00" W x 3.00" D)

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




A World At War is based on the award-winning Advanced Third Reich/Empire of the Rising Sun gaming system. A World At War is a grand strategy game that 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 the Middle East had crumbled
  • "General Winter" had not come to the aid of the hard-pressed Russian armies in late 1941
  • 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 Western Allies had failed to develop the atomic bomb, but Germany had
  • and YOU had been in command.

A World At War completes 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 have 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
  • simplified diplomatic rules which allow minor countries to align themselves with various major powers
  • and more intuitive Combat Results and Attrition Tables
  • , plus additional terrain on both the European and Pacific maps.

A World At War includes a dozen campaigns or scenarios, ranging from the introductory "Battle of the Atlantic" and "Barbarossa" scenarios up to separate European and Pacific Campaign Games. Dedicated gamers will be hard-pressed to resist the testing their luck and skill by taking on the biggest campaign game: the entire war in Europe and the Pacific. Scenarios include Campaign game covering: Global War, European Theater, Pacific Theater, Global War (historical), European Theater (historical), Pacific Theater (historical), plus, Battle of the Atlantic, Barbarossa, North Africa, Coral Sea, Midway, and Leyte Gulf.

 

 


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