|
A World at War |
|
|
A World at War
PUBLISHED 2003
DESIGNER Bruce Harper
DEVELOPER Mike Shanovich
ART DIRECTOR Rodger B. MacGowan
MAP ART Mark Simonitch
COUNTER ART Mark Simonitch
PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch
|
|
|
|
|
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.
|
|
2,800 full-color die-cut counters. |
|
|
Four 22"x30" full-color mapsheets |
|
OTHER |
|
|
| 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 | |
|