World At War, A - Second World War in Europe and the Pacific (4th Printing)

By: GMT Games

Type: Boxed Game

Product Line: Non-Series War Games - World War II

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MSRP old price: $210.00


Product Info

Title
World At War, A - Second World War in Europe and the Pacific (4th Printing)
Publisher
Category
Sub-category
Author
Bruce Harper, Mike Shanovich
Publish Year
2025
Dimensions
9x12x3.25"
NKG Part #
2148251696
MFG. Part #
GMT0303-24
Type
Age Range
14 Years and Up
# Players
1 - 8 Players
Game Length
1440 - 2880 Minutes

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 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 – although Britain 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.


Other 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 – unless Germany 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.

Contents:

  • 2,800 full-color die-cut counters.
  • Four 22"x30" full-color mapsheets
  • 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

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