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Wysyłka w ciągu: 2 dni
Wydawca: GMT Games

Gathering Storm, both a game in its own right and a prequel to GMT’s A World at War, covers the period from 1935 to the outbreak of World War II, whenever that might be. Like A World at War, Gathering Storm, simulates the military, economic, political, diplomatic, research and production preparations for the Second World War, allowing the players to explore what might have happened if:


·         Admiral Doenitz had convinced his superiors of the importance of submarine warfare in the impending war with Britain.

·         Germany had pursued the Z Plan earlier and more consistently.

·         The development of the “Ural bomber” had been pursued.

·         Poland had become a German satellite, rather than resisting German aggression.

·         War had broken out over the Sudetenland, or even the remilitarization of the Rhineland.

·         Mussolini had given a lower priority to naval armaments, to the benefit of the Italian armor and air forces.

·         France had extended the Maginot Line.

·         de Gaulle’s arguments to expand and strengthen France’s armor units had been accepted.

·         Britain had rearmed sooner.

·         Russia had deferred the Great Purges. Or accelerated them.

·         The Spanish civil war had been won by the Loyalists.

·         A civil war had broken out in Yugoslavia. Or Greece.

·         Atomic fission had been discovered earlier.

·         The Second World War had begun with a Franco-Italian conflict. Or a French pre-emptive attack on Germany. Or a Russo-German war, with Italy and the Western Allies neutral.

·         War comes early. Or later, in 1940 or even 1941.

·         YOU had been in command.


Gathering Storm can be played as a separate game in a single session, with its own victory conditions, but A World at War players will want to press on and see how the war they have created plays out. While using different mechanics, Gathering Storm’s structure is consistent with A World at War and allows for a seamless transition to whatever alternate war the players planned – or stumbled into.  Some 30 years in development, with three years of design and playtesting, Gathering Storm, includes the following:


·         Six random events each turn, providing unlimited replay value.

·         Economics based on tiles and activity counters, eliminating any paperwork.

·         Flexible mobilization rules, allowing players to emphasis civilian or military production – each at the expense of the other.

·         Unit construction which allows players to activate reserve units for immediate benefits, at a cost of limiting future options.

·         Variable research, which can focus on air, naval, military or intelligence projects, as well as short or long term gains.

·         A fast-moving diplomatic system, with each player allocating diplomatic counters each turn. Diplomatic targets are public, but the points allocated to them are not.

·         Shipbuilding that allows varied fleets, including the possibility of 5-factor super battleships.

·         Ahistorical A World at War counters, including armor units of different strengths and additional ships.

·         A dynamic crisis system, in which the Allies can appease or oppose the Axis, with neither side necessarily being certain whether war might break out.

·         No dice.


Gathering Storm is a must-buy for any committed A World at War player, an excellent – and possibly dangerously time consuming – introduction to the A World at War universe for those unfamiliar with that game, and a enjoyable and instructive fast-paced game all on its own.



·         Approximately 1,000 full-color die-cut counters.

·          24 Maginot Line and West Wall full-color hexagonal counters.

·          One 22"x30" full-color Gathering Storm mapsheet.

·          One 22"x30" full-color A World at War map overlay.

·         40-page Gathering Storm Rulebook

·          20-page A World at War conversion Rulebook

·          5 Scenario Cards

·          144 Random Event cards.

·          4 Russian purge cards

·          90 point tiles

·          5 tile racks

·          75 activity counters

·          6 player aid sheets

·          3 research record sheets