Gathering Storm

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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:
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    Gathering Storm

    Gathering Storm

    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:
    -

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    Fabricante: GMT GAMES

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    672 403 198

    Julián Zugazagoitia, 5 - Lonja 2
    48003 Bilbao

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    Number of cards:110
    Card sleevesSTANDARD: "63.5 X 88 mm FFG Standard Sleeves 50 units (grey)" OR "63.5 X 88 mm Mayday standard sleeves 100 units (Green)". You can buy this sleeves directly from this page, see RELATED PRODUCTS.

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    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.
    - A historical 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.

    Read more information at BoardGameGeek website .

    Players: 2-5

    Playing time: 340 min.

    Language: English

    Language dependence: HIGH

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    Gathering Storm

    Gathering Storm

    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:
    -

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