Edición en inglés.
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.
COMPONENTS
- Four countersheets
- One 22"x30" mapboard
- One 8.5"x11" mapboard overlay
- 144 Random event cards
- Rulebook
- Battle Manual
- Transition Rulebook
- Scenario Cards
https://dracotienda.com/wargames/15516-gathering-storm.html
15516
Gathering Storm
<p></p><p><strong>Edición en inglés.</strong></p>
<p><em><strong>Gathering Storm,</strong></em> both a game in its own right and a prequel to GMT’s <em>A World at War</em>, covers the period from 1935 to the outbreak of World War II, whenever that might be. Like <em>A World at War</em>, <em><strong>Gathering Storm,</strong></em> 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:</p>
<p> </p>
<p> </p>
<ul><li>Admiral Doenitz had convinced his superiors of the importance of submarine warfare in the impending war with Britain.</li>
<li>Germany had pursued the Z Plan earlier and more consistently.</li>
<li>The development of the “Ural bomber” had been pursued.</li>
<li>Poland had become a German satellite, rather than resisting German aggression.</li>
<li>War had broken out over the Sudetenland, or even the remilitarization of the Rhineland.</li>
<li>Mussolini had given a lower priority to naval armaments, to the benefit of the Italian armor and air forces.</li>
<li>France had extended the Maginot Line.</li>
<li>de Gaulle’s arguments to expand and strengthen France’s armor units had been accepted.</li>
<li>Britain had rearmed sooner.</li>
<li>Russia had deferred the Great Purges. Or accelerated them.</li>
<li>The Spanish civil war had been won by the Loyalists.</li>
<li>A civil war had broken out in Yugoslavia. Or Greece.</li>
<li>Atomic fission had been discovered earlier.</li>
<li>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.</li>
<li>War comes early. Or later, in 1940 or even 1941. </li>
<li>YOU had been in command.</li>
</ul><p> </p>
<p><em><strong>Gathering Storm,</strong></em>can be played as a separate game in a single session, with its own victory conditions, but <em>A World at War</em> players will want to press on and see how the war they have created plays out. While using different mechanics, <em><strong>Gathering Storm,</strong></em>’s structure is consistent with <em>A World at War</em> 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, <em><strong>Gathering Storm,</strong></em> includes the following:</p>
<p> </p>
<p> </p>
<ul><li>Six random events each turn, providing unlimited replay value.</li>
<li>Economics based on tiles and activity counters, eliminating any paperwork.</li>
<li>Flexible mobilization rules, allowing players to emphasis civilian or military production – each at the expense of the other.</li>
<li>Unit construction which allows players to activate reserve units for immediate benefits, at a cost of limiting future options.</li>
<li>Variable research, which can focus on air, naval, military or intelligence projects, as well as short or long term gains.</li>
<li>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.</li>
<li>Shipbuilding that allows varied fleets, including the possibility of 5-factor super battleships.</li>
<li>Ahistorical <em>A World at War</em> counters, including armor units of different strengths and additional ships. </li>
<li>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.</li>
<li>No dice.</li>
</ul><p><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans-serif;font-size:12px;">COMPONENTS</span></p>
<ul><li>Four countersheets</li>
<li>One 22"x30" mapboard</li>
<li>One 8.5"x11" mapboard overlay</li>
<li>144 Random event cards</li>
<li>Rulebook</li>
<li>Battle Manual</li>
<li>Transition Rulebook</li>
<li>Scenario Cards</li>
</ul>
http://dracotienda.com/138191-home_default/gathering-storm.jpg
94.95
instock
GMT Games
109.9999
78.4711
13.681739710672
15.0499
1439461273000
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