{"title":"World at War","description":null,"products":[{"product_id":"storm-over-asia-prequel-to-a-world-at-war","title":"Storm Over Asia: Prequel to a World at War","description":"\u003cp\u003eStorm Over Asia is both a companion game to GMT's A World at War and Gathering Storm, and is a game in its own right, with its own victory conditions. Starting in 1935, Japan, China, Britain, and Russia prepare for war without being sure of just what is coming. Japan must balance its expansion in China, an impending confrontation with the United States and Russia, and the impact of the Pacific theater in a global war. China, Britain, and Russia must try to resist immediate Japanese expansion, while at the same time laying the groundwork for the successful prosecution of war in the Pacific. These short-term and long-term goals will often be in conflict, and misjudgments in either direction may have dire consequences.\u003c\/p\u003e\n","brand":"GMT Games","offers":[{"title":"Default Title","offer_id":56046950252922,"sku":"ZBG-GMT2005","price":84.59,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/Storm-Over-Asia-Prequel-to-a-World-at-War.jpg?v=1760968842"},{"product_id":"a-world-at-war-4th-print","title":"A World at War 4th Print","description":"\u003cp\u003eFirst 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 simulates the military, economic, political, diplomatic, research, and production aspects of the Second World War and lets the players find out for themselves what might have happened if:\u003cbr\u003e\nGermany had tried to execute Sea Lion, the invasion of Britain.\u003cbr\u003e\nAdmiral Raeders Mediterranean strategy had been adopted and the British position in the Middle East had crumbled.\u003cbr\u003e\nRussia had been prepared for the German attack.\u003cbr\u003e\nGeneral Winter had not come to the aid of the hard-pressed Russian armies in late 1941.\u003cbr\u003e\nThe European Axis and Japan had cooperated in implementing a strategy aimed at destroying the Western Allied lines of communication in the Indian Ocean.\u003cbr\u003e\nThe Battle of the Atlantic had been won by Germany.\u003cbr\u003e\nWar had broken out between Russia and Japan in 1941 or 1942.\u003cbr\u003e\nJapan had avoided disaster at Midway in 1942 and instead invaded Australia or India.\u003cbr\u003e\nJapan had knocked China out of the war.\u003cbr\u003e\nthe U.S had mobilized more armor units and fewer air units, or more infantry and less armor, or...\u003cbr\u003e\nthe Western Allies had tried Churchill's Balkan strategy\u003cbr\u003e\nthe Western Allies had tried to invade France in 1943 or earlier, leaving Italy for later.\u003cbr\u003e\nthe Western Allies had failed to develop the atomic bombbut Germany had.\u003cbr\u003e\nthe Western Allies had developed jets or rockets.\u003cbr\u003e\nYOU had been in command.\u003cbr\u003e\nA 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:\u003cbr\u003e\nNamed ships, allowing players to sink (or lose!) the Bismarck, Yamato, New Jersey, and other famous ships\u003cbr\u003e\nNaval construction rules which allow major powers to build the navy they think will suit their strategic requirements\u003cbr\u003e\nMobilization rules which allow major powers to tailor their army and air force pools to meet their needsprovided they anticipate them accurately\u003cbr\u003e\nOil 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!\u003cbr\u003e\nSimplified diplomatic rules which allow minor countries to align themselves with various major powers\u003cbr\u003e\nMore intuitive Combat Results and Attrition Tables\u003cbr\u003e\nAdditional terrain on both the European and Pacific mapboards\u003cbr\u003e\nThe second edition of A World at War adds clarifications and refinements based on thousands of games played since 2003, based on contributions from hundreds of A World at War players (the A World at War Yahoo discussion list alone had recorded nearly 60,000 posts since A World at War was first published). Changes include:\u003cbr\u003e\nnew counters for beach defenses, partial supply, and island group control\u003cbr\u003e\nrevised counters based on feedback from A World at War players\u003cbr\u003e\nrules changes to mitigate the effects of bad luck, especially early in the game, leaving it to the players themselves to ruin their positions\u003cbr\u003e\nimproved submarine warfare and strategic bombing rules\u003cbr\u003e\nmore realistic raider and naval combat rules\u003cbr\u003e\nmore realistic implementation of the big three high technology research projects: jets, advanced submarines, and rockets\u003cbr\u003e\nincreased balance between the western, Mediterranean, and eastern fronts\u003cbr\u003e\nrefined strategic balance in Russia, so that Russian survival is a challenge in most gamesunless Germany doesnt invade Russia at all...\u003cbr\u003e\ngraduated 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\u003cbr\u003e\nmodified atomic research rules which preclude ahistorically early atomic bombs, while still leaving open the possibility of a German bomb\u003cbr\u003e\nan enhanced Japanese Resistance Table, with Japan getting credit for expansion beyond its historical achievements\u003cbr\u003e\nA 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. \u003c\/p\u003e\n\u003cp\u003eComponents:\u003cbr\u003e\n2,800 Full-color Die-cut Counters\u003cbr\u003e\nFour 22\" x 30\" Full-color Mapsheets\u003cbr\u003e\n12 Player Aid Cards\u003cbr\u003e\nOne 196-page Rulebook\u003cbr\u003e\nOne 72-page Status Sheet Booklet\u003cbr\u003e\nOne 24-page Research and Diplomacy Booklet\u003cbr\u003e\nOne 24-page Scenario Booklet\u003cbr\u003e\nEight 6-sided Dice\u003c\/p\u003e\n","brand":"GMT Games","offers":[{"title":"Default Title","offer_id":56047305949562,"sku":"ZBG-GMT030324","price":170.8,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/A-World-at-War-4th-Print.jpg?v=1760973179"},{"product_id":"world-at-war-issue-89-crimean-campaign","title":"World at War Issue #89 (Crimean Campaign)","description":"\u003cp\u003eThe Crimean Campaign, 1941 -42 (TCC) is a strategic level two-player wargame (with strong operational undertones) of low-intermediate complexity covering the fighting across the peninsula that climaxed with the German capture of Sevastopol.\u003c\/p\u003e\n\u003cp\u003eThe action simulated in the game took place historically between 28 October 1941 and 4 July 1942. The first date marks the German entry into the Crimea via the Perekop Isthmus, while the second marks the end of organized Soviet resistance across the whole peninsula. Those nine calendar months are divided into chronologically varied and unequal numbers of turns. That approach allows for the convenient simulation of the ebbs and flows in the action that took place due to bad weather and logistical and command-control constraints.\u003c\/p\u003e\n\u003cp\u003eThe Perekop Isthmus fight, which took place from 24 September through 27 October, just off-map to the north, is not included in the game because it took place across terrain too restrictive to allow for maneuver by either side. At this scale it would have come down to how lucky the German player got in rolling his inescapably low-range and mid-range initial frontal attacks. So that episode is considered to have taken place as the last act of the Dniepr River campaign rather than the first act in the Crimean campaign.\u003c\/p\u003e\n\u003cp\u003eComponents: 22x34 inch map, 228 9\/16-inch die-cut counters.\u003c\/p\u003e\n","brand":"Asmodee","offers":[{"title":"Default Title","offer_id":56048592093562,"sku":"ZBG-DCGWAW89","price":28.19,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/World-at-War-Issue-89-Crimean-Campaign.jpg?v=1760978419"},{"product_id":"world-at-war-issue-86-the-chaco-war-1932-1935","title":"World at War Issue #86 (The Chaco War, 1932-1935)","description":"\u003cp\u003eThe Chaco War, 1932-1935. The Chaco War was fought out by two landlocked countries, Bolivia and Paraguay in South America. On paper, the Bolivians should win handily: they enjoyed a three to one superiority in manpower against the Paraguayans. However, to reach the front the Bolivians had to overcome long lines of communication, impossible terrain and low morale. The Paraguayans, on the other hand, saw the war as a life-or-death struggle. Thanks to their superior morale and leadership, the Paraguayans inflicted a series of defeats to the Bolivians and won most of the Chaco in the post-war peace settlement.\u003c\/p\u003e\n","brand":"Decision Games","offers":[{"title":"Default Title","offer_id":56048744137082,"sku":"ZBG-DCGWAW86","price":37.29,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/World-at-War-Issue-86-The-Chaco-War-1932-1935.jpg?v=1760979046"},{"product_id":"world-at-war-issue-84-mansteins-war","title":"World at War Issue #84 (Manstein's War)","description":"\u003cp\u003eManstein's War: Decision in the West 1940 is a two-player wargame of the German offensive in Western Europe in May-June 1940 in which the Wehrmacht seized a stunning victory over Allied forces in the Low Countries and France. The game uses a variant of the Boots system to model command, control, and logistics on an operational scale. Both players can fight a campaign of mobility and decisive battles.\u003c\/p\u003e\n\u003cp\u003eThe general structure of the game is that each player uses command markers to activate their forces, which are divided into sub-commands (army groups and similar echelons). Each player has special markers which provide additional operational capabilities. Can you turn the tide of history in that decisive spring of 1940?\u003c\/p\u003e\n\u003cp\u003eComponents: 22x34 inch map, 176 die-cut counters.\u003c\/p\u003e\n","brand":"Decision Games","offers":[{"title":"Default Title","offer_id":56048973382010,"sku":"ZBG-DCGWAW84","price":37.45,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/World-at-War-Issue-84-Mansteins-War.jpg?v=1760979967"},{"product_id":"world-at-war-issue-83-operation-causeway-formosa-1944","title":"World at War Issue #83 (Operation Causeway: Formosa 1944)","description":"\u003cp\u003eOperation Causeway: Formosa 1944 is an operational-level two player wargame covering the planned but never executed Allied invasion of the Allied island of Formosa in World War II. Had the operation been executed, it would have been the largest amphibious invasion of the Pacific Theater of Operations. The Allied objective is to gain control of Formosa with a minimal number of losses. The Japanese objective is to inflict sufficient cost in terms of manpower and delay to make the invasion counterproductive for the Allies.\u003c\/p\u003e\n\u003cp\u003eComponents: 22x34 inch map, 176 die-cut counters.\u003c\/p\u003e\n","brand":"Decision Games","offers":[{"title":"Default Title","offer_id":56048976789882,"sku":"ZBG-DCGWAW83","price":42.49,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/World-at-War-Issue-83-Operation-Causeway-Formosa-1944.jpg?v=1760979981"},{"product_id":"world-at-war-issue-77-winter-war","title":"World at War Issue #77 (Winter War)","description":"\u003cp\u003eWinter War is a two player operational level wargame covering the Soviet invasion of Finland over the Winter of 1939-40. The Soviets initially expected a quick victory. However, the Finns, under the leadership of Carl Gustav Mannerheim, resisted and outmaneuvered the more ponderous Red Army forces. The game system is based on the asymmetrical situation of the campaign. The Soviets have a preponderance of forces. The Finns have superior tactics and the knowledge of the terrain. Both sides must exploit their advantages to be victorious. The game has special rules to represent all these differences, e.g. unit breakdowns, special forces and Finnish \"motti\" tactics. Each hex on the map represents circa 21 miles. Each turn of play represents ten days. Ground units represent detachments, battalions, regiments, brigades, divisions and corps. Aircraft units represent the number of sorties to accomplish a mission.\u003c\/p\u003e\n\u003cp\u003eComponents: 22x34 inch map, 176 die-cut counters.\u003c\/p\u003e\n","brand":"Asmodee","offers":[{"title":"Default Title","offer_id":56049649811834,"sku":"ZBG-DCGWAW77","price":30.59,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/ZBG-DCGWAW77.jpg?v=1760982905"},{"product_id":"world-at-war-issue-78-drive-on-suez","title":"World at War Issue #78 (Drive on Suez)","description":"\u003cp\u003eDrive on Suez is a solitaire game where the player takes command of the German-Italian Panzer Armee Afrika (PAA) during the 1942 campaign in Egypt as Rommel drives on the Suez Canal. The game system plays the Allied Middle East Command (MEC). The game begins immediately following the PAA capture of Tobruk in June 1942 and continues through to the time of the August battle of Alam el Halfa. Your goal is to seize strategic objectives such as major cities in the Nile Delta and the Suez Canal. You will have to deal with a wide variety of situations, from battling against fierce counterattacks to figuring out ways to extend your lines of supply. While Suez is a solitaire game, multiple players can play as the PAA team, making decisions by consensus, or each managing operations along one of the Routes of Advance. Each turn can represent any amount of time from two days of intense combat to two weeks of refitting and reorganizing. The map scale is approximately 45 km to the inch. Ground combat units represent everything from battalions to divisions. Air units represent two to six groups.\u003c\/p\u003e\n\u003cp\u003eComponents: 22x34 inch map, 176 die-cut counters.\u003c\/p\u003e\n","brand":"Asmodee","offers":[{"title":"Default Title","offer_id":56049650008442,"sku":"ZBG-DCGWAW78","price":28.25,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/ZBG-DCGWAW78.jpg?v=1760982906"},{"product_id":"world-at-war-issue-73-spring-awakening","title":"World at War Issue #73 (Spring Awakening)","description":"\u003cp\u003eSpring Awakening is a two player wargame of Operation Fruhlingserwachen, the final major German offensive of World War II. The German plan was to launch a two-pronged attack to secure a defensive zone for the Lake Balaton oilfields in northern Hungary. The offensive failed in the face of Soviet resistance, and the ensuing Red Army offensive swept into Vienna. While historically, the situation was dismal for the Third Reich, the objective is for players to do better than their historical counterparts. Each side is divided into two sub-commands. For the Axis, this includes the Nord Armee Kommando and Sud Armee Kommando, for the Soviets, the Third Ukrainian and parts of Second Ukrainian Fronts, as well as a Bulgarian army and a Yugoslav corps. The scenario starts on 6 March 1945 (the opening of Spring Awakening) and carries through to 16 April (following the Soviet capture of Vienna). Each game turn represents one week of operations. Each hex is 18 kilometers across. Most ground units are corps, representing two to five divisions.\u003c\/p\u003e\n\u003cp\u003eComponents: 22x34 inch map, 176 die-cut counters.\u003c\/p\u003e\n","brand":"Decision Games","offers":[{"title":"Default Title","offer_id":56049695490426,"sku":"ZBG-DCGWAW73","price":28.29,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/ZBG-DCGWAW73-1.jpg?v=1760983082"},{"product_id":"world-at-war-issue-69-breakout-first-panzer-army","title":"World at War Issue #69 (Breakout: First Panzer Army)","description":"\u003cp\u003eBreakout: First Panzer Army is a two player game that allows players to examine the operational challenges in the battles between the Soviet and German Armies in the northwest Ukraine in March and April 1944, leading to 1st Panzer Army Pocket. Most units are represented as corps-sized units with German garrison units represented as regiments or brigades. Each combat unit displays several types of information: nationality and type, organizational size, attack factor, defense factor, historical identifi cation and substitute counter status. Each full turn represents three days. Each hex on the map represents 4.2 miles (6.8 km).\u003c\/p\u003e\n\u003cp\u003e Contents:\u003cbr\u003e\n - One 22 x 34 inch map\u003cbr\u003e\n - 176 counters\u003cbr\u003e\n - Magazine with historical background\u003c\/p\u003e\n","brand":"Asmodee","offers":[{"title":"Default Title","offer_id":56049825448314,"sku":"ZBG-DCGWAW69","price":27.59,"currency_code":"GBP","in_stock":false}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0916\/9970\/8282\/files\/World-at-War-Issue-69-Breakout-First-Panzer-Army.jpg?v=1760983660"}],"url":"https:\/\/zatu.com\/en-us\/collections\/world-at-war.oembed","provider":"Zatu Games","version":"1.0","type":"link"}