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Gathering Storm

Product 198 of 441
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GMT Games
GMT Games


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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 WarGathering 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.


 Components:

  •  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  

Game Design:  Bruce Harper
Publisher GMT Games

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