
Gathering Storm does for GMT&s A World at War what Days of Decision did for ADG&s World in Flames It allows players to simulate the diplomatic economic & political maneuverings that preceded the Second World War either as a stand alone game or as an expansion for A World at War (Unlike Days of Decision Gathering Storm covers only the European events leading to war) Gathering Storm both a game in its own right & 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 & 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 & 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 & air forces
- France had extended the Maginot Line
- de Gaulle’s arguments to expand & 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 & 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 & see how the war they have created plays out While using different mechanics Gathering Storm&s structure is consistent with A World at War & 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 & playtesting Gathering Storm
Includes:: the following
- Six random events each turn providing unlimited replay value
- Economics based on tiles & 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 & 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 – & possibly dangerously time consuming – introduction to the A World at War universe for those unfamiliar with that game & a enjoyable & instructive fast-paced game all on its own