It's the summer of 1985 and Soviet tanks stream into West Germany. Thinly spread NATO forces strive to delay the red hordes until reinforcements arrive, and the world watches anxiously, dreading the nuclear weapons held in each super power's arsenal. Welcome to the dark world of Mark H. Walker's Award Winning World at War series.
A platoon level simulation that stresses command, control, and war's unpredictable nature, World At War is an engaging, tactical action game.
The rules cover self-propelled mortars, thin-skinned vehicles, support weapons, ranged combat, opportunity fire, ATGM depletion, assault and overrun combat. Better still, World at War is not just a game, but also a game system. Learn Eisenbach Gap, and you can play any of the follow-on modules.
Reimplemented by Eisenbach Gap Deluxe which also includes Death of the 1st Panzer.
Cross-posting from LnL's forums, I came up with some activation cards to replace the formation chits in the original Eisenbach Gap game. I plan on doing the cards for Death of 1st Panzer and America Conquered, next.
Ok, before you say anything, let me explain. World at War rules are cool, but they are stuck in 1985, with the occasional werewolf thrown in for good measure. Amusing. I think they can and should be used to play some fun wargaming. You wanna do Arab/Israeli wars? Get yourself a copy of Avalon Hills Arab Israeli Wars. Put the rules and charts and counters in a drawer, lay out the mapboards and use your own counters. Do any one of the wars.I'm going to do this for myself, but I'm not going to make full color counters and use up ink and money. The attached counter is an example. We all know what the numbers and tank silhouettes mean, guys! They don't have to be full color. This is a compromise between the AIW counters and the WAW, As for scenarios, adapt the ones that come with AIW. It's...