Developed through a decade of design and playtesting, A World at War has it all: marines and paratroopers battling armor and infantry; submarines and carriers dueling cruisers and battlewagons; army planes and carrier planes crisscrossing the skies with bombers and interceptors and ultra-fast jets. Yet unlike in other games, in A World at Waryou get to decide which units to build the most of and where to deploy them. Will this corps go to Europe or the Pacific? Will those planes hunt the eastern front or the Med? Decide carefully.
Armaments, however, don't constitute the only battlefield: the struggle extends into foreign parliaments, through diplomacy; into your own skunk works, through research; and even behind enemy lines, through partisans. So seize every advantage you can get--not just in drop tanks and detonators, but also in oil fields and fur-lined boots. And most of all, stay flexible. For when the worst happens and you find yourself outwitted and outgunned, you may need to surge-research the atomic bomb or to take the exigency--less risky and less glitzy--of barricading your beaches and erecting flak near your factories. (Self-recrimination can come later, like how you cracked too few encryptions, or gobbled too many island groups, or skimped too much on Murmansk.)
For this is A World a War, a game where winning never comes easily. Champion strategies are always interwoven, and good choices always anguished. But take heart: if you soldier on long enough and unleash the latest weapons in the shrewdist assaults, you just might knock those rivals to their knees!
A World at War, a game that has it all. Warfare not only on the land, under the sea, and in the air--but also on trucks and in treasuries, on the lab bench and in the diplomatic pouch. A battlefield vast, and a generalship grim. But if you master every sphere, if you weather every setback, you'll earn that rare chance to conquer armies and rule nations . . . even if they're only cardboard.
Contents of the Second Edition:
2800 full-color single-sided die-cut counters, in ten countersheets.
Four 22-inch x 30-inch full-color mapsheets, forming two large maps of the European and Pacific theaters.
A 236-page rulebook.
A 104-page status-sheet booklet.
A 24-page research & diplomacy booklet.
A 20-page scenario booklet.
Fifteen player aid cards.
combat: attrition, CRT, air defense and combat, naval attack, nationality DRMs
naval: interception, search, surprise, construction, raider, sub attack, air range
strategic warfare: modifiers and combat, Pearl Harbor surprise, harbor attack
misc: winter, BRP costs, Commonwealth and minor country forces, naval activities
surrender: resistance modifiers, British concessions, U.S. elections
SoP, research results summary
historical charts: events, shipbuilding
naval status charts: TF displays
naval combat charts: CG tracking
conference maps of both theaters
Alternatively, contact GMT: they may have extra second-edition rulebooks and appendices for sale.
Everything else should be functionally identical between the editions.
Differences between editions...
Rules and appendices and players aids have been updated.
Ultra, Magic, and Oil Effect cards are larger in the second edition.
Dice are larger in the second edition.
Second-edition counters are back-printed in the color of the owning nation; first-edition counters are back-printed in white. (The new color-coding helps in separating counters and in keeping track of inverted counters while on the map.)
The first edition came out-of-the-box with ten countersheets. A year or two after publication, an eleventh countersheet was released, its purpose to update the first edition for play with post-publication rule changes. The second edition, however, only comes with ten countersheets. This lack of an eleventh countersheet in the second edition is not a big deal. If you examine the counters in an updated first edition, you'll find that several counters have become superfluous: A few were corrections (like those for the misprinted Japanese SNLF), some were updates (like those to replace the confusingly colored Interceptors), and others were obsolete (like those representing 25-BRP Russian ICs). Yes, second-edition counter counts have dropped a bit due to this "missing" countersheet--there are now no Grant counters, the number of counters for various naval and air denominations have decreased, and there're fewer flag markers--but in general you'll have plenty of counters for all but the most extreme of in-game situations.