WWII Grand Strategy Buyer’s Guide
Gary Grigsby’s World at War, A World Divided
Summary: Game seems like light fare on the surface, but is actually fairly complex. Game style is unique and does not follow convention. Optional supply rules put a logistics leash on operations, making the game more realistic. PBEM and Internet play supports up to six human players. Great multi-player game, and for those gamers who like a bit of complexity with their fun.
Developer: 2 by 3
Publisher: Matrix Games
Scope: The entire war
Players: Six players, either human or AI. Japan, Germany, Italy, China, Soviet
Union or US/UK.
Multiplayer: PBEM, hot seat or Internet / LAN
Game Play: Turn based, you-go-I-go, each turn equals 3 months. Player moves many units into region from multiple locations then conducts combat in just that region. After all movement, player goes to production phase.
Map: Regional map of the entire globe. Very large regions; Germany only has two.
Units: Abstract unit size. Infantry, militia, tank, fighter, tac and heavy bomber, naval air, light and heavy naval, sub, carrier, airborne and supply units. Units gain experience. No stacking limit.
Combat: Moving player moves all attacking units to target region, then conducts combat, results are immediate. Break-through like results are possible by phasing armored attacks. Optional supply rules require consumable supply units to attack. Results modified by unit type, technology level, terrain, unit experience and supply level.
Strategic War: Sea lanes must be kept open to ship supplies and units. Submarines can attack transport pipeline. Air attack can destroy rail, resource and production in regions. Can set up spy rings to steal technology and determine enemy strength. Strategic movement counts rail capacity by region.
Diplomacy: Minimal options. Can declare war, set up trade treaties. Can veto potential allies from entering your alliance.
Economy: Units produced with realistic production times. Can upgrade factories by region and build supply units. Resources and production facilities required to create units. Can improve production by purchasing factories.
Technology: Can research increased unit capabilities, like defense and air attack. Units automatically upgrade.
Events: Dynamic based on player’s actions. US and Soviet entry scripted if Axis do not attack.
Scenarios: Full war from 1939, 41, 42, 43, 44 and a 46-48 US/UK vs. Soviet what if scenario.
Atmosphere: Sound effects and graphics are very nice and add to experience. Movie reels pop up to announce major events like the fall of France. Most game info provided spreadsheet style.
Mod Support: No editor, but full documentation of files that need to be changed so that users can create their own scenarios.
Other Points: This game is an expansion of the previous game, Gary Grigsby’s World at War. Numerous improvements have been made to original game.
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