New Player's guide to GGWaW Top 10 list

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

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mikwarleo
Posts: 70
Joined: Tue Jun 27, 2006 3:50 am

RE: New Player's guide to GGWaW Top 10 list

Post by mikwarleo »

ORIGINAL: a511

IMO, there are no "appropriate" moves in this game. of course im not telling u not to take france and denmark in turn 1, but the remaining moves, and yes incl. the invasion of Norway (i know a lot of ppl will disagree for not taking Norway ...) is all up to ur own war plan. what makes the moves "appropriate" are those moves that suit ur war plan. and that involves tons of strategic thinking and planning, and thats the reason i love this game![8D]

AN


I agree with a511, the list of do's and donts lands pretty far from the mark imho. There are a few things you must do first turn and some things you should never do (imho like bringing US into the war early) but otherwise it all *depends*. I mean what use is anti-sub research for WA if Germany spends all their production on tanks and planes??
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