Cataclysm - A Second World War

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From GMT: Cataclysm: A Second World War  is a quick-playing game about politics... more
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Cataclysm: A Second World War is a quick-playing game about politics and war in the 1930s and 40s, designed for two to five players. The three primary ideologies of the time contend to impose their vision of order on the world. The Fascists (Germany, Italy, and Japan) seek to overthrow the status quo, which favors the Democracies (France, the United Kingdom, and the United States), while the Communists (the Soviet Union) look for opportunities to storm the global stage.

 

Not Your Father’s Panzer Pusher

Cataclysm is unapologetically a game of grand strategy. Military pieces have no factors or ratings. The capability of your forces increases as you shift the commitment of your economy from civilian to military production. Land, air, and naval forces all have their role in prosecuting war. There is no Combat Results Table; instead, battles are resolved by opposed die rolls with a limited number of modifiers capturing the most important operational effects. The area map emphasizes political boundaries, drawing attention to strategically critical territory, encouraging players to think in broad terms of resource acquisition, control of border states, and the perception of power as the arms race plays out.



Geopolitics and The Clever Use of Flags

Flags are the currency of political capital in Cataclysm. Nations earn flags through public mandate or provocation by opposing powers. Spending this political capital is subject to the effectiveness of your power, which determines how easily you can implement your policies. Readying for war requires you to increase your commitment, straining the stability of your government. You can offset this by using propaganda to shore up your position. You can form strong alliances with friendly powers, or use diplomacy to sway your neighbors to your side. You may need to pressure reluctant partners into taking action. Manage your political actions to suit your goals, but be wary of provoking your opponents, allowing them to earn flags in reaction. 



A Continuous Flow of Action

There is no sequence of play. Instead, Cataclysm relies upon a strategic chit pull system that randomizes the order of not only your actions, but also the appearance of newly built combat units. This creates riveting tension that keeps players involved at all times. Random crisis events will upset plans, as well as signal the approach of the end of the turn. Not all is governed by luck. Players can use their reserve to carefully time important moves. Each side faces unique challenges managing its political, military, and economic resources in the face of constant uncertainty. Without long-term planning, any crisis can turn into chaos.

A Sandbox Spanning Two Decades

The full game of Cataclysm covers the entire globe and runs from 1933 to 1950. The extensive playbook includes several additional scenarios allowing for a range of theatres and start points. Special rules account for Appeasement, the Chinese Civil War, Lend Lease, the Atomic Bomb, the Great Purge, Dreadnought Refits, etc. Great care has been taken to allow a different but plausible alternate history to unfold with every play.



Scale

Armies are groups of 25-35 divisions, approximately 250,000 to 500,000 men.

Fleets are 2-4 capital ships with attendant lighter ships and escorts.

Air Forces are roughly 1500-2500 aircraft of all types.

Turns are 2 years long, with multiple opportunities to act.

Scenarios range from 60 minutes, to 5 or 6 hours for the full game.



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Customer evaluation for "Cataclysm - A Second World War"
16 Oct 2021

Schreibe die Geschichte neu

Das Wort "A" in Cataclysm - A Second World War ist der entscheidende Unterschied zu den üblichen WWII Strategiespielen, die i.d.R. 1939 mit dem Angriff auf Polen beginnen.

Hier fangen die Spieler bereits 1933 an. Idealerweise wird das Spiel mit mindestens 3 Spielern (Achse, Alliierte und Sowjets) gespielt. Die Geschichte kann somit völlig neu geschrieben werden (was wäre passiert, wenn die Sowjetunion 1937 Japan angegriffen hätte.

Die ersten Jahre verbringt man mit Hochrüsten und politischer Einflussname, irgendwann greift eine Großmacht eine andere an.

Eine Besonderheit des Spiels sind die verschiedenen Zustände, in der sich die Großmächte befinden. Die meisten fangen im Zustand des tiefsten Fiedens (Civilian) an, einige in der Wiederaufrüstung (Rearment). Dann gibt es noch die Zustände Mobilisierung (Mobilisation) und Totaler Krieg (Total War), bevor die Bevölkerung kriegsmüde wird (Exhaustion). Die ersten 4 Zustände erhöhen den Einheitenpool (Force Pool), sowie das Tauschverhältnis von Ressourcen mit anderen Sachen (Conversion) und den Stress mit der eigenen Bevölkerung (Home Front), sowie die Effizienz der Produktion (Effectiveness).

Da es keine Möglichkeit gibt, die 5 Zustände wieder zurück zu gehen, müssen sich die Spieler sehr gut überlegen, ob und wann sie freiwillig in den Totalen Kriegszustand wechseln, da eine kriegsmüde Bevölkerung den unerwünschten Zustand Exhaustion erzwingen kann (und damit geht das Spiel relativ schnell zu Ende).

Sobald man einen höheren Zustand erreicht, muss man sich entscheiden, welche Truppen (Land - Infanteriearmee, Luft - Jagdgeschwader, See - Schlachtflotte , U-Boot) oder Upgrademöglichkeiten (Panzer, Bomber, Träger - diese haben je 2 Leben und andere Vorteile) man dauerhaft seinem Pool hinzufügt.

Der einzige Kritikpunkt an dem Spiel sind die beiden Papierspielpläne. Zwei feste Spielpläne können nur optional für teures Geld erworben werden, was ich (zähneknirschend) gemacht habe, da das Spiel selbst neben Triumph & Tragedy) zu den besten WWII Strategiespielen gehört.

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