STORMING THE GAP is the first volume in the new WORLD AT WAR 85 SERIES, a line of games centered on fast and furious platoon-level combat. Set in an alternate history 1985, the globe is thrust into the maelstrom of World War III when the Warsaw Pact armies storm across the border between East and West Germany in a gamble to seize West Germany, and the whole of Free Europe.
Fight the opening battles of World War III; from desperate delaying actions by US Armored Cavalry and West German Panzergrenadier forces, to determined counterattacks by local ad-hoc armored forces against the might of the Soviet hordes. Strike fast with Soviet Air Assault troops in heliborne ops, securing roadways to allow the massed armor columns of the PACT to sweep westward into Germany. The devastating armed forces of West Germany, the United States, East Germany, and the Soviet Union are at your disposal in your quest to reshape the world, and history.
The weight of the tactical decisions rest solely on your shoulders. Can NATO slow the Soviet advance with the armor and infantry they can bring to bear? Or skillfully use Close Air Support and Attack Helicopter units to swing the tide of battle in your favor? Can the PACT slice through into Germany and cross the Rhine river, gateway to the conquest of all of Europe?
The WORLD AT WAR 85 system features a unique combat system that involves die rolls by both attacking units and defending units, which keeps both players engaged throughout the game. Die rolls are compared and hits applied quickly, as all the information you need to fight your units is on the counters. No combat results table is necessary. Initiative, formation activation, random turn length, and close air support are all smoothly integrated.
Twenty unique scenarios are provided in STORMING THE GAP, positing battles that might have been, using 1985 era equipment at PLATOON and BATTERY level. In Iron Horse, Iron Spear, direct the first local counterattack by US Armored Cavalry troops. In Vertical Strike, Soviet Heliborne Air Assault platoons strike hard and fast to pave the way for advancing PACT armor columns. The West Germans launch a desperate counterattack in Bundeswehr Gegenangriff. East German and Soviet forces attempt to break through hastily collected NATO companies, determined to deny the approaches to the river crossings in The Rhine.
The WORLD AT WAR 85 series features expansive rules for variable turn lengths, random formation activation, point blank and long weapon ranges, line of sight, anti-tank guided missile and surface-to-air missile ammunition reloading, headquarters assets and bonuses, indirect fire, close air support, night combat, minefield breaching, improved positions, movement and fire, assault, opportunity fire, anti-aircraft fire, attack helicopters, concealment, and more. All in a moderate complexity, yet flexible game system that plays fast!
The Formation Activation mechanics are perfectly suited for solitaire play. All unit counters are color-coded, with a corresponding Formation card. When drawn, these cards determine which units are activated on the map, keeping the flow of battle challenging, unknown, and exciting!
To make this the ultimate WWIII platoon tactical level package, we’re including a Battle Generator. Using unit point listings and the game’s geomorphic maps, players can unleash their creativity to design, share, and fight battles that only you can imagine.
It is all here, and YOU are IN COMMAND.
- 7 x Counter Sheets with over 600 counters
- 3 x Geomorphic 19.25" x 13.25" Maps
- 23 x Player Aid Cards including fourteen 11" x 17" cards and nine 8.5" x 11" cards
- 150+ Poker Sized 2.5" x 3.5" Formation cards
- 1 x 3" Deep Box
- 1 x Core Rule Manual
- 1 x Module and Scenario Booklet
- 6 x Six Sided 16mm Dice: 3 Red, 3 Blue
Click On Banner to Download WaW85 Core Rules with the Starter Kit
A sample page showing the formation of the Core Rules:
The Core Rules include:
- How to access Community Resources and your fellow players.
- How to access an extensive library of World At War 85 system Boot Camp videos, with detailed how-to-play lessons.
- Included in our Core Rules is our WaW85 Starter Kit, which gives you a Map, Counters, Formation cards to cut out, Player Aids and a Scenario to get you playing right away.
- An extensive and easy to use Table of Contents
- Color-coded Table of Contents Entries corresponding to Color-coded Rule Sections
- “How to use this Manual” section, detailing what you can expect in the game and how easiest to learn it.
- Comprehensive Index
- A full Glossary of abbreviations
- Full descriptions of all unit values, markers, game and formation cards and values
- Important notes and Significant Rules are highlighted throughout to make them easy to find
- Numerous Examples of Play
- Detailed Designer Notes sprinkled throughout, explaining why things work the way they do
- Battle Generator guidelines, including 4 types of victory conditions you can choose from if you do not have time to make your own
- A Design and Development essay.
- You can download a list of changes from the first edition to new second edition HERE.
The Starter Kit includes:
- Printable components including 88 counters and markers
- The Starter Kit map sheets, that when combined yield a single 19.25" x 13.25" map
- All the Player Aids needed for the scenario
- A complete full Scenario from "Storming the Gap", including Historical setup, Orders of Battle and setup instructions for the U.S. and Soviet forces involved, and Victory Conditions.
Our geomorphic 19.25 x 13.25 Maps included realistic, high-quality detail, allowing you to distinguish the unique terrain features without sacrificing immersion and printed on heavy card stock.
Our .75" rounded-corner platoon, battery, flight, and section counters feature larger number groupings, color-coded formations and symbology, with a large font for ease of reading. The counters are over 2mm thick, making them easy to pick up and hold.
Using poker-sized Formation Cards, Formation Decks are created before each scenario. Units are randomly activated by drawing off of the top of this deck, similar to the familiar chit pull mechanism. All numbers associated with Formation’s HQ are present on the card, and the large font size makes them easily legible and easy to use even at a distance. The color-coded bar on the cards directly links it to the formation unit counters it activates.
The 23 full-color Player Aid cards are very easy to read. Large font size allows you to quickly locate unit information or capabilities, saving you from having to consult the rules directly. Along with the usual Terrain Effects Chart, Line of Sight examples, Weather Table, Battlefield Event.Friction table, etc, Storming the Gap includes 4 sets of National Unit Tables. Each set is two double-sided 11x17 (sample below), with one set for each of the four armies represented in the game (West German, East German, Soviet Union and the United States). These reference tables detail the capabilities of each and every unit type in your counter mix, with specific cross-references to the rules for each and every capability. If you are new to the equipment and organizations in the armies of 1985 this will be an invaluable resource.
Also, all the game tracks and Holding boxes you need to play:
The Module Rule and Scenario book contains:
- A Campaign Map showing where every scenario within the game takes place in relation to 1985 West Germany.
- The introduction to the scenario rules includes where to find support for the game online. The scenario guide tells you the time required to play each scenario, so you can match the time you have to play with the right scenario. Scenarios range from 1-map, 2-map and 3-maps in size and scope. Module rules provide additional rules that may override but also expand the Core Rules, as well as instructions for each scenario’s setup .
- Twenty different scenarios you can play, each with an "Historical" introduction, a mini-version of the Campaign map to showing that particular scenario's locale, full orders of battle, setup instructions and victory conditions.
- Four Appendices to enhance your Storming the Gap experience: Your Units; The Origins of World War III; Notes on the Soviet "Liberators"; and Who are the Leaders in Storming the Gap?
For those who wish to play live over the internet or play by email, a VASSAL module will be available from the Lock 'n Load Publishing Resources area for World At War 85. For more information on VASSAL, click HERE.
At the start of each scenario, the Formation Cards matching the units that are participating are placed into the Formation Deck alongside either two or three End Operations cards and shuffled.
During play, the top card is drawn. If it is a Formation card, that group of units may recover from Disruption, reload ATGM ammunition, conduct off-board artillery strikes, and/or re-deploy its Headquarters counter to any unit in the formation across the map. Once those logistical functions are completed, each unit in the Formation may choose to either move, conduct direct fire, move & then direct fire, assault, or fire on-board indirect fire.
Once all Formation units have conducted their Actions (or opted not to), its "Formation Impulse" is complete, and the next card is drawn. The next Formation drawn then completes its own "Formation Impulse”, and play continues in this fashion unless an End Operations card is dawn.
If the second (not first!) End Operations card is drawn, the Operations phase for the turn is over. So, you never know precisely when a turn's Actions will end. Any formations that have not been activated before the Operations Phase ends is guaranteed to be activated during the next turn.
When all game turns indicated in a scenario are completed, or either side is completely destroyed or has retreated off-map, the scenario ends and a winner is determined.
To conduct most fire combat situations in the game, simply roll the number of dice equal to the firepower value on the counter of the unit attacking. For each number equal to, or higher than, the To-Hit value of the firepower listed on the attacking counter is a hit on your target. The number of dice rolled can be mitigated by other effects; such as whether or not units are at full strength; if units are attempting to move & direct fire, etc. Range to targets also modifies the To-Hit numbers, as targets at point blank range are much easier to hit than those at long range.
However, combat in WORLD AT WAR 85 uses opposed die rolls, and means that your intended target gets a say in the combat outcome as well. Just as attack rolls need to pass the attacker’s To-Hit number, the defending unit rolls dice equal to their armor value. For each die that is equal to, or higher than, the defender’s armor value, they ignore one hit. Unarmored targets derive a Defensive bonus from the terrain it occupies, so smart movement is key in combat!
Any hits that get through can either Disrupt, Reduce or even eliminate the enemy unit.
All videos are using prototype game components.
First Look At WaW85 Storming the Gap by Kev Sharp from the Big Board Wargaming
Preview One - Game System of Storming the Gap by The Gimpy Gamer
Preview Two - Scenario Play of Storming the Gap by The Gimpy Gamer
The Gimpy Gamer and Maurice Fitzgerald interview Designer Keith Tracton
A Fast Play-through of Storming the Gap
What would a Kickstarter be without Stretch Goals? Well, we’ve got a TON of great content already designed, developed and ready to go to the printers and with your help it can all be unlocked. Every Kickstarter backer will receive ALL unlocked Stretch Goals as part of their pledge, at no additional charge.
All stretch goal content unlocked in this project will be available for purchase separately after the game hits retail but by backing today, you get all of this extra content as part of your pledge!
UNLOCKED - Stretch Goal 1: $19,000 Winter Maps
UNLOCKED - Goal 2: $21,000 Gamer Mat
UNLOCKED - Stretch Goal 3: $24,000 Campaign System
UNLOCKED - Stretch Goal 4: $27,000 WaW85 First Strike Novel
UNLOCKED - Stretch Goal 5: $30,000 Fulda Gap MONSTER MAP
UNLOCKED - Stretch Goal 6: $33,000 Defense of Frankfurt Expansion Module
UNLOCKED - Stretch Goal 7: $36,000 Hold the Damn Line Monster Scenario
UNLOCKED - Stretch Goal 8: $40,000 Core Game Expanded
UNLOCKED - Stretch Goal 9: $48,000 Fulda Gap Winter Maps
UNLOCKED - Stretch Goal 10: $55,000 Storm and Steel Second Wave Expansion Module.
UNLOCKED - Stretch Goal 11: $60,000 Additional Admin/Utility Counter Sheet
UNLOCKED - Stretch Goal 12: $70,000 Data Cards for Storming the Gap - Reference and Miniature Play
UNLOCKED - Stretch Goal 13: $80,000 Storm and Steel Second Wave - The Final Line Expansion Module
Stretch Goal 14: $85,000 Data Cards for Storm and Steel Second Wave - Reference and Miniature Play
Stretch Goal 15: $95,000 World At War 85 Solo Assistant Card Set
Our add-ons are not required to play our game but allow you to enhance your gameplay. You may select these add-ons and add them to your pledge. The instructions are below.
To add-on to your pledge, follow these instructions.
- Press the "Manage Your Pledge" button at the top of the page. If you have not pledged yet, it will say "Back This Project".
- Increase your pledge in the "Pledge Amount" box by the total of the add-ons you want to add (postage is already included).
- After the end of the Kickstarter you will receive a survey that will ask you questions so that you can explain how you would like the add-on money assigned.
What's the difference between an Add On and a Stretch Goal? It's simple. A Stretch Goal is something that LnLP will unlock as the Kickstarter campaign progress. An Add-On, as the name implies, is something that you can add on to your pledge, right from the get go.
Gravity Dice - World At War 85 Edition: $60
Are you tired of getting bad rolls? Are you looking for something that would be better at randomized dice rolling?The difference between the Gravity Dice and a regular hard plastic dice is with a hard-plastic dice has a greater chance of rolling in a 4,5,6 due to a heavier surface area on the opposite side. With the Gravity dice, all sides have an equal chance of being rolled, due to all side having the same amount of surface area and being weight equally on all sides. Hard-plastic dice don’t show any weight on a scale, Gravity Dice, have a weight of 8 grams.
You will receive a set of six precision-machined dice, three blue and three red with engraved World At War 85 dice case. These dice are made of 6061 aircraft-grade aluminum. They are CNC-machined by skilled technicians here in the United States. They are then anodized to Type II standards in Magna, UT. The technicians drill each hole to a perfectly-calculated depth to ensure you have the most precise and perfectly balanced die in the industry.
Storming the Gap 11oz Coffee Mug $15
These 11 oz. personalized ceramic coffee mugs are made with high quality and with excellent durability. They are smooth molded with ceramic composite. These custom mugs have a glossy exterior with matching colored interior. They have a c-curved handle for an easy comfort grip.
Storming the Gap T-Shirts $25
These are 100% pre-shrunk cotton t-shirts are are poly/cotton blends. Gildan Ultra Cotton T-shirt is a sturdy heavyweight cotton with double-needle stitched for durability. Size for your T-shirt will be selected during your post-Kickstarter campaign survey. The T-shirts will only be available in black.
First and foremost, this game is ready for the printer….NOW, including our Stretch Goals. Our production team has decades of experience and success in the gaming industry. We are leveraging that long experience and have worked diligently to prepare this project, and minimize the risk involved by trying to give you all what we believe you want in a Kickstarter: a game that is ready to print. We have completed all design, development, play-testing, artwork, graphics, and printer prototypes IN ADVANCE. Our project will immediately be sent for printing upon successful funding of this project. That will limit the risk of an extensive period awaiting fulfillment to our contributors.
We are using Crowdox as our pledge manager. That means you’ll be able to manage your pledge amount for all the add-ons that you want after the Kickstarter project closes. We will post an update to notify backers when the pledge manager email is being sent out. At that time, you’ll need to manage your pledge and enter your shipping address and complete your order.
We have hooked up with some great world wide fulfillment companies and be able to offer friendly shipping to most locations. Our shipping prices will be based upon approximately 5.0 to 6.0 pounds based on our estimated game weight and stretch goals. Shipping will be charged during your post-Kickstarter campaign survey on which you will fill in your shipping address. Our pledge manager will use your shipping address to calculate and charge you for shipping your reward. Listed below are the estimated shipping costs. These may vary slightly, depending on how many stretch goals are unlocked.
USA: $17 to lower 48 states for Storming the Gap, and ALL additional games.
$25 to Alaska, Hawaii, and Puerto Rico for Storming the Gap, plus ALL additional games.
CANADA: $22 for Storming the Gap, plus ALL additional games.
EUROPE: $20 for Storming the Gap, plus a total of $10 for all additional games to Austria, Belgium, Bulgaria, Cyprus, Czech Republic, Denmark, Estonia, Finland, France, Germany, Great Britain, Greece, Hungary, Ireland, Italy, Latvia, Lithuania, Luxembourg, Malta, Monaco, Netherlands, Poland, Portugal, Romania, Slovakia, Slovenia, Spain, Sweden.
$25 for Storming the Gap, plus a total of $10 for all additional games to Liechtenstein, Norway, and Switzerland.
$35 for Storming the Gap, plus $10 for each additional game to Croatia, Iceland, Israel, and Ukraine.
$40 for Storming the Gap, plus $15 for each additional game to Turkey and Russian.
ASIA: $15 for Storming the Gap, plus a total of $7 for all additional games to China and Hong Kong.
$30 for Storming the Gap, plus a total of $10 for each additional game to Japan, S. Korea, Malaysia, Philippines, Singapore, Taiwan, Thailand, Vietnam.
$40 for Storming the Gap, plus $30 for each additional game to Indonesia.
OCEANIA: $25 for Storming the Gap, plus $10 for each additional game to Australia and New Zealand.
LATIN AMERICA: $40 for Storming the Gap, plus $10 for each additional game to Brazil, Chile, and Mexico.
MIDDLE EAST: $40 for Storming the Gap, plus $10 for each additional game to Jordan, Lebanon, Saudi Arabia, United Arab Emirates.
AFRICA: $40 for Storming the Gap, plus $10 for each additional game to South Africa.
Risks and challenges
Printing high-quality games is always a challenge. The risks have been minimized as this game has already been designed, developed, play tested and is ready for the printer. Give us your support and we give you a great game.Learn about accountability on Kickstarter
- (30 days)