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"A World Aflame reviews?" Topic


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nvdoyle20 May 2013 7:17 p.m. PST

Any reviews yet on this, AARs, what have you?

Personal logo Stosstruppen Supporting Member of TMP20 May 2013 8:54 p.m. PST

I would be interested too though I already bought he rules

Richard Baber21 May 2013 12:08 a.m. PST

There has been (or will be in the next issue – I can`t remember?) a full review of the rules in the SOTCW Journal. Not bad according to the reviewer.

Jamesonsafari21 May 2013 3:41 a.m. PST

played a small game a few weeks back, it wasn't bad. There are cards for random events to add friction and period flavour.

nvdoyle21 May 2013 6:12 a.m. PST

What's the system like? The small sample I found only talked about emulating the 'feel' of the older rulesets, (I think Featherstone and Grant were mentioned). Is it chart/table-heavy? Not? How many modifiers to a ranged attack? What's the smallest maneuver unit, a figure, a squad?

nvdoyle21 May 2013 12:43 p.m. PST

Well, here's one:

link

Anyone else? I'm still trying to figure out what is meant by 'retro feel'.

freewargamesrules21 May 2013 1:20 p.m. PST

I bought them last week and they look good to me. Simple but plenty of flavour of the period, especially the random event card system.

It uses written orders, which I would drop for chit activation. The mechanics are D6 for combat and Average Die to randomise movement.

If you have played Grants Battle rules you will feel right at home.

Father Grigori04 Aug 2014 3:38 p.m. PST

Finally got them, and well, they just don't seem quite right. I know they're an older style and don't worry too much about scales, but being able to throw a Molotov cocktail a third or half rifle range is just wrong. I'd limit it to contact, which is how they were mostly were used. The artillery rules seem to assume indirect fire only; shooting directly at a target at 12", only to hit somewhere 8" to the left/right just isn't on, so some direct fire rules are needed. Finally, I worry the writer doesn't know/ has researched many of the weapons he lists. In the rules the most powerful AT weapon is the Japanese 57mm!!!? It outclasses the British 2pdr and the Russian 45mm (THE gun of the SCW). This is just wrong, and I'd limit it to HE direct fire only, its role in Japanese armoured doctrine.

There are some good ideas in there, but things like weapon ranges, HE direct fire and some weapon characteristics need a little thought and reworking. Similarly the ammunition rules. They're a great idea, but the length of the game is likely to be pretty short, so they're not especially relevant.

Dobber26 Aug 2014 3:34 p.m. PST

as said above, the game has some interesting mechanisms and some that just don't feel right.

If anyone is looking for a further review on this game, I am in the process of starting a review site. they will consist of 1 part tabletop review and 1 part playing a few sample turns.

apologies, I didn't realize the age of this thread… my bad

Jemima Fawr03 Sep 2014 11:32 a.m. PST

I bought them and played a few games just over a year ago and decide that they were simply awful. They're now in a landfill.

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