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"Initiative in "A World Aflame"" Topic


5 Posts

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633 hits since 24 Jul 2018
©1994-2024 Bill Armintrout
Comments or corrections?

nnascati Supporting Member of TMP24 Jul 2018 6:13 p.m. PST

All,
I have messaged Paul, but being in different countries, I don't expect I will hear from him before tomorrow afternoon. I am a bit confused as to how initiative is meant to work. I have a small game set up to work through the rules, one side is two sections of militia supported by an LMG, assaulting a town square defended by two weak sections of Guardia protected by improvised barricades. Am I checking initiative for the sides, or unit by unit?

Nick

Sharpe5225 Jul 2018 6:32 a.m. PST

Hi,
reading through the rules, at page 10, it seems to me that you have to try squad by squad.
BTW I have never tried to play cause the rules look a bit complex. What are other players experience?
Marco

Personal logo Extra Crispy Sponsoring Member of TMP25 Jul 2018 7:52 a.m. PST

Funny how that works. I recall reading them and putting them aside as I thought they were too simple!

Vigilant25 Jul 2018 9:12 a.m. PST

Played them a couple of times but didn't like the morale rules and reverted to the skirmish system we had been using at the club.

Tony S25 Jul 2018 5:19 p.m. PST

We played them a couple of times, and found that they were not really to our tastes. Shame, as we were really looking forward to them as it covered the interwar period, an era sadly and mostly ignored.

As I recall, the supply and ammunition rules – covered in great detail – were pointless, as battles seem to be over long before units ran out of ammo. One player felt the old school "estimate the real range on table" mortar rules were silly. Mind you, that might have been because I lucked out a bit, and guessed the range perfectly. As a result my first mortar round dropped right in the laps of his troops riding an open top truck. Bad things ensued.

Hopefully your opinion may differ! (And perhaps we played the rules incorrectly).

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