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World at War simulates, on a platoon-level, the war which
began May 12, 1985 when Junior Lieutenant Yuri Andromnivitch's T-72 sent a 125mm
HE round screaming into the guard tower on the ridge at Dankmarshausen, ripping
mortar from rebar and sending head-sized chunks of concrete tumbling into the
red-roofed houses below. Units activate by chit draw and formation, fire
in a flurry of dice, and look good doing it. The rules cover self-propelled
mortars, thin-skinned vehicles, support weapons, ranged combat, opportunity
fire, ATGM depletion, assault and overrun combat. Better still, World at War is
not just a game, but also a game system. Learn Eisenbach Gap, and you can play
any of the follow-on modules. See About the Game , below, for more details.
Units represent platoons of vehicles, such as T-55, T-62, T-72, BTR, BMP,
M-113, M-1, Chaparral, Shilka, helicopters -Cobra and Hind, and infantry armed
with support weapons such as Saggers, SA-7, Dragons, etc. The system throws
typical turn-based gaming out the window. The platoons are grouped into
formations (companies for the American or battalions for the Soviet) and World
at Warlead by a headquarters. Each unit of the formation must be within range
(generous for the Yanks, less so for the Soviets) of the HQ to activate with its
formation. Oh yeah, individual units might activate, and recon units can double
their range from the HQ, but you'll want to keep those formations together. The
formations are activated by chit draw, and better-trained, better-led units can
activate more than once in a turn, moving, shooting, and fighting in each
activation. On the flip side of a coin, there is no guarantee that a formation
will activate even once. The opaque container (we like to call it a cup in the
rural south) into which the formation chits are placed is seeded with end turn
chits. When the second end turn chit is drawn the turn ends. Doesn't matter if a
single formations has activated; the turn is over. It keeps you on your
toes.
Combat. We love this combat system. When attacking each platoon
rolls a number of dice equal to its firepower. Every die that equals or exceeds
the 'to hit' number (right superscript) hits the target. The target then rolls
the number of die equal to its armor factor plus terrain advantages. Each die
that equals or exceeds its armor factor negates a hit. The first hit disrupts a
unit, second reduces it, the third eliminates it.
Units may also close
assault, entering the opponent's hex to either deal a death blow or force him
(or her) out of valuable terrain. Same procedure, but both units use their close
assault value. The side that takes the most hits must retreat from the hex.
Infantry is VERY good at this, especially against armor without its own infantry
support.
Game includes rules for thin-skinned vehicles, support weapons
(actual counters that add to an infantry platoon's capabilities), helicopters,
chemical attacks, dual purpose conventional munitions, smoke, HE, overruns
(great fun) opportunity fire, simple line of sight (bit more complex for
helicopters), transporting infantry, all in ten pages of
rules.
Content:
- One hundred twenty eight (128) gorgeous die-cut 5/8'' counters
- War Board Game One professionally drawn, printed, and MOUNTED 17'' x 22''
map
- World At War Six scenarios, 2 players' aid cards, and 4 dice
- World At War A 16-page rule, scenario, and chart
book.
Wichtige Hinweise:
- Achtung! Nicht für Kinder unter 36 Monaten geeignet.
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