Paul Eaglestone’s A World Aflame is an alternate/real history miniatures game. The interwar is set in the years 1918 to 1939. While there are no lists to the game he does provide some sample lists. Nor is there a particular scale to play in, he uses 28mm.
The rules set offers a unique rules that took me a little getting used to. The oddest thing for me is the army construction. With the absence of point values the units become more equipment or initiative based. Initiative is probably the most important factor in the game, since the game uses alternate activations that follow in initiative order. Outside of Construction the rules are fairly simple, that is just like most miniature games you roll the dice to achieve a target number.
There are a couple of simple rules that add flavor to the game. The best of these is a deck of Chance cards. Each card is an event that can be used. These can be anything from sniper to extra ammunition.
If I played A World Aflame on a regular basis I would probably drop the communication and ammunition tracking rules. While they add a certain amount of flavor to depict the era, I think the upkeep isn’t worth the trade.
All in all it is a well written set of rules with a tremendous amount of freedom for game play and scenarios that you create. It isn’t a tournament style game. I think you could create some pretty amazing campaigns though. If you are a Flames of War player the lack of scenarios in the book will slow you down at first.
So is it worth your two cents? It really depends on who you are. If you are a casual player then it a sure thing. If you are looking for a game that is a break from competitive play this is a good way to go. If you are a competitive player looking for competition this is not your best choice.
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