Does anyone have a picture of the A-Bomb counter from World in Flames?
I would recommend making a template for the Ground Zero area, to place on the game map. Nuclear weapons are that destructive.
Thanks for your interest and support.
And the “A-Bomb” unit wasn’t meant to be anything more than a joke.
You are absolutely correct. The “A-Bomb” unit is just that. A joke.
Which begs a question: If you realized the posting is a joke, then what is the purpose of your rant ?
Which raises another question: What would you have done differently ?
It may not make the game interesting. I am glad you had the courage to ask.
The “inspiration” came from a posting about an offensive Japanese army. Someone replied that he would use the Enola Gay bomber to drop an atomic bomb, and throw a thousand dice.
I researched the subject, and discovered how destructive an atomic bomb is. After circa 1960, a 20 kt bomb was considered a tactical weapon.
The area of effect is very much outside the scope of the game; unless you were playing a very large battle with, of course, a very large map area.
The purpose of the posting, is to illustrate how destructive an atomic bomb is, and how little the USA knew about its effects in 1945.
I have, since the posting, devised an alternative range effects, with dice throws, for the “macho-nerds” that may want to use the atomic bomb, in a very large battle. :evil:
Nationality = USA
Name = Atomic Bomb
Type = Strategic Weapon - Free Fall Bomb
Year = 1945
Cost = 100 points
Speed = *
Defense = *
AttacksÂ Â Â Â ShortÂ Â MediumÂ Â Long
Â Â Â Â Â Â Â Â Â 0-1Â Â Â 2-4Â Â Â Â Â 5-8Â
SoldiersÂ Â Â Â GZÂ Â Â 19Â Â Â Â Â 14
VehiclesÂ Â Â GZÂ Â Â 21Â Â Â Â Â 17Â
Special Abilities =
Ground Zero ( GZ ) - The target hex becomes an impassable crater, surrounded by Hill terrain in the six adjacent hexes. Any units in the Ground Zero area ( 0 - 1 hexes ) are destroyed immediately.
Nuclear Assault - Make a separate dice roll for each unit, Axis and Allies, at medium and long range from the target hex.
Incinerating Heat - This effect occurs at 2 - 4 hexes and ignores cover. If this effect rolls three or more 6’s, the effected unit is destroyed immediately.Â Â
Extended Range - Nuclear Assault has a long range of 5 - 24 hexes. At 9 - 20 hexes, roll 11 dice against Soldiers, and 13 dice against Vehicles. At 21 - 24 hexes, roll 4 dice against Soldiers and Vehicles.Â
Suppression - Movement of any kind, at 2 - 24 hexes, is not allowed, for one full turn, from the Allies Assault Phase detonation of the Atomic Bomb.
Allies Preparedness - Allies units at 5 - 24 hexes, receive an additional + 1 for cover in all terrain types. Additionally, Allies units at 25 - 33 hexes, must remain stationary, until the Atomic Bomb is detonated.
Debris - All town hexes, at 2 - 20 hexes, are treated as Hill terrain. Additionally, all road hexes, at 2 - 20 hexes, are negated, and treated as other terrain in the same hex.
Flavor Text - The USA, in 1945, only had enough fissile material to build three Atomic Bombs: The Trinity test bomb, “Little Boy”, and “Fat Man”.Â
Rarity = Rare.
Â Â Â Â Â
It would appear the Jeep unit is a “squadron” of 2 or 3 vehicles, if it has the capacity to transport a rifle squad. The presence of a .50 caliber MG, would give it some offensive combat value.
True, it would be a “soft-skinned” vehicle, but its real value was demonstrated by the Long Range Desert Group, in North Africa. It was a cheap and surprisingly effective weapon.
In my opinion, there is nothing to change.
Future expansion sets, in my opinion, should include more units for the Polish Army, especially infantry and antitank guns. The Polish army was more than cavalrymen and twin-turretted machine-gun tanks.
In a similar vein, the French army could be expanded to include antitank guns and a few of their other tanks, such as the Somua.
There is a lot of potential in this game system, and only time will tell how far it will develop.
This has been a very informative thread. It has helped me to understand the Superior Armor special rule.
For example: An unscathed Allied Soviet T-34/76 with a Defense of 5/5, would only take a double hit from a single shot, if there were 7 success dice (with a result of 4+) on the first roll.
However, if the Axis player, ganged-up on the T34/76 with a minimum of 3 units, that could inflict at least 5 successes per unit, the T34/76 could potentially be eliminated in the casualty phase, of the turn of multiple attacks.
Superior Armor does have its benefits.Â