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"Bolt Action Rules review and batrep" Topic


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wehrmacht13 Aug 2012 9:44 a.m. PST

On the Fawcett blog, a review of the Bolt Action WW2 skirmish rules and a battle report:

link

picture

Cheers,

w.

Tom Reed13 Aug 2012 10:22 a.m. PST

Thanks for the AAR. Really looking forward to giving these rules a try.

donlowry13 Aug 2012 10:51 a.m. PST

Thanks for review. I really don't like the idea of dice as markers on the table. Although clever as a mechanic, it detracts from the look of the table (after a lot of work on painting miniatures, arranging terrain, etc.).

Mr Elmo13 Aug 2012 11:57 a.m. PST

FWIW, I believe the force selection rules recommend 1 tank per platoon. Consenting adults are free to ignore this, however.

Mooseheadd13 Aug 2012 1:43 p.m. PST

I dont know if i'll like the whole random activation as the reviewer said it dosent apply tactics of suppress and move in for the takeout.

Mr Elmo13 Aug 2012 1:59 p.m. PST

it dosent apply tactics of suppress and move in for the takeout.

It's random by side but you can still choose the units. So, for your first allowed activation, choose be the MMG. For the second allowed activation, choose the team with the LMG. THEN for the third allowed activation choose the team with the 3 SMGs and charge in!

Of course, in between all that the enemy is probably acting and the Sniper kills the leader of the SMG assault force and they get pinned, etc. But, such is the fortune of war!

Forager13 Aug 2012 2:48 p.m. PST

Yeah, based I what I read I don't see the random activation to be a problem in using period tactics either.

I too am not very keen on using the dice as order markers. Not so much for aesthetic reasons, but dice sometimes get knocked over or accidentally picked up and then nobody has a clue what order that unit had. Might go with a separate order chit for this.

Regarding the Hanomag that was lit up before it could dash off the board, how did the rules handle that, wehrmacht? You said the effect on the passengers was somewhat less than would be expected. So I was wondering how if it was similar to the prepatory bombardment you mention in the AAR or was another method used?

As an aside, there are several "demo" game sessions that will be offered at GenCon (this week!). I plan on getting into a game or two there before I decide whether or not to plunk down any cash for the rules.

Craig

Ceterman13 Aug 2012 3:20 p.m. PST

I've got a copy coming in Sept. But, I too, don't like dice on the table. For the same reason as donlowry. But as with all my periods of gaming, I'll find something else that works and "kinda" looks like it's not out of place! I'm a big CrossFire fan, but always open to something new(don't think I'll ever give up CrossFire, though. They are just too damn good. IMHO)!

Mooseheadd13 Aug 2012 3:26 p.m. PST

Thanks Elmo makes sense, with the sniper say as really its probably all happening simultaneously. So as im pinning and moving forward say there will most likely be enemy units reacting and firing back. Taking hits as your going in is realistic.

wehrmacht14 Aug 2012 8:02 a.m. PST

Thanks for the comments, guys.

As far as dice on the table, I share the mania for a "clean table" in that all I want to see are figures and terrain. However I have made peace with the idea of using dice as markers in this game… as you can see from the batrep pictures, I've used tiny dice for markers, so there is no danger of them being picked up and rolled – the dice we actually play with are much larger. And yes, they do get policed up at the end of each turn and put back in the cup.

Warlord will be producing "order dice" which will presumably be in colourways that will better blend in with the tabletop – field grey for Germans, etc. I expect I will pick up a set or two of those.

I really like what we do to represent Pin markers. Again, as seen in the photos, we use "crumps" (steel wool pulled into a blast shape and based on a coin) to represent Pins and it works well from an aesthetic point of view.

Cheers

w.

wehrmacht14 Aug 2012 8:11 a.m. PST

@Forager

Here's what the rules say about passengers in a transport that's destroyed:

"If a transport vehicle is destroyed, units on board suffer D6 hits and must immediately dismount and go/remain down."

So that means 1-6 hits (say 4 average) and of those, a 1-in-3 chance of a casualty if the troops are veterans… so on average only 1 out of the 10 passengers of a half-track will be killed if the 'track is taken out. They get one Pin marker as well for being hit.

I would be inclined to house-rule that EACH passenger is hit with a chance of being killed.

Cheers

w.

GrandKenyon8414 Aug 2012 9:14 a.m. PST

How are infantry gun teams(mgs/mortars)/Artillery crews etc to be based for bolt action? Individually or just as base with all models on it?

wehrmacht14 Aug 2012 9:59 a.m. PST

Can do it either way. Casualty removal is by individual figures but you could place a marker next to a scenic base to indicate casualties.

GrandKenyon8414 Aug 2012 10:02 a.m. PST

thanks for the info!

Milites14 Aug 2012 10:42 a.m. PST

Intrigued how the proficiency of a unit affects casualties in a KO's transport, what does it simulate? Also does the calibre of the weapon make a difference? I'd have thought a 251 being hit by an ATR and a 152mm would offer radically different levels of protection.

wehrmacht14 Aug 2012 11:16 a.m. PST

Intrigued how the proficiency of a unit affects casualties in a KO's transport, what does it simulate? Also does the calibre of the weapon make a difference? I'd have thought a 251 being hit by an ATR and a 152mm would offer radically different levels of protection.

The calibre of the weapon makes a difference in that heavier weapons have a greater add to the "penetration" roll… the way it works is that you roll a die and add the Damage value of the weapon. If you equal or exceed the target number (e.g. for a Hanomag, 7+, for a medium tank, 9+) you get a roll on the Damage Table. If you exceed the target number by 3 or more, the shot has caused "massive damage" and you roll twice on the Table, applying both results. So the Hanomag in question is much more likely to suffer massive damage from a 152mm round (+4 Damage) than from an ATR round (+2 Damage).

I guess one could rationalize the smaller chance of wounding Veteran passengers in a transport by reasoning that the Veterans are more likely to have seen the killing situation develop, and were therefore already jumping out of the transport when the incoming round hit…

Milites14 Aug 2012 1:44 p.m. PST

Thanks, still think a 152mm he is worth more than +2, but good to see calibre is a factor, though damage by large HE is normally a result of blast, not just penetration.

The second explanation is a tad lame. APC's convey mobility at the cost of far higher casualties, than if the infantry deployed, as if hit, they are unable to use their skills to reduce casualties.

Is activation affected by proficiency? I played a modern skirmish game IIRC called 'Fire Fight' where the number of activation chits, each side placed in a cup, was based on motivation levels.

GrandKenyon8414 Aug 2012 5:53 p.m. PST

"Wehrmacht" Is infantry assaulting tanks/vehicles handled in a similar way with with regard to game mechanic and damage table?

Also, can assaulting infantry suffer casualties when engaging these vehicles?

wehrmacht15 Aug 2012 7:28 a.m. PST

Hi Milites and GK84,

Is activation affected by proficiency?

No. It's entirely random based on the blind draw of a die or chit from a cup. However, drawing a die of your army's colour means you can activate ANY one of your units that have yet to be activated. That is to say, the chit does not correspond to any particular unit in your army; in our game, the cup contained red dice and green dice. Pulling out a green die meant one Canadian unit could be activated; a red die, a German unit.

If a unit has Pin markers it must test Morale in order to activate. Unit quality will affect this roll; it's easier for Veterans/elite units to do and harder for Inexperienced/green units.

"Wehrmacht" Is infantry assaulting tanks/vehicles handled in a similar way with with regard to game mechanic and damage table?

Yes. In an infantry assault where the infantry have AT grenades or the like, each soldier makes a roll to hit on a 4+ (or 6+ if the tank is on Advance orders, assaults are not permitted against tanks that Run that turn). The number of hits achieved are then added to another d6 roll and that is the "penetration roll" that must equal or exceed the tank's armour rating.

For example, 8 soldiers with AT grenades engage a stationary medium tank (armour 9+). Take 8 rolls to hit at 4+, scoring 5 hits. Roll another die and add 5, if the total is 9 then superficial damage is caused (roll on the Damage Table at -3), if 10 or 11 then a regular penetration roll. If the total is less than 9 there is no effect.

Also, can assaulting infantry suffer casualties when engaging these vehicles?

Not during the assault itself, no. After the attack has been resolved the infantry regroups. However, the vehicle target can react to the charging infantry by shooting as normal, before the attack is resolved.

Cheers

w.

Battlescale15 Aug 2012 2:34 p.m. PST

Is it just me or does all this sound very familiar? I don't want to put a dampener on these and I do hope they do well but there isn't exactly anything 'new' on offer here by the sounds of it.

Sierra01915 Aug 2012 7:21 p.m. PST

Well, yes it does sound very familiar, and so does every other ruleset for just about ANY table top game. The nice thing about THIS rule set, is the ease of play. The fact that it closely mirrors a lot of the mechanics in WFB and 40K, means that it's fairly easy to learn and understand, as most gamers have played one of those systems. Also, it can tap into that market of gamers.

Let's face it, most of us do, or have played WFB/40K, simply because those games have a HUGE player base, and it's easy to find a game. If we, as enthusiastic historical gamers, can get a few converts, or people willing to play both, it's a win/win situation. Plus, the advent of multi-piece plastic models, which all GW players are intimately familiar with, along with the similarity of the rules to GW games, makes for a fertile ground for converts to historical gaming.

wehrmacht16 Aug 2012 2:47 p.m. PST

there isn't exactly anything 'new' on offer here by the sounds of it

As I said in my blog post… SOTSOG. A nice blend of the familiar with some new innovations. I like the BA rules a lot.

w.

Dagorlad19 Aug 2012 6:56 p.m. PST

I've been reading these rules over the weekend and they seem like they can provide a fast and fun game.

But they don't seem very historical. Yes, the vehicles, equipement and national armies are all well represented (except Japan and Italy), but it's a points based system and has fixed game lengths – eminently suited to tournaments, campaigns and casual club games, but not especially well suited to refighting a historical engagement.

It looks better than some of the other WWII rules I have, and I'll give it a good tryout, but it all looks a bit "1940K" to me.

wehrmacht20 Aug 2012 9:53 a.m. PST

Hi Dagorlad. Certainly the points system and provided scenarios cater to a casual or tourney crowd.

However there's certainly nothing saying that you HAVE to play an even-points or a fixed length game. You can use these rules to recreate whatever kind of scenario you like. The historicity of the game resides with the player, not with the game.

Cheers

w.

Dagorlad20 Aug 2012 5:15 p.m. PST

Thanks Wehrmacht. Yes, I agree that any wargamer worth their dice should be able to design a scenario to fit the game, so it has wider appeal than just for casual players. I was a little upset that the authors paid little attention to that aspect focusing instead on basic scenarios and fixed game lengths.

I was wondering whether you found there was much scope for applying historical infantry tactics during the game? That's the aspect that I am most interested in – if the player is rewarded by applying tactical doctrine of the time.

GrandKenyon8420 Aug 2012 5:32 p.m. PST

"I was wondering whether you found there was much scope for applying historical infantry tactics during the game? That's the aspect that I am most interested in – if the player is rewarded by applying tactical doctrine of the time"


I am interested in this aspect also,additionally are there nation specific rules/advantages for the germans say?

wehrmacht21 Aug 2012 3:08 p.m. PST

Germans get an extra shot from their MG34 and MG42 ("Hitler's buzzsaw") and also have a special rule regarding replacement of dead section leaders. On a d6 roll of 4+ a dead section leader is replaced by a member of the section and the normal -1 Morale penalty is ignored.

US infantry armed with Garands and BARs do not suffer the -1 penalty for moving and shooting.

Russians get to re-roll their Morale check if they would be destroyed if it is failed. They also get a free 11-man section of infantry.

British get to use the best roll of 2d6 in a preparatory bombardment and get a free FOO.

stormchaser21 Aug 2012 6:41 p.m. PST

As far as points and activation dice….

Our scenario event game that we have been running at various cons this year has been based on Carentan. When we were designing/planning we only had an early draft of the rules and no point system or unit makeup was provided.
It turns out that the Americans have about a 2 to 1 points advantage, but since the Germans are defending in hard cover, this works well.
In addition, we have found that it can be quite entertaining to not always provide a side with all their available dice at the beginning of a game. This gives a little fog and makes a player prioritize where they want to push.
As we are not tourney players, we don't get caught up in the "equality" of a game. I'm sure tourneys are in the plans and that will appeal to many.

wehrmacht22 Aug 2012 7:50 a.m. PST

@ stormchaser – wondering if you use the "preparatory bombardment" rule in your Carentan game?

Thanks

w.

6milPhil22 Aug 2012 8:02 a.m. PST

Don lowry: I share your aesthetic…

stormchaser22 Aug 2012 9:43 p.m. PST

@ Wehrmacht--we usually don't for the convention scenario as we have just been focusing on the basics of the game. We have played our own "throw down" games on the board and used the "Prep Bomb"

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