Help support TMP


"WWPD BOLT ACTION - Second Impressions" Topic


10 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please avoid recent politics on the forums.

For more information, see the TMP FAQ.


Back to the WWII Discussion Message Board


Areas of Interest

World War Two on the Land

Featured Hobby News Article


Featured Recent Link


Top-Rated Ruleset

Hordes of the Things


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

First Impressions: Axis & Allies

pmglasser takes a first look at the new Axis & Allies.


Featured Profile Article

First Look: M5 Stuart Tank Platoon

Personal logo Editor in Chief Bill The Editor of TMP Fezian opens up the all-plastic M5 Stuart kit recently released.


2,282 hits since 12 Sep 2012
©1994-2026 Bill Armintrout
Comments or corrections?

WWPDJudson12 Sep 2012 5:12 a.m. PST

Dano talked first impressions a month ago, and with some games under his belt, updates his initial thoughts with some second impressions.

link

Tin Soldier Man12 Sep 2012 5:56 a.m. PST

I get the impression that these rules are going to suit a very specific sort of gamer.

oldnorthstate12 Sep 2012 7:20 a.m. PST

This comment applies to Bolt Action and any other skirmish level rules…the one element that most gamers miss is terrain…unless you're playing on the Russian steppe, playing a skirmish level game on a completely flat table with a couple of isolated buildings and a few trees really skewes the impacts of everything from movement to sighting to firing. When I run a skirmish game I have two small boxes for the figures/vehicles and most of SUV is filled with boxes of trees, buildings, hedges, fences…all the stuff you'd encounter in Western or Cental Europe.

db

SBminisguy12 Sep 2012 8:17 a.m. PST

I agree. In any game, and especially skirmish games, terrain should be appropriate to the theater of war. I do a lot of OstFront, and have a lot of Urban terrain like this:

If the BA rules bring more 28mm gamers into WW2, I'm happy!

Caesar12 Sep 2012 9:02 a.m. PST

Take this for what it is, an opinion based on reading others' thoughts on the game.

I was hoping this would turn out to be better than it did. I find Priestley to be a top game designer who has a real respect for history, so this should have been a good game. I was expecting fast and fun, a bit light but still historical.
It seems too light and a-historical for me.

There is a game out that would really appeal to the same demographic that Bolt Action is shooting for: Rules of Engagement. Bolt Action seems to take a lot of cues from RoE, but RoE is a game that is approachable and yet isn't too light, plus it respects the history it represents.

I guess I'm just disappointed in how this appears to have turned out.

nazrat12 Sep 2012 9:48 a.m. PST

I would agree with you Caesar. I'll probably lean more to RoE than BA in the long run.

SBminisguy12 Sep 2012 10:27 a.m. PST

…I'm a NUTS! player most of the time myself, but these BA rules seem to be bringing some new blood into 28mm WW2 in my gaming area, so I'll be more than happy to have more players to push lead around with. I think of it as a "gateway drug" to more 28mm WW2 players!

nazrat12 Sep 2012 12:10 p.m. PST

Agree again!

Forager12 Sep 2012 3:59 p.m. PST

Count me as a BA enthusiast still. I've had the rules about a month now and I think the core rules are good and quite enjoyable. I haven't played any "points" games nor any of the book scenarios. I just go with scenarios of my own design and use reasonable forces. No need to worry about point cost versus effectiveness.

Also, if particular rules don't seem right to me, I will just tweak 'em until I'm happy. No need to give up on the whole rules set when a few minor adjustments will do. A couple areas that I think could stand some "editing" are the morale rules and the close quarters rules.

I want to see more morale failures rather than units fighting to the last man, so I'm considering instituting morale checks upon reaching half starting strength and for every casualty thereafter. For Close Quarters fighting, I feel that it's too easy for the attacker to close so I'm considering adding a morale test before an attacker can do so. In addition, letting the attacker roll first in most cases seems to give too much of an advantage to the attacker. So I may switch it to defender first or just go with simultaneous rolls like when the defender is at an obstacle.

Craig

oldnorthstate12 Sep 2012 6:33 p.m. PST

I've had the rules since Historicon and my first take is that the sighting process is too simplistic and the vehicle fighting rules not complex enough. The firing ranges seem too short but I do like the morale rules, in theory. I'm running my first game in a couple of weeks and then a game at our local convention in mid October…I'll run them straight up according to the rules and see how the system works and then decide on possible tweaks.

db

Sorry - only verified members can post on the forums.