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"Bolt Action With Random Dice And Its Effects On Tactics" Topic


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War Panda19 Jan 2014 8:22 a.m. PST

I'm planning on trying out BA for the first time and while I'll try it first using the rules as printed I'm also interested in trying out some added random dice… inspired by this thread:

TMP link

Just wondering has anyone tried these suggestions out and if so what would they recommend.

Personally I'm used to having a bit of chaos to my games so this appeals to me. Having recently seen a very nice Youtube tutorial/Game

YouTube link

Watching this I noticed that it would serious interfere with what might appear as some more traditional tactics used in the game: assigning less immediate priority to units previously activated in the present turn…as I don't see this as representing any particularly realistic strategy anyway I won't mind losing this dynamic to the game… but as I said I haven't played t yet so maybe I'm wrong in this


Of the suggestions mentioned in the aforementioned thread I would prefer the sound of the second "tea break" dice. Also wondered did anyone consider allowing certain fixed command options to those units who haven't activated in their turn due to the turn suddenly ending with the second tea break dice. I mean perhaps allowing those units to go "Down" or maybe even set a "ambush" command (simulating a more reactionary disposition rather than a unit displaying its own active initiative.)

Maybe only units in command distance of a leader unit might allowed "Move" at this point…to assign more value to leaders?

Also interested in a random events die added to the bag but that only operates on a d6's roll of 6.

Just some thoughts.

chriskrum19 Jan 2014 8:27 a.m. PST

I think if you look at the thread you'll see that a number of people, including me, thought it was a terrible idea. BA already has its own random mechanics with pins, order dice, and FUBAR. I highly suggest you play the game as written a number of times before tinkering with the rules (there are places to tinker but it's not really the above). I think you'll find that what your trying to simulate above is likely already covered in the interaction represented in the rules. It just not be "highlighted."

chriskrum19 Jan 2014 8:44 a.m. PST

I'd also add that a Tea Break mechanic, similar to what is used in other games, mathematically favors the side with the most order dice as it will least effect their ability to execute a plan.

Currently there's a bit of balance in how an army with few order dice will have fairly robust and effective units and an army with lots of order dice tends to have less effective, more fragile units. They're both competitive because they lend themselves to different strategies. A tea break mechanic breaks that balance.

paul liddle19 Jan 2014 9:45 a.m. PST

Bolt Action is chaotic and great fun as it is, I wouldn't mess with it at all.

yoakley19 Jan 2014 9:58 a.m. PST

i would like to try the tea break idea but my regular opponent is concerned that it'll mess up the game.

what irks me is the gamey mechanic where an observer who has done his bit or a truck is parked on the baseline solely to provide an extra order dice in the bag.

War Panda19 Jan 2014 10:15 a.m. PST

Points taken chriskrum and I completely agree Ièm better off playing at least a few games before tinkering with things.

But I was considering what you mentioned about the imbalance this mechanic might create and so I started imagining a scenario where one side has gone with larger units and less dice and how this could be addressed using the alteration I touched on in my opening post

Lets say the Germans have 6 units including a platoon commander Leutnant and a US force has 10 smaller units and again just one Platoon leader. If we employed a rule where after the tea break dice is chosen any units within command distance of the platoon commander could operate (or potentially operate after a successful morale check or whatever) there could be the potential for larger closer together units under the close command reigns of its officer activating more than say a more fragmented force broken up into scattered smaller units.

In the example lets keep it simple and say theres an average of 3 German and 5 US activated but the German intentionally kept 2 of his unused units within a command distance of his commander and the US player neglected to do this then the Command Dice allocations are evened up…not by chance but by design.

I do acknowledge that this is a little silly of me with all this speculation and I do bow to your authority having actually played the game :) but these are just a few speculative observations I made after watching the Youtube video…

chriskrum19 Jan 2014 10:51 a.m. PST

I don't have any authority to bow to (though I do like the sound of it). But, yeah, definitely play the game a few times first. The interaction between the order dice mechanic, the tactical choices about when to activate (go down, ambush, close assault), and how one chooses to build a list are more subtle and complicated than a read of the rules might suggest. I actually think a tea break mechanic would encourage even more gamey tactics than are already present (such as loading up on trucks just to get extra order dice).

Officers already are integral with the bonus they give to moral and order checks -- you'll see how important they can be if you play a scenarios where a pre-bombardment puts one or two pins on each of your units. One or two pins are very detrimental to most units, more so than you'd think just from reading the rules. They force order checks which can not only fail, but can fail spectacularly (Fubar), and are a minus to shooting and other actions.

The other not quite obvious component is the time pressure in the game (most games are 6-7 turns long). It forces players to be somewhat aggressive. You really can't linger and not move for a turn or two looking for the ideal position as you will cede victory to the other side. A mechanic that essentially stops one from moving half ones army every turn messes with that too.

I think the other big problem with a tea break mechanic is that players would always move their most expensive and powerful pieces first rather than risk not being able to use them. You'd lose the entire tactical element that's present in a turn currently where it's sometimes better to move weaker units and try and force the other player's hand first--basically get him to commit his more expensive units before you do.

Personal logo Jlundberg Supporting Member of TMP19 Jan 2014 3:19 p.m. PST

I think limiting the number of dice to make it "even" puts too much advantage on a small elite formation over a horde type army

War Panda19 Jan 2014 4:44 p.m. PST

Sounds good chriskrum…and sounds like there's a lot to the game already that I might miss out on if I rush into the random dice…thanks for the feedback

War Panda19 Jan 2014 5:28 p.m. PST

truck is parked on the baseline solely to provide an extra order dice in the bag.

I think if a truck has a dice it should have a completely different color allocated to it and when that comes up only the truck can be activated…

Just Jack Supporting Member of TMP20 Jan 2014 8:55 p.m. PST

If you make dice for units, you're playing IABSM, not Bolt Action. Me, I've got to have the decision making.

Regarding trucks, jeeps, halftracks, we're talking about skirmish level, i.e., probably a pretty quick fight in time-scale, and not a lot of distance, so I'd say once guys have dismounted remove the vehicle from play.

V/R,
Jack

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