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"Bolt Action Demo Game at Millennium 18" Topic


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XRaysVision13 Nov 2015 8:18 p.m. PST

Well, Millennium 18 is over. I've been going to this convention for a long time and every year I, with my best gaming friend, Ed, put on a game in which we share common interest—typically Napoleonics. I also end up doing two more things either by design or accident. One is acquiring rules and miniatures for a new period (which end up on the ever growing pile of stuff I will get to some year) and playing in a game that I haven't played before.

This year, the new gaming experience was Bolt Action. Now, understand that I own the rules and all of the supplements. I've read the rules and watched tutorials on YouTube. But, I've never had the opportunity to actually play a game.
When I got to Millennium this year, I saw that the Warlord demo team was going to be present and staging hourly demo games. Awesome. This afforded me the opportunity to play in another demo/beta test hosted by Two Hour Wargames (Ed Teixeira) for a, hopefully soon to be published, space fighter combat game and get a demo game for Bolt Action in as well.

At this point, let me point out that having short demo games is ideal. Time spent playing games is a commodity that has to be carefully rationed at a convention. If you are promoting your game and/or miniatures then what sells me is a taste, not a seven course meal. If I can play a short scenario and get the flavor of the game, then I'll likely buy the rules and maybe some miniatures to go with it. When I get home I'll read them at my leisure. Of, course, this isn't the way everyone thinks; I can only speak for myself. Both Two Hour Wargames and the Warlord demo team seemed to understand this and their demos were short and to the point.

At any rate, this particular article is about the Bolt Action demo game I played.

When I first walked up I was greeted by a very enthusiastic and helpful Jon Russell who bade me to play. My first impression of the table that was set up was that it was small. Too small. I thought to myself that the demo was not going to be indicative of typical game play at all—it would be over too soon to get a feel for the mechanics. I was wrong.

The demo scenario had enough decision making and was laid out in such a way as to make applying typical WWII tactics possible. The Germans (me) were on one end of a street and the Americans were on the other. On one side were a row houses, on the other were two detached houses. Plenty of cover for the foot troops.

I had a PzKw IV, Sd.Kfz 250/1 halftrack (containing a machine gunner and an infantry squad), MMG team, and a fallschirmjager squad. The Americans had an equivalent force, I assumed. I knew they had a Sherman, but I wasn't sure about what other troops they had.

Keep in mind my objective in playing this demo was to understand the basic game mechanics and to see if playing "historically" would pay off. So off I went…
…to make a long story short, I positioned the Panzer IV at the end of the road to deny it an enemy infantry advance. At the same time (or as close as the dice draw would allow) I pressed on both flanks by installing the MMG in one of the detached houses covering the end of the street closed to the enemy. Then I used the halftrack to deposit the squad it contained in the wrecked row house closest to my end and used the halftrack and it's MMG to cover the alley. The other squad started on the other side of the street under the cover of the detached house.

So, in the end, my MMG team in the house paid dividends. The Americans also put an MMG team in neighboring detached house, but a shot with the tank and a good die roll dislodged them. At the same time, the squad in the row houses started making their way through the wreckage, house by house. When they got to the last one (closest to the American side) they found it occupied by American paratroopers. A close quarter fur ball ensued and my guys came out on top—barely. When that gave me all the hard cover on the table and the Americans were forces to withdraw.

I have to admit that watching the demo videos on YouTube and reading the rules had left me with a predisposition to liking these rules. Playing the demo and using standard infantry tactics paid off. Though it was certainly no sure thing. Had the fight in the row houses gone a little differently or had the American MMG team been able to hold their position (there was a substantial chance the tank round would simply pass through the house with no effect) the Americans could easily have taken the game.

I think that this short demo game was exactly what I needed to affirm that Bolt Action is a game that I will continue to play in the future. It means my gaming needs, i.e., it's easy to learn and not complicated, it rewarded application of WWII infantry tactics and didn't violate any "common sense" rules, and it was a lot of fun. Additionally, It can be played in a very small area. I can totally see a one hour length game being played out in a 4ft x 4ft.

And finally, I have to thank Jon Russell for his assistance and my opponent, Larry, who was a good sport and a gentleman gamer. There will be Bolt Action in my future!

Picassa Web album: link

Ed von HesseFedora13 Nov 2015 8:32 p.m. PST

Yes, but which faction…I mean codex…ahh…army are you going to field?

;>

Tgerritsen Supporting Member of TMP13 Nov 2015 8:59 p.m. PST

Glad you had fun. I'm finding Bolt Action a fun game as well.

Beware, however, the haters who will tell you it is impossible to use real infantry tactics in Bolt Action (or Warhammer 1944 as they call it) in 3..2..1

XRaysVision13 Nov 2015 9:04 p.m. PST

Really, Ed?

Seriously, I've got a squad of Americans and a squad of Germans almost complete. I back-burnered them to finish the Old Guard Grenadiers for our MCon game.

I'll finish them up and more (enough to do a small scenario similar to the demo game)while I'm waiting for glue to cure on my Retro Raygun stuff and paint to dry on my AQMF stuff.

BTW, changed my mind about doing ECW with the Pike & Shotte boxed set I bought at the con-- the more I read about the Thirty Years War, the interesting it is becoming.

XRaysVision13 Nov 2015 9:08 p.m. PST

Hum, I didn't find it Warhammer like at all. I might have had more fun when I tried to play Warhammer if it had had similar mechanics.

Haters gonna hate.

Ed von HesseFedora13 Nov 2015 9:12 p.m. PST

I've got most of an American platoon done. Yep, even painted them myself. Concentrate on your Germans after the Raygun guys.

XRaysVision14 Nov 2015 6:19 a.m. PST

Roger, will do.

torokchar Supporting Member of TMP14 Nov 2015 9:01 a.m. PST

Ray – great write-up!! Yes Bolt Action is one of the fastest growing games here in Texas. We regularly hold local tournaments (Austin, San Antonio, Houston) and of course run the big one at MillenniumCon. I have built Russians and Italians – enjoy playing both. We do hope you and Ed will continue to attend Millennium even after Ed moves East. You guys are part of the "Old Guard" of LSHM.

I enjoyed reading the article – Charlie

PS: hopefully next year you play in the Tournament. Also Jon and Tony from Warlords was a great addition to MillenniumCon!!

Ceterman14 Nov 2015 9:15 a.m. PST

I have been playing CrossFire since the rules came out in 98. My favorite set of WW2 rules, I tried many others but always come back to CF. I bought BA when they came out just to give em a go. I agree with your excellent post/review. It's a great game for all the reasons you point out. Our entire group, about 5 regular players, would all agree with your points made. Bear in mind the youngest of our group is 48 & NONE of us have ever even seen a game of Warhammer. It's all in how much enjoyment and fun YOU have in playing a game.
Peter

XRaysVision14 Nov 2015 10:33 a.m. PST

BTW, the excellent building are 4Ground. I was quite impressed with their quality. Jon had added a fe details to the prepainted buildings in the form of posters which was a nice touch.

So, when I got back I started looking for them on-line. Wow, they must be popular because just everywhere I looked, they were sold out. Is this normal? Does 4Ground have a low rate of production or are they just that much in demand?

Clash95714 Nov 2015 12:59 p.m. PST

Bolt Action's rules hold a strange place with me. I think it is not the most solid rules set of the few I have played, but it isn't broken my any means. In fact, I enjoy it more than than at least one game I consider to have more solid rules.

I find that the rules are more simple than they are elegant. Which is fine I would rather have simple over complicated, but I would also like to have elegant over simple.

I also think that for the most part the effect of dice luck is greater than that of effect of a the army list to some degree. Though, that could only be my perception and be wrong.

Bolt Action does have some strange quirks a few that bother me. The biggest is Advance must be a Move then Attack not Attack then Move. This is something I never been restricted on in other games.

Another is the 1" gap between units gets weird when it comes to buildings with one unit outside using it as cover and the over wishing to run in to occupy. Technically by entering the building that squad is within 1" of the other where they. Fortunately, most players I have met are pretty lax on the 1" gap provided they can tell where one unit starts and the next ends.

Bolt Action is my first pure historical miniatures wargame (as in not sci-fi/pulp alt history). I found I really like the more old fashioned style of war gaming of studying battles to re-fashion them for a miniatures wargame. At the same time, I like the 28mm miniature scale, points systems, and games that have few to no charts/tables of what seems to be more modern games. Bolt Action works quite well for this. Although, given the chance I want to try other systems as well such as Chain of Command.

uglyfatbloke16 Nov 2015 4:12 a.m. PST

A strong point of Bolt Action ios that it's easy to adjust aspects to suit a situation and it's remarkably easy to make it work with several players; just draw a card for all allied or all axis players to deploy an activation die. Attrition will result in not all players having anything left to move/fire toward the end of a turn, so that's when you send them off to make the coffee or fetch the beers.
We've introduced a couple of general amendments which suit our interpretation of history – an 'advance' activation can be 'move then shoot' or vice versa and an 'advance (or retire) into ambush' option. We feel this allows for a better balance of fire and allows planned withdrawals. That said, we don't really do 'balanced points forces' scenarios, so these may not be good options for those that do….which is most people I suppose.

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