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"Bolt Action V2 Officer's change?" Topic


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Comments or corrections?

PrivateSnafu29 Jul 2016 10:51 a.m. PST

Anyone know the details of the changes to officers in the upcoming V2?

Wargamer Blue29 Jul 2016 5:19 p.m. PST

If you activate an officer then you can take the next dice out of the bag and activate a unit in his command range. This can be done multiple times depending upon which officer you take. Second LT 1. First LT 2. Captain 3. Major 4.

Clash95729 Jul 2016 5:24 p.m. PST

The rumor is, depending on the level of the officer, when you activate an officer you also get to pull additional dice to activate units within 6" of the officer.

So when a Captain activates the player also gets to draw up to 3 dice to activate up to 3 units within 6" of the captain provided none of them have activated already.

I can't say I am a fan if the rumor is true. One the one hand it doesn't seem all that useful with only a 6" aura. On the other hand I don't like the idea of more Captains and Majors (even if they are just really inspiring Lieutenants) in what is a platoon game.

However, in a round about way, gets rid of the tank moves forward leaving the infantry behind no longer in cover affect of Bolt Action's random activation.

edit: ninja-ed by Wargamer Blue

PrivateSnafu29 Jul 2016 5:43 p.m. PST

I like it, though I was hoping officers could rally a unit without it costing the unit its activation.

Part time gamer01 Nov 2016 3:06 a.m. PST

Interesting idea Private Snafu.. I havent read v.2 yet myself (even this late on)
As a suggestion of 'home rule, What If when the Officer attempts to Rally another unit and it 'Not' cost that unit its activation, "That" one action should be the only command/action the officer can take that turn, rather than ordering 2, 3 or more.

The idea being he's focusing all of his attention on getting that unit up and back into action 'that turn'.

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