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"Blitz Action - rules mod game report" Topic


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FlyXwire17 Jan 2020 8:26 a.m. PST

Hi Guys,

As teased a few weeks ago –

TMP link

- my group planned to play-test a modified version of Bolt Action, one designed to take the game play up from skirmish level forces, to company and battalion level units (where single bases = squads each, team-served support weapons, and [more] individual tanks).

For this game, a meeting engagement scenario with some on-board "beasts" was setup (no infantry being involved for this 1st test).

The functional change in going 'Blitz' was to devise an activation system that got away from Bolt Action's random dice pull mechanic, to one which allowed pre-planning, some generated reaction during a turn, still presenting fog-of-war, and while using the tried and true [I think elegant] Warlord Order dice. After a search for some suitable dice "caps" (some of us still remember capping figs from those games long ago), I designed this format for a platoon and HQ dice ordering system, to be done by both sides in a common turn phase, where players place capped orders down on the board next to their assigned units, as an example this shot showing some orders already activated for this Pz IV platoon, with one HQ order still to be used) –

So first the pre-game show – the intrepid play-testers gathered for the mod rules introduction, then began to feel their way forwards -

To be continued…..

Frederick Supporting Member of TMP17 Jan 2020 9:37 a.m. PST

Interesting – love to see the next installment

FlyXwire17 Jan 2020 10:46 a.m. PST

Thanks Frederick, and glad you're here!

The scenario template started as "scouts out", having the German armored cars probing down the road to contact, and to get some of the Panzers on the board asap (well 'armor'…. Pz IIs – in a recon support role). With the initiative programmed for the Germans to start the activation sequence on the first turn 1st, the SdKfz 221/222 section was there to trigger detection of the Soviet beasts on-board, but those hiding behind a tree line that stretched across the road ahead.

Here the Pz II platoon begins it's movements -

In conceiving this mod, I wanted it to be scale agnostic, and multiplayer friendly, so that guys in the group, and gamers at our local shop could see playing it with their own collections, those from micro scale up to 28s (or any scale that the infantry figs are mounted on group stands, and the vehicles solo – FOW!). Also wanted, was to be able to scale the activation mechanics along with the collection being played, so that by employing unit groups (platoons, teams, specialist/sub-sections) the process of ordering units could be done by individual elements within a unit at a time, or by a whole platoon unit acting all at once (the later method to allow for larger, battalion-level games, where the mass of units involved can allow platoon fire results to be absorbed, and still have the action Blitz along).

So here's the turn sequence from off the QRS, it'll illustrate the turn flow -

To be continued….

FlyXwire17 Jan 2020 1:41 p.m. PST

The German team in the game was tasked with probing forward, and if required, to force itself eastward in the direction of the road, while at the same time the Soviet reinforcements were arriving to add weight to the T-28 & T-35 positioned to block the way.

After a few stuttering first turns, the T-35 got itself running on all cylinders, and lurched forward out onto the road to create an imposing looking road block –

Yes, only to have it's main turret 76mm howitzer miss its tank target, and have the forward 47mm turret fail to convert it's penetration……the immediate follow-on activation was a Pz III off to the left of the destroyed AC seen above, burrowing in a round into T-35's flank, and sending the "beast to scare small children" billowing forth.

However, the Soviets didn't lose their will to fight on, and their platoons of T-26s and BTs continued to maneuver for good defensive ground covering the battlefield's flanks, and the narrow avenue in its center.

I was worried the game mat would be too narrow for the model size here (1/72nd – 20mm), and that the 'tank park' effect would occur, but it didn't become a problem. The only thing near to such congestion happened on the north side, where a tank melee raged near the final turns of the game at close range -

A further word on the HQ dice in the mod here, as they're a replacement for the Officer's group ordering ability in Bolt Action. These dice are included in a scenario at HQ command levels where they were organized, and/or where wanted by the scenario designer or by player agreement. If a game is more tactical, then platoon-level HQs are included (and their dice number allocated to each platoon unit's HQ element). If the game is to be larger, then the chain of command reflected can be for company and battalion HQs only (so the command dice scale for the game forces planned). The HQ dice also can/should reflect the force's elan and experience, so for example in this game the German tank HQs each had 2 order dice, while the Soviets had only one per platoon (and both Beasts none).

Here's a snippet from the mod's QRS showing the chart that can be used as a guide to allocate the HQ order dice with –

OK, I've bent your ears and eyes enough here, so will monitor the thread for a few days for any thoughts, questions, or comments that might come up.

Thanks for reading too!

Dynaman878918 Jan 2020 2:48 p.m. PST

How did you change arty and air strikes? In BA the rules are really geared toward handling them at the skirmish(y) level. Going up a level would require allowing them a bit more control.

FlyXwire18 Jan 2020 6:23 p.m. PST

Dynaman, as you're thinking, once the game is designed to be played at the next tactical level of command, the basic game element can become the squad itself, so I've chosen to model these as single stand maneuver elements, which remain subordinate to each of their platoon formations.

Deciding to convert to use squads as being wholly-contained, single-stand elements required some mechanism to allow for strength loss, and so step reductions are assessed against these units, to allow them a limited ability to absorb some punishment before becoming combat ineffective.

Here's what I'll be using for my squad stands with this 20mm kit (I'll also be using this mod along with my 1/144th scale collection – it'll scale) –

Instead of moving to the modded artillery rules, let me illustrate the factoring for infantry squads and some of their company-level support weapons. From these factors, much else in the conversion here keys upon -


One of the changes from Bolt Action to Blitz is to use Pins as the device to track step losses to Infantry and Artillery units. Pin Markers still accumulate (till the max allowed limit is reached on Inf/Arty), and so they still apply a negative modifier penalty each for Shooting. But in my mod, Pins mean Damage, and are only applied onto a target unit when rolled hit(s) have been successfully converted to damage. Of course now seeing the units chart above, there's far fewer dice to roll for an infantry squad, and conversely far fewer hits potentially achievable to be converted to Damage "Pins" results. Tied into the Pin numbers (the step reductions) is a far more important imperative to Rally off suffered Pins (and this becomes one of the primary duties of the HQ elements now – to use their extra orders to keep their infantry squads "in the line and functioning under combat pressure").

Disclaimer – as I'm a fond rules tweaker, all factors are open to change, and I encourage anyone who wants to change rules the latitude to do so too.

FlyXwire19 Jan 2020 9:55 a.m. PST

Here's the mod's Artillery fire table, it's a mix of 1st & 2nd edition mechanics, with a few changes to work with group-based stands -

Using the 2nd edition areas template allows for frag effects onto multiple targets, and encourages players to keep spacing between their elements and vehicles, while the HQ order ranges (shown previously above) work to keep platoon elements from spreading too far afield.

FlyXwire19 Jan 2020 12:29 p.m. PST

Finally here, let me post the play sheets.

This QRS is not a rules set, you'll need Warlord's Bolt Action, and possibly some of their supplements for a good grounding into that retail system. This is a 'living' QRS, so I'll likely be changing parts as I get deeper into its play-testing, but I think it's well enough along to provide it here for those curious in a different method of playing Bolt Action.

The images are as high-res as I can upload at the moment. Right-clicking and copying the image address, then pasting that into you browser bar should get you the highest res versions.

I'm offering up this effort, to share it to the greater gaming community, but I acknowledge there may be flaws within that might need further work. If you try a Blitz game, I hope you'll see the possibilities rendered, but I accept no responsibility if you feel you've wasted your time. I also can't accept the time to lend additional support for this mod, as my own game table projects are calling….

Good gaming ya'll!

arealdeadone19 Jan 2020 6:20 p.m. PST

Very cool! Thanks for sharing.

Sounds very intriguing.

Dynaman878920 Jan 2020 7:03 a.m. PST

Looks very interesting and thanks for sharing it! Although consider changing around arty rules – bunching units together so more are in the blast zone causes more casualties. The existing idea would not do that.

FlyXwire20 Jan 2020 7:13 a.m. PST

Thank you arealdealdone & Dynaman!

On the arty coverage, much will be governed by the size of the squad and team stands a gamer uses (as to how many potential stands an opponent might be lucky to find concentrated under an HE template's beaten zone). My 20s pictured here are on 1.5" round washers, and the 1/144th stand size I use for 12mm size squads and hvy. weapons elements are 1.25" X 1"…..these can be deployed and spread while moving with good spacing. But, if someone wants to tweak the HQ Order ranges smaller, or maybe scale up or down a required distance for squads to keep within from another platoon element, that's certainly viable.

As Dynaman's suggestion, this could allow for the rules to be customized for anyone's particular basing sizes, so feel welcomed to change or add any mechanism here you think works best! (that's always my approach too, but it drives my buds crazy sometimes……"ok Dave, so what version is this one!") :)))

If you decide to give Blitz a go, and want to enable the placing of hidden orders with capped dice (the default mode for fog of war), I found my dice 'caps' on ebay – they're vinyl rubber cap ends for chair legs.

Size 3/4" End Cap from Prescott Plastics (out of Flagstaff, AZ). On ebay they're sold in bagged sets of 10, and in any color you want as long as it's black. ;)

FlyXwire02 Feb 2020 7:42 a.m. PST

We Blitzed again at our monthly games day here in St. Lou, running a follow-up scenario with AT Guns and a little infantry added to the mix this time. The game seemed maxed out using the individual element activation method, and to add more units into a scenario, we'll need to transition to platoon activations and a bigger mat next time!

FlyXwire06 Mar 2020 9:33 a.m. PST

Currently working on Blitzing the bocage, and testing the rules mod full-infantry mode (some 1/144th scale game prep here – showing a US Infantry Company w/M4 support moving forward "somewhere in Normandy") -

Rectangular stands are squads, and round ones platoon HQs (jeep setting – the Company HQ stand). Maybe I'll build the Hvy. Weapons platoon w/MG teams yet, though the lt. mortars will likely remain "off board", and be reflected by a # of strike missions allocated for each scenario.

Planning a game for next month, so just WIP currently.

pfmodel06 Mar 2020 1:14 p.m. PST

Looks great, i really like the look of the playing area.

Hayes Wauford26 Mar 2020 7:58 p.m. PST

Great looking games!

FlyXwire27 Mar 2020 7:38 a.m. PST

Thanks guys!

I've got an update to the rules mod above (mostly just a reduction in ranges and move rates) to use with smaller figs, and like on that board above with 12mm figs, but no chance to playtest the changes yet.

Hey, in the meantime, here's another board set up and some 1/144th scale units I've been working on – these part of a medium tank company for the Germans circa Spring 1942 -

I need to put together a platoon's worth of PzKpfw. IV F2s yet (med. panzer coy.'s often just fielding 2 Pz IV platoons at the time), and then the unit will be ready for the scenario.

So lots of time for prep, but not so much for the gaming side now…..

FlyXwire29 Mar 2020 6:26 a.m. PST

Here's a graphic showing commonly used, WW2-period Infantry Platoon formations, with each stand representing a rifle squad or all/part of the platoon's command element. The red icons show the potential threat location and/or direction of expected enemy fire.

I recently decided to also convert my 20mm US Army infantry here from their single-figure mounting to group stands, since I've got a lonely bocage board already set up and needing them!

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