Sunday, 5 February 2017

Black Powder - the next Boot Camp from the Demo Gamers

British Riflemen shoot at French Skirmishers
Yesterday I was treated to a most enjoyable game of Black Powder by a fellow gamer and his son. They both got into wargaming after one of our early Bolt Action Boot Camps and play World War II wargames as well as Napoleonic.
My vision of Napoleonic gaming has always been of grand majestic battles spanning large tables and taking a ponderous time to complete.
Not so with Black Powder from Warlord Games.
In this battle, my main army comprised four battalions of British Line infantry, a Rifle Battalion, an Artillery battery with the Brigade commander and General. I had additional reinforcements of similar size that would come on in turn six.
My excellent opponent commanded similar French forces with four line battalions, skirmishers and an artillery battery with Brigade commander and General, plus he had reinforcements of similar size.
My riflemen were hidden on the board and his skirmishers were at the crossroads. Soon enough I revealed my position by shooting at him - as one does. And then the action came thick and fast!

My always smiling, yet challenging, French Opponent
His French line raced up to the river's edge and then my forces started to arrive. Shortly afterwards the rest of my forces arrived and I defended my little area behind the fordable river.
His General then commanded two of his battalions to advance on my right flank but he rolled a 12 - a blunder. His two battalions did a quick charge right into my thin red line! I was stunned at how quick the game moved.
My Red Jackets defended well, forcing the first battalion back. The second battalion was unable to contact in his turn, so when it came my turn I charged him. I did not have enough options to change formation so I just charged in Line formation, hitting both his front and side.
It worked, so I'm not complaining and with a little help from the riflemen the two very brave (or foolish) French units were destroyed.
Suddenly my opponent was faced with the imminent collapse of his French forces.

Two British Lines charge the exposed French column

Luckily his reinforcements arrived and rather than contest my right flank he reinforced the crumbling main attack. Boom! Suddenly there they were on my flank getting all these enfilade fire bonuses. Aargh.
Somehow I was able to fail just enough to force a falling back which is just what I wanted for the exposed two battalions. And then with some very handy moves and dice rolls I forced the French over the edge and they ran, forcing the reinforcements to fall back as well.
The English had held their positions and jeered at their retreating foes.
But more importantly we both won. The game was enjoyable and could have gone either way at many points. My pre-conceptions regarding Musket Era wargaming was shaken and I now had the perfect game with which we can use to train new players.


Aargh! The French rush up and attack my flank.
We are now working with my fellow gamers so that at future Demo Gamers Boot Camps we will have Bolt Action AND Black Powder games for the public to try.
Why do we reckon Black Powder is the perfect set of rules to use for demo games?
My Napoleonic guys are coming out of the closet.

  1. The rules are simple and easy to learn
  2. A game can successfully be completed in 2.5 hours
  3. A force of 4 line battalions, Skirmishers, Artillery, Brigade Commander and General is enough troops to learn the rules and have various tactical challenges.
  4. Action happens quickly and your choices impact the results. It is not just a game of rolling dice.
  5. The game teaches you about history and demonstrates historical tactics and strategy without excess complications
Naturally, the first thing we have done is create an Index for the rules. You can download a copy from here. Just print it at 100% and it fits beautifully in the inside back or front covers.

Sunday, 29 January 2017

Bolt Action 2 is an excellent upgrade - Except for one thing

Tanks are about - the buildings are a trap!

See - even BB8 isn't smiling
The 2nd edition of the Bolt Action WWII rules is an excellent improvement.
Of course, you really need to get the index to find all the rules when you need them (from right here).
We have just completed our second Bolt Action Boot Camp at Cancon 2017 and helped 24 players learn Bolt Action. It was great fun and the changes made in the 2nd edition have really helped iron out many areas which were under or over powered. Since the 2nd edition was released we have run three boot camps (MOAB 2016, Little Wars 2016 and Cancon 2017) plus many practice games at our club and at home.

Some of the improvements (in no particular order) are:

HE vs Buildings - Buildings are great defence against infantry fire, but less of a bunker with a -1 to the kill chance. However when and HE is around it is better to not be in buildings. This changes strategy for the better as men are in and out of buildings depending on the situation, providing for a bigger variety of tactical choices.
DOWN order - now a -2 to hit and if you keep the DOWN order at the end of the turn you remove D3 pins, makes DOWN a valid option. If you do find yourself trapped in a building with a HE weapon against you, going down can reduce casualties in half so you can see them just hunkering down and trying to withstand the storm.
RALLY order - Now very worthwhile. You still use a turn to refresh and get back on track, but one turn in a 6 turn game is a big deal. The unit that is easily pinned  still can't do what it wants and the RALLY allows it to attempt some sort of comeback.
AMBUSH order - IF nothing moves in your cleverly placed Ambush, you can still try and give it a shot at the end of the turn.
RECCE changes - made it a more realistic option and reduced the old "whack-a-mole" method of fighting a Recce vehicle.
YOU MAN, Snap to Action - A verbose named rule which we shorten to "Come with Me" or something similar, this totally changes how we use HQ units. It is now well worth paying for a Level 2 Lieutenant. +2 to morale and can activate 2 other units (Germans get 3). We really like how this played out in our games.
LMG/MMG dice - The extra dice for LMGs and MMGs make them better value and more feared.
ASSAULT Rifle - dropping the range to 18" was a good move. Often in an Advance situation, the riflemen had a -1 for moving and the Assault rifles a -1 for long range.
PINTLE Weapons - making the tank Open Topped if they fire their pintle mounted weapons was another good change which made those American HMGs think twice before blasting away.
All these and more are great and worthwhile changes which affect the game in positive ways.

However there is one change that we have decided is a problem.

TEMPLATES

In every other area of Bolt Action placement of individual figures is not critical. If one guy is in range or touches something it is assumed they all are. To determine hits, just roll dice and the game moves on quickly. But now, using templates the game stops, you hold the template over the figures, place it several times to see the maximum number of figures you touch, negotiate with the opponent and then roll to kill.
Consider the photo examples on pages 69 and 70 in the rule book. I reckon that careful placing of the template in Diagram 9A could result in 4 hits if the template is moved a little upwards, touching 4 bases. Diagram 9B now shows that modelling a gun and crew has to consider templates rather than aesthetic concerns which degrades from the game. In Diagram 10, moving the double template upwards should touch 4 models too.
So even from the 3 examples in the book we have 3 problems. How much longer does it take to manipulate a template over the figures with issues of placement of your eye on figures in difficult to reach places on the well terrained board? Roll dice - seconds. Place and re-place template, negotiate with opponent, leave sour taste if you win the argument - minutes.
If the board uses scenery well, the figures are placed where they can and we should assume they are placed in various positions around the cover. But the Template insists they are where they are. If you just pile them into a small space because the bases are too big, a nasty template user can say he touches 8 guys using his 1" circle because that is how they are placed.
Our experience using templates over the last thirty or so public and other private games, with over 50 different players, have resulted in our following experiences:
1. Templates break from the simplicity of the game in determining number of hits.
2. They break from the ease of play by stressing exact placement of figures in this one single area.
3. They are a point of contention and potential disagreement which a simple dice roll avoided in the past
4. It's another bit of equipment you need beyond the dice and tape measure
5. It slows down the combat resolution
6. Have you tried looking straight down on figures in the middle of the board?
So, in future Bolt Action Boot Camps we will NOT be using templates. Instead we will use the casualty calculation of HE vs men in buildings. (HE Chart Page 70) This means combat resolution will be streamlined and potential contentions removed.
Roll to hit, roll to determine number of hits, roll to kill, roll for Pins. Resolution over in under a minute. Contention points reduced to zero.


Friday, 13 January 2017

Maginot Line December 1944

A little probe from the first Germans
It's that time of year and we are getting ready for a new Bolt Action Boot Camp at Cancon 2017 over the Australia Day weekend Fri 27 and Sat 28 January.
This year we are trying a few new ideas.
Firstly the key to a good game with enough variety in the time available is not just the points, but more the dice count.
Secondly in the past we have kept the multiple player matches aligned so that each pair of players share a dice bag but wait for the other player's to finish before the next turn starts. We are trying some flexibility by having 2 games on the same 8 x 4 board which is really two 4 x 4 boards joined together. This way we can start a game as soon as we rest after the previous one.
A little counter probe from the US
This side
And that side

Background:

In December 1944 the Maginot Line near the border of France and Germany was basically a shell of it's former "glory". Having been bypassed in 1940 and forced to surrender when race surrendered it had never been tested. By 1944 it had been stripped of most of it's guns but still formed a formidable fortress.
The Germans did not like a static defence and so used the fortress as storage rather than a place to hold and preferred the areas around the fortress so they could stage their favourite tactic of counter attacking and fluid defence.
(More information can be found at Military History Online - a fascinating read.)
We also first heard about this series of battles in the amazing book Panzer Commander: The Memoirs of Colonel Hans von Luck.

The Game:

We have two armies for each of the Germans and the US. One a lighter force of 750 points and the other tougher with some armour of 1,100 points. To simplify the game each half of the board has two objectives and both sides start from the edges.

Germany - 750 points:

85 - First Lt + Minion (Regular)
2 x 127 - Volks Grenadier (9 men: NCO Assault Rifle, 1 LMG, 4 Assault Rifles, 3 Rifles, 2 PzFaust)
30 - Medic (Veteran)
2 x 120 - Heer Regular (10 Men: NCO Rifle, 1 LMG, 8 Rifles)
50 - MMG Team (Regular)
95 - Sdkfz 222 (Regular)
754 Points - 8 Dice

US - 750 Points:

85 - First Lt + Minion (Regular)
4 x 120 - US Regular (11 Men: NCO Rifle, 2 x BAR, 8 x Rifle)
50 - MMG Team (Regular)
135 - M8 Armoured Car (Regular - With Pintle HMG)
750 Points - 7 Dice

Germany - 1,100 points:

95 - First Lt + 2 Minions (Regular)
2 x 185 - Heer Veterans (10 men: NCO Assault Rifle, 2 x LMG, 7 x Rifle, 2 x PzFaust)
30 - Medic (Veteran)
2 x 135 - Heer Grenadier (Regular) (10 Men: NCO Assault Rifle, 1 LMG, 8 Rifle, 2 x zFaust)
245 - PzIVH with Schurzen (Regular)
89 - Sdkfz 251 Hanomag (Regular)
1099 points - 8 Dice

US - 1,100 points

85 - First Lt + Minion (Regular)
2 x 208 - Paratrooper Veteran (12 men: NCO Rifle, 2 x LMG, 9 x Rifle)
2 x 110 - Regular Infantry (10 Men: NCO Rifle, 2 x BAR, 7 x Rifle)
60 - Bazooka Team (Regular)
230 - M4A1 Sherman with Pintle HMG (Regular)
99 - M3 Half Track with Pintle HMG (Regular)
1,110 points - 8 Dice

Now for the play-testing tomorrow!

Saturday, 24 September 2016

Bolt Action 2nd Edition Index

We received the eagerly awaited Second Edition of the Bolt Action rules yesterday and our first mission was to create an index so we could find the rules when we needed them!
This time we have added two little notations to the index items:
* = Changed rule
+ = New rule

This should help to quickly find changes.
We may have missed some changed or new rules so please let us know.

Overall we are very excited with the changes and are looking forward to using them in action.

Here is the new Bolt Action Second Edition Index.

(You can also get the First Edition Bolt Action Index and
the Konflikt 47 Index too)

Sunday, 11 September 2016

Updated Konflikt 47 Index

We have updated the Konflikt 47 Index so it fits better on the back pages and is a little larger print - all the better for looking up things in a hurry!

Also, here is the link to the index to Bolt Action v1 rules (Including the FAQs)
These have been downloaded over 8,000 times!

Enjoy and may the dice roll with you.

Friday, 26 August 2016

Konflikt 47 Index

 We are always interested in Bolt Action and this "Weird War" variant looks like fun. BUT it is missing an essential element.
The Index.

So we have created one.

Here is our Index for Konflikt 47. It is designed to print out, trim and glue into the front or back of the book. Phew. Now you can find the rules when you need them!

This is version 1.0. So if you find yourself needing some rules included in a different way, let us know.

Enjoy.

Saturday, 25 June 2016

Arnhem - Bolt Action Boot Camp Chaos!

6 Pounder ready to defend the bridge

Here we go again
I have been reading the book "Arnhem" by Major-General R E Urquhart CB DSO (played by Sean Connery in the film "A Bridge Too Far") and realised this would make a great Boot Camp game. So it is!
Everyone charging across that bridge

As you can see from the pictures of the board below, this is a city table with the bridge flanked by the hotel and other buildings at one end.
There are 3 German and 3 British Paratrooper forces in the game.
As with any good demo game we need to have a visually attractive board with challenging mixes of forces and a balanced game. It is always so easy to visualise how a game can go but as with everything Bolt Action you have to actually play the game to see the results.
View from the Bridge

View from the town
Our first play test today had the three German forces all coming in from the bridge and approaches. Although the game worked, it was too much concentration in one spot and much of the fluid nature of a Bolt Action game was lost.
So the reworked version we played in the afternoon had the main and one of the secondary German forces attack from the bridge and approaches, with the primary British force defending the Bridge and La Haye Saint building complex, the other German force occupying the terrace houses at the end of the board, one of the British forces occupying the terrace houses along the side and the last British force coming in from the police station side of the board.
Better.
We had a very close game, ending in a draw, but there were still a few stalemates which had to be overcome.
We have now replaced the two Hanomags with a Panzer III N (Light Howitzer - short 75mm) so that the bridge assault force can sort out the paratroopers in the Stone Hotel. Also, the British can't start as "Hidden" as everyone knew they were there.  Lastly, the reinforcing British must come from the side middle road, encouraged to reinforce the main British defenders who are being attacked by two forces.
Thanks to all our play testers today. It was a very enjoyable game - challenging for everyone as fighting began in earnest on turn one and didn't stop until the end, with the dice being pulled from three dice bags and people being fired upon from all directions!

Here are the forces:

British - All veteran Paratroopers:

Main Bridge Defenders: 
750 points 9 dice
2nd Lieutenant with 1 assistant - 78 pts
5 x Paratroops squads (NCO SMG, 3 Rifle, 2 SMG) Stubborn - 93 pts each
PIAT Team - 52 pts
Sniper Team - 65 pts
QF 6 Pounder AT gun - 90 pts

2 x Supporting Forces:
600 points 7 dice
2nd Lieutenant with 1 assistant - 78 pts
4 x Paratroop squads (NCO Rifle, 5 Rifle, LMG) Stubborn - 103 pts each
MMG Team - 65 pts
PIAT Team - 52 pts

German

Bridge Assault
752 pts - 7 dice
2nd Lieutenant with 1 assistant - 60 pts
Veteran SS (NCO Assault, LMG, 4 Rifles) - 106 pts
Veteran SS (NCO Assault, 2 LMG, 3 rifles) - 111 pts
3 x Heer Grenadiers (NCO Assault, LMG, 7 rifles) - 100 pts each
Panzer III N (Light Howitzer) - 175 pts

2 x German Support
600 pts - 8 dice
1st Lieutenant with 1 assistant - 85 pts
3 x Heer Grenadier (NCO Assault, LMG, 7 rifles) - 100 pts
1 x Heer Grenadier (NCO Assault, LMG, 6 rifles) - 90 pts
2 x MMG Teams - 50 pts each
Medic - 30 pts

Once we get the play testing sorted we will be providing a detailed scenario.

Sunday, 1 May 2016

The French save Monsieur Bon Bon's chocolate factory

Turn 2 with only 1 shot fired. Bad French positioning.
Peter and I ran a playtest of our 1940 factory board. You can see our forces in our previous post. It was always going to be a challenge for the Germans considering the number of troops the French were fielding. So I was given the advantage of playing French.
Tuen 1 the French placed one of the medium howitzers in a great spot. Well, "great" until the German PzIII rolled on board, fired and killed half the crew.
The Germans placed all their infantry to attack the factory while the French split their troops to capture both the factory and the warehouse.
Another French error was placing the mighty FT17 in reserve. Clever tactic allowing the FT17 to go 12 inches a turn in Reserve, but flawed as I picked the flank where the German infantry weren't.
Swarms of men surround the factory
Ah well.
Luckily, the Germans placed their light howitzer on that flank.
The end of turn 2 ended with four squads of French facing all the German infantry.
Turn three saw the FT17 pop on and attack the light howitzer in the flank, killing on crew. The French advanced into the building shooting another of the crew and the remaining fellow chucked it all in and left to fight another day.
The factory saw a frontal assault by a French inexperienced squad wipe out a German squad, to be destroyed in turn by the nearby Germans.
More assaults destroyed each other until all that was left was a half German squad in the central building, a full French squad at the edge of the factory and various 2 man squads.
Sneaky flanking FT17 - Much faster!

You can't see the piles of casualties the HQ climbed over.
So at the start of turn 3 the Germans decided they could not make a difference and called it. Chickens!
All up a good but short game and we learned a few more important tips.
1. Don't place the Howitzer in danger when you have spotters.
2. Place reserves on reserve at the end of the turn.
3. The Germans need to get into the buildings quickly and place their full force on one flank, supporting each other.

It is always a good game leaving you to try it again.

Friday, 22 April 2016

The fight for Monsieur Bon Bon's factory

At the May meeting we will be running a couple of demo games, this time using the 750 point competition sized armies with the BA Net Season 3 rules.
The first will be an encounter between French and German forces in 1940 with the French rushing to save the famous Monsieur Bon Bon's chocolate factory from the invading Germans.
The French Horde is the army Peter used in the recent Company of Dice Bolt Action tournament. This is a very large infantry based army backed by a powerful pair of medium howitzers and the mighty FT-17 (dubbed "Fear Tank" because of it's fearsome speed [6" maximum]).

The French Horde:
2 x First Lieutenant plus minion with rifle - 85 pts each
3 x Inexperienced infantry (LMG, Pistol, 9 rifles) - 79 pts each
1 x Inexperienced infantry (LMG, Pistol, 9 rifles) - Free (French bonus)
1 x Regular Medic with minion - 33 pts
2 x Regular infantry (7 rifles, LMG) - 85 pts each
1 x Veteran Renault FT (MMG) - 43 pts
1 x Medium Howitzer - 75 pts
1 x Medium Howitzer - Free (French bonus)
2 x spotters - 10 pts each
Total = 747 pts - 12 order dice.

To meet the challenge we have the
Early War German Invaders:
(All regulars)
1 x 2nd Lieutenant plus minion - 60 pts
4 x Heer Infantry (LMG,SMG,6 rifles) - 88 pts each
1 x Medic on his own - 30 pts
1 x MMG team - 50 pts
1 x AT Rifle team - 30 pts
1 x Light Artillery - 50 pts
1 x PzIII Aust N - 175 pts
Total = 747 pts - 10 order dice

Will the Germans have enough firepower to stop the French Horde?
Will the French keep control long enough to capture and hold the chocolate factory?
We'll roll the dice to find out!

Sunday, 3 April 2016

Company of Dice Bolt Action Tournament a success

Game 1, Turn 1 and the "Fear Tank" FT17 died
Yesterday was the Company of Dice Bolt Action tournament and 20 players fought a very enjoyable 3 games with their 750 point armies.
Every board looked great and presented its own challenges and all armies were painted well. This combination of great boards, armies and enthusiastic players meant many enjoyable games. While my son, Peter, played his first tournament, I was assisting with rule and situation queries which is an important role. This provided me with the opportunity to see all the games and take a selection of photos across them all.
Many of the players were playing their first tournament and many were also graduates of our Bolt Action Boot Camps.
US Paras ready to storm into a building
Stuart being circled by marauding Germans
We were told by a few players, "This is all your fault," and before I could respond they smiled and said, "Thanks."
I was chatting to the tournament organiser about why Bolt Action attracted such a wide variety of players and they all displayed such strong sportsmanship. I believe it is due to the nature of the game, especially the order dice mechanic. Also, the rules are generalised and easy to remember with only a few specialist rules that apply to relatively rare situations. This means that those that like to squeeze rules to get minute advantages are stymied by the "Bolt Action" cinematic results. I have a few examples to show in this post but in general, a player's plans cannot survive contact with the enemy. All plans have to be contingent whilst many trick plays rely on a combination of events happening. The more convoluted a plan, the less likely the dice imps (those creatures that seem to control when a six or a one appears) will co-operate.
Marines assaulting entrenched Japanese
Unsupported tank taught a fatal lesson by the Japanese
At the same time, the player who is flexible and works to combine the odds in his favour through supporting his units, combinations of unit type, ranges and firepower and is quick to overcome adversity will succeed. I always think the best wargamer is one that can accept the vagaries of results and push on with his second, third or umpteenth backup plan as well as take advantage of the surprise success or opponents failure promptly.
British defending ruined house

Bolt Action Cinematic Moments 

Inexperienced French charge into enclosure to capture mysterious blue box
Peter had his little FT17 tank which he planned to use as a mobile, yet slow, pillbox but it was destroyed in the first turn during game one.  This meant a new plan that did not rely on that support.
The 3rd photo in this post shows a US Stuart tank being surrounded by three light German vehicles. At this point he had 4 pins, but a little later when he had 5 pins he pulled off a Bolt Action moment. The US player rolled a 4 to pass the order test. He then rolled a six and six to hit the Panzer II that had been annoying him for a number of turns, then a 5 to penetrate and a 6 to kill. Both US and German player were surprised by the result and the game went on, both smiling that the surrounded Stuart had hit out at his annoying attackers.

Regular French step in to avenge dead comrades. 
I have shown two photos of tanks that were successfully attacked by infantry. The Russian tank was caught within range of the Japanese tank fighters at the start of the turn. The Japanese rushed out of the nearby building before the tank had moved and succeeded in destroying the tank and moved on.
The Panzer III below was destroyed by a small team of tough fighter British commandoes. As the tank had Advanced, they needed 6s to hit the tank. They achieved 3 hits on the toughened rear, so needed a 5 to get superficial and a 6 to get a full hit. A 6 followed by a 5 killed the Panzer III.

British Commandoes teaching a lesson to unsupported Panzer
The French assault on the courtyard of the beautiful Desert compound containing the mysterious blue box was a tug of war with many bodies piling up in the sand. First a squad of 11 relieving French Inexperienced soldiers rushed into the courtyard. Heavily armed German veterans charged in from the other side and killed all of them. Then a defending French Regular squad charged out of the house and fired on the veterans, killing about half. It was a vicious battle for control of the objective.
Amazing last turn excitement

I leave the best Bolt Action moment for last.
The objective for this board was on the destroyed glider in the centre of the board. The US player had told me how he was sure he had lost this game in about turn 3 so was just going to rush the middle objective and hold his ground. Under the wing was a sniper team and 4 inches away (so could not control the objective) was a medic team. The Germans were all around. The US player called down an air strike on the largest German squad, killing it and inflicting pins on every enemy and friendly unit in range.
The last turn was a rapid series of order dice pulls and every German unit quickly advanced and fired upon the sniper. Every unit hit, but after 8 hits only the last shot achieved a kill on the sniper. The very last dice roll in all of the game was for the medic to see if he could save the sniper. A 6 was rolled to the cries of amazement and laughter from players and spectators alike.
Both players laughed loudly and shook hands. It was a draw, but the type of draw where both players considered themselves equal winners.

Thanks to Bryan for organising the tournament and Joe and Spyros and Byron for their organising the club and the sponsors for the great prize support.

Sunday, 6 March 2016

Bolt Action.Net Season 3 Tournament Rules are Good.

We are preparing to play in the Operation C.O.D. Bolt Action tournament to be held at the Company Of Dice club on 2 April. In all our Bolt Action Boot Camps we have used the standard rules so that all our new players understood how the game worked - with the only exception of our extended building rules so we could properly take advantage of all of our large buildings.
This tournament is using the Bolt Action Alliance Format Season 3 rules.
These small changes are an attempt made by lovers of Bolt Action to correct some of the balance issues with as minimal an impact as possible. I have been watching from the sidelines until now that we need to use them.
The major differences we saw are:

  • LMGs are 5 points
  • You can't Recce if you have already moved
  • Recce can trigger an ambush
  • One Man Turret failing moral can still fire and move with an additional -1 penalty
  • Fixed Weapons can rotate up to 90 degrees with an advance order and offer -1 penalty
  • Infantry MMGs are now 6 rate of fire and Germans get 7.
  • Armoured transports can fire one weapon while empty.

There are a few more changes contained in the linked PDF, but these are the ones we experienced.
Thinking back over the game we give these changes the thumbs up.

The LMG points now are a reasonable match to their effectiveness. The MMG rate of fire also is a simple balancing of points. After all, a Regular infantry MMG is 50 points. A Veteran Renault FT with MMG is 43 points. A Motorcycle sidecar with MMG is 40 points. Now that Infantry MMGs fire 6 dice (Germans are 7) while mounted MMGs remain at 4, the points make more sense.
The impact was that infantry MMGs were much more of a threat, consistent with their points.
The halftrack we faced was empty and fired it's LMG, killing one of the Howitzer spotters. Fair enough. Unfortunately, the Howitzer was able to see the halftrack directly and fired overhead needing a 6, getting it and destroying the halftrack in a burst of HE goodness.
But, without these small changes we wouldn't have seen the halftrack at all. And MMG teams would not have made the impact they did. And the LMG point change more accurately reflected the fire effect of the infantry squad.
Here is the impact of the LMG point change for our French army - nicknamed The French Horde:
2 x First Lieutenant plus minion with rifle - 85 pts each
3 x Inexperienced infantry (LMG, Pistol, 9 rifles) - 79 pts each
1 x Inexperienced infantry (LMG, Pistol, 9 rifles) - Free (French bonus)
1 x Regular Medic with minion - 33 pts
2 x Regular infantry (7 rifles, LMG) - 85 pts each
1 x Veteran Renault FT (MMG) - 43 pts
1 x Medium Howitzer - 75 pts
1 x Medium Howitzer - Free (French bonus)
2 x spotters - 10 pts each
Total = 747 pts - 12 order dice.
Using standard points this would be 837 points. (6 LMGs @ 15 pts = 90 pts difference)

Well done to the Bolt Action Alliance fellows for their dedication and extended testing and discussion over such a long time. It has been worth it.
We will be using these rule amendments in all our Boot Camps in future as they correct many oddities in the game, making Bolt Action even better.

Saturday, 30 January 2016

Bolt Action Index 1.5

Where are the rules for tanks racing onto a frozen river?
The latest Errata and FAQ has been released by Warlord Games dated 27 January 2016 (You can get it here).
There are lots of updates and clarifications so I have updated the Bolt Action Index. (version 1.5)
It is interesting to see how many items in the index have an E or F page indicating a ruling or clarification of the main rules.

The index has been downloaded over 6,000 times. I'm glad so many are finding this resource so handy.

Other handy resources that have been popular include:
Our Building Clarifications
Terrain tutorials
Turn Counters
Periscopes
Conveniently fits in the inside back or front covers

Sunday, 10 January 2016

Attack over the Dniester - First Playtest review.

Our first public play test went very well. We ran two games at The Company of Dice meeting showing 8 players the fun that is Bolt Action.
The best part about giving public participation games is we get to meet new people and share the fun that is Bolt Action. Part of that fun is the different ideas and perspectives new players provide which we had not considered during our preliminary testing.
In the game (Scenario Here) the German river defenders have a Panzer III N - the one with a light howitzer. We figured this would act as a mobile pillbox patrolling along the docks and annoying the Russians. One player was having a challenge in turn 2 when the Russians were hiding behind the docks and he couldn't get at them as well as he wanted.
So he asked, "Can I go onto the ice?"
After a few blank looks as my son and I considered the question, we figured that was a fun idea and said, "Why not?"
We decided that if the tank goes on the ice it has to roll a dice whenever it uses a RUN or FIRE order. 1,2,3 and it cracks the ice and sinks.
After the flying leap as the tank charged onto the ice, the roll of a 4 meant the ice stayed solid. But nothing else could be achieved that turn. Next turn the Russians on one side charged up over the docks so they wouldn't get hit in the open by a howitzer and MMG. So the Panzer III turned its turret and shot the Russian MMG, blowing it sky high.
"Yeah!" cried the German player.
"Now roll for the ice," we instructed.
1.
"Ah, well," he said.
"Cinematic," we all agreed and the game continued.

We have had to make a few changes to the scenario, making the Germans roll a morale roll before firing on their first turn, to represent their recovery from an assumed preliminary bombardment. No pins, just a morale check to fire on the first turn. That should balance up the opening charge across the frozen river.
There is the additional bonus objective if the two Russian forces meet. This is trickier than it sounds as any city game is quite deadly on forces.
In our second game the Veteran Siberians had only their NCO remaining. The last remaining land based Russian squad was within 12 inches. It was turn 6 which meant it was time for a "Cinematic moment".
The NCO charged from the Harbour offices across to the other Russians. A squad of German Volks Grenadiers had been positioned in the second floor of the neighbouring factory with an AMBUSH order. There was a small gap between the buildings through which they could see the running Russian and they elected to fire on the NCO. 10 attack dice resulted in 3 hits. Of those 3 hits, one dice rolled a 5 which meant the NCO was killed.
So close.
The players looked at each other and said, "Cinematic" and the game raced to an exciting completion.
Overall the game worked very well. Even though the Russian player considered calling an end in turn four of the second game, I suggested he continue as in Bolt Action, anything can happen and players must always remember the adage, "I'm not dead yet".
Sure enough, the game ended up being a draw after a series of amazing moves, with all players getting very strategic over their use and timing of each order dice pulled from the bag. Also, as both sides were fighting intensely over the objectives there was great confusion with fire from units activated from each bag, resulting in a lot of "fog of war" moments, such as "Where did he come from?" and "Oops, I forgot about those guys".

Thanks to all those that played and the guys from The Company of Dice for a great club and venue. We ended up as exhausted and thrilled as the players after each game.
Which is why we enjoy being the Demo Gamers.

Tuesday, 5 January 2016

Attack over the Dniester - Playtest

We have been quiet recently but this time has not been wasted. Our next board is ready for play testing.
This is a board for 4 players, Russian verses Germans. The board represents a section of the Kamenets-Podolsky port area on the Dniester river during Winter. A Russian force is attacking across the frozen river while another is attacking from the other side of the city. The Germans are in the middle trying to stop the Russians linking up. (Here is the page with historical background)
There is an interesting mix of buildings, open areas, lanes of fire and cover, heights and depths.

 Volga Russians (8 dice):

HQ: Junior Lieutenant 2 men (Regular) 60 Pts
Siberian Veterans, 10 rifles, tough fighters 145 pts
2 x Siberian Regulars, 9 rifles, LMG, tough fighters 135 Pts
Medic, 2 men, Veteran 43 pts
Free rifle squad, 6 rifles, Green Inexperienced, all with AT Grenades 0 pts
Medium Machine Gun team, Regular 55 pts
AT Rifle team, Regular 30 pts
Total: 603 pts

Volga Germans (7 dice):

HQ: First Lieutenant 2 men, Regular 85 pts
3 x Heer Grenadiers, 3 Assault rifles, 2 rifles 65 pts
2 x Heer Grenadiers, 3 Assault rifles, 3 rifles 75 pts
Pz III N, Light Howitzer, Regular 175 pts
Total: 605 pts

City Russians (6 dice):

HQ: 2nd Lieutenant, 2 men, Regular 60 pts
2 x LMG Squad, 8 rifles, LMG, SMG, Regular 123 pts
SMG Squad, 6 SMG, Inexperienced 60 pts
Free rifle squad, 6 rifles, Green Inexperienced 0 pts
T34/85 medium tank, Regular 235 pts
Total: 601 pts

City Germans (6 dice)

HQ: 2nd Lieutenant, 2 men, Regular 60 pts
3 x Volks Grenadier, 5 Assault rifle, 3 rifle, 1 Panzerfaust, Inexperienced 94 pts
Light Howitzer, Regular 50 pts
Hetzer, Medium Tank Destroyer 210 pts
Total: 602 pts

The objectives are the warehouse, town hall (Stone Hotel) and train side factory. Additional objective for the Russian forces to meet up (and Germans to stop them of course).
Standard 6 turns with an optional turn 7.
The Germans can set up on the port wall and central buildings areas. German Infantry are all placed on board - treated as "hidden". German tanks not placed on board before the game can move in from the roads on either side of the board. The light howitzer can be placed inside a building but cannot be moved more than 6 inches from initial placement.


The Russians come on from their respective short ends of the board (the 4' sides). The barbed wire and dock edges are linear obstacles, which means infantry have to stop at the edge and can then move through on the following turn. Steps on the dock edge are no obstacle to movement.
The German fixed gun emplacement may be used if the Germans place a squad there. It is a Heavy automatic cannon and requires a 3 man crew. The remaining squad members can fire normally. If the Germans decide not to man the gun, the Russians cannot use it.

We will have our first play test this Saturday, 9 January at the Company of Dice meeting at South Coogee Bowling Club, Sydney.
As always, everyone is welcome. We provide everything, figures, board, rules, equipment and training too! Come on down.

UPDATE: Results of our first public play test.

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