Showing posts with label 600 Point Armies. Show all posts
Showing posts with label 600 Point Armies. Show all posts

Wednesday, 4 June 2025

Outer Cherbourg - the Battle for the Factory Rail Siding

On 7 June the Demo Gamers will be hosting the King's Border Clash 2025 Bolt Action tournament. At the same time we will be running our latest demo game board, Outer Cherbourg - the Battle for the Factory Rail Siding. After all, if you are visiting your friends and family playing in the tournament, you may as well join in an amazing game too!

The board is a city board with multiple levels including a lower level railway with bridges and a railway siding, a factory and warehouse with cranes, hotel, police station and town centre and more. We provide everything needed to play including the armies, dice, tape measures and so on. And most importantly, two Demo Gamer Sergeants to help each pair of players fight the good fight.

Just singing a lullaby waiting for the action to start
Each 650 point army has a vehicle, officer, 3 squads and a sniper, with additional tweaks to make the force different.

USA - 6 dice:

Sherman
Officer with 2 men
3 x 10 man squads (8 rifles, 2 x BAR)
Sniper team

The final rush to capture the coal!

British - 8 dice:

M5A1 Stuart
Officer with 2 men
3 x 10 man squads (9 rifles, LMG)
Sniper Team
PIAT Team
Jeep

Not at all nervous about the Panzer IV over there

German 1 - 6 dice:

Panzer IV G
Officer on his own
3 x 10 man squads (9 rifles, LMG)
Sniper Team

Time to kill a Stuart!

German 2 - 7 dice:

Panzer III G
Officer on his own
2 x 8 man squads (7 rifles, LMG, PzFaust)
1 x 8 man squad (5 rifles, Assault rifle, 2 LMG, PzFaust)
Sniper team
Hanomag

The Turn 6 rush to control the objective.
To check that the board worked, that is, it allowed for a fair game with lots of options and looked good, we invited some Bolt Action newbies to play.

Two had never played a war-game before and one had never played Bolt Action. So it was an excellent test. The results were a great proof that having a lovely board helps everyone's imagination. Plenty of Bolt Action happened leaving all players talking afterwards: 
"If only...", 
"You were lucky there...", 
"Next time I will ..."
and the best of all 
"When can we play again?"

We are looking forward to more action on Saturday.

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.

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.

Sunday, 26 July 2015

Jungle Battle in Coogee

Banzai!! (Channelling Commando Comics)
On next Saturday, 1 August at 11am, the Demo Gamers will be running some demo games for anyone wanting to give Bolt Action a go.
The new club "Company of Dice" is starting and they will be meeting on the first Saturday every month at the South Coogee Bowls Club from 11am.
Next week we will be running a Jungle themed board with Two Japanese armies verses an Australian and a US Marines army - all 600 points or so. We will be providing everything needed - all you need to play is some imagination and about 2.5 hours. Based on past experience the time will fly by.
Here is the chance to be part of an exciting WWII wargame using Bolt Action wargaming rules.
You know you want to see this battle

Australians ready for the Japanese charge
Have a look around this website and you will find plenty of articles explain what we do and how we play.
Here are the armies we will be using:

The Australians (8 Order Dice)

This is an all infantry force which is great for taking objectives.  The sniper and MMG provide critical support and hopefully the PIAT can scare some armour or even kill some. (It is 650 points because we have replaced the free Artillery observer with 50 points)
Officer (2nd Lt + 2men) 1 @ 70 pts = 70 pts
Sniper (2 men) - Regular 1 @ 50 pts = 50 pts
MMG (3 men) 1 @ 50 pts = 50 pts
Infantry Squad (NCO (SMG),LMG ,8 rifles) 2 @ 123 pts = 246 pts
Veteran Infantry Squad (NCO (SMG),LMG ,8 rifles) 1 @ 153 pts = 153 pts
Veteran Medic (1 man) 1 @ 30pts = 30 pts
Veteran PIAT (2 Men) 1 @ 52 pts = 52 pts
Total: 651 pts
Aussie HMG ready to spread the joy

From the Sugar Factory end

The US Marines (7 Order Dice)

A Sherman tank provides a core punch with 3 smaller 8 man squads and a sniper team and Medic. Teamwork is necessary.
Officer (2nd Lt + 2men) 1 @ 70 pts = 70 pts
Sniper (2 men) - Regular 1 @ 52 pts = 52 pts
Infantry Squad (NCO (SMG),LMG ,6 rifles) 3 @ 88 pts = 264 pts
Regular Sherman M4A1 1 @ 195 pts = 195 pts
Regular Medic (1 man) 1 @ 23 pts = 23 pts
Total: 604 pts
From the Guard Tower End

The Guard Tower is on a hill with mounds around it.

Japan # 1 (7 Order Dice)

A Chi-Ha tank is not as tough as a Sherman but is great against infantry. The 2 suicide AT lunge mine guys will keep any enemy tanks on their toes.
Officer (2nd Lt + 1men) 1 @ 60 pts = 60 pts
Suicide AT Man  (1 man) - Regular 2 @ 20 pts = 40 pts
Infantry Squad (NCO (SMG),LMG ,8 rifles) 3 @ 123 pts = 369 pts
Regular Chi-Ha 1 @ 135 pts = 135 pts
Total: 604 pts
Checking out some of the board from more of a table eye view.

Japan # 2 (8 Order Dice)

No tank but lots of different types of HE: Medium Mortar, Light HE gun and a suicide AT guy to scare off any tanks.
Officer (2nd Lt + 2men) 1 @ 70 pts = 70 pts
Suicide AT Man  (1 man) - Regular 1 @ 20 pts = 20 pts
Infantry Squad (NCO (SMG),LMG ,8 rifles) 3 @ 123 pts = 369 pts
MMG (3 men) 1 @ 50 pts = 50 pts
Medium Mortar (3 men) 1 @ 50 pts = 50 pts
Type 92 Infantry Gun 1 @ 40 pts = 40 pts
Total: 599 pts

So lots of interesting units with which to learn how to play. Tanks, support units, buildings, hills, light and heavy cover, open areas - plenty of ways to experience how a game of Bolt Action works.
How should you prepare?
Watch some war movies, ready commando comics, make sure you have the day free.

Come on down.

Sunday, 15 February 2015

Bolt Action 600 Point Armies - the video

600 Points of Russian goodness
Following up yesterday's post regarding how we use 600 point armies in our Demo Games, we have created a video run-through of some sample armies.
We have also provided the army lists produced at the Bolt Action Easy Army website for the armies featured in our video:
Winter British
Finnish
Germany with Pz IV H and Volks Grenadiers
Russia with T34.

And now to the short video:

Saturday, 14 February 2015

Bolt Action 600 Point Armies - The perfect Boot Camp starter army

Bolt Action uses points to allow players to create comparable forces with units of high price being of greater power or value in the game. This helps us to quickly develop armies with which to play, but we have some special requirements.
A typical Bolt Action game is 1,000 to 1,250 points.  This allows for a good number of units - typically 10 to 15 or so - with some room for an army to recover from initial blows when the dice gods wreak their vengeance.
For a public participation or training game we need to have a balance allowing new players access to a variety of units, enough units to make the game challenging but not too many to slow the game down and the ability to finish the game in a reasonable time.
The other consideration is that certain weapons whilst reasonable in a higher point game are over-powered in a smaller size game.
In terms of game time and number of units we have found 600 points to be the perfect size.  Typical armies have between 5 and 8 units and they are balanced enough to provide fair and exciting games where everyone has a good chance of doing well.
Our guidelines for a Demo Gamer 600 point army are as follows:

1. Minimum of 5 units.  

Having less than 5 order dice is a too high risk strategy as each blow reducing the army hits 25% of the force. It doesn't matter how powerful the units are, if they are pinned enough, they will be of little use.

2. Reduced super powerful weapons

No Flamethrowers, Heavy Howitzers, off board artillery, air observers or planes. They have too much power for such a low point game. The 600 point limit effectively rules out most heavy and super heavy tanks.

3. Army special rule modifications:

a. British: Instead of the free artillery observer, they get an extra 50 points.
b. Russian: The free squad is 6 men
c. French: Free Light Howitzer

4. Game modifications:

a. No on board setup: This is a simplification that also reduces the power of snipers and spotters slightly to provide balance.
b. Buildings: We use our Building Clarifications to make better use of all our lovely buildings.

The rest of the special rules work fine at this scale.
Our typical game is an objective based "Capture the flag" style game. With two players we have 2 objectives, while 4 players fight over 3 objectives.
To capture an objective you need to be the last one to have been within 3" of the objective with 3 or more infantry from the same unit.  Tanks cannot hold an objective.

All these photos are for armies of 600 points and have all been competitive against each other.
The easiest way to build an army is to use the Bolt Action Easy Army site. It is a very straight forward affair to create armies that follow the army building rules and playing with all the options from which you can choose.
An example of a game with a number of 600 point armies is our St Mere Elise battle.  Check out the scenario for details of the armies we used for the US Paratroopers and German defenders and reinforcements.

UPDATE: We have now done a little video showcasing some example 600 point armies:
And we also have a post detailing some 600 point army lists that are shown in the video.

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