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!
A blog dedicated to wargaming - especially Bolt Action WWII games. We aim to play the whole game - figures, scenery, terrain and the story - for players and spectators in demonstration and public participation games.
Showing posts with label Company Of Dice. Show all posts
Showing posts with label Company Of Dice. Show all posts
Friday, 22 April 2016
Sunday, 3 April 2016
Company of Dice Bolt Action Tournament a success
![]() |
| Game 1, Turn 1 and the "Fear Tank" FT17 died |
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 |
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 |
![]() |
| British defending ruined house |
Bolt Action Cinematic Moments
![]() |
| Inexperienced French charge into enclosure to capture mysterious blue box |
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. |
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 |
![]() |
| 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:
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:
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.
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 eachUsing standard points this would be 837 points. (6 LMGs @ 15 pts = 90 pts difference)
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.
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.
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.
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
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
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
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.
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 PtsSiberian 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 pts3 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 pts2 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 pts3 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, 2 August 2015
Coogee Inaugural Meeting a success!
![]() |
| Forward to Victory!! |
![]() |
| Come a little closer ... |
![]() |
| A second before ... the BOOM! |
We ran two games for 4 players each and had a very enjoyable game with completely different results each game.
One fellow had never played a wargame, another had only seen Bolt Action after hearing us getting very excited at Cancon, and another had just read the books and was building his first army (and from what we saw it will look magnificent).
A fourth player had played many games but not with many other players and the last two players were experienced but had not experienced fighting or playing Japanese. Perfect!
We design our demo games to give plenty of scope of different facets of Bolt Action. In these games we learned how support weapons worked, the power - and limitation - of armour, the power and weakness of the Japanese Banzaii and Fanatic rules, and the incredible fun of Bolt Action where the results are never guaranteed.
The club venue was excellent and thanks to Joe and Spiros for all their hard work getting it all together.
We will be back next month to do a pre MOAB play of the Submarine board - Attack on Lorient Docks 1942.
![]() |
| Right flank captures the hill |
Come on down and join us. No cost, open for anyone, no equipment necessary and good food available on site! What more could anyone want?
![]() |
| Valiant last turn defence of the middle objective |
Enjoy these selected photos of the action on the day.
Sunday, 26 July 2015
Jungle Battle in Coogee
![]() |
| Banzai!! (Channelling Commando Comics) |
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 |
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.
Subscribe to:
Posts (Atom)
LinkedWithin
You may also find these posts of interest:



































