Showing posts with label Wargaming. Show all posts
Showing posts with label Wargaming. Show all posts

Sunday, 14 September 2025

Who are the Demo Gamers?

 

Our First demo game at Cancon 2014
It has been over 11 years since we started The Demo Gamers. Well due for a refresher of who we are!

We started the Demo Gamers in 2013 when Bolt Action was still in the first edition. I started wargaming when I was 12 (many years ago) and despite gaps due to work and family, continued to enjoy playing with my growing lads. 
Wargaming is a great hobby in which to invest time and effort. You meet other players, challenge yourself with tactics and strategy, overcome difficulties with mismatched forces and the luck of the dice rolls, improve hand-eye co-ordination with modelling and painting, and discover history when researching the forces with which you battle.
We used the Demo Gamers to bring other people into historical wargaming using the easy to play Bolt Action rules.
Our first demonstration game was at Cancon 2014 with 3 tables, including:
This was a lot of work, but the results were great. Looking back, we count many of the current players of Bolt Action as our graduates, having had their first taste of Bolt Action at these demo games.
The 2025 generation of Demo Gamers

We continued doing demo games for the next few years building up our skills at introducing new players into the swing of things and understanding the rules and mechanics by the end of turn one, making good tactical decisions by end of turn two and running their own games from that point onwards.

The Demo Gamers have run our "Boot Camps" at Cancon, MOAB, and other conventions. With a gap of a few years as the lads had other interests, we have restarted the Demo Gamers with Sebastian and Peter.
We have run our impressive demo games at wargaming events, as well as our own one off events like a Boot Camp for beginners in Albury, A Bolt Action tournament in Albury, Scenery and Boot Camp in Wingello, and more.
Our aim is to encourage new historical wargamers and we are successful at this. 
It is an all volunteer effort, the only charge is for our Demo Gamer run events to cover costs. Everything else is self funded with marvellous support from the gaming industry traders which recognise the life time benefits of each new player we bring in to the hobby.
If you want to contact us, leave a comment on any of our posts or via Facebook.

 

Tuesday, 19 August 2025

Victorius 25 - The Battle for Outer Cherbourg

Before the crowds arrived

We arrived early on the day of Victorius 25 at Box Hill Town Hall, and unloaded the very full cars with all the bits and pieces we needed for the game - Battle for Outer Cherbourg.
After a little negotiation with our neighbouring tables, we made a gap around our table so we were able to move from the front to the back and reach all parts of the board.
Satisfied, we stood back and announced to each other we were ready.
Then we realised we forgot to bring a copy of the rule book! Oops. We quickly borrowed a copy from one of our graduates who were playing in the competition.
NOW we were ready!
The doors opened at 10am and the people kept on coming. The first 20 minutes we had a few interested but they wanted to do a trip around all the marvellous demo tables first. Couldn't blame them for that.
The way we run a demo game is that we are in the front of the table on the side of the visitors, showing them the board. 
As I said to Sebastian, "Remember the one critical criteria that is needed when you try to convince someone to play."
"What's that?" he asked.
"They're breathing," I answered firmly.
By 10:30 we started our first game. All were new players, although one had watched videos so had an idea of what was involved.
I explained to many of the players one advantage of a board with multiple levels is that you get all these amazing angles and situations of cover and movement. I explained that in one of our games some years ago, a young lad ran his units up along the railway track. Older, "wiser" players suggested he was wasting his time as all the action was on the ground level.
Then on turn 4, the lad raced his unit up the stairs and captured the objective!
Grinning, the wiser, now more experienced, players apologised and told him he did well.
We ended up playing 3 games during the 6 hours, each having 4 players (with one being a father/son team), so 13 players in total. All were new or had only seen Bolt Action on line. As we have experienced in the past, by the end of turn one all players had a good grasp of the game mechanics, by turn two they started realising implications of dice, cover, range and weapons, and by turn 3 they knew what to do with only a little guidance from us.
650 point, 6 to 8 dice forces worked really well. Each pair of players shared a dice bag, but they could fire across the board at the other opposing player.
Typically turn one or two when a tank fired across the railway line made all players far more conscious of the possibilities!
The board had three objectives. To capture one, you needed at least 3 men from a unit within 3 inches of the objective at the end of the game.
One objective was the fountain with the girl cooling her feet in the water, pretending to ignore the young lad singing on his guitar.
There was plenty of cover, but players quickly worked out the impact of having no cover (bad) and the impact of who gets to move first or last. At times I had to volunteer a spectator to pull a dice from the bag so the players couldn't blame me or their opponent, especially when the dice pull was critical.
This objective was the mysterious wooden crate labelled "From Palestine to Indiana State University".
It was on the flatbed of the train carriage, overlooked by the bridges, with tunnels and balconies. Lots of shooting and racing! The power of pinning a unit affected the last turn with the British failing morale rolls, the Germans above failing morale, and the German unit on the platform charging through and grabbing the objective with the last dice. Victory!
After 6 hours of games, we didn't actually need to open the rule book. Ha!

War and Peace Games sponsored us with some Bolt Action figure sprues. We built a number of sample figures of all types from various armies, found some appropriate containers and packed them with some newspaper so the figure wouldn't get damaged and labelled each one appropriately. Every player received a figure as a thank you for playing.
This was greatly appreciated by the players as they had something tangible to take home to remind them of their experience.

Do these demo games work? We know they do. A quarter of the players in the competition at Victorius 25 were our graduates from the Bolt Action Boot Camp last year.
The demo games we ran some years ago resulted in many new players still in the hobby today.
I started playing back when I was 12 (that's a long time ago!). The Nunawading Wargames Association ran their Open Day and I played my first war-game. Great fun, and I have been a gamer ever since.
Victorius is the latest development from the open games days the club has been running for almost 50 years!

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.

Thursday, 1 May 2025

After Action Report - 2025 ANZAC Day Bolt Action Boot Camp

 


Wow! What a day.

16 players, most of which had never even played a historical wargame, took part in the 2025 ANZAC Day Bolt Action Boot Camp.

The aim of the day was to give all those attending a good taste of what wargaming is all about. We arrived the night before and cleared the area and set up our  Four Demo tables. Each table would host two teams of two players, each with a 600 point army, using a dice bag for each opposing pair. There were three objectives on each board and all forces came in from the player's edge of the board. No deployment, quarters, infiltration or other cool game concepts. Just a simple advance on and capture the objectives with an infantry unit of at least 3 figures within 3 inches.

As our recruits turned up, they were all initially concerned they wouldn't know what to do, unsure of what this was all about and so on. But once we show them the boards, they got an inkling of what the aim of the day was. Using our periscopes they could see the board from a figure's point of view.


The first mission was to build their own 6 man squad from their choice of sprue. Warlord Games and War & Peace Games sponsored us with some boxes of miniatures and we provided some more for own supplies to provide a wider variety. 

Their $20 entry fee covered the cost of the sprue, while we covered the cost of glue, snippers and knives, the boards and armies and even provided the lunch! 


The sergeants were able to explain what each of the bits and pieces were, the best way to build the figures, how much glue to use and more. It's always tricky building your first few models, but once you have the initial guiding principles, you can forge on ahead. As each of our recruits did!

Then we had a well deserved lunch. 19 young boys and men certainly polished off the sandwiches very quickly!

Fed and ready to go, it was time to choose armies. We showed them the Easy Army lists and then explained how to work out which model represented which figures and how to arrange their forces of 5 to 8 units.


We explained the basics of how the dice pulling worked and what the game involved. As expected, everyone half listened so we were on hand to explain it all properly as they began playing.
Every recruit was provided with the excellent Quick Reference Sheet created by "The Bearded Swede". As it's almost impossible to find again based on the Facebook post, I have shared the Bolt Action V3 Quick Reference here. If the Bearded Swede sees this, let us know where he has stored it so I can properly link and attribute it!
 

It was very challenging for the three DemoGamer Sergeants to assist with all the tables and players. We were unable to get any photos so these are almost all from the sister of some of the players. We are very grateful she shared the photos!
Questions were simple, such as explaining that once an order dice has been allocated to a unit, it can't move until the next turn. A turn is over when every unit has received an order. This seems easy for all you experienced players, but for a new player this is revolutionary! It certainly was for me when I first played version 1 over ten years ago,
The father of some of the lads joined in too. He used the French army which included the Char 2C, a monster of a tank. This sounds like overkill, but the offset of a large tank is less infantry, and the tank could not hold an objective. So it was all a matter of keeping out of his way and trying to stay near the objectives
The boards were interesting, complying with our theory of board design. Plenty of open and closed terrain, allowing for all types of forces to have a go. Overall, we are very happy with the day.
It was very rewarding to see that light of excitement in the player's eyes, as they relived the highs and lows of battle, contemplated what they coulda/woulda/shoulda done, lamenting the unjust tribulations of the dice gods and generally reminiscing of the day's adventure.
Thank you to Inn Games for providing a generous deal for all the players wanting to start their Bolt Action adventure with Starter Armies.We expect to see many of the players attend their first tournament at the Kings Birthday Border Clash in Albury in June.

Wednesday, 23 April 2025

Anzac Day 2025 Boot Camp - The battle fields

The secret to a good battlefield for a Bolt Action game is the scenery has to look good and make sense from a terrain point of view. Why are the troops fighting over this bit of dirt? Where will objectives be?

The next step is considering the mix of cover - hard, soft, rough ground, distance from each side, and so on. Forces with different mixes of infantry, heavy weapons, vehicles, transports and guns need to be able to compete. Naturally, some boards are better for some force mixes than others. But with Bolt Action, there is always a chance. As players frequently confess, "The Dice Gods are fickle."

These are the four game boards on which we will be running the demonstration games. Four players per board, each with 600 point armies, in teams of two fighting side by side.


Board 1 - The Chateau
This popular country holiday retreat has lovely paved roads, county track and nearby woods and fields.

A small German Panzer Grenadier squad carefully approaches the Chateau, hiding behind the Hanomag and border hedge.

Board 2 - The Jungle Pipe Factory
The train tracks are the only civilised approach to the factory, with rice paddies and jungle surrounding this pipe factory.

A small squad of Japanese soldiers follow the Chi-Ha tank into the train platform at the factory.

Board 3 - Normandy Farm
This lovely farm is surrounded by bocage (Normandy hedges with stone bases), fields and long grass. Roads are blocked by down trees. A fine board for short range fighting!

Americans hug their large Sherman tank as they approach the farmhouse blocked by the large fallen tree.

Board 4 - Winter Normandy Church
A chilly Winter board centred on the large Church and nearby small village. Fields, tree lines and hedges block sight.

A Finnish sniper team watches ver the board from the Bell tower.


Sunday, 6 April 2025

King's Border Clash 2025

 

It’s time to fight on the border between Victoria and New South Wales!


Bolt Action competitions are normally in the State capitals, but now we will fight on the border. In Albury. Oorah!

Come along to the King’s Border Clash 2025 Tournament run by the Demo Gamers in Albury.

This one day event is a great way to play Bolt Action in a competitive (yet friendly) environment.


What is provided?

We will have up to 10 beautiful game boards.

You will need to bring your army of 1,100 points (max 15 dice), and all the normal playing aids and your rule book.

We also have a limited number of armies for new players with pre-built lists. No need to delay because you’re a new player!

All you need to know is here.

If you are interested in playing, the full players pack containing army list and competiton details are here:

Full Player Pack


Huge Demo Board. Play for free.

If you just want to try Bolt Action we will have an amazing demo game organised. This is a Demo Gamers event after all!

3 games during the day for up to 6 players each session. Get your friend to try Bolt Action while you fight!


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.

Monday, 2 February 2015

We train them young


At the Demo Gamers we need to train up our recruits so they can become Demo Gamer Sergeants, bravely going into public areas and introducing Bolt Action to the next generation. It can be a long journey so we start them young.
Zach is 4 years old and wanted to show off his knowledge.

Tuesday, 27 January 2015

Cancon 2015 - A great success

Day 1 - Click for a closer look
We have completed our very successful Cancon 2015 Bolt Action Boot Camp.
At the end of every game as the last dice rolls came to a stop and the result was finally known there was a collective sigh from all players and our Demo Gamer Sergeants as we gazed across the board contemplating the adventure we had all just been through. A short quiet descended on us all, grins emerged and then conversation resumed with comments such as, "If that bazooka only..." and "That combat was so close!" and "How did that happen?"
We always claim that Bolt Action is very cinematic and the various dice rolls allow for a wide variety of results.  Our first instinct is often to think, "That wouldn't have happened," but then we remember the reports on those soldiers which have won a Victoria Cross or other medals for bravery. The tales of one man assaulting multiple machine gun nests, or charging tanks in desperation show that it isn't impossible - just unlikely.  And that is why our highlights are the exceptional occurrences.
You wouldn't plan for one man to defeat a unit of 9 men, or a Chi Ha light tank to survive multiple hits by a much more powerful Sherman tank.  But it can happen.  Or as players remind each other, "Bolt Action Happens".

Day 2 - Click for a closer look
Every game of the St Mere Elise board was full for 8 games over the three days and our extra Far East board was played on over 7 games.
We play tested for quite a while to get the St Mere Elise board balanced and the results proved it was time well spent: 8 games with 3 German wins, 3 American wins and 2 draws.
A total of 64 people played with us over the 3 days and although tired, we are very pleased with the results. Rough age groupings are 25 Young (17 and below), 19 Young Adult (18 to 29) and 20 Adults.
Our aim at The Demo Gamers is to bring the enjoyment of Historical Wargaming to as many people as possible, especially younger people. Much as I caught the wargaming bug when I was 12, we are seeing the same excited look in the eyes of new players that have joined us at our various demo games. We have included a few highlights of our weekend's games here, but the weekend was more than just these highlights.
Every game had the same last turn excitement and end of game "coulda-woulda-shoulda" review.

Day 3 - Click for a closer look
We had planned and prepared for months leading up to the convention. Running an event as large as Cancon takes a lot of planning and co-ordination. With many hundreds of players participating in tournaments, trade stalls, food, security, promotion and so on it is not too surprising that some sections get missed.
Unfortunately in the planning for the event, the Cancon organisers missed our Boot Camp from all official advertising for Cancon, promotional posters weren't printed and we ended up at the back corner next to the traders, away from the front doors.
But this did not affect the success of our Boot Camp.  Our board was very impressive and being so busy all passers-by were attracted by the excitement and noise of the players.  My son and I were always looking for anyone that expressed the remotest sign of interest and we drew them in. One player was a very experienced player of board games who had never played a miniature game and had been coming to Cancon for about three years. He had never realised these games were open to anyone wanting to play.  He had a great game one on one with one of my sons and even though he "lost" the battle, he loved the game. As we say, playing the game is a win in itself.
Our Far East Board - Japanese vs Australians and US Marines.

All of us were dressed in similar T-shirts and groovy vests with Demo Game name badges. Anyone watching knew we were a professional outfit.
Also, I suspect our enthusiasm is what attracted the local news network during their visit to the convention. We were interviewed and appeared on the local 6pm news as representatives of what can be done on Australia Day.  We were very happy to be representatives of the wargaming hobby.

Thank you to all of those that joined us for this year's Boot Camp.  We had great fun and look forward to meeting you again next time.
Another battle of St Mere Eglise over. 

Friday, 10 October 2014

How to run a Bolt Action Boot Camp Public Participation Game

We enjoy playing Bolt Action wargames and want to share that fun with others.
So how does one do this?
Running a Public Participation game is different to running a game with your friends.  You will be playing with someone who has never played this game or maybe even any wargame before, has no figures or equipment and may not have even seen wargaming before.  Also, today's potential gamer has probably played computer wargames and may not realise the benefits of a figure based wargame verses the instant gratification of a computer based game.
I will be structuring this article into a number of sections to explain the why and how and various situations you need to consider.

Why even bother running a public participation game?

Looking at all the work involved in preparing a game for strangers you may be asking yourself, "Why bother?"  Here are some good reasons:
This board is just asking for players to join in
  • A fixed date gives you a target for which to aim.  Rather than a more flexible timetable where procrastination can take hold, planning a public participation event means you need to be ready by the advertised date. 
  • New players mean new gaming friends.  Often we fall into complacency and have a nice little group of gaming friends.  Then over time some move away or their situations change and suddenly you find it is just the two of you. This happens to all groups, so you need to actively look outwards to keep your group active.  Also, new players bring new ideas and fresh challenges. Everyone plays with different styles so more players mean more interesting games.
  • When playing in your own group, sometimes you can fall into doing the same thing and not try to expand what you are doing.  With a public mindset, you now enjoy the challenge of doing different types of games.  We have created a huge 8 x 4 city board for example. This is way more than a small group would normally do, but when you want to garner interest from passers-by you need something special.  So by reaching out to others you have done yourself a favour too.
  • Often sharing the game with new players and sharing their enjoyment can increase your enjoyment of the game as well.  We get a great kick out of seeing the brightness in the eyes of new players as their imaginations are engaged.
  • You learn new aspects of the game with a wider variety of opponents.
These reasons all apply even if the new players you create do not join your group but play elsewhere.

How do you go about organising a public participation game?

Venue:
Once you have decided to run a game for the public, you first need to find a venue.  This may be at your local games store, or a local games convention.  When I was running a gaming club we even ran demonstration games at school fetes, libraries and shopping centres.  The aim is to have a place where people can see what wargaming is and be drawn in by the action on and around the table. At a games convention, the area near the traders and canteen is the premium placement.  This helps both the traders and the canteen with extra customers and provides a lot of excitement and action for visitors.  It is also the place all visitors go and gives them something to do besides just looking and moving on.

Players:
You need to have enough of your own people involved to fulfil the following roles:
General/Organiser: This person liaises with the venue, gathers new players from the crowd, answers queries from potential players, parents and spectators. It is important you have one person doing this role as they look outwards, towards the people milling around.
Sergeants/Minions: At least one of your people should act as a guide for at most two new players.  This ensures adequate attention is given to the new players demonstrating how the game works.  They need to be able to concentrate on their part of the game without worrying about the outer area.
Uniform: Try to have consistency in what everyone is wearing. We have each person wearing the same colour T-shirt each day.  A different one each day as that smells much better! Also, name badges are great.  In this way it is obvious who is running the game so spectators and players are encouraged to ask the correct person questions about what is happening.

Table and Game Accessories:
The table you use has to serve a number of functions.  You need to consider the following factors:
  • Aesthetics:  It has to look good so anyone walking past is tempted to stop and have a closer look.  Then you need a number of "eye candy" pieces which make the onlooker examine the board even more closely.  On our boards you can find the TARDIS, various civilians, Winnie the Pooh, a soldier down a well, toilet paper and magazines in the outhouse and so on. All add extra interest to the table.
  • Balance: The board has to provide a balanced battle.  The objective must be central and various terrain elements must be balanced.  It shouldn't be a mirror image, but it should be carefully planned so it isn't one sided.
  • Size: A larger board that allows 4 to 6 players is best.  Smaller boards lose some of the attractiveness and too large a board makes any game too hard to guide.
  • Toughness: The buildings and terrain have to be tough enough to be used by players and transported.  If it is too fragile to be touched don't use it.  One of the great benefits of miniature wargaming is its tactile nature.  You can move men and tanks, poke into buildings and around trees, use a periscope to get your men's eye view and feel the roll of the dice.  Don't forget to bring glue for on the spot repairs.
  • No table clutter: No drinks or food should be left on the table. It detracts from the table and it must always be easy for people to take photos of your game. A half empty can of drink or a food wrapper really brings the photos down.
  • Extra Bits: Don't forget plenty of tape measures and dice. Also, periscopes and laser pointers make for very cool gaming aids to help with both line of sight queries and also to give players and spectators a great figure's eye view of the battlefield.
  • Ready References: You do not want to be flipping through a massive rule book.  This just discourages new players. We have the great Bolt Action Ready Reference sheet which contains most of the rules and then a special army sheet (as shown here --->). This has the army details on the front and the statistics for each of the weapons on the back.  So a player just needs his army sheet and ready reference and he has everything he needs to play.  We added a photo of the HQ squad on each sheet so the player knew which army was his.
  • Pins and markers: The last bit you need are appropriate pin markers (we use red plastic tokens) and appropriate explosion and artillery markers so everyone knows where damage has happened or will happen.  We also have a flag on each objective which changes to the appropriate army when the objective is controlled.  It is fun to see the flag going from "Contested" to "Army A", then "Army B" and back to "Contested".
  • Players Essential Tin: We created a tin containing all the order dice, other dice, dice bag and 2 army trays.  This kept all the bits together.  Each tray holds 600 points pretty well.  The Army Cards were placed at the back of the tray and each army was put on show for players and spectators to examine.
Models:
The actual models used in the game are extremely important.
  • Painting: They need to be well painted to a good "tabletop" standard.  You don't need to paint the eyes and go into minute detail.  That is for your own special guys.  But you want the troops to look good. Remember the motto: "Painted men fight better".  
  • The Right Stuff: You want balanced forces. There is no point bringing an overpowered unit to the game as this may win the game for one player but you want both players to enjoy the game.  Just to play is to win. We organise for a force of 600 points.  This is about 6 to 8 order dice per player which means a game should be over in 2 to 2.5 hours with 4 to 6 players.
  • Bases: On the base of each figure we note down if the figure is special.  For example, we note LMG, NCO, SMG, Sniper, HQ, etc.  This is to help everyone know which guy is the special one.  It takes time to know which man has the sub machine gun, assault rifle or light machine gun.
Gameplay:
Now everything is ready, the game has to be fun to play.  That is why we use Bolt Action.  The dice mechanic of play ensures that each player is involved every step of the way.  It is not an "I Go You Go" system.  Every pull of the dice will impact on both players as either activator or receiver.
  • Scenario: We have a very simple scenario - Capture the Objective.  The objective is always outside of buildings and in the centre between the two players.  To control an objective the player must have at least 3 men of the same unit within 3 inches of the objective.  If a unit is reduced to less than 3 men it cannot control it and another unit of 3 man can take over control of the flag.  If no-one gets close enough to change the ownership, the objective remains in the hands of the person who last had control.  If both players have at least 3 men within 3 inches it is contested. Easy.
  • Teams: Each side of the table belongs to the same team.  We ensure that it is always Axis vs Allied. Also, each objective is fought over by two players who share the same dice bag.  So each pair of players has a dice bag and each pair go through their order dice until the bag is empty.  When all player pairs are complete, the turn then ends and the new one begins.  Players can fire and move across the table which adds some uncertainty and excitement as shots come from less expected quarters! 
  • Action: The Sergeant controlling the player pair keeps the game moving.  He may be pulling the dice or he may encourage the players to do so.  Either way he gets the players to keep moving.
  • Options: The Sergeant's job is to provide the players with the options, but defer decisions to the player. This is difficult when the game moves on as experienced players can see so many more options than beginners. But the aim is have the player take ownership of his forces.  Also, if the player rolls well or badly he can take all the blame!
The end:
The nature of all the above factors will lead to a scramble at the end for one or more of the objectives in 90% of the games.  Voices are raised in excitement and pulses are elevated as many last minute plans are made and scuttled with the grace of the dice gods. Then there is the chance for a turn 7 which may change the final result again.
Then there is the all important Coulda-Woulda-Shoulda review.  "If only..." and "It was lucky that... " and so on are important end of game traditions.

How do you know if it was a success?

We have a number of measures of success including:
  • Number of participants
  • Great memories
  • New scenery and figures we now have made which probably would still be in the "to do" pile
  • Enjoyable games
In fact, the last point is really the most important. Whether we are playing or guiding, Bolt Action games are very enjoyable in which to participate. The quality of terrain and figures combined with the fluidity of the rules combines to make a very cinematic experience.
We highly recommend you try some public participation games.
Everyone wins.

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