Tuesday, 18 February 2025

2nd Bolt Action game: The Russians are coming for the briefcase

 We Must Protect The Briefcase

 

After securing a briefcase containing secret Russian plans, the men of the Australian 6th Division are now under attack by units of the RUSSIAN ARMY!

 Determined to keep the plans, the Riflemen and Engineers of the 17th Brigade and the 2/2nd FIELD PARK COMPANY launch a counter attack to delay the main enemy force.

Along with MATILDA II's of the 7th Armored Brigade and Bren Gun Carriers of the Divisional Calvary, can they stop the Russians before getting overrun by the enormous KV-2 tank that appears on the horizon...

 

Two weeks ago I played my second game of Bolt Action, my first game at the club Axis and Alers.  Parking wasn't too bad, though I got there early as they were just setting up. About 30(!) people playing 40K, 8 playing Blood Bowl and 2 some game someone was play testing. We were the only people playing a historical game.
 
They have lots of 6x4 tables and others. No food, but all the drinks you want from a bar. It was air conned but got quite humid that night. All the terrain comes in pre-set boxes which is very handy. Unfortunately I got the wrong table cloth  - I should have picked a desert one! The terrain was prefect for North Africa/Middle east.
* Note to self- become a member so I can book a table next time.  
Neither of us had fully painted armies. I wanted to try out a medium mortar, though the rules changes THE SAME DAY to prevent you using 1 spotter for multiple units...so that plan didn't actually work. Whelp. I need to finish my Bren Gun carriers.
 
I really need a good way to order my figures in their carrying case. I lost track of what unit was what and just grabbed figures and said which ones they were. I STILL need to paint the rear of figures with the correct colour to go with the right weapon - but I did get paints from Metro Hobbies to do that last week.  

We rolled for the mission and table edge, but decided to keep it simple as it was his 2nd game of V3 too, and make it a meeting engagement - points for destroying enemy units.
* Note to self - if the objective is destroying enemy UNITS, shoot the small ones!
 

The battlefield looking North East

The terrain was the typical North Africa wargame - a village made up of square buildings with some trees, fields and walls. I need to get some of this type of MDF terrain myself. The one building missing its roof was found after the game,

Looking west

Australian artillery spotters deploy to the highest point of the battlefield  

After deploying my spotter team the Russians deployed a sniper to take them out. I should have moved them on with the rest of the army. If I bring them on immediately they might get taken out or pinned before they can call in the off board artillery. 
 
I brought on my troops as RUN to get them into the cover of the buildings. I brought on the carriers first...and then discovered that's a stupid and suicidal idea. I should have kept them in reserve and brought them on once I knew where the main enemy thrust was. I could then use them and the squad they carrier to get close to and target small enemy teams. 

I'm not sure how the carrier survived the shot of the Large HE gun on the KV-2 - I got lucky and only got stunned. Which come to think of it, I don't think I followed the rules for that. I should check next time.

The Australian units and British tanks come arrive on the battlefield, and take immediate artillery fire!

And now...a plan. I briefly looked at the table. I saw the 3 buildings in the centre and decided to hold them. The enemy would come down the walls of the road in the centre, and be shot at from three sides. One AT rifle would go down the far left to attack the enemy armored car there. The mediam mortar would deploy behind the building on the left. One platoon commander went left but then realized no one else could really follow him. Whoops. One carrier would go down the left road with a tank in support. A engineer squad would go into the large building in the centre with a light mortar, platoon commander, AT rifle and medic. The other engineer squad would go right to the building to their front, with a carrier and LMG squad getting to the walls there. The other Matilda II would come far right (of screen) and support from there. 

However, what happened was that the Russians had their own plan and were in a position to shoot me as I ran forward the first turn.
 
His armored car had a hull machine gun so was BETTER ARMED than my (for the time) heavy armour! And his heavy KV-2 was in a position to shoot my centre to pieces. I would have been better to stay OUT of the buildings it was shooting at! 

Furthermore, my inexperienced Mattys didn't move as that would have limited their to-hit roll to a 6, so they stayed put the entire game. Despite shooting the armored car the entire game, one tank did nothing to it!  
 
* - Do Not Get Inexperienced Slow Tanks!

Just before the Russian Artillery hits

Their artillery spotter fired and got a 5+d6 hit (using the Russian re-roll for it) and smashed my centre - with two direct huts on the squad and AT rifle, hitting nearly everyone twice! I really needed to spread out my forces here, and shouldn't have had so many squads this close together.
 
To add insult, their sniper shot at my spotter and pinned them down!

Aftermath after the Russian artillery strike

The end result was all my units in the centre were pinned, several had lost men and 1/2 my army was stunned. At least the medic did make his points back this turn!

Bren Gun team fires on the enemy

I got one LMG team deployed out out of their carrier and they were able to get some shots off, but I targeted the SMG squad behind the wall. What I should have done is targeted the smaller platoon command and artillery spotters instead. And I really should have just ran out behind the walls and shot the enemy truck filled to the brim with an entire veteran SMG squad!

My centre is falling apart as the Russians assault my troops

My mortars were shooting MOVING targets, which is really stupid, and did nothing so far. His veteran SMG squad jumped out of the truck and wiped out my small LMG squad in the building next to them.My tanks continued to miss.I got an artillery support call on his right squad...and it deviated away. It did land on the enemy centre squad and platoon commander...and just got a couple of pins.
 
My one good move and shooting was the Bren Gun team on the right. They got into small walled cover and got one turns good shot off at the squad to the north east that was in the open. However, I should have shot his sniper team instead.

Matilda II fires its co-ax towards a Russian squad

My right hand Matty spent the game trying to shoot its co-ax machine gun at the enemy sniper and his squad out in the open. I got some kills and pins but not enough to cause them a problem. I should have shot the 2 pounder at his sniper and got 2 hits each time!

My left is not there and my centre is almost gone

My left flank Matilda II didn't do anything to his armored car that was shooting my infantry to pieces, my carrier failed a morale test and ran away. The AT rifle to the far left (behind the building to the left) spent the entire game trying to hit the armored car and missing. I should have run them up and aimed for some flank shots. 

His elite SMG team came out of the building and shot at and killed more men in the building in the centre. But what really caused causalities was his KV-2 shooting into the building with large HE shells.  I would have been better off standing outside! The medic got a few more saves at any rate. 

Lots of pins on enemy units, but no kills

On the right I kept shooting his large infantry squads. It caused some causalities and pins, but not enough to slow them down except the one in the open on the far right. But that was his inexperienced squad that couldn't do much else anyway! I should have targeted his small teams, even if they were in cover. My 2nd off-board artillery shot did nothing!

End Game

We'd played for 3 hours and needed to refer to my rule book a lot, so we only got 3 turns. We called the game there, but it was obvious who was the winner. I don't think I killed a single enemy unit, and had lost 4, so it was 4-0.
 
He played much better, used his army well and despite me having 4 more order dice, held the initiative  the entire game.  I made many mistakes and got bad luck with my artillery shot and he got good luck, but my deployment, planning and execution were all poor. 
 
I should have deployed one squad to the far left building and then covered a LMG team in the centre one. Put both tanks together, and leave both carriers, the AT rifles and FO off the table until I knew where it was a good place to put them.  Despite their inexperience, I should have moved up both of tanks too.

Post battle notes and lessons here: I have a lot to learn.

I got my Battletech Mercenaries box. Finally

Sunday, 16 February 2025

What colour and sides should I paint my order dice to make them easier to read and differentiate

I asked on r/boltaction: What colour and sides should I paint my order dice to make them easier to read and differentiate

I want to paint my order dice some bright colours on their words. Is there a standard or guide to follow?

I've now had 2 games of Bolt Action and an immediate problem I have is looking at my order dice, carefully choosing the right side, putting it down, and then needing to pick it up to see what the order is.

I feel like the only 2 orders that actually matter to be able to see is AMBUSH and DOWN. The rest don't really have an impact after I declare the order and action, I think?

Also, I had a problem where I have Khaki (British) dice with light word colour and my opponent had brown (Russian) dice with a dark word colour and I kept getting them mixed up, little lone the day I play someone else with the same order dice.

Currently I'm thinking of painting Down and Ambush in bright Neon Glow In The Dark orange and red because that's what I have, but I'm wondering what other players have done to solve this problem. 

 

Reply was how do I intend to paint it:

A thinned paint and paint it in the indented words is what I'm thinking of.

Otherwise paint a thin spread of paint on a palette and then just stamp the top side of it down to make it a different colour.

Or both! That's what I'm wondering what other people have done.

Someone complained you don't want to tell your dice apart:

Oh I get it, it would maybe feel different when choosing them in the bag.

Painting the letters only would avoid that I would think. Use a very thin paint to do it, so it stays in the indent.

 Then they complained about THAT:

I could just do the line with the arrow on top of the word in a bright colour. I don't need to do the word if I know what colour means what at a glance

If you can feel and tell a different in two small indents to choose your own dice, well good luck to using that ability.

Besides, I could/world ask my opponent to take the dice out of the bag each time.

 

Which overall is why it was a good idea to ask. Just paint in the single line with the arrow above the word on two sides. 

 

Saturday, 15 February 2025

Two different 850 point Bolt Action lists for Small Unit Tactics IV Tournament

One bigger with a FO and Medic, one smaller with more infantry and bonus points

Current ideas for what I need for 850 mobile army to capture 3-6 objectives, or get into the enemy deployment zone, with 50% of the army in reserve:

  1. The army needs mobile units
  2. In two out of there games, 50% of the units start in reserve
  3. The army needs to be able possibly capture 2-4 objectives out of 3-6.
  4. The army cannot have more than 14 order dice and gets a bonus for having 10 or less.

I have two army lists to think about initially. Both have two rifle squads in Bren Gun carrier's, two larger veteran engineer squad's, two inexperienced platoon leader's and two Matilda II's.

The 2nd one has an FO and Medic, but that's a lot of points for a smaller game. The 1st list drops the FO and Medic, gets more engineers and makes ALL the infantry squads veteran's for better survive ability, and only had 10 order dice for +5 tournament points (equivalent to losing a game). 

Both armies have an engineer squad (of 6 or 9) with a tank in direct support. They start on table every game and advance as fast as possible to capture 1 objective each.  One or both commanders start on table and support each combat team of tank and engineer unit.

The rifle and Bren Gun carriers arrive from reserve to capture another 1-2 objectives, along with the 2nd commander, FO and medic. 

Both army lists are THEMED to be the 6th Australian division in January 1941 assaulting Bardia, Libya. I'll need to write up an army background and include some maps!

No FO and medic, veteran rifle squad, 10 order dice:

Total Points: 848
Order Dice: 10
Platoon #1
*Version 3 - British - Rifle Platoon
850 Small Unit Tactics IV
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Infantry
Infantry Section (Version 3 Rulebook page 235) 69Veteran
QtyWeaponsRangeShotsPenSpecial
4Infantry with Rifle24"1n/a
1NCO with Submachine gun12"2n/aAssault

Infantry Section (Version 3 Rulebook page 235) 65Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
4Infantry with Rifle24"1n/a

Transports
Bren Carrier (Version 3 Rulebook page 248) 50Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Bren Carrier


Tracked57+Open-topped, Turn on the spot

Tow: Light or medium anti-tank gun
   Forward-facing LMG36"2n/aFront arc

Bren Carrier (Version 3 Rulebook page 248) 50Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Bren Carrier


Tracked57+Open-topped, Turn on the spot

Tow: Light or medium anti-tank gun
   Forward-facing LMG36"2n/aFront arc

Platoon #2
*Version 3 - British - Engineer Platoon
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Engineers
Infantry Section (Engineers) (Version 3 Rulebook page 235) 126Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
8Infantry with Rifle24"1n/a

EngineersEngineers

Infantry Section (Engineers) (Version 3 Rulebook page 235) 126Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
8Infantry with Rifle24"1n/a

EngineersEngineers

Platoon #3
*Version 3 - British - Armoured Platoon
Command Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 155Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Infantry Tank Mk II Matilda Mk II


Tracked-9+Slow
   Turret-mounted light anti-tank gun48"1+4HE (1")
   Co-axial MMG36"3n/a

Cmd Vehicle Options
Command Vehicle rule (v3) (Version 3 Rulebook page 188) 10

Command Vehicle special rule

Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 155Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Infantry Tank Mk II Matilda Mk II


Tracked-9+Slow
   Turret-mounted light anti-tank gun48"1+4HE (1")
   Co-axial MMG36"3n/a

With FO and medic, 12 order dice:

Total Points: 850
Order Dice: 12
Platoon #1
*Version 3 - British - Rifle Platoon
850 Small Unit Tactics IV
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Infantry
Infantry Section (Version 3 Rulebook page 235) 50Regular
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
4Infantry with Rifle24"1n/a

Infantry Section (Version 3 Rulebook page 235) 50Regular
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
4Infantry with Rifle24"1n/a

Medic
Medic (Version 3 Rulebook page 234) 23Regular
QtyWeaponsRangeShotsPenSpecial
1Medic


Medics

 with Pistol6"1n/a 

Forward Observer
Forward Observer (Artillery) (Version 3 Rulebook page 234) 97Regular
QtyWeaponsRangeShotsPenSpecial
1Forward Observer (Artillery)


Infiltrator
2Infantry (equipped as modeled)
--

 with Rifle24"1n/a

 with Pistol6"1n/a 

 with Submachine gun12"2n/aAssault

Transports
Bren Carrier (Version 3 Rulebook page 248) 50Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Bren Carrier


Tracked57+Open-topped, Turn on the spot

Tow: Light or medium anti-tank gun
   Forward-facing LMG36"2n/aFront arc

Bren Carrier (Version 3 Rulebook page 248) 50Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Bren Carrier


Tracked57+Open-topped, Turn on the spot

Tow: Light or medium anti-tank gun
   Forward-facing LMG36"2n/aFront arc

Platoon #2
*Version 3 - British - Engineer Platoon
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Engineers
Infantry Section (Engineers) (Version 3 Rulebook page 235) 84Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
5Infantry with Rifle24"1n/a

EngineersEngineers

Infantry Section (Engineers) (Version 3 Rulebook page 235) 84Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
5Infantry with Rifle24"1n/a

EngineersEngineers

Platoon #3
*Version 3 - British - Armoured Platoon
Command Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 155Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Infantry Tank Mk II Matilda Mk II


Tracked-9+Slow
   Turret-mounted light anti-tank gun48"1+4HE (1")
   Co-axial MMG36"3n/a

Cmd Vehicle Options
Command Vehicle rule (v3) (Version 3 Rulebook page 188) 10

Command Vehicle special rule

Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 155Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Infantry Tank Mk II Matilda Mk II


Tracked-9+Slow
   Turret-mounted light anti-tank gun48"1+4HE (1")
   Co-axial MMG36"3n/a



 

I'm going to my first Bolt Action Tournament!

I'm going to my first Bolt Action Tournament! 

Small Unit Tactics IV –A Day Bolt Action Tournament 

Notes for myself:
• Venue: The Gaming Arena
• Date: Saturday 8th of March
• 850-point lists
• 14 order dice maximum.

• All armies for this event should be no larger than 850 points.
• A maximum of 14 order dice.
• Must include one Rifle Platoon but may include as many Rifle platoons as you wish.
• Maximum of 1 of each other platoon types (i.e. armoured, engineer, heavy weapons, etc)
• 1 ‘required’ unit from other platoon types may be taken without needing to take the full
platoon, see the ‘Support’ section below for details.
• Lists of 10 order dice or less will start with a bonus 5 Tournament Points.
• No MLRS will be permitted at this event, i.e. Nebelwerfers, Katyushas, etc.
• Maximum 1 Forward Observer (air or artillery) per list.
• Players must take their list out of the relevant ‘Armies of…’ if it has been released so far.
Support
One ‘required’ unit from each type of non-Rifle Platoon may be taken as ‘support’ for your force from a platoon you have not taken as part of your army. For example, you could take a Vehicle from  an Armoured Platoon and a Machine Gun Team from a Heavy Weapons Platoon.
You would not be able to take a Flamethrower team from an Engineer platoon as it’s not a required unit for that platoon.
Vehicles taken in this manner cannot be given the ‘Command Vehicle’ special rule and only benefit from that rule if they have it in their profile to begin with.

Painting and Modelling
All models must be 28mm in scale, resemble the units they are intended to represent and comply with the ‘What You See Is What You Get’ principle.

It is expected that you will bring:
• Warlord order dice (rounded edges preferred) and enough six-sided dice to play the game.
• 3 circular objective markers (either 40mm or 25mm)
• A tape measure.
• The rulebook and relevant “Armies of…” book or list if it has been released.
• Pin markers.
• An appropriate dice bag.
• A copy of your army list that your opponent can reference

Missions
We will be playing the following scenarios, noting that it will not necessarily be in this order on the day:
• Supply Drop (Bolt Action Alliance 2023 Missions Pack)
• The Thin Red Line (Bolt Action Alliance 2023 Missions Pack)
• Penetrating Strike (From Cancon’s Mission Pack)
Note that for The Thin Red Line, objectives will count as ‘sticky’ per the V3 rulebook.
Supply Drop will be amended so that the drop occurs at the beginning of turn 3, not 4 as written.

Now to theorycraft endlessly an 850 point army! 

All 3 missions require mobility - either to capture 6 objectives in the middle with 50% of units in reserve turn 1, capture 3 objectives that come down turn 3 with 50% of units in reserve turn 1 , or get units into the enemy deployment zone with up to 50% of units in reserve (or not).


Should I swap the light mortar and AT rifle for a 2 pounder gun or 25 pounder?

New Idea!  Replace the Veteran AT rifle and light mortar with a 2 pounder anti tank gun and inexperienced platoon commander. They can be towed by the Bren Gun carrier that was going to carry the AT rifle.

I have to drop the Rifle platoon commander to inexperienced, but now I have 3, I can put with each combat platoon of Engineers + Bren Gun team + Matilda II and one spare.

Both carriers should start in RESERVE, and come on where needed. 

I lose the ability to drop smoke and mortar shells on enemy static positions like Snipers, Spotters, MMGs, Anti tank guns and Artillery - the SMG and AT Gun will need to handle them. Gulp.

 

After working on this, I remembered I don't HAVE a 2 pounder...but I do have a 25 pounder and it's tow. So the second list below gets a 25 pounder and it's wheeled transport. I lose a Bren Gun carrier but all my infantry squads get upgraded to veteran.

 

Total Points: 1097
Order Dice: 15
Platoon #1
*Version 3 - British - Rifle Platoon
1100 Matties Vet Enginners Rifles 2 Carriers
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Infantry
Infantry Section (Version 3 Rulebook page 235) 65Regular
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
3Infantry with Rifle24"1n/a
1Infantry with Light Machine gun (requires loader)36"4n/a

Infantry Section (Version 3 Rulebook page 235) 65Regular
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
3Infantry with Rifle24"1n/a
1Infantry with Light Machine gun (requires loader)36"4n/a

Infantry Section (Version 3 Rulebook page 235) 73Veteran
QtyWeaponsRangeShotsPenSpecial
3Infantry with Rifle24"1n/a
1NCO with Submachine gun12"2n/aAssault
1Infantry with Submachine gun12"2n/aAssault

Medic
Medic (Version 3 Rulebook page 234) 23Regular
QtyWeaponsRangeShotsPenSpecial
1Medic


Medics

 with Pistol6"1n/a 

Forward Observer
Forward Observer (Artillery) (Version 3 Rulebook page 234) 86Regular
QtyWeaponsRangeShotsPenSpecial
1Forward Observer (Artillery)


Infiltrator
1Infantry (equipped as modeled)
--

 with Rifle24"1n/a

 with Pistol6"1n/a 

 with Submachine gun12"2n/aAssault

Transports
Bren Carrier (Version 3 Rulebook page 248) 50Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Bren Carrier


Tracked57+Open-topped, Turn on the spot

Tow: Light or medium anti-tank gun
   Forward-facing LMG36"2n/aFront arc

Platoon #2
*Version 3 - British - Engineer Platoon
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Engineers
Infantry Section (Engineers) (Version 3 Rulebook page 235) 126Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
8Infantry with Rifle24"1n/a

EngineersEngineers

Infantry Section (Engineers) (Version 3 Rulebook page 235) 126Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
8Infantry with Rifle24"1n/a

EngineersEngineers

Platoon #3
*Version 3 - British - Armoured Platoon
Command Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 155Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Infantry Tank Mk II Matilda Mk II


Tracked-9+Slow
   Turret-mounted light anti-tank gun48"1+4HE (1")
   Co-axial MMG36"3n/a

Cmd Vehicle Options
Command Vehicle rule (v3) (Version 3 Rulebook page 188) 10

Command Vehicle special rule

Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 155Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Infantry Tank Mk II Matilda Mk II


Tracked-9+Slow
   Turret-mounted light anti-tank gun48"1+4HE (1")
   Co-axial MMG36"3n/a

Platoon #4
*Version 3 - British - Artillery Platoon
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Artillery
Anti-Tank Gun (Version 3 Rulebook page 239) 50Regular
QtyWeaponsRangeShotsPenSpecial
1Light anti-tank gun (Rotating platform)48"1+4Team (3 men), Gun shield, Fixed, HE (1"), 360 degree arc

Tows
Bren Carrier (Version 3 Rulebook page 248) 50Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Bren Carrier


Tracked57+Open-topped, Turn on the spot

Tow: Light or medium anti-tank gun
   Forward-facing LMG36"2n/aFront arc

 

Total Points: 1097
Order Dice: 15
Platoon #1
*Version 3 - British - Rifle Platoon
1100 Matties Vet Enginners Rifles 2 Carriers
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Infantry
Infantry Section (Version 3 Rulebook page 235) 80Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
3Infantry with Rifle24"1n/a
1Infantry with Light Machine gun (requires loader)36"4n/a

Infantry Section (Version 3 Rulebook page 235) 80Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
3Infantry with Rifle24"1n/a
1Infantry with Light Machine gun (requires loader)36"4n/a

Infantry Section (Version 3 Rulebook page 235) 73Veteran
QtyWeaponsRangeShotsPenSpecial
3Infantry with Rifle24"1n/a
1NCO with Submachine gun12"2n/aAssault
1Infantry with Submachine gun12"2n/aAssault

Medic
Medic (Version 3 Rulebook page 234) 23Regular
QtyWeaponsRangeShotsPenSpecial
1Medic


Medics

 with Pistol6"1n/a 

Forward Observer
Forward Observer (Artillery) (Version 3 Rulebook page 234) 86Regular
QtyWeaponsRangeShotsPenSpecial
1Forward Observer (Artillery)


Infiltrator
1Infantry (equipped as modeled)
--

 with Rifle24"1n/a

 with Pistol6"1n/a 

 with Submachine gun12"2n/aAssault

Transports
Bren Carrier (Version 3 Rulebook page 248) 50Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Bren Carrier


Tracked57+Open-topped, Turn on the spot

Tow: Light or medium anti-tank gun
   Forward-facing LMG36"2n/aFront arc

Platoon #2
*Version 3 - British - Engineer Platoon
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Engineers
Infantry Section (Engineers) (Version 3 Rulebook page 235) 126Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
8Infantry with Rifle24"1n/a

EngineersEngineers

Infantry Section (Engineers) (Version 3 Rulebook page 235) 126Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
8Infantry with Rifle24"1n/a

EngineersEngineers

Platoon #3
*Version 3 - British - Armoured Platoon
Command Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 155Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Infantry Tank Mk II Matilda Mk II


Tracked-9+Slow
   Turret-mounted light anti-tank gun48"1+4HE (1")
   Co-axial MMG36"3n/a

Cmd Vehicle Options
Command Vehicle rule (v3) (Version 3 Rulebook page 188) 10

Command Vehicle special rule

Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 155Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Infantry Tank Mk II Matilda Mk II


Tracked-9+Slow
   Turret-mounted light anti-tank gun48"1+4HE (1")
   Co-axial MMG36"3n/a

Platoon #4
*Version 3 - British - Artillery Platoon
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 21Inexperienced
QtyWeaponsRangeShotsPenSpecial
1Platoon Commander




 with Pistol6"1n/a 

 with Rifle24"1n/a

 with Submachine gun12"2n/aAssault

Artillery
Howitzer (Version 3 Rulebook page 238) 55Regular
QtyWeaponsRangeShotsPenSpecial
1Light howitzer (25pdr)48"(30-60")1HETeam (3 men), Fixed, Howitzer, HE (2"), 25-pdr AT shell

Gun shieldGun shield

Tows
Wheeled Artillery Tractor (Version 3 Rulebook page 279) 15Regular
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
1Wheeled Artillery Tractor


Wheeled-6+

Tow: Any howitzer; any anti-tank gun, any anti-aircraft gun