Tuesday, 11 February 2025

Post 2nd game of Bolt Action vs Russians

 Post game thoughts after my 2nd game of Bolt Action. 

Mission was simple moves onto the table and kill enemy units vs Russians, 1100 points.

Near the end of the battle, right and centre. My right is not really there, and my centre has almost been eliminated. 

 

He had a KV2 that cost a lot but was wonderful at blowing apart my infantry and so heavily armored I never shot at it. I should have dropped smoke on it to at least force it to move.

He had 3 large squads - one green, one regular, one veteran.  Lots of SMG's that were very effective. The veteran unit in a truck I needed to shoot at it before it could offload. I didn't. Whelp.

 His sniper was quite effective when shooting at enemy infantry. I should have shot back at it.

I needed to shoot and kill his small units, not get pins on his large ones!

The Matties missed a lot, and couldn't move being inexperienced. I need regular ones.  They took a few hits from a light AT gun but his light armored car with hull machine gun was more effective than a tank twice its cost.

My light mortars were a bit useful, but not enough. The mediam mortar keps trying to hit a moving target and was a waste. The NEW RULE TODAY about not being able to use the spotter on more than 1 shot per turn meant they had to be in the open and the light ones got killed. They did do some damage.

The carriers barley did anything.  They didn't really move my troops up much and only 1 squad got all its shots off, though it was the best shooting of the game.

Nearly all of my infantry was in buildings with limited doors and windows, so couldn't get their shots off. I need to re-read the overly complicated building rules.  

The AT rifles didn't hit anything all game, despite shooting at an armored car.

 His artillery FO got 2 direct hits on 2 units and caused so many pins it crippled my centre for most of the game. In return my shots got some pins that he mostly was able to ignore. 

I really need easier to read pin markers.

My platoons were all pinned so I didn't do any snap too's.

I split up my Matties but being inexperienced they then didn't move. I should have kept them together!

I don't know how to use a small 5 man squad that can get into cover quickly but then gets charged by large SMG squads. 

Maybe I need two trucks for the two large squads to deploy to the front quickly. Deploy them behind the Matties and carriers, then zoom past to get the infantry into cover/objectives.

I needed to target his artillery spotter before it got the shot off! Priority target!

Having a 3 man FO was not needed, but probably worth it still to last the 2 turns they need to survive.

The small units probably need to be vet's to survive long enough to do anything.

Having a large order dice advantage did not help. 

If there is no objective, keep my Carriers off table as a reserve! Don't drive them forward to be shot at!

Don't deploy my army by going from top to bottom of my army list. Use the Printed Out Cards I PRINTED to remember what's left to deploy. 

Or failing that, deploy the tanks first. 

If the enemy has a large HE weapon, do not move my infantry into a building in front of it. Use the building as LOS blocker and go behind it.  

AT rifles need flank shots, so RUN up field first before trying to shoot enemy armour in the side, or RUN to get to the top floor of a building. 


I lost 4 units destroyed to 1. 


Revised Army List to think about

Total Points: 1100
Order Dice: 15
Platoon #1
*Version 3 - British - Rifle Platoon
1100 mattie rifle enginner mortars
Platoon Commander
Platoon Commander (Version 3 Rulebook page 234) 30Regular
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

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

Anti-tank
Anti-Tank Team (Version 3 Rulebook page 237) 25Regular
QtyWeaponsRangeShotsPenSpecial
1Anti-tank rifle team48"1+2Team (2 men)

Light mortar
Light Mortar Team (Version 3 Rulebook page 238) 30Regular
QtyWeaponsRangeShotsPenSpecial
1Light Mortar team12-36"1HETeam (2 men), Indirect fire, HE (1")

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) 30Regular
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) full strength155Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
8Infantry with Rifle24"1n/a
1Infantry with Light Machine gun (requires loader)36"4n/a

EngineersEngineers

Infantry Section (Engineers) (Version 3 Rulebook page 235) full strength140Veteran
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
9Infantry with Rifle24"1n/a

EngineersEngineers

Transports
Trucks/Lorries (Version 3 Rulebook page 248) 20Inexperienced
QtyVehicle
  Weapons
Type
Range
Trans
Shots
DV
Pen

Special
130 CWT Truck


Wheeled106+

Tow: Light howitzer, light or medium anti-tank gun, light or heavy anti-aircraft gun

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

 

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