Saturday, 8 February 2025

Post first game of Bolt Action Army List, Strategy and Tactics

After my first Bolt Action game last week, I have thoughts:

Strategy: 

  1. Cover is essential for infantry to stand a chance. For key units, a medic too, for the extra 6+ save.
    1. Smoke rounds from mortar's can do this.
    2. Otherwise, infantry must RUN from cover to cover, with a supporting unit to get pins on enemy units nearby.
  2. Matilda II tanks are a waste as veteran except for facing early war armies. Late war tanks with heavy armour are worth it.
    1. Tanks should be hull down or otherwise in cover too when possible. 
  3. A lot of terrain will end up being buildings, and you want engineers for that (to fight in CQB at the same time).
  4. Infantry LMG's are useful, but not huge if you have other units with the range.
  5. I need mobile infantry to take objectives or flank the enemy. 
  6. I need 2-3 spotters for artillery or mortars for indirect fire across the battlefield
    1. Artillery spotters will be primary target #1 and need extra bodies for flak armour
    2. Indirect fire at units ignore cover which is very useful vs infantry hiding it in!
  7. Units can fail orders and be pinned even if they take no casualties. Full strength infantry squads avoid that, at least for a turn or too.  
  8. Having commanders to be able to "You men, step-to" will be very useful for using mortars and pinning enemy units before they move.
  9. 1 need more order dice to both having the initiative and step-to units.
  10.  Snipers placed at the front line will be too vulnerable to act as scouts.

Tactics:

So that leads to the following army:

  1. One Rifle Squad in the Commonwealth armies secret weapon of Universal Carriers. I can't afford three, but one per "platoon". Gives speed, armour and a Bren gun.
    1. Each is a Bren Gun squad, so will use the carriers to flank the enemy or quickly get in a good firing position. 
    2. They may also come in as reserve to flank the enemy or just where they are needed, as the real estate will be tight.
  2. One full strength engineer squad to advance and assault defended buildings. 
  3. One tank in direct support of each platoon, they are both inexperienced
    1. Tanks should be held back and not Advance much.
  4. One light mortar per platoon of rifle+engineer+tank and one mediam mortar for a spotter and larger smoke round.
  5. AT rifle for an order dice and some anti-tank capability for each platoon.
  6. Each platoon lead by one platoon commander, with a 3rd one behind as a backup. 
  7. Medic for 6+ save for first platoon and an order dice.
  8. First platoon attacks the objective (ideally from the flank), second platoon provide/s a base of fire for the other. 

Army list:

So 2 platoons to attack - one each of Bren Gun carrier, rifle squad + Bren gun, engineer squad, light mortar, AT Rifle and a Platoon commander. One advances for the objective (ideally on a flank), the other covers it and provides a base of fire, but both can move forward initially. The medium mortar and artillery FO supports the main thrust with strikes and smoke. 

Each "platoon" is to attack one area.

I don't have the points for a company commander or more anti-tank defence. If I had more points I could get a 2 pounder portee to be held in reserve and a company commander, along with another rifle or engineer squad. I also can't afford to get veteran troops.

 

Total Points: 1097
Order Dice: 18
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

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 strength110Regular
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
9Infantry with Rifle24"1n/a

EngineersEngineers

Infantry Section (Engineers) (Version 3 Rulebook page 235) full strength110Regular
QtyWeaponsRangeShotsPenSpecial
1NCO with Rifle24"1n/a
9Infantry with Rifle24"1n/a

EngineersEngineers

Platoon #3
*Version 3 - British - Heavy Weapons 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

Heavy Weapons
Mortar Team (Version 3 Rulebook page 238) 55Regular
QtyWeaponsRangeShotsPenSpecial
1Medium Mortar team12"-60"1HETeam (3 men), Fixed, Indirect fire, HE (2")

SpotterSpotter

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

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

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

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

Platoon #4
*Version 3 - British - Armoured Platoon
Command Vehicle
Matilda & Valentine Infantry Tank (Version 3 Rulebook page 241) 131Inexperienced
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) 131Inexperienced
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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