Friday, 14 February 2025

Bolt Action army mk XXX

I feel like I'm up to design number 30 of my Bolt Action army, so away we go again.

There are two wings to the army. Each has one 9 man veteran engineer rifle unit, one 5 man Bren Gun unit, one Matilda II tank, and one inexperienced platoon commander there to give +2 morale. 

Each veteran engineer rifle squad is directly supported by the Bren Gun team and a tank. The veteran's can advance out of cover if needed.

I have a reserve of 2 Bren Gun carriers. One has a 5 man veteran assault unit  with 2 SMG's and 3 rifles. It will act as a counter attack unit or a reserve where I need them. The other has a veteran Anti-tank rifle team to zoom to the enemy flank or back line and get flank shots on enemy armour. Being veteran's mean they won't have to worry about getting in cover as much, as they'll spend at least one turn jumping out of the carriers.

In the middle I have a light mortar dropping smoke or a shell onto static enemy defenses like Machine Guns and Artillery, and a medic to support one of the wings. The Medic can run around and still supply his 6+ save. An artillery spotter deploys somewhere where needed, ideally well away from enemy snipers, as it's only a 2 man crew. 

In fact I should probably put the FO in the 2nd carrier with the AT rifle team. Can't be sniped and can still call in artillery, though it would probably need the carrier on the field instead of reserve.

Each rifle unit has multiple's of 9, to gain the benefit of Rapid Fire, at least until any casualties start. most of the infantry that will be out in the open are veteran's and have a 5+ toughness.

I'm not too worried about only having 15 order dice. Having more than that is excruciating to keep standing up to move another unit.

I've also ordered some 1 inch 5 man spacing movement trays from Battle Kiwi who seem to be the only person selling them, anywhere planet-wide. Which is weird, I want 2,3,5,8 and 10 man trays to speedup movement! 

 

In other news I found lots (but sadly not all, they were missing about 1/3 of them) Army Painter Speedpaint 2.0 and fanatic paints at Metro Hobbies, so I can now finish the existing figures I have with colours for weapon types on the back of their bases. And I can start painting my Battlemechs for BATTLETECH.


Total Points: 1098
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) 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

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

Anti-tank
Anti-Tank Team (Version 3 Rulebook page 237) 33Veteran
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) 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

 

Wednesday, 12 February 2025

How I would fix smoke in Bolt Action

This was posted to the Bolt Action Facebook:

Suggested Firing Smoke rule:


How I would modify it:

The game needs smoke to be usable, but I would make it simpler. A 1 misses. A 2-3 The smoke moves 1d6 inches away on landing. 4-6 it lands on target. At the start of next turn before rolling any artillery, make a roll for ALL existing smoke roll - On a 1-2 the smoke goes away. Otherwise it stays put for another turn.

Having to roll a direction and distance and measuring it and moving it is too much time and hassle. It's not like the smoke shell will move! Also I would set multiple launchers to be D2, not D3-1 which is not used anywhere else in the game. 

 

 

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

 

Sunday, 9 February 2025

I need another AT-Rifle, and I need to get some Bad Squiddo infantry!

For my new army list in the last post, I need one more Boys Anti-Tank rifle. I could use one of the 8th army I have, but they won't match, and that will just not do. I already ordered some more support and infantry from Slaves2Gaming Bardia range, so I'll need to order more next week. Until then, one of the spare Bren gunners will do. 

What I also need to get is some of Bad Squddio women's WW2 range. Some I would want to get:

Vera Lynn as officer's assistant

 Pigeoneers for spotter assistants


Red Cross Nurses as medics

WRN Despatch Riders as spotter assistants

And the Home Defense army to go with the Dad's Army from Warlord games for a British Home Defense army and some lend lease Sherman's. 

Also at some point a Female Soviet army!

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