Stuart Harrison

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  • Stuart Harrison replied to the topic Indirect HE and Pins in the forum Bolt Action 8 months ago

    You are correct, indirect is ‘regardless of any modifier’ from the start and doesn’t re-introduce them later in the process.

    For them to be correct, there would then need to be a clause re-introducing modifiers to the ranging in process – there is no such clause.

    The total lack of modifiers other than the ranging in process is pretty much the…[Read more]

  • Yes. It’s no different than the British calling the Vickers .303 machine gun a ‘heavy’ machine gun, while in game it’s an MMG – titles and descriptions mean nothing in game (usually reflecting what they called it in their own forces at the time rather than a comparison against a class of weapons/vehicles around the world), it’s the stats from the…[Read more]

  • In game terms it’s a light tank.

  • Yes, they do. The only weapons that benefit from the US ‘Fire and Manoeuvre’ rule are M1 Garand rifles/carbines and BAR.

  • You’re thinking of massive damage, which is a successful ‘roll to damage’ that beats the damage value by 3 or more – the two rolls are on the damage results chart, not the roll to damage. Failing the roll to damage means no massive damage, no 2 rolls on the damage results chart.

  • Lack of horses is intentional – from the introductory ‘fluff’ for the 8th SS entry, “Having lost most of their horses in the battles on the Hungarian plain, they fought on foot in the rubble with great courage – any surviving horses providing much needed nutrition for the besieged defenders of Budapest.”

  • The only one I could find was 8th SS Cavalry Division Squad, Fortress Budapest p106, can have assault rifles all round and up to 4 panzerfausts but have no access to horses.22nd SS Cavalry Division Squad is on the same page, also no horses, no assault rifles and only 2 panzerfausts.

  • @Greg, you may have tripped yourself up with terminology. There is no roll to penetrate, it is a roll to damage.

    Penetration (pen) is usually a weapon stat that modifies that roll to damage. In the case of close quarters that pen value us generated by scoring hits (the second sentence in your quote – he rolled 11 hits giving a pen of 11). A…[Read more]

  • @Greg – you are correct for the damage results chart, the discussion is about the roll to damage, the step before you get to the damage results chart.

  • From the FAQ:

    “The Einstossflammenwerfer entry on page 35 states that these are
    one-shot weapons. So we have two questions about the interaction of
    the one-shot weapon and the flamethrower rule:
    1) Can you confirm if single-shot flamethrower models are removed
    once they have shot?
    2) If the answer to the above is ‘yes’, and I choose not to sho…[Read more]

  • Yes. A natural one failing is a part of the roll to damage rules regardless of the penetration value of the weapon.

  • He’s creating a distinction that doesn’t exist in the rules.

    Also “Close quarters does not specifically say whether or not to use that rule.” is the wrong burden of proof.

    Rolling to damage in close quarters is the same as rolling to damage vs shooting (p79, Close Quarters, Fight First Round of Close Quarters, Attackers Roll to Damage, third…[Read more]

  • No. He’s still a unit in the game and can be used for other tasks, such as sitting on an objective, attacking other units (shooting or assault), boarding a transport to man a weapon etc.

  • There are a number of ways you can play it, and whether they’re considered ‘fair’ will depend on you and the person across the table, so best discussed with them at the time.

    A few options are:

    Re-do the whole shot by NOW declaring the type of shot and roll to hit again.

    Randomise the type of shot, as suggested by Arty Gun.

    Allow the…[Read more]

  • “Instead of having to roll 4+ should I roll 2+?” Correct. Pen applies vs all targets in the same way – it increases the number scored on the dice rolled to wound. In this case a ‘2’ on the dice will become a ‘4’ due to the weapon’s +2 pen.

    Points to note
    – no matter how high the pen value, a natural ‘1’ on the die is a fail.
    – while the pen…[Read more]

  • The game effect isn’t that they’re all medics, it’s that the unit is always treated as being in range of a medic.

    Being within 6″ of a medic model allows a unit to roll once for each casualty taken (not exceptional damage, heavy weapons or close quarters), ignoring that wound on a ‘6’. It doesn’t matter how many medic models are within that 6″,…[Read more]

  • The same terrain can be played differently game to game, this is why you have to discuss terrain before the game with regard to effect on LOS and effect on movement.

    “This area of trees is a thick forest, it’s dense terrain (LOS) and rough ground (movement)”
    “This area of trees is an orchard. It’s soft cover, rough ground for vehicles and…[Read more]

  • Pen modifiers (top, side, rear, long range) only apply when heavy weapons hit armoured vehicles – no effect vs soft skins.

    Open topped only affects armoured vehicles, so no change on the damage results chart from that.

    You are correct that superficial damage doesn’t apply for soft skins so if you match the damage value with your roll to damage…[Read more]

  • Stuart Harrison replied to the topic HE against building in the forum Bolt Action 1 year ago

    Sniper team is also a small unit, so you’re on 7+ to hit – requires a 6 followed by a 6.

    Other than that, looks correct.

  • You proceed as normal.

    Roll to hit.

    If a hit is scored your roll to damage with an additional +1 pen for top armour (total pen +3, 2 for the 2″ HE, 1 for top armour). Open topped has no effect on this roll.

    If you equal or beat the 7+ damage value of the carrier, roll on the damage results chart – this is where you get the +1 for being open…[Read more]

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