Charles

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  • Charles replied to the topic Dug In Rule in the forum Bolt Action 4 months ago

    Thanks. That’s what I was looking for. That clears it up.

  • Charles started the topic Dug In Rule in the forum Bolt Action 4 months ago

    The Dug In rule says a unit counts as down to represent having dug fox holes or piling up sand bags, etc. It makes no mention of terrain alteration. If I read it right, a unit can be dug in in the middle of an otherwise open good going area. My question is if a unit close assaults a unit that is in good going but is dug in, is it a simultaneous…[Read more]

  • Page 71 of the rules say that “When firing HE shells using indirect fire, a 6 is required to hit, regardless of any modifier.” We have always played that even if you have several pins and pass an order test, the indirect HE still hits on a 6. The argument is on subsequent shots. One side says it drops each turn the HE shoots at the same target…[Read more]

  • As a follow up question to that, we have always played that when the rules call for a damage roll to be added to penetration, a 1 misses. Examples would be when +3 HE or +3 flamethrower hits a an inexperienced squad, it still misses on ones to damage. Otherwise, the rule would read you automatically kill all within the template or all hit by the…[Read more]

  • Thanks!

  • The following debate arose in a recent game.

    An infantry squad of 12 men with anti tank grenades charged a stationary 8+ armor tank. He rolled 11 4’s, 5’s, and 6’s for a total of an 11 penetration. He then made a roll to damage and rolled a 1. I said that a natural roll of 1 is always a miss as explained on page 107. He argued page 107 only…[Read more]

  • Thanks!

  • This has probably been asked before, but I’m not finding a thread on this. How far can a unit assault if it is in rough or difficult going? We play that if even one figure of an infantry squad is in rough going, that squad is limited to a 6 inch move including assault. Some want to argue that if even one figure is out of the rough going and the…[Read more]

  • At our local shop, the question keeps coming up of exactly how the turn on the spot rule works for universal carriers. The rule reads: “<b>Turn on the spot: </b>Can execute a full speed run rate ‘reverse’ finishing the move facing in direction of travel.” The questions are generally wondering if this can this only be used when executing a rec…[Read more]

  • I keep trying to use a motorcycle squad too because the models are so cool. However, the rule could use a little more work to make it more playable. How do you interpret the part of the motorcycle rule where it says they can dismount as part of an advance move? Does that mean they can move 12″ at advance rate and then dismount another 6″ from the…[Read more]

  • Hoping someone can clarify the Finnish Master of the Hunt rule. It reads:

    “Master of the Hunt: as very experienced hunters, the Sissi can move into an Ambush position. In other words they are allowed to make an advance move and if they do not shoot then the Sissi can turn their dice to Ambush.”

    In a recent game, I had a US medium howitzer in…[Read more]

  • Charles replied to the topic Shooting and Cover in the forum Bolt Action 1 year, 12 months ago

    Yes, at least that’s the way I read it and how we play it locally. Page 57 says shooters, not figures. The figures behind the building can’t shoot and aren’t shooters because they don’t have line of sight. Cover is worked out as to how it affects the eligible shooters and assuming the enemy squad is not in any cover. When the squad in the open…[Read more]

  • Charles replied to the topic Shooting and Cover in the forum Bolt Action 2 years ago

    Thanks. That’s what I was looking for.

  • Charles replied to the topic Shooting and Cover in the forum Bolt Action 2 years ago

    This would make a difference only when the target is in the open. If 50% of the target is in cover, then what I’m asking is irrelevant.

    Here’s what recently happened. A 5 man enemy infantry squad was completely in the open but had gone down. My US 9 man infantry squad armed with 8 rifles and a BAR moved up to a stone wall in short range with 1…[Read more]

  • Charles started the topic Shooting and Cover in the forum Bolt Action 2 years ago

    I just noticed in the Cover section on page 57 in the rules that if 50% of the shooting figures fire through cover, then all shots from that squad take that modifier. We had been calculating this by figure. For example, if a 10 man squad fired, then those that had an open shot didn’t take the cover modifier. I also notice they use the word…[Read more]

  • Charles replied to the topic HE Template Overlap in the forum Bolt Action 2 years, 9 months ago

    Thanks! That’s exactly what I was looking for.

  • This has probably been discussed before, but I’m not seeing it. I also don’t see an easy way to search old forum posts, so that’s a second question if anyone knows how to do that.

    My question here is what happens when a vehicle gets hit by an HE template. In a recent game, a tank was hit by a heavy howitzer with a 4″ template. There was a second…[Read more]

  • Also, does this sound right? If a flamethrower scores a hit on a vehicle. For example a 7+ armored car. The vehicle takes D3+1 pins. Let’s assume it takes the maximum 4 pins. You then roll a D6 for number of hits and roll a 6. You now roll 6 D6 for penetration starting with a penetration of 3 plus 1 for top armor and roll 6 4’s and all penetrate…[Read more]

  • Stuart. Thanks for the clarification. I see now it doesn’t say one hit per vehicle in the rules. We just assumed the HE rule applied. I find a flamethrower usually knocks out a vehicle just on the morale check after inflicting D3+1 pins. If it also getsD6 hits and chances of penetrating, that’s pretty scary.

  • We thought it was 1 hit against a single target with a damage value of +3 for a flamethrower with a +1 for top armor. In other words, 1D6 roll with a penetration of +4 to see if you can penetrate the armor value of the vehicle that was hit.

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