<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Warlord Games | Charles | Activity</title>
	<link>https://www.warlordgames.com/community-members/cpk66/activity/</link>
	<atom:link href="https://www.warlordgames.com/community-members/cpk66/activity/feed/" rel="self" type="application/rss+xml" />
	<description>Activity feed for Charles.</description>
	<lastBuildDate>Tue, 21 Apr 2026 02:45:40 +0100</lastBuildDate>
	<generator>https://buddypress.org/?v=</generator>
	<language>en-GB</language>
	<ttl>30</ttl>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>2</sy:updateFrequency>
	
						<item>
				<guid isPermaLink="false">c2396d52c4165051326ad79acffc4eb4</guid>
				<title>Charles started the topic Unit Size in the forum Pike &#038; Shotte</title>
				<link>https://www.warlordgames.com/community/topic/unit-size/</link>
				<pubDate>Thu, 15 Jan 2026 21:47:44 +0000</pubDate>

									<content:encoded><![CDATA[<p>Gamers in my area have been playing pike and shotte for a while using 8 man shotte units and 16 man pike units both using a 4 man fronts or 80mm. I&#8217;m new to the game and am building the French 1690 army from the rulebook. To try to match their units but still look like a reasonable later period regiment, I&#8217;m wanting to use a 12 man unit with a 6&hellip;<span class="activity-read-more" id="activity-read-more-26379"><a href="https://www.warlordgames.com/community/topic/unit-size/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">949abeccdc3372594ab2d09b023bb0c6</guid>
				<title>Charles started the topic US Medic and Chaplain and Rear Detachment Units in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/us-medic-and-chaplain-and-rear-detachment-units/</link>
				<pubDate>Thu, 05 Jun 2025 17:49:27 +0100</pubDate>

									<content:encoded><![CDATA[<p>I wanted to share my latest project. I&#8217;ve been wanting to paint the Warlord MASH set for a while, but I don&#8217;t want to start playing the Korean era. I found where MASH type units were becoming a thing in late WWII, so here&#8217;s what I came up with using the Warlord set. I changed out all of the M1951 caps for M1 helmets. I also didn&#8217;t care for the&hellip;<span class="activity-read-more" id="activity-read-more-25958"><a href="https://www.warlordgames.com/community/topic/us-medic-and-chaplain-and-rear-detachment-units/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">5db06f5ca8f8b151dd534afd59811cbf</guid>
				<title>Charles replied to the topic Can Guns Move and Shoot in V3 in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/can-guns-move-and-shoot-in-v3/#post-190954</link>
				<pubDate>Mon, 10 Mar 2025 15:35:36 +0000</pubDate>

									<content:encoded><![CDATA[<p>Overall this adding to my disappointment in V3. There doesn&#8217;t seem to be any consistency or editing. If they put a rule on one page that says all artillery is fixed and don&#8217;t list it in the unit profiles, it seems like they should have put one rule that says all machine guns and mortars are team weapons and not put that in each profile, or list&hellip;<span class="activity-read-more" id="activity-read-more-25759"><a href="https://www.warlordgames.com/community/topic/can-guns-move-and-shoot-in-v3/#post-190954" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">118072ee165f3bb10f4d917d6dbb553f</guid>
				<title>Charles replied to the topic Can Guns Move and Shoot in V3 in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/can-guns-move-and-shoot-in-v3/#post-190950</link>
				<pubDate>Sun, 09 Mar 2025 00:09:10 +0000</pubDate>

									<content:encoded><![CDATA[<p>Thanks. That clarifies it. I was used to seeing the fixed rule in the unit profile and now it&#8217;s not there. However, it&#8217;s very clear from the artillery section cited that they are all fixed.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">3912138a42a64f0637f2c556b9256ac3</guid>
				<title>Charles started the topic Can Guns Move and Shoot in V3 in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/can-guns-move-and-shoot-in-v3/</link>
				<pubDate>Sat, 08 Mar 2025 20:38:50 +0000</pubDate>

									<content:encoded><![CDATA[<p>I haven&#8217;t found an easy way to search the forum for past responses, so I apologize if this has been asked before.</p>
<p>I&#8217;m just noticing that V3 and the new V3 German list no longer give AT, AA, or HE guns the fixed rule. That rule now only seems to apply to machine guns and mortars. If they don&#8217;t have this rule and the errata did not correct this as&hellip;<span class="activity-read-more" id="activity-read-more-25753"><a href="https://www.warlordgames.com/community/topic/can-guns-move-and-shoot-in-v3/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">4102cc9b20398d5ecad006accef968f3</guid>
				<title>Charles replied to the topic Soviet Dog Mines in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/soviet-dog-mines/#post-190867</link>
				<pubDate>Tue, 21 Jan 2025 21:05:04 +0000</pubDate>

									<content:encoded><![CDATA[<p>I read it as a a fur-coated panzerfaust too, which should mean we get a cover save if in cover when hit. My opponent tried to argue it&#8217;s not a shot, and you only get cover saves from shooting. However, it then seemed odd that a non shot that was actually a dog running with a load was somehow unhindered by all terrain types, even impassible. Also,&hellip;<span class="activity-read-more" id="activity-read-more-25666"><a href="https://www.warlordgames.com/community/topic/soviet-dog-mines/#post-190867" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">70f7c568e750d63955410c4732ce8c68</guid>
				<title>Charles started the topic Soviet Dog Mines in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/soviet-dog-mines/</link>
				<pubDate>Tue, 21 Jan 2025 02:39:16 +0000</pubDate>

									<content:encoded><![CDATA[<p>I have a question regarding Soviet dog mines.</p>
<p>The V3 rule on page 257 reads, “Dog mines: A dog mine is a one-shot weapon with a range of 18”.”</p>
<p>I assume the unit represents a dog running towards a vehicle similar to the Japanese suicide anti-tank team. However, the Japanese unit is resolved like an assault. My question is do we treat a dog mine&hellip;<span class="activity-read-more" id="activity-read-more-25660"><a href="https://www.warlordgames.com/community/topic/soviet-dog-mines/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">a8f28dfe989ab6c41e7e1b61a6d5d62d</guid>
				<title>Charles replied to the topic Bolt action British Airborne army list in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/bolt-action-british-airborne-army-list/#post-190214</link>
				<pubDate>Thu, 27 Jun 2024 17:54:22 +0100</pubDate>

									<content:encoded><![CDATA[<p>That&#8217;s a very decent list for a British paratrooper Market Garden list. You&#8217;ll find it a bit challenging to play someone that has armor as you&#8217;ll have to get pretty close to knock them out with a piat or flamethrower, but that&#8217;s what makes it fun.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">5b3d993521ae09476786c35da09a0192</guid>
				<title>Charles replied to the topic Firefight! mods and house rules V 1.0 in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/firefight-mods-and-house-rules-v-1-0/#post-190206</link>
				<pubDate>Wed, 26 Jun 2024 14:08:42 +0100</pubDate>

									<content:encoded><![CDATA[<p>I missed these rules when Warlord first put them out. After reading them, they seem worth a try. I agree that if the officer can snap to all figures within 12&#8243; then there&#8217;s no more random movement. Also, as each figure fights separately, it seems like cover would be harder to figure out if you&#8217;re partially in it.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">65ba5f217111b7b8fe7bfd8d010b87c3</guid>
				<title>Charles started the topic French Free Artillery Rule in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/french-free-artillery-rule/</link>
				<pubDate>Fri, 21 Jun 2024 23:16:31 +0100</pubDate>

									<content:encoded><![CDATA[<p>We always assumed the French got one free artillery piece that has to be the same as the one you pay the points for. Someone just pointed out the rule say, &#8220;French Armies get one free Inexperienced or Regular artillery unit. This unit can be any anti-tank gun or field artillery piece in the French Army list (except for Heavy Artillery). This unit&hellip;<span class="activity-read-more" id="activity-read-more-25089"><a href="https://www.warlordgames.com/community/topic/french-free-artillery-rule/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">c4cdde90189adad2191da3d297112823</guid>
				<title>Charles replied to the topic M24 Chaffee versus M4 Sherman 75mm in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/m24-chaffee-versus-m4-sherman-75mm/#post-190193</link>
				<pubDate>Fri, 21 Jun 2024 17:03:07 +0100</pubDate>

									<content:encoded><![CDATA[<p>I thought vehicles got a half advance rate reverse move, and recce vehicles got a full advance rate reverse move, and dual direction recce vehicles got a full run rate reverse move?</p>
<p>As for a jeep with an MMG or HMG, that&#8217;s a tough call. You can now get it as a recce jeep but only with the MMG, but the HMG is enough to make 7+ vehicles think&hellip;<span class="activity-read-more" id="activity-read-more-25086"><a href="https://www.warlordgames.com/community/topic/m24-chaffee-versus-m4-sherman-75mm/#post-190193" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">28e67bd373c70bb3d664d7bc4d918789</guid>
				<title>Charles replied to the topic Forward Air Observers for the US in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/forward-air-observers-for-the-us/#post-190190</link>
				<pubDate>Fri, 21 Jun 2024 12:33:02 +0100</pubDate>

									<content:encoded><![CDATA[<p>Yes, when they work they&#8217;re great. However, if someone has even a little bit of flak or pintle mount mg fire, they have a pretty good chance of chasing the plane off. For more predictable damage, I think the artillery FO is better. It almost never hits its own side, and even if it doesn&#8217;t score a hit, it still usually leaves enough pins behind to&hellip;<span class="activity-read-more" id="activity-read-more-25083"><a href="https://www.warlordgames.com/community/topic/forward-air-observers-for-the-us/#post-190190" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">4c662138ca3bc721dce6944ebd5d61f9</guid>
				<title>Charles replied to the topic Forward Air Observers for the US in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/forward-air-observers-for-the-us/#post-190186</link>
				<pubDate>Thu, 20 Jun 2024 14:44:05 +0100</pubDate>

									<content:encoded><![CDATA[<p>I use one sometimes because it&#8217;s fun, not because it&#8217;s always effective. Worst case scenario I&#8217;ve seen was a three round tournament where a player brought a US air observer. He got two strikes to arrive in each game. For five of the six strikes, he rolled a one resulting in him loosing a lot of his own troops. On multiple occasions, I&#8217;ve used one&hellip;<span class="activity-read-more" id="activity-read-more-25079"><a href="https://www.warlordgames.com/community/topic/forward-air-observers-for-the-us/#post-190186" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">b61d189022c7b091e4cca57232ead523</guid>
				<title>Charles replied to the topic Indirect Fire Minimum Distance in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/indirect-fire-minimum-distance/#post-190176</link>
				<pubDate>Wed, 19 Jun 2024 15:41:25 +0100</pubDate>

									<content:encoded><![CDATA[<p>Thanks for all the input. I&#8217;ll be refereeing a tournament in a few months and wanted to make sure I call this correctly. I have always read it and interpreted it the was Alessio put it, so I feel better seeing that. I had a more argumentative player argue the opposite recently in a friendly game. Sometimes Bolt Action errs on the side of&hellip;<span class="activity-read-more" id="activity-read-more-25069"><a href="https://www.warlordgames.com/community/topic/indirect-fire-minimum-distance/#post-190176" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">ece85d415252085575aa6dccdc58c5b7</guid>
				<title>Charles replied to the topic Indirect Fire Minimum Distance in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/indirect-fire-minimum-distance/#post-190165</link>
				<pubDate>Tue, 18 Jun 2024 12:31:49 +0100</pubDate>

									<content:encoded><![CDATA[<p>Thanks for the responses. You found what I was looking for under shooting on page 53. &#8220;Measure the distance between each firing model and the closest visible enemy model in the target unit.&#8221; means if part of the target unit is within the minimum distance, then the shot misses. At least I can point to a rule to make the argument.</p>
<p>However, I can&hellip;<span class="activity-read-more" id="activity-read-more-25059"><a href="https://www.warlordgames.com/community/topic/indirect-fire-minimum-distance/#post-190165" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">f2f90db7466605711b676eaa27272f11</guid>
				<title>Charles replied to the topic Indirect Fire Minimum Distance in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/indirect-fire-minimum-distance/#post-190160</link>
				<pubDate>Tue, 18 Jun 2024 00:02:14 +0100</pubDate>

									<content:encoded><![CDATA[<p>Steve. I can see both sides of this argument, but it&#8217;d be nice if there was something that clarified it somewhere. I get your point, but that would mean the building (or unit) would have to be completely within the minimum distance before the rule applied. It seems like the rules would have said &#8220;completely&#8221; within the minimum distance, not just&hellip;<span class="activity-read-more" id="activity-read-more-25055"><a href="https://www.warlordgames.com/community/topic/indirect-fire-minimum-distance/#post-190160" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">165a9722e3e9f161b2518304c73e69a4</guid>
				<title>Charles started the topic Indirect Fire Minimum Distance in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/indirect-fire-minimum-distance/</link>
				<pubDate>Mon, 17 Jun 2024 14:12:44 +0100</pubDate>

									<content:encoded><![CDATA[<p>I have a question about the minimum distance to fire an indirect round. I&#8217;ve tried searching the posts, but I&#8217;m not getting any results.</p>
<p>Page 72 of the rule book reads, &#8220;These indirect fire weapons cannot be fired at targets within their minimum range (see weapons profiles), measured from the center of the weapon itself.&#8221;</p>
<p>Here&#8217;s the argument.&hellip;<span class="activity-read-more" id="activity-read-more-25052"><a href="https://www.warlordgames.com/community/topic/indirect-fire-minimum-distance/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">333a9ad6a4e394573efd62dfc14de39e</guid>
				<title>Charles replied to the topic Dug In Rule in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/dug-in-rule/#post-189656</link>
				<pubDate>Wed, 29 Nov 2023 21:53:35 +0000</pubDate>

									<content:encoded><![CDATA[<p>Thanks. That&#8217;s what I was looking for. That clears it up.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">145ff8069865e37a67a6ca3e8f840317</guid>
				<title>Charles started the topic Dug In Rule in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/dug-in-rule/</link>
				<pubDate>Wed, 29 Nov 2023 14:46:42 +0000</pubDate>

									<content:encoded><![CDATA[<p>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&hellip;<span class="activity-read-more" id="activity-read-more-24497"><a href="https://www.warlordgames.com/community/topic/dug-in-rule/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">3d5c95c98171dfc9344e6295bf4e579e</guid>
				<title>Charles started the topic Indirect HE and Pins in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/indirect-he-and-pins/</link>
				<pubDate>Wed, 20 Sep 2023 21:20:10 +0100</pubDate>

									<content:encoded><![CDATA[<p>Page 71 of the rules say that &#8220;When firing HE shells using indirect fire, a 6 is required to hit, regardless of any modifier.&#8221; 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&hellip;<span class="activity-read-more" id="activity-read-more-24258"><a href="https://www.warlordgames.com/community/topic/indirect-he-and-pins/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">b41867fe9741a9023a1fe8e2d9b92530</guid>
				<title>Charles replied to the topic Infantry Assaulting Tanks in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/infantry-assaulting-tanks/#post-189302</link>
				<pubDate>Mon, 24 Jul 2023 00:49:38 +0100</pubDate>

									<content:encoded><![CDATA[<p>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&hellip;<span class="activity-read-more" id="activity-read-more-24067"><a href="https://www.warlordgames.com/community/topic/infantry-assaulting-tanks/#post-189302" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">69939935ee9dcb1fa2dd34a1643cfbc9</guid>
				<title>Charles replied to the topic Infantry Assaulting Tanks in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/infantry-assaulting-tanks/#post-189301</link>
				<pubDate>Sun, 23 Jul 2023 13:58:01 +0100</pubDate>

									<content:encoded><![CDATA[<p>Thanks!</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">a1685aad93a2a0e959c02dca8d251fac</guid>
				<title>Charles started the topic Infantry Assaulting Tanks in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/infantry-assaulting-tanks/</link>
				<pubDate>Sat, 22 Jul 2023 19:38:52 +0100</pubDate>

									<content:encoded><![CDATA[<p>The following debate arose in a recent game.</p>
<p>An infantry squad of 12 men with anti tank grenades charged a stationary 8+ armor tank. He rolled 11 4&#8217;s, 5&#8217;s, and 6&#8217;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&hellip;<span class="activity-read-more" id="activity-read-more-24059"><a href="https://www.warlordgames.com/community/topic/infantry-assaulting-tanks/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">5f68c6425064e23a841cb0c67a079e21</guid>
				<title>Charles replied to the topic Assault Move Distance in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/assault-move-distance/#post-189073</link>
				<pubDate>Sun, 07 May 2023 15:20:33 +0100</pubDate>

									<content:encoded><![CDATA[<p>Thanks!</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">56c554f617be3bf673007b44d1d96660</guid>
				<title>Charles started the topic Assault Move Distance in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/assault-move-distance/</link>
				<pubDate>Sun, 07 May 2023 12:16:05 +0100</pubDate>

									<content:encoded><![CDATA[<p>This has probably been asked before, but I&#8217;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&hellip;<span class="activity-read-more" id="activity-read-more-23812"><a href="https://www.warlordgames.com/community/topic/assault-move-distance/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">f5fcf4ce567be1db90532089657b9096</guid>
				<title>Charles started the topic Turn on the Spot Rule in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/turn-on-the-spot-rule/</link>
				<pubDate>Thu, 20 Oct 2022 00:17:17 +0100</pubDate>

									<content:encoded><![CDATA[<p>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: &#8220;&lt;b&gt;Turn on the spot: &lt;/b&gt;Can execute a full speed run rate ‘reverse’ finishing the move facing in direction of travel.&#8221; The questions are generally wondering if this can this only be used when executing a rec&hellip;<span class="activity-read-more" id="activity-read-more-15960"><a href="https://www.warlordgames.com/community/topic/turn-on-the-spot-rule/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">302d8864ff19a85e7faa38d976ee1da4</guid>
				<title>Charles replied to the topic Clarification for playing Motorcycle troop correctly. in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/clarification-for-playing-motorcycle-troop-correctly/#post-187643</link>
				<pubDate>Thu, 05 May 2022 01:07:47 +0100</pubDate>

									<content:encoded><![CDATA[<p>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&#8243; at advance rate and then dismount another 6&#8243; from the&hellip;<span class="activity-read-more" id="activity-read-more-14167"><a href="https://www.warlordgames.com/community/topic/clarification-for-playing-motorcycle-troop-correctly/#post-187643" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">b1c34dd02d9a293c6b29daa29870d94b</guid>
				<title>Charles started the topic Finnish Master of the Hunt Rule in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/finnish-master-of-the-hunt-rule/</link>
				<pubDate>Thu, 31 Mar 2022 13:32:11 +0100</pubDate>

									<content:encoded><![CDATA[<p>Hoping someone can clarify the Finnish Master of the Hunt rule. It reads:</p>
<p>&#8220;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.&#8221;</p>
<p>In a recent game, I had a US medium howitzer in&hellip;<span class="activity-read-more" id="activity-read-more-13917"><a href="https://www.warlordgames.com/community/topic/finnish-master-of-the-hunt-rule/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">241d467bf7425792fd07ec57b6fe3eac</guid>
				<title>Charles replied to the topic Shooting and Cover in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/shooting-and-cover/#post-187451</link>
				<pubDate>Thu, 31 Mar 2022 13:21:50 +0100</pubDate>

									<content:encoded><![CDATA[<p>Yes, at least that&#8217;s the way I read it and how we play it locally. Page 57 says shooters, not figures. The figures behind the building can&#8217;t shoot and aren&#8217;t shooters because they don&#8217;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&hellip;<span class="activity-read-more" id="activity-read-more-13916"><a href="https://www.warlordgames.com/community/topic/shooting-and-cover/#post-187451" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">8d7bec3db72e77f28f5451b64a33d270</guid>
				<title>Charles replied to the topic Shooting and Cover in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/shooting-and-cover/#post-187431</link>
				<pubDate>Tue, 29 Mar 2022 11:58:56 +0100</pubDate>

									<content:encoded><![CDATA[<p>Thanks. That&#8217;s what I was looking for.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">0684433a41ff8afac872bc6d73a09c0d</guid>
				<title>Charles replied to the topic Shooting and Cover in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/shooting-and-cover/#post-187427</link>
				<pubDate>Tue, 29 Mar 2022 02:28:26 +0100</pubDate>

									<content:encoded><![CDATA[<p>This would make a difference only when the target is in the open. If 50% of the target is in cover, then what I&#8217;m asking is irrelevant.</p>
<p>Here&#8217;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&hellip;<span class="activity-read-more" id="activity-read-more-13898"><a href="https://www.warlordgames.com/community/topic/shooting-and-cover/#post-187427" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">4ded83f3e6cfba10d0344493e3b4ab9d</guid>
				<title>Charles started the topic Shooting and Cover in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/shooting-and-cover/</link>
				<pubDate>Mon, 28 Mar 2022 15:06:01 +0100</pubDate>

									<content:encoded><![CDATA[<p>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&#8217;t take the cover modifier. I also notice they use the word&hellip;<span class="activity-read-more" id="activity-read-more-13892"><a href="https://www.warlordgames.com/community/topic/shooting-and-cover/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">52ac2d795a18f44e400c134498c6fd08</guid>
				<title>Charles replied to the topic HE Template Overlap in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/he-template-overlap/#post-185788</link>
				<pubDate>Thu, 24 Jun 2021 12:33:24 +0100</pubDate>

									<content:encoded><![CDATA[<p>Thanks! That&#8217;s exactly what I was looking for.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">a044e4e083ab7269e81d8fada07be833</guid>
				<title>Charles started the topic HE Template Overlap in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/he-template-overlap/</link>
				<pubDate>Wed, 23 Jun 2021 17:25:17 +0100</pubDate>

									<content:encoded><![CDATA[<p>This has probably been discussed before, but I&#8217;m not seeing it. I also don&#8217;t see an easy way to search old forum posts, so that&#8217;s a second question if anyone knows how to do that.</p>
<p>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&#8243; template. There was a second&hellip;<span class="activity-read-more" id="activity-read-more-7726"><a href="https://www.warlordgames.com/community/topic/he-template-overlap/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">dbf4eb6214c2f0c9f62ec0555b4c42e9</guid>
				<title>Charles replied to the topic Flamethrower against vehicles in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/flamethrower-against-vehicles/#post-184172</link>
				<pubDate>Tue, 09 Feb 2021 02:10:43 +0000</pubDate>

									<content:encoded><![CDATA[<p>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&#8217;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&#8217;s and all penetrate&hellip;<span class="activity-read-more" id="activity-read-more-6415"><a href="https://www.warlordgames.com/community/topic/flamethrower-against-vehicles/#post-184172" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">ccb38309ead14ead490c862c4adcfb44</guid>
				<title>Charles replied to the topic Flamethrower against vehicles in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/flamethrower-against-vehicles/#post-184167</link>
				<pubDate>Mon, 08 Feb 2021 23:57:47 +0000</pubDate>

									<content:encoded><![CDATA[<p>Stuart. Thanks for the clarification. I see now it doesn&#8217;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&#8217;s pretty scary.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">2afa0ca3d985323a8f24fb6efb6908fc</guid>
				<title>Charles replied to the topic Flamethrower against vehicles in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/flamethrower-against-vehicles/#post-184163</link>
				<pubDate>Mon, 08 Feb 2021 20:31:05 +0000</pubDate>

									<content:encoded><![CDATA[<p>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.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">913ed1690f7beb5870869affa4704aec</guid>
				<title>Charles replied to the topic US InR Platoon OB in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/us-inr-platoon-ob/#post-184158</link>
				<pubDate>Mon, 08 Feb 2021 15:57:08 +0000</pubDate>

									<content:encoded><![CDATA[<p>I can see what everyone is talking about with the limitations of the InR officer. It still seems odd that the Battle of the Bulge campaign book introduces the US InR Platoon with a paragraph discussing InR only platoons and how they actually fought on occasion and how the InR Platoon HQ would act as intelligence officer while also leading the&hellip;<span class="activity-read-more" id="activity-read-more-6400"><a href="https://www.warlordgames.com/community/topic/us-inr-platoon-ob/#post-184158" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">09ff99ff3d39480ba12767eb357ce889</guid>
				<title>Charles replied to the topic US InR Platoon OB in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/us-inr-platoon-ob/#post-184122</link>
				<pubDate>Mon, 08 Feb 2021 02:31:20 +0000</pubDate>

									<content:encoded><![CDATA[<p>If I build a regular US platoon following the Battle of the Bulge selector and just attach an InR officer to the officer unit, does that count as an InR unit for the purpose of allowing the bazooka jeep selection?</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">caa9d7c7e0ea67931d9c90604455a4f5</guid>
				<title>Charles replied to the topic US InR Platoon OB in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/us-inr-platoon-ob/#post-184098</link>
				<pubDate>Sun, 07 Feb 2021 12:24:05 +0000</pubDate>

									<content:encoded><![CDATA[<p>It&#8217;s sounding like I have to have a regular platoon before I can then have an InR platoon or just pick one random InR unit to be able to get the bazooka jeep. Seems like I should be able to build an InR platoon as the campaign book discusses that, but the way the selectors are set up, I can&#8217;t unless it&#8217;s attached to another platoon. Does that&hellip;<span class="activity-read-more" id="activity-read-more-6367"><a href="https://www.warlordgames.com/community/topic/us-inr-platoon-ob/#post-184098" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">18bf976bf89a345f6a99c0b91cea8c07</guid>
				<title>Charles replied to the topic US InR Platoon OB in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/us-inr-platoon-ob/#post-184096</link>
				<pubDate>Sat, 06 Feb 2021 16:53:48 +0000</pubDate>

									<content:encoded><![CDATA[<p>Thanks. I didn&#8217;t see the FAQs on that before. I&#8217;m trying to build an ob for an upcoming game and want it to be &#8220;legal&#8221; I want to add a small infantry platoon to a tank platoon following a Battle of the Bulge theme. For the infantry platoon I was considering the following.</p>
<p>1 InR HQ of 3 men</p>
<p>2 InR Squads of 9 men</p>
<p>1 Twin Bazooka InR only jeep</p>
<p>1&hellip;<span class="activity-read-more" id="activity-read-more-6365"><a href="https://www.warlordgames.com/community/topic/us-inr-platoon-ob/#post-184096" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">3380a6365933e66861617cbc7cc319e0</guid>
				<title>Charles started the topic US InR Platoon OB in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/us-inr-platoon-ob/</link>
				<pubDate>Sat, 06 Feb 2021 02:49:05 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;m putting together a US InR platoon using the Battle of the Bulge campaign book and have a few questions.</p>
<p>Would 1 InR Platoon HQ and 2 InR Squads count as the required minimum units for a platoon or are they only in addition to another officer and squads?</p>
<p>The InR Platoon HQ unit says 1 regular officer and 2 riflemen for 50 points. A normal&hellip;<span class="activity-read-more" id="activity-read-more-6357"><a href="https://www.warlordgames.com/community/topic/us-inr-platoon-ob/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">640a681be7bf2c142edb28c1efdde008</guid>
				<title>Charles replied to the topic Ambush to Fire conversion in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/ambush-to-fire-conversion/#post-183614</link>
				<pubDate>Wed, 30 Dec 2020 14:05:03 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;m just guessing, but what sounds reasonable to me is once all dice are played that turn, any unit in ambush wishing to try to shoot puts its die in the bag and draw. If your unit in ambush gets shot at first, it can pull its die to go down as a unit in ambush could have gone down. A unit in ambush that doesn&#8217;t put its die in the bag can also go&hellip;<span class="activity-read-more" id="activity-read-more-6008"><a href="https://www.warlordgames.com/community/topic/ambush-to-fire-conversion/#post-183614" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">b1b31645298d3c99166d9d951ac25427</guid>
				<title>Charles started the topic WWI Bolt Action in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/wwi-bolt-action/</link>
				<pubDate>Wed, 23 Dec 2020 22:03:36 +0000</pubDate>

									<content:encoded><![CDATA[<p>Thought I&#8217;d share something I put together a few years ago as a supplement to allow WWI gaming with the Bolt Action rules. We played them a few times locally, and they seem to work well. Let me know if you try them out.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">6837eff3e01f7410bc4e64253e0e1446</guid>
				<title>Charles started the topic Dak Special Transport Group in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/dak-special-transport-group/</link>
				<pubDate>Fri, 04 Dec 2020 16:22:50 +0000</pubDate>

									<content:encoded><![CDATA[<p>I wanted to share my latest project for my DAK platoon. I found a Solido 1/43 scale Mercedes on Ebay. I know it&#8217;s not exact, but since it&#8217;s a 2 door, the length is probably not too out of scale. Passengers are from Company B. The truck and MMG car are also from Company B and the motorcycle is Warlord. The truck is as it comes. I had to do a bit of&hellip;<span class="activity-read-more" id="activity-read-more-5819"><a href="https://www.warlordgames.com/community/topic/dak-special-transport-group/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">99c6e94c5c79b1fad271873d95d617a6</guid>
				<title>Charles replied to the topic The 1 inch rule in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/the-1-inch-rule/#post-183357</link>
				<pubDate>Fri, 04 Dec 2020 16:09:57 +0000</pubDate>

									<content:encoded><![CDATA[<p>I believe the intent of the rule is to keep a large enough gap so units don&#8217;t get mixed up. As long as we can do that, local gamers here don&#8217;t get that picky about it. But this would be up to you and your opponent.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">44189d50697fec83c1111d5dd107c73b</guid>
				<title>Charles replied to the topic Motorcycle Squads in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/motorcycle-squads/#post-183326</link>
				<pubDate>Wed, 02 Dec 2020 14:20:21 +0000</pubDate>

									<content:encoded><![CDATA[<p>That would help. If it&#8217;s a reasonable reading of the rules that motorcycles are basically infantry, and that motorcycles can advance 12&#8243; and dismount in place as part of that advance, and that they can also fire that turn as infantry are allowed to fire as part of an advance move, that could make them work. A squad entering from reserves could run&hellip;<span class="activity-read-more" id="activity-read-more-5788"><a href="https://www.warlordgames.com/community/topic/motorcycle-squads/#post-183326" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">6021003bc774c799b80d6c2fb691131f</guid>
				<title>Charles replied to the topic Motorcycle Squads in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/motorcycle-squads/#post-183270</link>
				<pubDate>Mon, 30 Nov 2020 16:49:05 +0000</pubDate>

									<content:encoded><![CDATA[<p>I appreciate the advice. I keep reaching the conclusion that they&#8217;re not worth the point cost and so not worth buying the figures.</p>
<p>A squad of 8 regular motorcyclists costs 80 points plus 40 points to put on bikes. They can either move up to 24&#8243; or shoot, but not both. If I only move them 12&#8243;, there&#8217; no benefit to bringing motorcycles as infantry&hellip;<span class="activity-read-more" id="activity-read-more-5741"><a href="https://www.warlordgames.com/community/topic/motorcycle-squads/#post-183270" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">8656f8ef5ca56f7c68c7106f97dfeffc</guid>
				<title>Charles started the topic Motorcycle Squads in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/motorcycle-squads/</link>
				<pubDate>Mon, 30 Nov 2020 00:45:50 +0000</pubDate>

									<content:encoded><![CDATA[<p>I&#8217;m trying to figure out how to make kradschuetzen work effectively and am having no luck. I love the models, so I don&#8217;t want to give up on the cool factor too quickly. I&#8217;ve reasoned their benefit is rapid movement and I try to move them out first, but all they seem to do is move and get shot down as they can&#8217;t go down and can&#8217;t go into rough&hellip;<span class="activity-read-more" id="activity-read-more-5732"><a href="https://www.warlordgames.com/community/topic/motorcycle-squads/" rel="nofollow ugc">[Read more]</a></span></p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
					<item>
				<guid isPermaLink="false">4d6d007383854fec7a295c2047aef429</guid>
				<title>Charles replied to the topic MMGs On German Transport Trucks in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/mmgs-on-german-transport-trucks/#post-181500</link>
				<pubDate>Thu, 10 Sep 2020 18:09:47 +0100</pubDate>

									<content:encoded><![CDATA[<p>Thanks for the idea. Great job with adding a mmg to a transport. That looks great.</p>
]]></content:encoded>
				
									<slash:comments>0</slash:comments>
				
							</item>
		
	</channel>
</rss>