Charles

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  • #190954
    Charles
    Participant

    Overall this adding to my disappointment in V3. There doesn’t seem to be any consistency or editing. If they put a rule on one page that says all artillery is fixed and don’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 all applicable rules in each profile like they did in V2. It would have been easy enough to just put fixed in each artillery unit listing.

     

    #190950
    Charles
    Participant

    Thanks. That clarifies it. I was used to seeing the fixed rule in the unit profile and now it’s not there. However, it’s very clear from the artillery section cited that they are all fixed.

    #190867
    Charles
    Participant

    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’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, no other modifiers other than the chart given in the unit profile means inexperienced dog mines hit just as good as veteran ones. But kind of like suicide bombers, how do exploding dog mines achieve veteran status?

    #190214
    Charles
    Participant

    That’s a very decent list for a British paratrooper Market Garden list. You’ll find it a bit challenging to play someone that has armor as you’ll have to get pretty close to knock them out with a piat or flamethrower, but that’s what makes it fun.

    #190206
    Charles
    Participant

    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″ then there’s no more random movement. Also, as each figure fights separately, it seems like cover would be harder to figure out if you’re partially in it.

    #190193
    Charles
    Participant

    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?

    As for a jeep with an MMG or HMG, that’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 twice. It’s still a softskin vehicle, so as long as I keep it way in the back and pop out towards the end of a turn, it does okay. If I go on the offensive with it, I’ll probably lose it pretty quickly.

    #190190
    Charles
    Participant

    Yes, when they work they’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’t score a hit, it still usually leaves enough pins behind to slow the other side down.

    #190186
    Charles
    Participant

    I use one sometimes because it’s fun, not because it’s always effective. Worst case scenario I’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’ve used one and could never get the first strike to arrive, much less the second one.

    #190176
    Charles
    Participant

    Thanks for all the input. I’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 simplicity over what could realistically happen on a battlefield. I’m good with that as it keeps the game moving, but I could see his point.Same logic could be applied to a sniper that has an enemy squad figure within 12″ but wants to shoot at the squad member outside of 12″. Also, I still see a hole in the rules here when the closest visible model is only visible to the spotter and is more than 12″ from the mortar while some of the unit is within. Either way, these tend to be infrequent situations as having an infantry squad within 12″ usually isn’t good for the mortar or sniper. I think I’ll rule that if the enemy is only visible to the spotter, you must measure from the mortar to the figure closest to the mortar that the spotter can see as this seems to conform with the measure to the closest visible enemy rule. Let me know if that doesn’t sound right.

    #190165
    Charles
    Participant

    Thanks for the responses. You found what I was looking for under shooting on page 53. “Measure the distance between each firing model and the closest visible enemy model in the target unit.” 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.

    However, I can still see someone arguing under this rule that if they are using a spotter to direct the mortar shot, and the mortar team itself can’t see the target, and the closest enemy model visible to the spotter is outside of the minimum distance, they get to shoot even if the closest model of the target is within the minimum distance.

    #190160
    Charles
    Participant

    Steve. I can see both sides of this argument, but it’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 “completely” within the minimum distance, not just within. A targeted building that is 30cm long, of which just 1cm is within minimum range is still a target that is within the minimum range even if some of it is outside of minimum range. Same for a vehicle, or unit. If the target is a spot on the ground, I could see that you can target something partially within the minimum distance, but that seems like a pretty big omission from the rules as far as HE shooting. The rule’s use of the word target instead of unit is confusing too as I could see interpreting the target of an indirect weapon like an off board artillery strike that targets a spot on the ground, not a unit or building. I’ll reread the FAQ’s, but I’m hoping someone knows a page in the rules that clarifies this.

    #189656
    Charles
    Participant

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

    #189302
    Charles
    Participant

    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 flamethrower.with no additional roll needed. Even when a flamethrower hits a regular infantry squad needing 4’s, we play it misses on 1’s to damage. Are we playing this correctly?

    #189301
    Charles
    Participant

    Thanks!

    #189073
    Charles
    Participant

    Thanks!

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