Activity
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Steeljackal replied to the topic Clearing Obstacles using Explosives in the forum Bolt Action 6 years, 1 month ago
I remember reading somewhere in the “D-Day Overlord” manual where it said something like “… or other obstacles …”.
For me 6 hits to destroy even anti-tank obstacles. -
Nat replied to the topic New Player Question in the forum Black Powder 6 years, 1 month ago
A 500 point game is taking us at the chelmsford bunker about 3-4 hours of game time…but we’re still learning the game
now I have a 1K army based on the French army of Portugal at the battle of Vimero planed that looks like this
5 x infantry brigades with 4 battalions of light infantry, 1 x Swiss, 2 x large line, 2 x combined grenadier…[Read more]
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Nat replied to the topic Mixed Formations – when to use? in the forum Black Powder 6 years, 1 month ago
Negative – You can declear a charge just against the skirmish screen forcing them back in to the main unit then be in line infront of the unit ready to shoot un impeeded (pg 90).
Positive – Any shooting against the unit from the front counts against skirmishers (so always applys the -1), with only artillery ignoring that. However they are a…[Read more]
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Nat replied to the topic HE Against Armor in the forum Bolt Action 6 years, 1 month ago
To put what Jacob said above in to examples…
You have a small 2″ HE template (+2 PEN) shooting at a light tank (DV8)…
you roll to hit, then because the max damage could hurt the tank you roll to see how many pins (D3) you cause.
Now if the same small HE was shooting a medium tank (DV 9) if /when you hit you need to check the crew level -…[Read more]
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SteveT started the topic Mixed Formations – when to use? in the forum Black Powder 6 years, 1 month ago
I’m having trouble seeing where Mixed Formation is of advantage.
So they count as skirmishers from the front (except artillery can ignore the skirmishers anyway, as can anyone else with a better target)
They shoot with only a single dice, albeit with a wider field of view.
So when do you use them?
The only case I could think of might be on an…[Read more]
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Nat replied to the topic A Marshal's baton in every knapsack in the forum Black Powder 6 years, 1 month ago
Looking at this and its not to hard to port over from V1 to V2:
You pick Decisivness then you get general traits (pg 109) Decisive on a 5 or 6 OR Hesitant on a 1
If you pick Independance you get Headstrong on a 5 or 6 OR Diffident on a 1 (diffident is different to the old Irresponsible but replaced it)
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Nat replied to the topic Supporting Artillery auto-killed? in the forum Black Powder 6 years, 1 month ago
Yes they are DEAD & GONE!
In fact if it was HtH that causes a break test dont bother rolling it just remove them as EVERY result is Artillery is Dead 🙁
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SteveT replied to the topic Orders Question in the forum Black Powder 6 years, 1 month ago
Yes, George, they have to roll again next turn. Fog of War.
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George started the topic Orders Question in the forum Black Powder 6 years, 1 month ago
Hello,
Question about orders. If unit, say, is ordered to march straight across the battlefield to the other end of it (and say it’s a long one) and gets one move. Next turn, do I still have to roll orders for that unit again as I have not changed the earlier order?
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George replied to the topic Supporting Artillery auto-killed? in the forum Black Powder 6 years, 1 month ago
So, please clarify, despite the lousy odds coming through. If the Infantry breaks is the supporting artillery destroyed?
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SteveT replied to the topic Multi moves and attacking from the side in the forum Black Powder 6 years, 2 months ago
Excellent. Thanks!
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Garry Wills replied to the topic Multi moves and attacking from the side in the forum Black Powder 6 years, 2 months ago
Yes you have missed the ‘position the charging unit’ section on page 60. This should be in the declaration of charge orders section but isn’t. The frontal arc restriction applies when the order is given a the start of the turn. Note the use of ‘turn’ not ‘move’ in this section. Moves and turns are very different in Black Powder, which is…[Read more]
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SteveT started the topic Multi moves and attacking from the side in the forum Black Powder 6 years, 2 months ago
The rules say that you can only charge in hand combat in the frontal arc. However, is this arc fixed at the start of your move, or does it get “updated” with each individual move of a multiple move. For example, let’s say I have my unit pretty much in front of the enemy, some distance away. I get 3 moves. The first move, I angle off a li…[Read more]
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George and
Garry Wills are now friends 6 years, 2 months ago -
George replied to the topic Various Nefarious in the forum Black Powder 6 years, 2 months ago
Great answers. Steve, great questions!
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Garry Wills replied to the topic Various Nefarious in the forum Black Powder 6 years, 2 months ago
Thanks for the correction Big Al.
Regarding Break tests see p.77, which lists the specific occasions when break tests are required. P.81 says you remove excess casualties after all NECESSARY break tests are done. Consequently putting the two together, winning units with excess casualties can remove them without a break test.
To Big Al’s point…[Read more]
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SteveT replied to the topic Various Nefarious in the forum Black Powder 6 years, 2 months ago
Thank you Garry and Al, very helpful.
However, for (2) both sides taking heavy losses over their stamina in hand combat: I can’t see any reference on p71-72 that says the winner just throws away any excess casualty (shaken) markers. I thought any unit that takes excess hits needs a break test regardless of where or when?
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Garry Wills replied to the topic Various Nefarious in the forum Black Powder 6 years, 2 months ago
1. Yes initiative moves are automatic but they must be done before you start issuing orders. (p.32)
2. Only the losers take a break test. The winners simply ignore the excess casualties and they are removed. (p.71-2).
3. This rule of not firing if you have moved more than once was introduced in the First Argument of Kings as being particularly…[Read more]
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Master Chief replied to the topic Clearing Obstacles using Explosives in the forum Bolt Action 6 years, 2 months ago
The hits required to destroy fortifications known so far:
(1) Barbed wire 6 hits (latest FAQ)
(2) Minefields 6 hits (Blowing it Up rules)
(3) Buildings 10 hits (2nd Edition rules)
(4) Bunkers 12 hits (2nd Edition rules)
I mat have missed it but what about other fortifications such as tank traps like Dragon’s teeth etc?
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Master Chief replied to the topic Clearing Barbed Wire using Bangalore Torpedoes in the forum Bolt Action 6 years, 2 months ago
Yes good point, but some units like the US Beach Assault unit can choose not to pay 10 points to be equipped with bangalore torpedoes, in which case the unit “wastes” 1 turn to be Down to clear the barbed wire. If it had paid 10 points to get the bangalore torpedoes, it could Advance from within to more than 2 inches from the barbed wire and roll…[Read more]
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