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March 13, 2023 at 4:59 am #188883
Kar98k
ParticipantYes, that is one of the really nice things about Bolt Action is that you can define all your terrain on your tabletop as you need or see fit. But as Stuart said, this has to be done before the game starts, and agreed upon by all the players.
If you want a patch of terrain to be soft cover and count as dense terrain, than so be it. Or you can simply have that patch of terrain just be soft cover (not dense terrain). Meaning you can fire through it. However, don’t overlook the idea of having a larger area of terrain like a big area of woods, but with smaller patches of dense terrain within it.
You can even mix it up a bit if you wanted. For example, “These hedges provide soft cover, but for infantry units that goes down behind the hedge, it will provide hard cover.” Or even something like, “This patch of terrain counts as soft cover for units inside, but counts as hard cover when firing completely through it.”
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This reply was modified 2 months, 3 weeks ago by
Kar98k.
February 14, 2023 at 9:03 am #188754Kar98k
ParticipantHello fellow BA fans.
So, a friend got me to try out this game called Saga Dark Ages. I’m not keen on ancients gaming, but I played Vikings and really enjoyed the game. I look forward to playing again.
Anyway, what I really liked about the game was the semi-FoW/CaC aspect. You roll special Saga dice and use these to order your units, but your warlord (the leader) has full control over at least one unit. This got me thinking. Has anyone played around with ideas like this for Bolt Action using Bolt Action dice? If so, what ideas have you tried?
December 5, 2022 at 4:25 am #188502Kar98k
Participant1. Weapons teams. Absolutely ridiculous that …
We really like the Exceptional Damage as outlined in detail on page 58 of the rule book. It just works as a simple game mechanic for playing the game. However, what seems to upset you is that Sniper teams seem too powerful for what they are. Well, we agree with you on that aspect. To fix this, snipers need to be tweaked. What’s the best way to do this? Well, good question, and there are a few different ways people have suggested.
Suggestion: Snipers already have a nice ability to ignore all negative to-hit modifiers – except for its own pins and last man in team penalties. What we can do is that we just simply remove the “always counts as exceptional damage” ability. It works great! Also, we have been playing around with replacing the “always counts as exceptional damage” with “As normal, a unit takes one pin if hit at by a sniper, but takes one additional pin if the unit is damaged (takes a casualty) by the sniper team.”
2. Indirect fire. There needs to be a token placed for…
There is no 2″ walking the shot for indirect fire. Refer to page 71 “Indirect fire” in the rule book for more details.
3. Transports. Why exactly is a powerful armored carrier with a machine gun …
You will find your answer in detail on pages 114 to 115 of the rule book under “Role of Transports”. It is a simple game mechanic that works very well and does a good job at capturing the situation in an easy way without a lot of additional rules.
November 29, 2022 at 10:39 am #188496Kar98k
ParticipantHello fellow Bolt Action fans. The other day I just stumbled across two more “Bolt Action Alliance” scenarios for Bolt Action. My guess is that some of you already know about these, so this is for those that do not know yet – until yesterday, that included me.
Anyway, I just wanted to share this with other Bolt Action fans because even though I have not tried the new 2022 missions yet, they look good and we (my gaming club) are really looking forward to trying them. They are named “Supply Drop” and “Punch Through”. They can be found on their Facebook page:
November 19, 2022 at 3:16 am #188471Kar98k
ParticipantOne thing I would like to see that I didn’t notice is a change to HMGs. I recommend the range be extended from 36″ to 40″ to differentiate them a bit more
Like most, I am okay with the ranges. That is because ranges are for tabletop miniature gaming and not actual – the range of a medium AT gun is only 60 inches. What differentiates the HMG from a LMG is that the HMG has a Pen value.
As for changing the “Nigh Impossible Shots”, well, Steiner makes a good point, but don’t overlook the spirit/function of the game mechanic than percentage chance.
October 5, 2022 at 4:19 am #188260Kar98k
ParticipantIt’s a pity the early Brits and Germans aren’t compatable with the later plastics .. although I have used some of the arms on Rubicon figures.
Funny you should mention this. This was one of the points in the Stop the Madness thread:
I’m not really liking all the molded on weapons , really cuts down on the kitbashing.
Some players don’t like having to add the separate weapons and prefer the molded on weapons, and I agree, but I also like the separate weapons and I have never had an issue in adding these to make it look like they are already molded on. I good idea I think would be to offer a combination of separate weapons and a few common posed molded on weapons.
Over the last couple of days I’ve been working on Russian tank riders for a couple of my own tanks as well as a buddy’s . I’ve managed to make 24 so far with very few leg swaps.
Those look great. I have been wanting to make some tank riders myself. However, I would like to be able to remove them from the tank model. What is the best way for doing this without them falling off every time you move the tank model?
October 5, 2022 at 4:04 am #188259Kar98k
ParticipantFix SMOKE. Instead of letting opponent move it to their advantage when it isn’t on target (1st edition smoke must have been really broken), have it drift in a random direction 2D6 or D6+6 inches.
It seems the new smoke rules on page 97 are not favored by a lot of people because for the most part, this has already been changed by a lot of Bolt Action groups. Most of the clubs/groups I know or game with use the D6+6 inches in a random direction. It would be great if they just errata-fix this and make it official.
MMG teams – a la Juggernaut have them do 1 pin for firing at a soft target in range and another if they achieve a hit.
Alan, what a simple, easy, and appropriate addition. Great idea! That being said, I would add that the MMG also doesn’t suffer from long range and one crew remaining penalties – “A minimum of two crew is always needed to fire at full effect”(page 73).
Automatic Pin Special Rule: If not firing at long range and not reduced to one crew, MMGs automatically cause one pin for firing at a soft target, and another pin if the MMG scores one or more hits.
September 30, 2022 at 3:04 am #188224Kar98k
ParticipantThere has been side talk about this and all, but is there actual real plans for a V3 of the rules?
August 14, 2022 at 1:47 am #188070Kar98k
ParticipantAgreed, having a few more guidelines for buildings would be nice so that buildings in Bolt Action are less abstract and more defined.
Rules for buildings do not have to be overly complex – we wouldn’t want that! However, just a few more guidelines to take care of the more common game mechanic issues. There are a few ways to go about this, but which ones would be the best? Well, that is a good question.
August 9, 2022 at 4:43 am #188056Kar98k
ParticipantWe just played one of our best Bolt Action games ever!
We used one of the new scenarios above (still not sure which one is my favorite), and we used one of the different methods for activating units (still not sure which one is my favorite). Anyway, just wanted to share.
August 4, 2022 at 2:34 am #188038Kar98k
ParticipantThat reminds me. I would also like to see restrictions for some weapons on firing from within buildings, bunkers, and basically an enclosed area. For example, there should be a penalty (or simply not allowed) when firing a bazooka, Leichtgeschütz 40, Panzerschreck, panzerfaust, and other such weapons from an enclosed space. Note however that the PIAT would be an exception, so that make it a bit more popular.
Anyway, I would like to add this to my list:
1) Vehicle MGs reduced in effectiveness – especially co-axial and hull mounted MGs on tanks and other enclosed vehicles.
2) Forward observer units (Artillery and Air) are given the following restrictions: Not front-line combat units: Forward observer units can’t assault into close quarters. They will fight in close quarters if assaulted. In addition, they are ignored for the purposes of determining control of objectives.
3) Spotters have the following restriction added: Spotters are ignored for the purposes of determining control of objectives.
4) More smoke rules, but still keeping it simple. Rules for vehicle smoke projectors, smoke grenades, allow some other guns to be able to fire smoke, and not just “all howitzers and mortars” – oh, and not just indirect fire, but also add rules for direct fire. Basically include some common ways WW2 combat troops made smoke. Contrary to popular belief, combat forces had multiple ways to make smoke (even tanks like the Panzer IV and Sherman had smoke shells), and for one reason or another some countries used smoke a lot more often than most gamers realize.
5) Change the rule for Firing Smoke (p.97) to a random direction and distance if the shell does not land on target. Maybe make the distance a D6+6 instead of 12”.
6) Snipers being adjusted somehow so that they are tone down a little, or cost more points to get. Sometimes, snipers seem way too powerful in a game of Bolt Action.
7) Would be nice to see the “Different Methods for Activating Units” and “Bolt Action Alliance Mission Pack” included, or at least added as optional choices for players to pick and choose. See below:
8) restrictions to bazookas, Leichtgeschütz 40s, Panzerschrecks, panzerfausts, and other such weapons firing from an enclosed spaces. Not the PIAT though for obvious reasons.
July 26, 2022 at 3:11 am #188009Kar98k
ParticipantThe book “The Indian Army 1914-1947” from Osprey Publishing doesn’t give a lot of details on uniforms, but it seems to suggest that either was possible (Khaki or re-dyed Jungle Green). However, it also points out that from 1943, uniforms were progressively replaced among Indian and British troops by a purpose-made lightweight copy of the British battledress in olive green (jungle green?).
July 26, 2022 at 2:51 am #188008Kar98k
Participant@Stuart – Yep, missed that.
Then I agree with Nat. The Su76i would be the closest that I can think of too.
Side note: I recall reading that the original plan for the SU-76 was supposed to have a fully enclosed fighting compartment, but this was changed to an open top. Yes, the open top was vulnerable to small arms fire and hand grenades, but it sometimes saved the crew’s lives when hit by a Panzerfaust or Panzerschreck – the blast and concussion from a hit usually meant death in a fully enclosed vehicle.
July 25, 2022 at 2:11 am #187995Kar98k
ParticipantYes.
The M3 105mm HMC has a medium howitzer and damage value of 7+
See details on page 45 of the Armies of the US.
July 20, 2022 at 6:31 am #187976Kar98k
ParticipantOriginally I was going to use the newer kit with old arms but it didn’t look right so bought another box of the older models (actually I got 30 as it came with an extra sprue and weapons frame).
I can relate to this. In another thread I had mentioned, “… but more importantly this makes their newer plastic figures less compatible with their earlier plastic figures. ” This was in response to the newer plastic infantry sets they were releasing. You can read about this here:
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