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	<title>Warlord Games | Mike | Activity</title>
	<link>https://www.warlordgames.com/community-members/mike2217/activity/</link>
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	<lastBuildDate>Thu, 23 Apr 2026 22:08:50 +0100</lastBuildDate>
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				<title>Mike started the topic Army Morale in the forum Hail Caesar</title>
				<link>https://www.warlordgames.com/community/topic/army-morale/</link>
				<pubDate>Sun, 15 Mar 2026 22:44:36 +0000</pubDate>

									<content:encoded><![CDATA[<p>How do most players treat army morale, when commands are not on the table.  My friend and I played a game recently where each player had three commands. I am simplifying the example to make it simple to follow.</p>
<p>Two cavalry commands (all cavalry commands were four units) began on the table and each side&#8217;s infantry command (six units) entered if&hellip;<span class="activity-read-more" id="activity-read-more-26461"><a href="https://www.warlordgames.com/community/topic/army-morale/" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Buildings and extra protection in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/buildings-and-extra-protection/#post-191700</link>
				<pubDate>Tue, 10 Feb 2026 16:18:58 +0000</pubDate>

									<content:encoded><![CDATA[<p>Our group also thinks the building rules are broken at the moment.  In the current version they are a bit of a death trap.  They become even dumber when being targeted by something like a Nebelwerfer where every unit within 6&#8243; of building comes under potential fire instead of within 6&#8243; of the target (so, a single model (a spotter) in a 12&#8243; s&hellip;<span class="activity-read-more" id="activity-read-more-26426"><a href="https://www.warlordgames.com/community/topic/buildings-and-extra-protection/#post-191700" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">a07a732801d187668b50639c424f055f</guid>
				<title>Mike replied to the topic Lack of smoke - game design or mistake? in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/lack-of-smoke-game-design-or-deliberate/#post-191677</link>
				<pubDate>Mon, 26 Jan 2026 00:55:20 +0000</pubDate>

									<content:encoded><![CDATA[<p>I think because the game is only 6-7 turns long, smoke is discouraged in the rules, except perhaps in special scenarios.</p>
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				<title>Mike started the topic Designated Loader for an LMG in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/designated-loader-for-an-lmg/</link>
				<pubDate>Thu, 18 Dec 2025 07:46:56 +0000</pubDate>

									<content:encoded><![CDATA[<p>If a unit is mixed with rifle and submachine armed models, can a player switch which model is the designated loader from turn to turn, so using a rifleman when range is close enough for his SMG models to shoot and an SMG when his SMGs are out of range.</p>
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				<title>Mike replied to the topic Ruins in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/ruins/#post-191597</link>
				<pubDate>Mon, 08 Dec 2025 08:59:27 +0000</pubDate>

									<content:encoded><![CDATA[<p>So, if a structure is labeled a ruin, it is not a &#8220;building&#8221; it is presumed to have a single story for movement and elevation purposes and operates like dense terrain (thus model positioning is important, and range is measured to the models) and the units cannot fire through the terrain only into it.  If it is presumed to be a damaged building it&hellip;<span class="activity-read-more" id="activity-read-more-26309"><a href="https://www.warlordgames.com/community/topic/ruins/#post-191597" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike started the topic Ruins in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/ruins/</link>
				<pubDate>Mon, 08 Dec 2025 03:50:56 +0000</pubDate>

									<content:encoded><![CDATA[<p>I am trying to understand how &#8220;ruins&#8221; differ as terrain vs buildings and rubble.  We treat ruins as something between buildings and rubble.  We play, you can shoot into it &#8220;ruins&#8221; but not through &#8220;ruins&#8221; just like buildings.  But like rubble, you can &#8220;advance&#8221; into ruins and move through them like with rubble rather than enter them by &#8220;r&hellip;<span class="activity-read-more" id="activity-read-more-26307"><a href="https://www.warlordgames.com/community/topic/ruins/" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">d8b9b3e945e43e1f88818b205b77c749</guid>
				<title>Mike started the topic LMG Team in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/lmg-team-2/</link>
				<pubDate>Wed, 03 Dec 2025 14:42:31 +0000</pubDate>

									<content:encoded><![CDATA[<p>Has anyone created a profile for a two-man LMG independent unit with the option to add a third man?  I think they would make sense in some cases like a partisan command or commando command, where heavier equipment was less available and mobility was more important.  It&#8217;s negative would be 4 shots vs 6 shots, but its positive would be the ability t&hellip;<span class="activity-read-more" id="activity-read-more-26292"><a href="https://www.warlordgames.com/community/topic/lmg-team-2/" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">5b6ec8504c24476c9760e822f055cd9a</guid>
				<title>Mike started the topic Special Figures in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/special-figures/</link>
				<pubDate>Wed, 22 Oct 2025 15:40:45 +0100</pubDate>

									<content:encoded><![CDATA[<p>Can anyone from the Bolt Action advisory board let me know if anyone in the group is considering special rules for the special figures.  They could be prepared as optional rules section to give the game a bit more flash.  The special abilities should align with the underlying narrative Warlord provides about the character and should not minor.</p>
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				<guid isPermaLink="false">cccb649a736919d48df9b678e73ac23a</guid>
				<title>Mike replied to the topic Italian vehicles in German service? in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/italian-vehicles-in-german-service/#post-191460</link>
				<pubDate>Wed, 22 Oct 2025 15:34:52 +0100</pubDate>

									<content:encoded><![CDATA[<p>I wish there were a way to import units from other army lists for various reasons including the reason you noted.  Perhaps in the future that could happen with a simple note that the list does not conform to the &#8220;approved&#8221; lists.  This would help in a variety of cases, not just the one you are dealing with.</p>
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				<guid isPermaLink="false">88f5e6a537f72118b99bef999daa8ef8</guid>
				<title>Mike started the topic Capt. John Henry Cound Brunt VC MC in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/capt-john-henry-cound-brunt-vc-mc/</link>
				<pubDate>Wed, 15 Oct 2025 18:34:34 +0100</pubDate>

									<content:encoded><![CDATA[<p>Are there any special rules associated with this casting?</p>
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				<guid isPermaLink="false">51b833b85a59ac61076d38dc152dc4b1</guid>
				<title>Mike replied to the topic Can Inexperienced Mortars take Spotters - if so do they gain any benefit? in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/can-inexperienced-mortars-take-spotters-if-so-do-they-gain-any-benefit/#post-191434</link>
				<pubDate>Thu, 09 Oct 2025 01:45:54 +0100</pubDate>

									<content:encoded><![CDATA[<p>The Warlord supporter list builder allows you to purchase spotters for inexperienced mortars, but I think the cost is the same as for regular and veteran unit spotters.   So, I guess if you wanted to cover the map and reduce the risk of losing all your spotters as well as several other advantages the come from having spare spotters, you could l&hellip;<span class="activity-read-more" id="activity-read-more-26176"><a href="https://www.warlordgames.com/community/topic/can-inexperienced-mortars-take-spotters-if-so-do-they-gain-any-benefit/#post-191434" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">a0cb61a8b1192206195c4de5ce2c0cd2</guid>
				<title>Mike replied to the topic Stop the Madness - Heroically over-sized Miniatures. in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/stop-the-madness-heroically-over-sized-miniatures/page/4/#post-191406</link>
				<pubDate>Sat, 27 Sep 2025 03:36:29 +0100</pubDate>

									<content:encoded><![CDATA[<p>Perhaps a different perspective from someone who has been gaming and painting miniatures for over 50 years.  When I started gaming, figures were 1:72 scale (around 20mm tall and skinny), which is a bit short, since it translates to a human being under 5 ft tall.  Later, models bulked up to 25mm and this scale dominated in the 70s and 80s.  Then 28&hellip;<span class="activity-read-more" id="activity-read-more-26148"><a href="https://www.warlordgames.com/community/topic/stop-the-madness-heroically-over-sized-miniatures/page/4/#post-191406" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">1d3d21ba44185f645f7704df7fae27bb</guid>
				<title>Mike replied to the topic I believe that the PIAT should be able to use indirect fire in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/i-believe-that-the-piat-should-be-able-to-use-indirect-fire/#post-191398</link>
				<pubDate>Wed, 17 Sep 2025 01:11:59 +0100</pubDate>

									<content:encoded><![CDATA[<p>Interesting.  I am not sure the &#8220;indirect&#8221; fire really works. Are spotters really calling in fire to Piat teams?</p>
<p>Instead, it seems like you just want to fire at targets over 12&#8243; range up to 30&#8243; range and treat it as a HE (1&#8243;) indirect fire shot when it comes to&hellip;<span class="activity-read-more" id="activity-read-more-26136"><a href="https://www.warlordgames.com/community/topic/i-believe-that-the-piat-should-be-able-to-use-indirect-fire/#post-191398" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">0a0892044cb58e2bd679cfe3c23266a8</guid>
				<title>Mike started the topic Tweaks I would make to Bolt Action v3 in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/tweaks-i-would-make-to-bolt-action-v3/</link>
				<pubDate>Mon, 15 Sep 2025 15:36:23 +0100</pubDate>

									<content:encoded><![CDATA[<p>I like the rule system, but the following are things I think would streamline or improve them&#8230;</p>
<p>Assaulting infantry: I think there should be a class of infantry that has special close assault capabilities based on their weaponry and training (grenades, pistols, smgs, and other multi-shot weapons light enough to carry into an assault), there&hellip;<span class="activity-read-more" id="activity-read-more-26130"><a href="https://www.warlordgames.com/community/topic/tweaks-i-would-make-to-bolt-action-v3/" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">54d349fd1cfae1bf7ccb3f239b4b52da</guid>
				<title>Mike replied to the topic BazookaPanzerfaust shape charge weapons in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/bazookapanzerfaust-shape-charge-weapons/#post-191059</link>
				<pubDate>Wed, 16 Apr 2025 02:02:21 +0100</pubDate>

									<content:encoded><![CDATA[<p>I don&#8217;t think Bolt Action is a &#8220;fantasy&#8221; game or a historic simulation.  Some authors imagine they are creating a game that is &#8220;historically&#8221; accurate, the truth is none of them are.  Historical wargaming is gaming and it is about a fun game with some &#8220;historical flavor&#8221;.   How they balance &#8220;fun&#8221; with &#8220;historical flavor&#8221; often becomes the sub&hellip;<span class="activity-read-more" id="activity-read-more-25856"><a href="https://www.warlordgames.com/community/topic/bazookapanzerfaust-shape-charge-weapons/#post-191059" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">065169db8f38e63adb80fbe09c571a45</guid>
				<title>Mike replied to the topic German horse drawn artillery officer. in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/german-horse-drawn-artillery-officer/#post-190892</link>
				<pubDate>Sun, 09 Feb 2025 16:38:52 +0000</pubDate>

									<content:encoded><![CDATA[<p>Does the new special miniature, Josef &#8220;Sepp&#8221; Allerberger come with any special rules?  It would be &#8220;cool&#8221; to design special &#8220;hero&#8221; profiles for every special casting with their own point cost just for fun.  Players could agree to use them or not.  Any easy option is to allow you to buy a &#8220;single model&#8221; sniper unit at a reduced cost.</p>
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				<title>Mike replied to the topic Contesting no LOS objectives in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/contesting-no-los-objectives/#post-190860</link>
				<pubDate>Fri, 17 Jan 2025 13:47:17 +0000</pubDate>

									<content:encoded><![CDATA[<p>There are two kinds of games&#8230; competitive gaming and uncompetitive gaming.  My experience is that competitive gaming while it may offer some enjoyment produces all sorts of &#8220;gamey&#8221; actions.  Uncompetitive gaming tries to be philosophical about the situation.  Ideally, the idea of &#8220;controlling&#8221; objectives infers some sort of strategic value re&hellip;<span class="activity-read-more" id="activity-read-more-25655"><a href="https://www.warlordgames.com/community/topic/contesting-no-los-objectives/#post-190860" rel="nofollow ugc">[Read more]</a></span></p>
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				<guid isPermaLink="false">fc34e9c2c2888d0ffcb2d4f3ccde5e8e</guid>
				<title>Mike started the topic Big Games in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/big-games/</link>
				<pubDate>Fri, 03 Jan 2025 01:39:42 +0000</pubDate>

									<content:encoded><![CDATA[<p>3rd Edition has some ideas on how to play bigger games without too many order dice bogging down the game.  Have others tried them or other ways to play bigger games and how has it worked?</p>
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				<title>Mike started the topic Light vs Medium Machine Guns in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/light-vs-medium-machine-guns/</link>
				<pubDate>Wed, 18 Dec 2024 13:54:19 +0000</pubDate>

									<content:encoded><![CDATA[<p>I know how the rules treat light vs medium machine guns differently, but it often seems that the actual machine gun is often the same weapon.  Is that true at least regards to Bolt Action&#8217;s rules, the main difference is light machine guns have crews of 2 models and can be part of squad, while medium machine guns are treated as infantry support&hellip;<span class="activity-read-more" id="activity-read-more-25615"><a href="https://www.warlordgames.com/community/topic/light-vs-medium-machine-guns/" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Contesting no LOS objectives in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/contesting-no-los-objectives/#post-190700</link>
				<pubDate>Thu, 12 Dec 2024 18:52:20 +0000</pubDate>

									<content:encoded><![CDATA[<p>Generally speaking, I find that control of objectives brings out the worse with respect to &#8220;gamey&#8221; behaviors.  Often a game will be going along just fine and then on the last move crazy *!@#! starts to occur.  Perhaps a rule that the player with the most points within 3&#8243; of an objective at the end of the game &#8220;owns&#8221; the objective.  It would pr&hellip;<span class="activity-read-more" id="activity-read-more-25602"><a href="https://www.warlordgames.com/community/topic/contesting-no-los-objectives/#post-190700" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike started the topic Closing Fire at an assault and running past enemy units in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/closing-fire-at-an-assault-and-running-past-enemy-units/</link>
				<pubDate>Sun, 17 Nov 2024 13:34:42 +0000</pubDate>

									<content:encoded><![CDATA[<p>Does a defensive unit get closing fire if the enemy units &#8220;runs&#8221; more than 6&#8243; to assault or start more than 6&#8243; away from the target?  We were playing a game where the assaulting unit was with 6&#8243; of its target but had to run almost the full 12&#8243; to contact it due to an obstacle.</p>
<p>On a related matter, can a unit run through a 2&#8243; gap between an&hellip;<span class="activity-read-more" id="activity-read-more-25554"><a href="https://www.warlordgames.com/community/topic/closing-fire-at-an-assault-and-running-past-enemy-units/" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic 3rd vs 2nd in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/3rd-vs-2nd/#post-190652</link>
				<pubDate>Fri, 15 Nov 2024 21:31:16 +0000</pubDate>

									<content:encoded><![CDATA[<p>I did not take your comment as &#8220;attacking&#8221; me, simply misunderstanding me.  So, no worries, I took no offense.  I was simply noting that I don&#8217;t find tanks as intimidating as they were before.  Many players thought the new rules would lead to many armor platoons and moving the game away from being infantry based.  While we are seeing some arm&hellip;<span class="activity-read-more" id="activity-read-more-25551"><a href="https://www.warlordgames.com/community/topic/3rd-vs-2nd/#post-190652" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic 3rd vs 2nd in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/3rd-vs-2nd/#post-190646</link>
				<pubDate>Tue, 12 Nov 2024 13:38:25 +0000</pubDate>

									<content:encoded><![CDATA[<p>I did not say, I do not like V3 or that I did not agree with the changes to tank MMG fire (I do for the reasons you mentioned), just that they are less intimidating.  In V2, tanks could control a part of the battlefield as no one wanted to contest ground against a tank with 2 or more MMGs.  Now, a large infantry unit can seize an objective an a&hellip;<span class="activity-read-more" id="activity-read-more-25545"><a href="https://www.warlordgames.com/community/topic/3rd-vs-2nd/#post-190646" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic 3rd vs 2nd in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/3rd-vs-2nd/#post-190644</link>
				<pubDate>Tue, 12 Nov 2024 06:53:50 +0000</pubDate>

									<content:encoded><![CDATA[<p>The one thing that has been noticeable is that assaults are not as good of an idea as they once were.  Unless you need to gamble on a decisive result, advancing to point blank range and using shooting is more efficient.  The negative benefit of assaulting is compounded when the defender is in cover.  Still some armies like the Japanese with big sq&hellip;<span class="activity-read-more" id="activity-read-more-25543"><a href="https://www.warlordgames.com/community/topic/3rd-vs-2nd/#post-190644" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Bersaglieri and french D1 &#038; D2 tanks in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/bersaglieri-and-french-d1-d2-tanks/#post-190613</link>
				<pubDate>Fri, 01 Nov 2024 15:39:56 +0000</pubDate>

									<content:encoded><![CDATA[<p>A major and oft repeated criticism of Warlord I hear from gamers is that the rules should be either included in the rulebook or available as updated PDFs from the website.</p>
<p>Unit profiles ultimately end up in the army builder software packages that almost everyone I know uses, so there is no reason to buy a book for a unit profile.  The problem is&hellip;<span class="activity-read-more" id="activity-read-more-25511"><a href="https://www.warlordgames.com/community/topic/bersaglieri-and-french-d1-d2-tanks/#post-190613" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic QRS download in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/qrs-download/#post-190612</link>
				<pubDate>Fri, 01 Nov 2024 15:20:51 +0000</pubDate>

									<content:encoded><![CDATA[<p>Try browsing BoardGameGeek Edition Quick Reference Sheet Bolt Action dated Oct 7, 2024</p>
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				<title>Mike replied to the topic Bersaglieri and french D1 &#038; D2 tanks in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/bersaglieri-and-french-d1-d2-tanks/#post-190606</link>
				<pubDate>Fri, 01 Nov 2024 03:00:07 +0000</pubDate>

									<content:encoded><![CDATA[<p>It would be useful if Bolt Action produced a software program where players could introduce their own stats for a unit&#8217;s profile, and it would generate a cost.  So, if you wanted to use some of the V2 books like Case Blue for the Italians, you could simply run their profile through the program to get the &#8220;cost&#8221; for the unit.</p>
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				<title>Mike replied to the topic QRS download in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/qrs-download/#post-190592</link>
				<pubDate>Tue, 29 Oct 2024 11:35:20 +0000</pubDate>

									<content:encoded><![CDATA[<p>I used this one for now&#8230; I have not checked it, but it worked well in our game.</p>
<p><a href="https://s3.amazonaws.com/geekdo-files.com/bgg400319?response-content-disposition=inline%3B%20filename%3D%22Bolt_Action_v3_-_Quick_Reference_Sheet_v0.7.pdf%22&amp;response-content-type=application%2Fpdf&amp;X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&amp;X-Amz-Algorithm=AWS4-HMAC-SHA256&amp;X-Amz-Credential=AKIAJYFNCT7FKCE4O6TA%2F20241029%2Fus-east-1%2Fs3%2Faws4_request&amp;X-Amz-Date=20241029T113343Z&amp;X-Amz-SignedHeaders=host&amp;X-Amz-Expires=120&amp;X-Amz-Signature=e9db43f6852ff48358c772ead0d870ae5a777e6471974d874b0597393a4eefec" rel="nofollow ugc">Bolt Action Third Edition &#8211; Quick Reference Sheet v0.7</a></p>
<p>&nbsp;</p>
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				<title>Mike started the topic Mortars on Ambush in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/mortars-on-ambush/</link>
				<pubDate>Sun, 27 Oct 2024 01:13:09 +0000</pubDate>

									<content:encoded><![CDATA[<p>Can mortars go on ambush?  Can spotters trigger than firing if on ambush?</p>
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				<title>Mike started the topic Japanese Baron casting in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/japanese-baron-casting/</link>
				<pubDate>Fri, 25 Oct 2024 21:52:40 +0100</pubDate>

									<content:encoded><![CDATA[<p>If you pair a mounted Japanese Company Commander with two &#8220;foot&#8221; soldiers.  The Bolt Action army builder gives the unit &#8220;cavalry&#8221; as special rules, so does the whole unit operate as a cavalry unit?</p>
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				<title>Mike replied to the topic Missing troops in V3 in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/missing-troops-in-v3/#post-190542</link>
				<pubDate>Thu, 17 Oct 2024 01:12:40 +0100</pubDate>

									<content:encoded><![CDATA[<p>Steve T: Perhaps, it might make you feel better that to think you are allocating &#8220;kills&#8221; between the cover/ground and the soldiers.  Those are mighty dead bricks.  But it also means a more pins and quicker calculations with fewer modifiers for each phase.  What we are finding a bit cumbersome is that in fact there are more modifiers than one mi&hellip;<span class="activity-read-more" id="activity-read-more-25429"><a href="https://www.warlordgames.com/community/topic/missing-troops-in-v3/#post-190542" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike started the topic Indirect Fire Question in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/indirect-fire-question/</link>
				<pubDate>Sun, 13 Oct 2024 15:36:35 +0100</pubDate>

									<content:encoded><![CDATA[<p>Per page 101&#8230; &#8220;When firing using indirect fire, a 6 is required to hit, regardless of any modifier.  In the following turn, if the shooter receives a Fire order and if the target unit has not moved from their position, a hit is scored on a 5+ (to count as &#8216;moved&#8217;, every model in the unit must end its move at least 2&#8221; away from the position of&hellip;<span class="activity-read-more" id="activity-read-more-25421"><a href="https://www.warlordgames.com/community/topic/indirect-fire-question/" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike started the topic Reinforced Platoon in the forum Bolt Action</title>
				<link>https://www.warlordgames.com/community/topic/reinforced-platoon/</link>
				<pubDate>Mon, 07 Oct 2024 15:58:58 +0100</pubDate>

									<content:encoded><![CDATA[<p>With regard to building forces for V3 of Bolt Action, I wish the rules had preserved the old &#8220;reinforced&#8221; platoon as an option in conjunction with the new options of additional platoons.  Both seem to make sense to me.  I can see a platoon being given a mission with a &#8220;special unit&#8221; attached to provide some needed capabilities.  I can also see an&hellip;<span class="activity-read-more" id="activity-read-more-25393"><a href="https://www.warlordgames.com/community/topic/reinforced-platoon/" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic War wagons in the forum Hail Caesar</title>
				<link>https://www.warlordgames.com/community/topic/war-wagons/#post-189529</link>
				<pubDate>Tue, 17 Oct 2023 15:34:23 +0100</pubDate>

									<content:encoded><![CDATA[<p>The Sea Peoples Hail Ceasar Warlord Supplement Biblical and Classical armies provides for Baggage Wagons with a base profile of 3/3/1/0/4+/6 and Special Stubborn rule.  I think that is a good starting point.</p>
<p>I don&#8217;t see them &#8220;attacking&#8221;.  So, you may opt not to let them attack and move at the wagon rate (same as infantry).  Now, you have to de&hellip;<span class="activity-read-more" id="activity-read-more-24347"><a href="https://www.warlordgames.com/community/topic/war-wagons/#post-189529" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Epic and formations in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/epic-and-formations/#post-189169</link>
				<pubDate>Thu, 08 Jun 2023 23:33:12 +0100</pubDate>

									<content:encoded><![CDATA[<p>While I don&#8217;t game, Epic scale, I have gamed with different base configurations.  You and your opponent need to agree what constitutes the way to display a given formation.  In the past, three &#8220;stand&#8221; units displayed a square formation as a &#8220;triange&#8221;, while two &#8220;stand&#8221; units displayed it with one stand facing forward and one backward.  Given th&hellip;<span class="activity-read-more" id="activity-read-more-23919"><a href="https://www.warlordgames.com/community/topic/epic-and-formations/#post-189169" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Hail Caesar played with 15 mm miniatures in the forum Hail Caesar</title>
				<link>https://www.warlordgames.com/community/topic/hail-caesar-played-with-15-mm-miniatures/#post-188954</link>
				<pubDate>Tue, 28 Mar 2023 03:31:13 +0100</pubDate>

									<content:encoded><![CDATA[<p>Like Big Al says, Hail Ceasar is pretty agnostic when comes to basing or castings, the most important thing is a consistent unit &#8220;footprint&#8221; (with frontage being more important than depth), since the rules work off of tiny, small, standard and large size units largely based on the &#8220;unit&#8217;s frontage&#8221;.  But with that in mind, while I prefer painting&hellip;<span class="activity-read-more" id="activity-read-more-23065"><a href="https://www.warlordgames.com/community/topic/hail-caesar-played-with-15-mm-miniatures/#post-188954" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Must Form Square in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/must-form-square/#post-188859</link>
				<pubDate>Sun, 05 Mar 2023 01:27:04 +0000</pubDate>

									<content:encoded><![CDATA[<p>As I remember it, a unit can only make one charge response per turn.  So since forming square is the unit&#8217;s response, it cannot respond a second time when charged by the French Infantry in hand-to-hand combat.</p>
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				<title>Mike replied to the topic Small Unit Actions in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/small-unit-actions/#post-188852</link>
				<pubDate>Thu, 02 Mar 2023 03:00:27 +0000</pubDate>

									<content:encoded><![CDATA[<p>Yes and no.  You can play a small unit game using the Black Powder game engine.  In the French and Indian War supplement in some scenarios a standard unit is a company of 100-150 men.  The Black Powder game engine is extremely flexible and with a few tweaks (which is what supplements do), you can emulate almost any sized engagement.</p>
<p>But it wi&hellip;<span class="activity-read-more" id="activity-read-more-22575"><a href="https://www.warlordgames.com/community/topic/small-unit-actions/#post-188852" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic French Old Guard too strong? in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/french-old-guard-too-strong/#post-188727</link>
				<pubDate>Sun, 12 Feb 2023 01:11:55 +0000</pubDate>

									<content:encoded><![CDATA[<p>First, any unit with a 3+ morale save, that gets buffed up to 2+ is going to be tough to beat.  In essence, it would take on average 24 hits to produce the 4 unsaved hits needed for it reach shaken. Historically, I am unaware that the Old Guard was every defeated in a close combat melee.  But it is not invulnerable.</p>
<p>A more effective tactic w&hellip;<span class="activity-read-more" id="activity-read-more-22113"><a href="https://www.warlordgames.com/community/topic/french-old-guard-too-strong/#post-188727" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic charge distance in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/charge-distance/#post-188723</link>
				<pubDate>Fri, 10 Feb 2023 16:29:34 +0000</pubDate>

									<content:encoded><![CDATA[<p>To get really nitpicky, you orders are &#8220;intentions&#8221; not charge moves.  Even if you order a &#8220;charge&#8221;, from a technical perspective, it does not become a &#8220;charge&#8221; move unless you can contact the enemy.  Instead, it is simply an intent to contact the enemy.  You can technically declare an intent to &#8220;charge&#8221; an enemy you have no chance of re&hellip;<span class="activity-read-more" id="activity-read-more-22106"><a href="https://www.warlordgames.com/community/topic/charge-distance/#post-188723" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Forming Skirmish to Enter Woods in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/forming-skirmish-to-enter-woods/#post-188627</link>
				<pubDate>Wed, 11 Jan 2023 16:51:10 +0000</pubDate>

									<content:encoded><![CDATA[<p>We don&#8217;t like the use of the word &#8220;skirmish&#8221; since that represents a combined formation and tactical doctrine.  We prefer the word open order.  We also display the formations differently.  For us skirmishing is a more linear formation with supports in the rear.  So, we show it that way.  Open order is units maintaining the same formation but with&hellip;<span class="activity-read-more" id="activity-read-more-21511"><a href="https://www.warlordgames.com/community/topic/forming-skirmish-to-enter-woods/#post-188627" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Infantry Forming Square in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/infantry-forming-square/#post-188549</link>
				<pubDate>Wed, 14 Dec 2022 17:23:04 +0000</pubDate>

									<content:encoded><![CDATA[<p>As Garry noted, there are new rules for forming square on pages 98-100 in the Clash of Eagles supplement. It provides bonuses to the Order test depending on how far the cavalry starts its charge.  I like this rule, though as Garry notes above others don&#8217;t.</p>
<p>Part of the intent, I think of the rule was to force infantry in go into square when&hellip;<span class="activity-read-more" id="activity-read-more-21000"><a href="https://www.warlordgames.com/community/topic/infantry-forming-square/#post-188549" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Manhandling Artillery in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/manhandling-artillery/#post-188465</link>
				<pubDate>Thu, 17 Nov 2022 20:20:21 +0000</pubDate>

									<content:encoded><![CDATA[<p>Yes, but it must pass a command order or be in initiative range of an enemy and is limited to one move per turn.</p>
<p>&nbsp;</p>
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				<title>Mike started the topic Evade off Table in the forum Hail Caesar</title>
				<link>https://www.warlordgames.com/community/topic/evade-off-table/</link>
				<pubDate>Sun, 14 Aug 2022 02:24:24 +0100</pubDate>

									<content:encoded><![CDATA[<p>So, I had a two open order light chariots 6&#8243; from the back edge of the table.  My opponent charged my chariots and rolled a triple move from around 12&#8243; way with chariots.  I evaded.  Because I was less than a full move from the back edge, we moved my troops off the table.  Several questions came up&#8230;</p>
<p>1) Can you pursue an opponent off the tab&hellip;<span class="activity-read-more" id="activity-read-more-14686"><a href="https://www.warlordgames.com/community/topic/evade-off-table/" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Unsquared Infantry vs. Cavlary in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/unsquared-infantry-vs-cavlary/#post-186894</link>
				<pubDate>Sat, 18 Dec 2021 18:57:40 +0000</pubDate>

									<content:encoded><![CDATA[<p>I have found with Black Powder, when something &#8220;rare&#8221; happens to consider what might have happened rather than the &#8220;optics&#8221; of what happened.</p>
<p>Using your example, it is clear that the infantry battalion&#8217;s colonel saw the cavalry charging his flank and ordered his unit to face the enemy cavalry and issue fire.  Before the cavalry closed the&hellip;<span class="activity-read-more" id="activity-read-more-9189"><a href="https://www.warlordgames.com/community/topic/unsquared-infantry-vs-cavlary/#post-186894" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Napoleonic Skirmishers in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/napoleonic-skirmishers/#post-186599</link>
				<pubDate>Mon, 25 Oct 2021 22:28:02 +0100</pubDate>

									<content:encoded><![CDATA[<p>In Clash of Eagles there are some special rules regarding skirmishers, that provide a more granular feel to mixed formations based on infantry type and nationality.</p>
<p>Specific to your question:</p>
<p>The mixed formation requires a formation change.  The formation change represents the &#8220;parent&#8221; battalion dispatching skirmishers to screen their front&hellip;<span class="activity-read-more" id="activity-read-more-8826"><a href="https://www.warlordgames.com/community/topic/napoleonic-skirmishers/#post-186599" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Further BP2 queries in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/further-bp2-queries/#post-186263</link>
				<pubDate>Fri, 17 Sep 2021 15:41:37 +0100</pubDate>

									<content:encoded><![CDATA[<p>Shrapnel&#8230; not to be to nerdy&#8230; but yes but 3D6 hitting on 5s and @D6 hitting on 4s have the same expected value&#8230; &#8220;1 hit&#8221;.  But they have very different outcome distributions including upper ranges.  So with 2D6 you are more likely to have more 0 hits and 2hits.  With 3D6, you are less likely to miss and can even inflict as many as 3 hi&hellip;<span class="activity-read-more" id="activity-read-more-8194"><a href="https://www.warlordgames.com/community/topic/further-bp2-queries/#post-186263" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Winning units in hand to hand combat, do they test if they have excess hits? in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/winning-units-in-hand-to-hand-combat-do-they-test-if-they-have-excess-hits/#post-186074</link>
				<pubDate>Tue, 17 Aug 2021 18:05:48 +0100</pubDate>

									<content:encoded><![CDATA[<p>The answer to your question is provided by Garry and Big Al.  The only thing I would add is to better understand Black Powder keep in mind &#8220;hits&#8221; do not equate to casualties per se, but rather the morale state of the unit.</p>
<p>So as Al noted, by winning the combat, your unit is feeling &#8220;euphoric&#8221; and so no &#8220;Break Test&#8221; is required.  But it also e&hellip;<span class="activity-read-more" id="activity-read-more-7994"><a href="https://www.warlordgames.com/community/topic/winning-units-in-hand-to-hand-combat-do-they-test-if-they-have-excess-hits/#post-186074" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Redoubt’s and fleches in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/redoubts-and-fleches/#post-185891</link>
				<pubDate>Fri, 16 Jul 2021 18:19:17 +0100</pubDate>

									<content:encoded><![CDATA[<p>When you get into special terrain, you need special rules.</p>
<p>The Clash of Eagles Supplement does have some rules for Earthworks and Entrenchments.  Mostly, they suggest defining them as light cover or heavy cover and require you establish the capacity of said features&#8230; like one artillery unit and one standard infantry unit, etc.</p>
<p>I think the&hellip;<span class="activity-read-more" id="activity-read-more-7841"><a href="https://www.warlordgames.com/community/topic/redoubts-and-fleches/#post-185891" rel="nofollow ugc">[Read more]</a></span></p>
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				<title>Mike replied to the topic Query regarding brigade composition - War of Spanish Succession in the forum Black Powder</title>
				<link>https://www.warlordgames.com/community/topic/query-regarding-brigade-composition-war-of-spanish-succession/#post-185860</link>
				<pubDate>Fri, 09 Jul 2021 16:42:46 +0100</pubDate>

									<content:encoded><![CDATA[<p>Artillery was general divided into two categories&#8230; artillery of the &#8220;park&#8221; or reserve and small battalion guns for direct support.  This approach remained the practice until artillery became lighter and more maneuverable and so larger caliber guns could be deployed in a more direct support role.</p>
<p>Brigades were first introduced as a tactical&hellip;<span class="activity-read-more" id="activity-read-more-7822"><a href="https://www.warlordgames.com/community/topic/query-regarding-brigade-composition-war-of-spanish-succession/#post-185860" rel="nofollow ugc">[Read more]</a></span></p>
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