Stuart

Forum Replies Created

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
    Posts
  • #189965
    Stuart
    Participant

    Hello all. In August, I will relocate to Nairobi for a few years. Are there any (or does anyone know of) Bolt Action players or groups there?

    #188358
    Stuart
    Participant

    Nothing too drastic, but some minor tweaks (which may come with additional point costs):

    * Crew served MMGs to inflict D2 (D3?) pins on a hit to replicate the suppressive fire role.

    * Crew served AT weapons (PIAT, Bazooka etc.) to be HE (1″), to replicate the explosive effect, giving them better utility against troops.

    * Adjust ‘to hit’ rules so that Veterans get a +1 in contrast to the Inexperienced getting -1.  This would also apply to mortars and indirect artillery (zeroing starts at 5, not 6), reflecting the effect of combat experience on aiming/targeting.

    * When using direct fire HE against units behind cover (soft or hard), give a bonus to hit equivalent to the half the HE radius starting at 3″ (3″= +1, 4″= +2), replicating the shrapnel and blast effect.

    * Add in points amount for SAS (Armoured Jeep) with the twin Vickers K MGs on the front (currently only give points value for HMG equipped jeeps).

    * Late War NWE SAS list (Normandy books) to allow for a few more Marquis options (e.g., light mortar, PIAT) (but thanks for adding in the deception teams in the Errata).

    * Look over the experimental aircraft rules and work out a way to incorporate them formally into the game.

    #186005
    Stuart
    Participant

    Apologies for bumping this thread.

    I recently used a deception team at a tournament and have some observations for others who are thinking of using them. Also, if anyone from Warlord Games is reading, I have a suggestion at the end.

    I’ll keep my comments focused on the two features that are specific to this unit: The -1 penalty on opponent reserves, and the IED.

    * -1 Penalty. This was useful, particularly against an opponent using either Regular or Inexperienced troops, but not so useful against Veterans. In one of the battles, it kept some key units out of play for several turns. Of course, the dice were against me, and I was not able to capitalise on it as much as I wanted.

    * IED. There were some circumstances where it was useful, and others not.

    The best place for the IED is on a road edge where an outflanking unit could enter on, or at a chokepoint. I had a chance to do both.  In one game I had the IED on the side of a road, so as an outflanking truck with a section onboard came on it came right past the bomb. Unfortunately, they ‘detected it’ and avoided being blown up. In the second scenario I was in an urban environment and placed it at an intersection. It worked well to keep a cloud of partisans away. No deaths, but denial of egress.

    I had one scenario where I was doing point defence and placed the IED on one of the objectives.  This is where it did not work so well because my opponent worked out its weakness. The trigger range is 3”, but the explosion only covers 2”.  All my opponent had to do was move a unit within the 3” diameter and trigger the explosion, which had no effect on the unit as it was outside the 2” explosion range.

    So, Warlord Games, if you are reading this, either make the IED 2”/2” or 3”/3” in terms of triggering and explosion.  I can’t imagine a scenario where you would place a trip wire or pressure switch for an IED outside of the blast radius.

    I’ll keep using my Deception Team when the scenario allows, if only for the -1 penalty on reserves.  They make a useful small team, especially for hunting snipers. Also, against less knowledgeable opponents the psychological effect of placing an IED can constrain their mobility and add some uncertainty to their tactical plans.

Viewing 3 posts - 1 through 3 (of 3 total)