Have cost formulas been revealed or reverse-engineered?
Tagged: point costs
June 17, 2022 at 8:04 am #187809NanashiParticipant
Units forced to stack mutually exclusive “upgrades” aside (like replacing SMG with LMG, replacing transport with MMG), unit costs in Bolt Action are fairly consistent: An unarmored, unarmed, wheel transport that moves three people will cost the same no matter what model it is unless it has some special property, the same for a light tank with a co-axial MMG, and light anti-tank gun and no other special properties etc. etc.. Further, special abilities and weapons seem to follow a consistent formula of being consistent flat additions to a base price, rather than how useful it is to the final unit. Has anyone done the work to break costs down to their barest part?
Some of the results are obvious since they’re offered as optional extras on some vehicles (Recce is +10 points, slow is -10 points, most weapons), others can be derived easily by comparing similar vehicles (transport is +2 points per man transported regardless of if wheeled or half-track, as seen by comparing general purpose truck v. light truck, civilian car v. jeep, Type 1 Ho-ki vs. Type 98 So-Da), but others aren’t as clear (what are basic movement+armor combos?) and some seem entirely arbitrary (compare Civilian Car and Jeep and it seems tow ability doesn’t cost anything)June 18, 2022 at 5:28 am #187812Stuart HarrisonParticipantJune 19, 2022 at 1:47 am #187819NanashiParticipant
Thanks. That’s exactly what I was looking for.
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