Rules Questions
Home › Forums › Historical › Bolt Action › Rules Questions
Tagged: Rules
- This topic has 523 replies, 132 voices, and was last updated 3 days, 9 hours ago by
Kar98k.
-
AuthorPosts
-
May 2, 2025 at 4:59 pm #191110
Anders Olsen
ParticipantDoes the Rangers Lead the Way special rule apply to first wave missions?
June 11, 2025 at 1:02 am #191226Benjamin
ParticipantIn the partisan list. Can you take armored transport and the like from germany and italy?
It list the following:
CAPTURED VEHICLES
A Partisan force may include any vehicle with a Damage Value up to and including 9+ (medium tank). However, all captured vehicles must be purchased as Inexperienced and, in addition, all armoured vehicles have the Unreliable special rule to represent lack of maintenance and crew training.
TRANSPORTS AND TOWS
Common vehicles only
Note these are not subject to the Captured Vehicles rule above.
June 11, 2025 at 8:42 am #191231
NatParticipantsee my post 190921 (pg34 of this thread)… but RAW = No, GAP (Game As Played) Yes
July 29, 2025 at 9:49 am #191302wAbout
ParticipantYes, rangers can enter the table prior to first wave.
-
This reply was modified 6 months ago by
wAbout.
September 4, 2025 at 3:42 pm #191356Hoff
Participant- What happens if an immobilized armored vehicle gets a steering compromised, turret jammed, or engine damage result? does it die due to the double immobilized rule?
- Do rules that turn off infiltrate from Snipers, Observers, and Spotters (e.g. Hungarian Roving Patrols, Partisan Home Country, etc.) also turn off infiltrate for things like Soviet Anti-Tank Teams, Soviet Scouts, or Japanese Suicide Anti-Tank Teams?
September 5, 2025 at 3:52 am #191359Stuart Harrison
ParticipantSteering compromised or engine damaged would both be a second immobilised result, so destroyed (no pivots to reduce and no speed to reduce – the interaction between these rules and the immobilised rule should be tightened up). Turret jam would depend on whether the vehicle currently has a valid working turret to absorb the result.
The second question is another where the wording should be tightened up (should probably read ‘infiltrators’ rather than ‘snipers, observers and spotters’). As it is, it can be argued that other infiltrators aren’t affected. In previous editions, the deployment rules were under ‘Setting up Observers and Snipers’ – if you prevented observers and snipers forward deploying, you would also automatically prevent units that deploy like them from forward deploying.
September 10, 2025 at 3:19 pm #191380Orlunu
ParticipantAm I blind, or is Germany missing the option for the B2 740(f) (gun tank, not flammpanzer)? The majority were kept as gun tanks, and it’s still sold as such on the webstore, so I feel like it really should be there but I’m not seeing it at all.
September 13, 2025 at 4:47 am #191385Christoph Hintze
ParticipantGoing through the new rule book and the new Armies of Great Britain book. I can not find any mention of the Highlanders. Is there any word as to when they will be available?
Thanks,
Stoff
September 16, 2025 at 5:55 am #191395J Gregory
ParticipantCan a Forward Air Observer spot for a mortar team and then call in an Airstrike in the same turn? The FAQ says that a spotter/observer can only spot for one “Indirect Fire weapon” per turn, but I can’t find any reference to an Airstrike as Indirect Fire (in fact, the definition of IF on p.101 is “weapons that shoot HE shells indirectly” – an Airstrike doesn’t follow the IF shooting procedure, nor is a Strafing Fighter necessarily shooting HE). Guidance, please…
November 12, 2025 at 7:26 am #191501Halfdanr
ParticipantHello,
Some questions about combat jump:1) Fire is resolved after paratroopers landed and are on a certain terrain. If shooting them with flak weapon, do they benefit from cover on the ground? Thematically they are shot mid-air.2) What happens when unit forming a 1-inch line apart on the ground, overlaps own or enemy units when landed? Are troopers less than inch away from other unit considered on impassable terrain and die?3) What happens if unit lands partially on a building? Is the 1-inch gap to be maintained also vertically? If cannot, is the one part of the squad destroyed as not aligning to jump deployment rules?4) Is attack with flak weapon having HE value, resolved as on the ground (template) or as for aircraft mid-air hits (d3/d6 hits)?Have you met any other strange examples?Thanks in advanceNovember 25, 2025 at 7:49 pm #191576Ian
ParticipantCan you clarify if a forward air/artillery observer can call in the attack if mounted on an open topped vehicle? If so can he still do so if the vehicle has advanced? Ran?
Ian
November 25, 2025 at 7:52 pm #191577Josiah
Participant<p style=”text-align: left;”>Air/arty observers have actual clarity in the rules for when in vehicles: they can’t be issued a “Fire” order and as such cannot call thier strikes from inside a vehicle. They can still be used to spot for artillery though, so have a serious use case especially with things like nebblewerfers.</p>
January 25, 2026 at 1:12 pm #191674Kameradenschwein
ParticipantHi everyone! 👋
I’m new to the forum, so hello to you all.
I ran into a rules situation in a recent game that sparked a discussion. I already asked about it in the unofficial Warlord Games Discord and also on Reddit, and (not surprisingly) I received answers supporting both interpretations — but no clear consensus. So I thought I’d bring it here for an official/most reliable community ruling.Scenario (what happened)
I shot with a Sherman Firefly at a German Hanomag (Sd.Kfz. 251).
The Hanomag had passengers on board:
1 Officer
2 small teams
The Hanomag had just received an Advance order that turn (so it had moved onto the table).
The passengers inside the Hanomag had not received any orders yet.The hit and damage roll
The Firefly hit the Hanomag and the damage roll caused Massive Damage, so I rolled two dice on the Damage Results on Armoured Vehicles table.
I rolled double 2, so the Hanomag suffered:
Immobilised
Immobilised
According to the damage table, if a vehicle suffers a further Immobilised result, the crew abandons it and it is considered Knocked Out.
So the transport ended up being Knocked Out.The rules question (timing / passengers)
This is where we weren’t sure what the correct timing should be, based on the “Effects of Damage on Passengers” rules (p.147).
The wording there says:
“If the transport vehicle suffers an immobilised or on fire damage, any troops on board are forced to dismount immediately after the damage results are resolved.”
What stood out to me is that it says “damage results” (plural) — which sounds like all results are resolved first, and only then passengers dismount.Interpretation A (my view)
Because the vehicle ends up Knocked Out, the passengers should be treated as being inside a transport that was destroyed, meaning:
each unit inside suffers the D6 “small arms” hits (as described in the passenger effects rules for a destroyed transport)
In other words:
✅ resolve both damage results → vehicle becomes KO → passengers take the KO passenger effects.Interpretation B (my opponent’s view)
My opponent argued that because Massive Damage says (p.141) the results should be applied in decreasing severity, the damage results must be applied sequentially, not simultaneously.
So under this interpretation the sequence would be:
First Immobilised result is applied
Passengers immediately dismount (because the vehicle “suffered Immobilised”)
Then the second Immobilised result is applied, which turns the transport into a KO
Under that reading, the passengers would already be safely out before the vehicle is knocked out.Why we were unsure
In our game, we ended up playing it as: ✅ the passengers take the D6 “small arms” hits, because it felt the most consistent and least “gamey”.
The alternative interpretation felt a bit comical, like: “The vehicle is about to be destroyed… but the passengers still have time to neatly dismount and avoid the consequences.”
But we’re not fully certain what the intended RAW timing is.Main question
When Massive Damage causes two results (in this case double Immobilised → Knocked Out), do the passengers dismount after the first Immobilised result, or only after all Massive Damage results are fully resolved?Thanks in advance for any clarification — especially if there’s an official ruling, FAQ entry, or common tournament approach to this!
-
This reply was modified 3 days, 22 hours ago by
Kameradenschwein.
-
This reply was modified 3 days, 22 hours ago by
Kameradenschwein.
January 26, 2026 at 1:50 am #191678
Kar98kParticipantMain question
When Massive Damage causes two results (in this case double Immobilised → Knocked Out), do the passengers dismount after the first Immobilised result, or only after all Massive Damage results are fully resolved?For massive damage, we don’t see a lot of doubles of 1, 2, or 3, but I remember clearly a day when we rolled double 3. Since the rules say, “Roll both damage results and apply them in order of decreasing severity” and we both agreed that a double 3 is of equal severity, but should still be applied in order and not at the same time. That is to say, apply the first roll of 3 and resolve its result, then apply the second roll of 3. In our case, the crew failed the test for the first roll of 3, so end of story, but we both agree had the crew passed, then we would have just done it again with the second roll of 3.
So in a case of double 2, we would have preceded to do the same and apply the first roll of 2 and resolve its result, then apply the second roll of 2. That is to say, with the first roll of 2 the passengers immediately dismount because the vehicle is immobilised – see page 147, Effects of Damage on Passengers – then the second roll of 2 is applied, which turns the transport into an obstacle blocking a road or maybe provide hard cover. Note that “it is considered knocked out”, but not yet a burning piece of twisted metal. For campaign games, it is considered recoverable, but during the game it is tagged as a wreck (see page 141) and considered destroyed for victory points.
In your case, you can simply imagine the Firefly’s shot passing through a part of the half-track without doing much more than destroying its wheels and/or tracks.
-
This reply was modified 6 months ago by
-
AuthorPosts
- You must be logged in to reply to this topic.
