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*Run: The unit moves 12", or in CQC.
*Run: The unit moves 12", or in CQC.
*Rally: The unit loses more pins.
*Rally: The unit loses more pins.
*Down: They become easier to hit, but can perform no other action.
*Down: They become harder to hit, but can perform no other action.
*Ambush: They open fire on any unit that moves in they're line of sight.
*Ambush: They open fire on any unit that moves in they're line of sight.



Revision as of 10:40, 18 April 2015

Bolt Action is a tabletop wargame, made by Warlord Games and written by ex-GW writers Rick Priestley and Alessio Cavatore. Focuses on recreating World War 2 at 28mm scale, between platoon sized forces. First published in only 2012, the decline of Warhammer 40,000 has lead to an increase in it's popularity due to the ease to which 40k players can pick up the game, due to similar mechanics. Due to it's relative youth compared to other wargames, Warlord don't produce a full range, but instead encourage the use of third party miniatures, even listing some of them on their main site and working with Italeri to create more 1/56 scale miniatures!

Part of it's popularity comes from how supportive Warlord are of clubs, tournaments and events, with free starter kits provided for clubs, and prize support (at a significant level) for events and tournaments (At least in the UK), their supportive approach has lead to the poaching of many one time 40k players.

Game Summary

As mentioned above, Bolt Action shares many similarities with 40k, with a few key differences and plenty of minor changes to distinguish it. The core mechanic of Bolt Action is the command dice system. Each players has a number of command dice equal to the number of units they have, each player having a different color. All the dice are put in a bag, and are drawn out. The player whose die it is, gets to perform one of 6 orders, which are shown on each of the facings on the d6:

  • Advance: The basic order, a unit can move 6" and shoot.
  • Fire: The unit remains stationary and shoots, slightly more accurate then if they advanced.
  • Run: The unit moves 12", or in CQC.
  • Rally: The unit loses more pins.
  • Down: They become harder to hit, but can perform no other action.
  • Ambush: They open fire on any unit that moves in they're line of sight.

Every unit is one of three levels of experience: inexperienced, regulars and veterans. Each level is a step up, in survivability, morale and the amount of damage they can output.

The third mechanic which works with the orders above, is pinning. Every time a unit is hit at least once by another unit, they take a single pin marker. Having at least one pin will force the unit to take an order test when they want to perform any order (except down). Veterans, regulars and inexperienced troops have a morale level of 10, 9 and 8 respectively and the order test works exactly like a leadership test in 40k and Fantasy: roll 2d6, and roll less then or equal to the morale. Each pin marker acts as a negative modifier to the morale level. If they fail, they simply go down.

The final core mechanic is how shooting works. Every unit hits on a d6 roll of a 3 or more, but plenty of modifiers apply, including distance, their movement, how much cover the enemy unit is in and even pins. If a unit hits, they give a pin marker to the enemy then roll damage. The likelihood of wounding is based off the veterancy of the enemy troops, and the pen value of the weapon used.

Armies

Warlord have produced a variety of books, allowing players to represent most fighting forces which took part in World War 2. Each book allows both generic platoons (Which consist of a basic structure, with any unit or vehicle allowed) or "Theater Selector" platoons, which give more restrictions but also some bonuses (For example, most German theater selectors allow 2 MMG teams, as opposed to the 1 MMG team that the generic platoon allows.) These Theater Selectors allow players to represent a very specific time period during the war. Each army has 2 or more special rules, representing the nation during the Second World War

  • Armies of Germany: A good selection of elite troops (Waffen SS, Fallchirmjager or simple elite heer), along with decent access to plenty of cheap, inexperienced troops (Ostruppen, Volksgrenadiers and Volkssturm) compliment some of the better tanks of the game. Their special rules represent the high rate of fire of their MGs (Hitler's Buzzsaw) and the initiative training their troops received.
  • Armies of the United States: With easy access to regulars, and some veterans (in the form of Airborne and Rangers) the US are a highly mobile force, represented by their special rules allowing less penalties for moving and firing.
  • Armies of Great Britain: With generally good vehicles, with some gaps, the Tommies but up a good show with a large variety of troops representing men from all over the commonwealth. They have a list of army special rules they can choose from, to further allow the force to represent a specific nation.
  • Armies of the Soviet Union: Plenty of cheap troops, and even a free squad through their special rule, the Soviets also have access to excellent artillery and tanks.
  • Armies of Imperial Japan: The CQC focused army, as you would expect, the Imperial Japanese have generally good infantry, but the tanks and vehicles which back them up are lacking.
  • Armies of Italy and the Axis: Representing several of the smaller axis powers, the gives each of the following nations their own list, theater selectors and special rules:
    • Italy
    • Hungary
    • Bulgaria
    • Romania
    • Finland
  • Armies of France and the Allies: The allied version of the above book, ocne mroe each of the nations get their own list, theater selectors and special rules:
    • France
    • Poland
    • Greece
    • Norway
    • Holland
    • Belgium
    • Partisans