Welcome back BA fans. Today I am going to discuss a few ideas to ponder when thinking about list building in a general setting. Now there are many schools of thought as to the best way to build a list in Bolt Action. While I have been trying to go historical lately I am going to aim for a more generalist approach this time out. As an old school tournament competitor I build every list I play for an all comers setting. I think a list should have the tools to get the job done in a variety of settings and against a wide variety of opponents. Most tournaments run at 1000 points so that is where I am going to aim.
Bolt Action is written in such a way that, national abilities aside, most nation’s lists are generally similar. As BA is a infantry focused game, I think I will start with troops. Now, I could write pages on the differences and options available experience wise. I think I will skip that lengthy discussion for now. What I will say is this, no matter which way you go… You will probably spend between 350-500 points on basic riflemen and infantry troopers (assuming that if you go large squads of inexperienced troops, medium sized squads of regular troops or small to medium sized veteran troops… or some combination thereof…. Again I am building a general list not a gimmick or one trick pony.). Bolt Action is a game where most missions involve you grabbing objectives of some variety or another. To do this you will need lots of men or a smaller group of tough bastards to get the job done. You do not want to make things too easy for your opponent right off the bat. If your opponent can ignore the rest of your army and concentrate fire to wipe or pin out the objective grabbing elements of your force… You have already lost. You need to have enough boots on the board to get where you need to go.
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An ATR: The trusty anti-tank rifle is one of my favorite units in the game. Sure not everyone can take this guy but for thirty points (at regular) I ALWAYS grab one if I can. Not only does the ATR give you a cheap order dice (which is always nice) but it also gives you the ability to apply pins to vehicles. In a game where lots of people take light tanks, the ATR, if used properly (side shot anyone) has a chance to penetrate armour and cause real damage to your opponent’s motor pool. They are also good at getting rid of pesky open-topped transport vehicles (which they will destroy on a 4 or more) and can be put on ambush to deal with these vehicles if you cannot afford to get outflanked by them. Even if your opponent is running no vehicles the ATR will kill veteran troops on a 3 or better or regular troops on anything but a one. As I said… I love these guys.
Now, I am only scratching the surface here… I have not talked about everyone’s favourite villain (flame throwers) or artillery pieces (mortars that hit better with built in cover) or machine guns or observers or… well, the list keeps goes on and on. I will have to come back soon to address some of these other units. But if you pick up something general like 5 squads of 8 regular guys, a regular sniper, a regular heavy mortar and a regular ATR… You have only spent just over half your army’s points and you already have 8 order dice (nine once you include the obligatory LT to the force). Plenty room to include that tank your love or… well… just about anything AND you have the tools to get the job done given a wide range of missions. Hope this helps…
Old Man Morin… OUT!